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Fields of Fire

Rules of Play
Introduction
What is Fields of Fire?
Fields of Fire (FOF) is a solitaire game of commanding a
rifle company in action from World War II to Present. The
basic organization and tactics of rifle companies has not
changed over this period and the scope of the game allows for
such a broad coverage. It uses two decks of cards, a terrain
deck and an action deck and various counters to represent the
units you command. The terrain deck is used to build a map
over which you maneuver your forces. The action deck fills a
variety of roles in resolving combat, command & control, and
fate. A log is provided if you want to run a campaign which
takes your company through a series of games, called
missions. Different terrain decks can be used to cover action
in various parts of the world such as Western Europe, North
Africa, Vietnam, urban terrain etc.
How do I play?
Choose a company to command. Each game comes with
two companies, a terrain deck and an action deck. Then chose
a mission. The mission instructions (MI) will have much of
the specific information needed for that game. The mission
will indicate how big to make the map and where you start
and where the enemy starts (if any start in play). The MI will
give guidelines for how the enemy will come into play. Most
importantly, the MI will tell you the objectives. If you play a
campaign you will record various information during a
mission so that between missions you can integrate
replacements and gain experience.
The Map
The map is one of the unique features of FOF. It is build
from the terrain deck by drawing at random unless otherwise
indicated by the MI (such as a beach landing where the beach
can't be random, it is obviously fixed). The starting map is
expressed as number x number, e.g. 3x3 is three cards wide
by three cards deep. Generally offensive missions are on less
wide maps (3 to 4 wide), than defensive missions (5 to 9
wide). Each card represents a fairly abstract area based on the
type of terrain it depicts and can be 15-30m in urban or
jungle areas to 300m in open desert. It represents the basic
visual-verbal command radius of a leader.

The Company
A company has the following general organization:
Company Headquarters (CO HQ).
Company Staff (Company Executive Officer (CO XO) or
Second in Command (CO 2iC), 1st Sergeant (CO
1stSGT) or Senior NCO (CO SrNCO), and any Runners).
Fire Support Teams (Artillery Forward Observer (Arty
FO), Mortar Forward Observer (Mtr FO), Forward Air
Controller (FAC), Naval Gunfire Spot Team (NGF)).
Heavy Weapons Teams / Squads (Mortar Teams or
Squads, Machinegun Teams, Recoilless Rifle Teams,
Anti-Tank Guided Missile Teams).
Three or four Rifle Platoons (PLT HQ) Each platoon
having 3 Squads.

Thus a typical company has 18 to 20 units. Units have 1, 2 or


3 steps indicated by the number of dots on the counter. A Step
represents 2-3 men.
Your company has an Experience level (Green, Line,
Veteran). For a stand alone mission the experience level
applies to the entire company. In a campaign you can track
experience down to the individual units on the company log
and that experience can increase by completing missions or
decrease by bringing in replacements. Basically, the more
experience the more you can do, and do it easier.
A Turn
FOF missions are played in a series of turns. The number of
turns of any given mission is covered in the MI. Each turn
has a specific sequence as follows:
Higher Headquarters Phase (Starts on Turn 2 and later)
Draw a card, if the Field Phone icon with the HQ next to it
is present then a Higher Headquarters event has occurred.
The mission instructions will give a set of random events that
will represent various actions or pressure applied to you from
your Battalion Commander. A same process takes place for
the enemy, if there is Enemy Contact.
Company Command Phase
Draw a card to determine how many commands the CO
HQ gets by looking at the top of the action card. The number
on the left in the square is the basic number of commands
available. This is then modified as follows:
+1 command for No Contact
If the CO HQ is in the same area as an enemy Volume of Fire
marker (VOF)
-1 for Small Arms, -2 for Automatic Weapons, -3 for Heavy
Weapons, -4 for Grenade!, Incoming! Or Air Strike!
HQ Experience
-1 for Green, +1 for Veteran
Cover
+1 if under a Cover marker
Night / Limited Visibility
-2
The Maximum number of commands that any HQ may use in
a Command Phase is 6 or 4 at night, the minimum is 1.
Unused commands may be saved for further use. If the
modified number of commands drawn is less than 6 then
saved commands may be used up to the maximum of 6, e.g. a
CO HQ has 4 commands saved (noted on the Company Log)
and draws a modified 4 commands, the HQ may use those
four and 2 of the saved commands.
A command is used to purchase an action from a unit,
including the HQ itself. Actions include moving, rallying,
concentrating fire etc. An HQ can only allocate 2 commands
per unit in any command phase. In order to allocate
commands to a unit, that unit must be in the same area as the
HQ or have radio or phone communication with the HQ.
Platoon Command Phase
For each PLT HQ or Company Staff activated by spending
a command from the CO HQ then draws and uses the same
method of determining the number of commands available as

the CO HQ. The PLT HQ then spends and/or saves commands


in the same manner as the CO HQ.
Initiative Phase
PLT HQ Initiative
Each PLT HQ NOT activated by the Co HQ then draws
and uses the Initiative Commands in the Circle at the top of
the Action Card, and modified in the same manner as an
activated HQ.
Company Staff Initiative
The Company Staff (CO XO and CO 1 st SGT) each get
1 command, if not activated.
General Initiative
Draw a card and consult the circle on the upper right,
which is the basic number of initiative commands available.
These commands may be used on any unit anywhere in the
company except combat action teams (CAT)
Combat Action Team Initiative
Pinned CATs of each side each draw one card, if a rally
is drawn the Pinned is removed.
All unpinned Combat Action Teams (Assault, Fire,
Litter and Paralyzed) must perform any actions prescribed in
the rules concerning CATs.
Vehicle Movement and Combat
Tanks, Vehicles and Helicopters move and contact
attacks against other Tank, Vehicle or Helicopter units
Volume of Fire (VOF) Phase
Determine the current Volume of Fire for occupied Terrain
Cards, remove old markers and Flip pending markers to
current. Resolve Potential Contact Markers.
Combat Effects Phase
Each unit in a Terrain Card that has a current Volume of
Fire in it must determine its net protective modifier and draw
an Action Card to determine any effects. The effects are
applied immediately and the turn is over.
Note: Obviously the turn sequence overlays an artificial
structure on events taking place in combat. The effects of fire
and the fire itself is in reality occurring over the course of real
time a turn represents.
Teams
General Rule
A Team is any one step unit, a squad is a two or three step
unit. There are several kinds of teams in Fields of Fire that
serve some different functions. The basic types of teams are
HQs (Company and Platoon HQ and Staff), Fire Support
(Artillery Observers, etc.), Weapons Teams (Mortars, Rocket
Launchers, Recoilless Rifles and Machineguns) and Combat
Action Teams
HQ, Staff and Runners
These teams function is to issue commands and keep the
company working to accomplish a mission. These units have
an intrinsic VOF of Small Arms (S) and a range of 2 (Same
and adjacent card), but must expend a command to
voluntarily convert to a Fire Team to use it.
Fire Support

These teams call for fire from various fire support


agencies that are not on the map (artillery, mortars, air and
naval gun fire). These generally report to (take commands
from) the CO HQ, however they can be attached to a PLT HQ.
These units have an intrinsic VOF of Small Arms (S) and a
range of 2 (Same and adjacent card) ), but must expend a
command to voluntarily convert to a Fire Team to use it.
Weapons Teams
These teams provide fire support for the company with
various heavy weapons - mortars, machineguns, etc. These
may report directly to the CO HQ or they can be attached to a
PLT HQ.
Attachment
You may attach Fire Support and Weapons Teams to a
given Platoon. Prior to starting a mission, annotate what
teams are attached to whom and the PLT HQ may control that
asset.
Combat Action Teams (CAT)
The stress of combat forces units to break down into
physically and psychologically isolated groups of men. This
tendency, entropy or loss of cohesion, works against the
company accomplishing a mission. I have grouped this effect
into four classes: Assault Team (A), Fire Team (F), Litter
Team (L) and Paralyzed Team (P). Combat will also cause
Casualties (C). Steps from any other type of unit are
converted to one of these teams by: a HIT result or voluntarily
by spending a Command.
A Combat Action Team can ONLY be commanded to rally in
any Command Phase, otherwise it must perform the following
in the CAT Initiative Phase:
Assault Team:
General Rule: It must attack the closest known/visible
enemy unit by moving into the same Terrain Card and
attempting to engage it with a Grenade! attack.
Specific conditions:
In same Terrain Card with an enemy unit: Draw 1 card,
if a Grenade! is drawn place a pending Grenade! attack
on an enemy unit, else use its normal Volume of Fire
against all enemy units in the card.
A visible enemy unit in play in another Terrain Card:
Move the Team 1 Terrain Card closer to the visible
enemy unit. Assault Teams move without placing a Move
Mode marker (unless otherwise indicated by the MI) and
engages the closest enemy unit with its normal Volume of
Fire.
No spotted enemy, under enemy fire: Spotting attempt
with 1 draw.
No spotted enemy, not under enemy fire: Stays put and
does nothing.
Fire Team
General Rule: It can fire but cannot move.
Specific conditions:
Engage the closest enemy unit. Heavy Weapons Teams
may still use their Heavy Weapon (Recoilless Rifle,
Machinegun, etc.) but the range is reduced to 2.. Place a
Fire Team under the Heavy Weapon (Some Machinegun
teams have corresponding Fire Team counters provided)

No spotted enemy, under enemy fire: Spotting attempt


with 1 draw.
No spotted enemy, not under enemy fire: Stays put and
does nothing.

Litter Team
General Rule: It will attempt to evacuate casualties, but
cannot fire
In same card with a casualty: Pickup the casualty and
move 1 card closer to the senior NCO
A casualty in sight: Move to 1 card closer to the closest
casualty
No casualties in sight: Stays put and does nothing.
NOTE: If using Ammo Rules the Litter team can
transport ammo as if it were a casualty, with the unit
needing ammo as the objective of the movement in the
same way the senior NCO is the objective of moving a
casualty.
Paralyzed Team
General Rule: It will not fire and will attempt to move to a
safer location if possible.
Move to an adjacent card away from the enemy with
better Cover & Concealment (not occupied by the enemy)
or less Volume of Fire. (Moved without a move mode
maker), else stays put and does nothing.
Teams becoming Combat Action Teams
In the course of the game some teams may become a
Combat Action Team. When this happens to a team the
Combat Action Team counter in placed on top of the Team
and it is treated just as if it were the above. When it is rallied,
the Combat Action Team counter is removed and the unit may
function normally.
COMMAND
Commands are the engine of FOF. A command represents
the time, energy, thought, planning and communicating a
commander's desire for a unit to do something. A command is
used to purchase an action. Some Actions was purchased are
automatic, some require you to draw from the action deck to
see if the action succeeds. A HQ may only issue commands to
himself or to other units in the same card, unless he has some
form of communication with another card. You cannot issue
commands to a unit in the same card if the issuing HQ and
the unit are under different Cover Markers, unless you have
communication, either the HQ or the unit may be under a
Cover Marker, just not both under different ones. You may
issue no more than 2 commands to a given unit in a particular
command phase. An HQ may only issue commands to units in
its chain of command. There are four methods of
communication of commands to another card:

Radio - A Radio counter carried by a PLT HQ or Fire


Support Team presumes one at the CO HQ. Radios are a
major force multiplier as it allows the CO HQ to send a
command to activate the PLT HQ, or have the Fire
Support Team Call For Fire. Some missions may indicate
special instructions on older, less reliable radios. If the
carrying unit is a casualty a card is drawn to determine
the fate of the radio, in the random distribution section at
the bottom of the card on the 2 column, a 1 there
indicates the radio is unharmed and remains in place to

be picked up by another unit. A 2 indicates the radio is


damaged and removed from play.
Field Phone - A Field Phone is similar to a radio, but is
limited to having phone line between the Field Phone
counter and the CO HQ. For each Field Phone a Phone
Line counter must be placed in each card between the
Counter and the HQ so as to form a continuous phone
line. Additional Phone Line counters can be carried with
a Field Phone so that it can be moved until the Phone
Line counters are all used (this was common in WWII
and Korea). Phone Line can be cut by Incoming! VOF or
by a unit being ordered to do so (a command expended).
If an Incoming VOF! is in effect in a given card that
contains a Phone Line counter, during the Effects of Fire
Phase a card is drawn for the phone line and under the 3
column of the random distribution section of the action
card, if a 3 is there then the Phone Line is flipped to its
Cut side and the line of communication is lost.
Runner - A Runner physically carries commands from
the CO HQ to a PLT HQ, Fire Support or Weapons team.
In order to do so the runner must start the Company
Command Phase in the same card as the CO HQ. The
CO HQ expends one command to call the runner and the
runner is given as many commands as the CO HQ wishes
and has available to expend, and a unit to give them to.
This info is noted on the Log. The runner may then move
up to two cards. To give the commands to the designated
recipient, the runner must start the turn in the same card
as the recipient - thus it takes a minimum wait of at least
the next turn to use a runner to pass on commands.
Runners are never marked with a Moved Marker (they
tend to use more stealth and do not usually stop to fire
which gives away you position). Runners that are Pinned
only communicate half of their stored commands, with
any fractions rounded down, thus if a runner with 1
command is pinned, he fails to transmit any commands
to the recipient. After the commands are transmitted o
the recipient, the runner must return to the CO HQ by
moving up to 2 cards per turn in the Weapons and Fire
Support Initiative segment of the Initiative Phase. If a
runner is lost to Combat Effects, the CO HQ may convert
a step from a squad, fire team or assault team into
another runner by expending a command. The CO HQ
may never have more than 2 runners in play at any given
time, excluding any that have converted into Combat
Action Teams.
Pyrotechnics - Prior to starting a mission, certain
pyrotechnic signals can be pre-assigned an action, e.g.
Green Star Cluster means 1st Platoon move, or Red Flare
means all platoons attempt to concentrate fire, etc. Each
pyrotechnic from the MI can only be used once. Some
pyrotechnics are used for signaling and are necessary for
Close Air Support or local screening. Deploying a
pyrotechnic costs 1 command.

The Company Staff (CO XO and CO 1stSGT) may be


activated like a PLT HQ and in the Platoon Command phase
draws for commands and can issue them to any units, except
the CO HQ. PLT HQs when activated may only issue
commands to units from the same platoon. If either of the
Company Staff is not activated, they automatically get 1
command in the Initiative Phase. Any HQ may issue a
command to a CAT, though that command can only be used
to purchase a Rally Action.

Platoon Move / Platoon Assault


If a PLT HQ or Co Staff moves to a new card, it may issue
a Move command to all unpinned units from its Platoon
(including attachments) in the same origin card for 1
command. If a PLT HQ or Co Staff launches a Grenade!
Attack attempt, it may issue a Grenade! Attack command to
all unpinned units in the same card for 1 command.
AVAILABLE ACTIONS(EACH COSTS 1 COMMAND):
AUTOMATIC ACTIONS(NO DRAWS ARE
NECESSARY):
Activate PLT HQ
Move (To another card, to known cover in a card)
Platoon Move (To another card move all units of a
platoon IF HQ/Staff also moves)
Shift Fire (Move PDF markers to any desired
direction)
Cease Fire (Remove PDF markers if in use)
Rally (Convert Assault Team to Fire Team)
Rally (Detach Assault Team from Squad)
Rally (Add Assault or Fire Team back into a Squad)
Reconstitute a PLT HQ with either a Company Staff
or a Step from the Platoon (either a Squad or CAT).
Create a Runner from a Squad, Fire Team or Assault
Team (no more than 2 in play at any one time)
Officer Call A move order for all Company Staff
and PLT HQs to move to the CO HQ
Exhortation spend an extra command to gain an
extra Draw on an Action Attempt, limit of one per
Action Attempt.
Deploy a Pyrotechnic Device (Hand Held
Illumination, Colored Smoke, HC Smoke, WP
Smoke, Pyrotechnic Signals - Red Star Parachute or
Green Star Parachute RSP, GSP and Red or Green
Star Clusters RSC, GSC)
Call For Fire from On Map Mortars

ACTION ATTEMPTS(DRAWING IS NECESSARY TO


SUCCEED):
Basic attempt number of draws is based on experience: Green
1 Card, Line 2 Cards, Veterans 3 Cards
Seek Cover (Uses the number of Draws by Card with
-1 for Green Units, +1 for Veterans)
Infiltrate
Grenade! Attack
Platoon Granade! Attack
Concentrate Fire
Rally (Remove Pinned)
Rally (Paralyzed Team to Fire Team)
Rally (Litter Team to Fire Team)
Rally (Weapons Team or Company Staff as a CAT
back to normal)
Rally (Convert any 2 or 3 Assault or Fire Teams in
the same card back into Squad that is out of play)
Activate Fire Support Team to Call For Fire
(Includes Off Map Mortars, Artillery and Airstrikes)

Call For Fire by HQ


Spotting (used when a unit is under a VOF but no
spotted enemy unit is firing)

MOVEMENT
There are two basic types of movement, moving to another
card, and movement within a card. An unpinned unit in a
card with a PDF must be commaned to cease fire before being
commanded to move.
Moving to another Card
Basic rule is that infantry units (Teams and Squads) may
move 1 card per turn. In order to move a move action must be
purchased by expending a command. Vehicles may move any
number of cards per turn. Unless otherwise indicated by the
MI, vehicles may not enter known/spotted enemy occupied
card without infantry units entering the area the same turn or
already in the card. A unit my move into any adjacent card
(diagonal movement is allowed). A unit that is moved is
marked with a moved marker (Runners and CATs are never
marked with Move Mode markers when they move). Being
marked with a Moved Marker is a -2 combat modifier. Units
may avoid being so marked attempting an infiltration move.
This is only available under fire (a Volume of Fire marker is
in place in the card the unit is moving from). Draw Action
Cards (1 for Green, 2 for Line, 3 for Veterans) if the
infiltration icon is present on the card then the attempt
succeeds and the unit moves without a Moved Marker. Moved
Markers are removed at the end of the turn.
Moving within a card - Seeking Cover
In FoF a Terrain Card is a general area, within any area
there exists micro-terrain. These are features too small to
appear on a tactical map, but are often critical for survival.
These include streambeds, depressions, fallen trees, anthills
(in Vietnam) or individual buildings. These features are called
collectively cover. Most Cover is the symbolized by the
generic +1 Cover Marker. In some cards for built up areas,
cover may also include Building and Rubble markers which
function identically. A Terrain card has two numbers, the first
is the cover potential, how easy it is to find, and the second is
the maximum number of covers markers that be on the card.
Once cover is found it remains on the card regardless of the
card being occupied. Once in play, cover can be moved
directly into from an adjacent card. This is helpful in
offsetting the Moved Marker. To seek cover is similar to
moving to another card, you must purchase the action with a
command. The number of cards from the Action Deck is
drawn based on the Cover Potential on the Terrain card with
one less card if the seeker is green, one more card if the
seeker is a veteran. If a cover icon is present the attempt was
successful and a cover marker is placed on the seeker. If cover
is available a movement action may be purchased to move
other units into cover. Unless indicated on the marker (there
are a few special cover markers - Church Steeple, Bunkers),
there is no limit to the number of units that may take shelter
under a given cover marker, however these is an increased
vulnerability to Grenade! and Incoming! attacks that is a
trade off. There are man-made cover makers - Foxholes,
Trenches, Bunkers etc. that are placed by MI. These function
the same as standard cover markers except as listed below.
Units moving into cover on a successful find cover attempt
are not marked with a Moved Marker. Units that use a move

command are marked with a Moved marker. Units under fire


may attempt to Infiltrate to cover or between cover markers
on a card.
Field Fortifications Special Rules
Trenches Trenches in adjacent cards allow movement
between them without placing a Moved Marker.
Bunkers / Pillboxes These have a limited number of
steps that can fit under these Markers, they also have a
limited firing arc as indicated by the arrow on the
marker. This must be pointed in the direction the bunker/
pillbox is oriented. This orientation cannot be changed
and this is the only direction that units under this marker
may fire.
Building Special Rules
Building as either +2 or +3 cover and these are used for
Urban terrain cards, Farms, Towns and Villages. The MI will
indicate which ones to use (+3 is for stronger stone/concrete
structures).
COMBAT
General Rules

Basic Fire Combat is automatic, spending commands is


not required, Commands are required for special forms of
combat such as Concentrate Fire and Grenade! attacks.
Basic Fire is placed during the Volume of Fire Phase and
can only be directed at spotted enemy units. You must
engage the closest, spotted enemy units. If more than one
card is equally close, then it is the players choice.
Fire is directed at an area and the highest VOF is used
and a VOF Marker is placed on that area. Example an
area has 2 Rifle Squads with an S VOF and a LMG Team
with an A VOF. The highest VOF is A and the target area
has an Automatic Weapons VOF marker placed on it.
The VOF marker effects all enemy units in the area.
Friendly units are only effected by a Friendly VOF is
there is Friendly fire coming from a different area (a PDF
marker is in play from a different area pointing to the
target area) and then with a +1 Friendly Fire Modifier.
For each step after 3 under a given cover marker there is
a -1 to any Grenade! or Incoming! Attack on units under
that Cover Marker, e.g. 5 steps would have a -2 factored
in with any other modifiers, including the Cover.
Company Staff and FO units have an inherent Small
Arms VOF with a range of 2.

Line of Sight (LOS)


A unit can see out of the card it occupies. It can see into a
card across a solid border, but not through it to a card beyond.
Some cards have a mix of borders. When tracing a LOS
diagonally both borders must be clear at that corner to see
through to the card beyond. Some cards have two Cover &
Concealment values, the first applies if the LOS is traced
through a solid border, the second through the clear border.
Hills are played beneath a regular terrain card. They elevate
the terrain 1 level. Think of normal terrain as level 1 and
elevated terrain as level 2. Higher levels block LOS. In very
hilly terrain two or more hill cards can be played, each card

raises it another level. Cards that have buildings may be


marked as multi-story and units may move to upper stories as
they move into any other covered position. The cover must be
found first. Once a building type cover marker is in play on
a multi-story card it is assumed to have upper stories. Multistory cards block LOS from any level (you cant see over
them). Church steeples are a special type of multi-story, they
do not block LOS like a regular multi-story card.
HC Smoke, Incoming! And Air Strike! Markers block LOS.
LOS traced through multiple cards adds any WP smoke and
Cover & Concealment of each card on the LOS (not including
the original spotting unit), eg. If the LOS is traced through
two +1 cards and the final card is also a +1, the net Cover &
Concealment modifier is +3.
Volume of Fire (VOF)
The standard direct fire VOF are:
All Pinned Only used when all units firing into an area are
Pinned, +2 modifier
Small Arms Counter abbreviation of S, comprised of rifles,
carbines, bolt action or semi-auto and includes magazine fed
automatic weapons, +0 modifier
Automatic Weapons - Counter abbreviation of A, comprised
of belt-fed machine guns. Heavy machineguns (those on
tripods) do get a benefit when attempting to concentrate fire,
-1 modifier.
Heavy Weapons Counter abbreviation of H, comprised of
any weapon 12.7mm or greater, -3 modifier.
Special Counter Notations:
A/S Assault Rifles, they produce Automatic Weapons VOF
at Range 1, Small Arms at 2 or more
AG! Automatic Weapons VOF with Rockets or Grenade
Launcher Capability at Range 2
SG! Small Arms VOF with Rockets or Grenade Launcher
Capability at Range 2
A/SG! Assault Rifles Automatic Weapons VOF at Range 1,
Small Arms VOF at Range 2 or more with Rockets or
Grenade Launcher Capability at Range 2.
Special VOF are:
Incoming! Affects all occupants equally, the modifier
depends on the MI (from -3 to -5)
Grenade! Affects only one unit or any units under the same
cover marker, -4 modifier.
Rocket Grenade Fire - When a ranged Grenade! Attack
fails, the explosive firepower still hits in the area and affect
all occupants with a -1 modifier.
Concentrate Fire Affects only one unit or any units under
the same cover marker, VOF goes to the next level , or if
already at Heavy Weapons then an additional -1. The marker
with the arrow is placed on the firing unit as a reminder that
that VOF is not available except at the target, the
corresponding target marker is placed on the target unit.
Sniper! Affects only one unit with a H VOF , but for
Command Purposes the area is treated as if under Heavy
Weapons fire and no Pinned markers are removed if not the
target unit, but in the same card.

Primary Direction of Fire (PDF)


All units in a card fire in the same direction. If the target is in
the same card no PDF marker is used, otherwise a PDF
marker indicated the Primary Direction of Fire. A PDF can
only be in one of 8 directions, one of the 4 sides or 4 corners.
Fire can only travel straight along a PDF. A PDF can only be
moved by using a command to cease fire. A PDF can shifted
to a different direction by using a command. If an enemy unit
enters the same card as unit with a PDF, they automatically
shift fire to defend themselves and the PDF marker is
removed.
(Optional / Advanced Experience )
Units that are Green may have one and only one PDF, Line
units may have 2 PDFs, but they must be adjacent and
Veteran troops may have 2 PDFs that can be in any direction.
Units may only contribute their VOF to one PDF, e.g. an area
with a S-3 rifle squad and a A-3 machinegun team that is line
experience has two PDFs, the rifle squad may use its small
arms VOF on one and the machinegun team may use its
automatic weapons VOF on the other. They can use them
interchangeably in the VOF Phase, e.g. they can switch out in
a different turn.
Grenade! Attacks
There are two basic kinds of Grenade! Attacks. The first can
be attempted by any unpinned unit in a card occupied by an
enemy unit, or any Assault Team in the same card as an
enemy unit. The other can only be done by rocket launchers,
grenade launchers, mortars and recoilless rifles at range.
Either way the attempt must use a command.
To attempt a Grenade! Attack the unit draws looking for the
Grenade icon for a successful attempt. For a successful
attempt on units in the same card, the target unit or units
under the same cover marker get an free attempt to return the
attack with one of their own.
Units marked with a G! and in range ( a G! superscript
assumes a range of 2) may attempt in the same manner as an
attempt in the same card. If the attack is unsuccessful a
Pending Rocket / Grenade! Attack is played and when flipped
to a Rocket / Grenade -1 VOF marker applies to all
occupants of the card, enemy or friendly in addition to any
other VOF in play. successful attack is resolved identically to
a Grenade! attack by units in the same card. A unit that
attempts a Grenade! attack still uses its VOF normally.
Concentrate Fire Attacks
A unit can be commanded to concentrate fire on any target in
the cards PDF. The player draws cards looking for the Cross
Hairs icon for a successful attempt. A unit that fails has no
adverse effects. A successful attempt mark the firing unit with
the arrow marker and the target the pending marker. In the
VOF Phase the existing target markers are removed and the
pending ones are flipped. The unit marked with a VOF
marker no longer contributes its VOF to the general VOF
from a given card, unless it is a Machinegun firing a Final
Protective Line (FPL), e.g. a card has a rifle squad with a S-3
and a machinegun team with an A-3. The card generates a
Automatic Weapons VOF. If the machinegun team
successfully concentrates fire on a particular target, the card
now generates a Small Arms VOF while a particular unit of
units under a single cover marker are attacked with Heavy

Weapons VOF, as a successful Concentrate Fire increases the


firing units VOF by 1 level or if already an H and additional
-1 (for a -4). Certain weapons get additional draws for
Concentrate Fire attempts. Machineguns that are tripod
mounted get an additional draw. Units that are attempting to
concentrate fire on the same target they already have a
concentrate fire on get an additional draw. When attempting
to concentrate fire on a unit that is marked as Concentrating
Fire, you get an additional draw as the increased firing gives
away the position.
If the target is under a cover marker it may be specified as
the target, however, if no units are so specified the actual
target is determined randomly. For an example, a card has 2
squads and a PLT HQ, none are under a cover marker so a
successful concentrate fire would have the target randomly
selected. This could potentially include a friendly unit.
It a target under a Concentrate Fire marker moves it is
tracked as long as it remains in the LOS, even into a new
card that is not in the PDF, the unit may continue to attempt
to Concentrate Fire. If the target moves out of LOS the
Concentrate Fire is lost and the firing unit may contribute its
VOF normally.
Note: the US M1919A4 Machinegun, though tripod mounted,
had a fairly light barrel that is not a quick change barrel so it
does not get the extra draw for concentrate fire.
Anti-Armor Attacks
Anti-Armor attacks are the only combat not performed in the
Combat Effects Phase of the turn. The target of these attacks
are Tanks, Helicopters and any other type of vehicle.
Generally vehicles may move or fire in the Vehicle Movement
and Combat Section of the Initiative Phase, however there are
some that are may do both. Vehicles have an information card
that gives the defensive and offensive anti-armor values. In
two player mode, players alternate moving and/or firing their
vehicle units. The player with the initiative goes first. Either
may pass, but if both pass consecutively then the phase is
over. In solitaire mode, the AI rules cover enemy armor/antiarmor moves or fires. Unless otherwise noted in the MI,
vehicles may not enter a card that does not have any friendly
enemy units.
Vehicle movement is unlimited, but sequential, that is it
moves from card to card. A vehicle must stop if it enters a
Slow Go card, it may not enter a No Go card. When moving,
for each card that a vehicle enters, the enemy may use his fire
from any number of anti-armor capable units in LOS to
engage the moving unit(no commands are necessary). Once
the fire is resolved and if the moving unit survives it may
continue its movement.
Infantry based Anti-Armor Weapons (Rocket Launchers,
Recoilless Rifles and Missiles) expend ammunition when they
engagement in Anti-Armor combat.
To resolve anti-armor combat take the offensive value of the
firing unit and referencing the weapon and range on the
Armor Data Card, and the defensive value of the vehicle and
any other modifiers listed in the anti-armor card, compare the
net modifier with the AT number of an Action Card draw and
the results are:

Brew Up The vehicle is replaced with a wreck and smoke is


also placed, there are no survivors
Knocked Out The vehicle is replaced with a wreck and the
crew and any passengers bail out and immediately check as if
HIT
Retreat The vehicle returns to safety (off map) and is
removed from play
Pinned The vehicle is pinned (Pin is removed if either the
vehicle is not attacked next turn or is attacked in the next turn
and the attack is a MISS) (Helicopters treat this as a Retreat),
It stops moving immediately, if moving.
Miss no effect.
Most combat vehicles have a 2 step crew (4 to 6 men). These
crew if bailed out can end up as ad hoc replacements in Rifle
Squads, otherwise cannot be rallied out of being a CAT.
Vehicles and Helicopters have a limited vulnerability to
infantry weapons. Vehicles under an enemy VOF are attacked
along with the infantry units in the Combat Effects Phase.
The Anti-Tank table indicates the modifiers for the VOF that
are resolved the same as an Anti-Armor attack in the
Initiative Phase.
Vehicles may attempt to enter cover similarly to infantry
units. Vehicles and Wrecks also serve as a cover marker to
other units (including vehicles). Only one vehicle may occupy
a cover marker.
Helicopters serve two basic purposes transport and attack.
Helicopters are placed on the map to perform either task, they
do not move sequentially from card to card like other
vehicles. Being placed on the map, is treated as a move like
other vehicles, however. When used for transport being placed
on the map is for loading and/or unloading and is accordingly
more vulnerable. When use for attack the helicopter is
running at the target card firing guns, rockets and/or
missiles. An attack helicopter that makes a run must be
removed the next turn. The number of runs available for an
attack helicopter is specified in the MI. Helicopters may not
enter cover, and attack helicopters do not benefit from the
cover and concealment of the card they occupy. For LOS
purposes, an attack helicopter is considered 1 level above the
card it is placed in (thus it can be masked by hills and/or
multi-story buildings).
Vehicles / Helicopters are attacked by any Incoming!, Air
Strike! OR Pending Incoming!, Pending Air Strike! In the
card they occupy in the Combat Effects Phase AND for
separately for any of the above they move into or through
during the Initiative Phase.
Anti-Tank Guns, Recoilless Rifles and Anti-Tank Guided
Missile (ATGM) units are treated as infantry units. Some
heavy guns are unable to move during a game due to their
size (like a German 8,8cm gun is very large) and though they
can conduct Anti-Tank fire they are defend like any other
infantry. The Crews if converted to a Fire Team will still use
their primary weapon, but as with regular Fire Teams they
may not move and their range is reduced to 2.
Mortars
Mortars may be available either as single weapons (1 step
mortar teams) or as a section (2 or 3 step unit with 2 3
mortar tubes). On map mortars may engage targets using

either Direct Lay or Indirect Fire. Direct Lay is when the


mortar unit has LOS to the target and in that case it is treated
just like any other direct fire weapon. Mortar teams, 1 step
units, may only use Direct Lay (no manpower to calculate
indirect fire data). Mortar sections may use Indirect Fire, if
they have communications with a spotting unit (via radio or
field phone), the spotting unit must be a PLT HQ, CO HQ or
CO XO, with a single command they may fire their VOF at
the target, if it is within range of the firing section not the
spotter.
Physical restrictions Mortars may not fire from Building,
Bunkers or Pillboxes Cover Markers. They may not fire
From Swamp or Marsh cards (the base plates sink into the
mud)
Optional Experience
Green units may not fire mortars from any woods, orchard or
jungle card. Line units may not fire from jungle cards.
Veterans have no other restrictions. Learning to fire and
determine mask and clearance from wooded areas requires
additional training.
Call for Fire (Off Map Mortars and Artillery)
Off map mortars and artillery can be called by Forward
Observers FOs, HQs and Company Staff. The MI covers
availability of either. For game purposes off map mortars and
artillery are treated identically. The observers are specific to
their firing agency, e.g. Artillery is called by Arty FO and
mortars are called by Mtr FOs. Calls for fire are attempts, the
player spends the command and then draws the cards looking
for the bursting icon. Either the single burst or multiple burst
is a successful attempt. There is a Short! Card that is when
the fire mission falls short. When this card is draw during a
call for fire attempt, the fire mission falls on the closest
friendly occupied card to the target. If multiple friendly
occupied cards are equidistant from the target, then the new
target is determined randomly. If available in the MI, the
multiple burst icon indicates a battalion fire mission, so the
card to the left and right of the target is also attacked.
Existing Fire Missions can either be Repeated or Shifted. A
Repeat is to attack the same target again, a Shift is to move
the existing fire mission to an adjacent card. Both of these
types of missions will be easier than an initial call for fire. A
Short! Card does not fall short on a Repeat mission (the guns
didnt change their firing data), it is considered a successful
Call For Fire. After a successful fire mission the target may be
registered as a target, by placing a target marker on the card.
Some missions will get pre-planned targets that can be placed
before the mission begins. An initial call for fire on a card
with a target marker is easier. The actual number of draws is
covered in the MI to take into account ammunition
availability, larger situation and doctrine. Some missions will
have artillery or mortar Final Protective Fires (FPF) allocated.
These are placed on a card that make the initial call for fire
easier and if the mission is successful it is automatically
repeated until the firing agency runs out of ammo or a
command is expended to cease the mission.
Close Air Support (Calling in Air Strikes)
Close Air Support (CAS) missions, Air Strikes, are handled
similarly to artillery fire missions, except that an additional
command must be used to mark either the friendly position
(from WWII through Vietnam) or the target (post Vietnam).

CAS is much more limited than artillery, but is much more


powerful. The MI will indicate what if any Air is available
and who may call for it (special radios and training are
needed to control air strikes) and is normally restricted to a
FAC or Co HQ unit. If the friendly position must be marked,
use a colored smoke deployed by using a command. When the
target must be marked, it is marked by a successful call for
fire, except that instead of a Pending Fire Mission marker,
place a White Phosphorus marker. Either method of marking
must be in place prior to attempting to call in an air strike.
Short! Card works the differently. If the friendly position is
marker the Short! Air strike falls in the marked card or any
adjacent card (determined randomly). If the Target is marked
then
the air strike falls into any adjacent card (determine
randomly). This difference illustrates the doctrinal change
from marking friendly positions to marking the target.
NB: Most militaries do not use CAS, as it can be complex and
requires special radios and training. The USMC spearheaded
its use in the Pacific in WWII. The US Army was a bit
reluctant, but after working closely with Marines in Korea
and seeing how powerful it can be, quickly adopted it. CAS
has been used extensively by US Forces ever since to great
effect, though it is still more commonplace among special
forces and USMC.
Ammunition Ammunition Supply applies to Weapons Teams. At the
beginning of a Mission all weapons teams are allocated an
amount of ammunition points which they expend one per turn
each time they exert a VOF or engage in any form of Combat.
Once a team has expended all its ammo, it is automatically
converted to a Small Arms equipped Fire Team. The Fire
Team is placed on top of the Weapon team as the team may be
resupplied by a Litter Team or a good order transporting
ammo points (if available) at one point per step. Ammo is
weapon type specific as follows:
Machine Guns use MG Ammo, each point is roughly 2-300
rounds of ammunition
Rocket Launchers (Bazookas, RPGs, Panzerfaust, and
Panzerschrek) use G! Ammo with Rocket picture. Each point
is roughly 2-3 rockets.
Mortars use Mtr Ammo, each point is 6-8 rounds.
Recoilless Rifles use RR Ammo with each point being 2-3
rounds.
Missiles ammo points (not included in FOF:Manchus) are 1-2
missiles per point.
In solitaire mode enemy units do not track ammunition, the
rules will handle those issues. In two player mode each side
tracks ammunition and keeps it secret from the other player.
Any unit that is out of ammunition has an inherent Small
Arms VOF and a range of 2.
(Optional) Grenades Hand grenades are carried by most troops and in general
engagements there are sufficiently available to not warrant
tracking their usage. In certain types of warfare, like urban
terrain, hand grenades are used more extensively and their
supply becomes more acute. When tracking Hand Grenade
usage, every step begins with 1 grenade supply, thus a full

squad has 3. Each successful G! attack uses a grenade supply


point. If a unit has no grenades it may not attempt a Grenade!
Attack.
A G! ammo point represents about 4-6 Hand Grenades.
Night / Low Visibility Action
Darkness effects combat operations in several basic ways:
Command and Control is more difficult, seeing the enemy is
also more difficult, and firing with any accuracy is more
difficult.
All command draws are reduced by 2, and the maximum
number of commands an HQ may expend in one turn is 4
instead of 6.
All direct fire (not Artillery, Mortars or Air Strikes) is effected
by the current visibility modifier (from + 2 to +5). Except
Machinegun units that have a Final Protective Line (FPL)
designated. No calls for fire can attempted in darkness unless
it is on a pre-planned target, or a repeat mission, unless it is a
request for illumination mission.
Illumination can be used to mitigate the effect of the visibility
modifier or to allow for Calls for Fire. Illumination can be
hand held, mortar, artillery or air dropped in increasing
intensity respectively. An illumination marker has two
modifiers, the top for the same card, the bottom (if any) for
any adjacent card. Hand held Illumination can be deployed
like any other pyrotechnic by expending a command and
placing it in the same card or any adjacent card to the HQ
that expended the command. Illumination can be called for
like any other Call for Fire for Mortar, Artillery or Air
Dropped. A standard call for fire may be attempted during
darkness on any card that has an illumination marker in it
(not in an adjacent card).
Illumination has no effect on a Rain / Snow visibility
modifier. Rain / Snow visibility modifier is cumulative with a
No Moon +5 visibility marker for Night and Rain conditions.
Night Vision Devices
Night Vision Devices a.k.a. Night Observation Devices
(NOD) fall into several distinct categories:
Active IR, Passive IR and Thermal Imagers.
Active IR involves an IR light source and a Passive IR
receiver to see the IR light. Basically an invisible flashlight.
Very effective, but everybody with Passive IR can see you.
Was used in the 50s and 60s for vehicles, but the passive
devices reduced its use to almost nothing. The US reintroduced a small IR designator for small arms that
substantially improves small arms accuracy in darkness.
Range 1 no night visibility modifier, Range 2 -1
Any Passive IR that fires on Active IR source has no nigh
visibility modifier
Passive IR includes Starlight Scopes and Night Vision
Goggles these devices introduce in the 1960s have steadily
improved in quality.
First Generation (1960s) Range 1 -1

Second Generation (1970s) Range 1 -2


Third Generation (1980s+) Range 1 -2, Range 2 -1
Passive IR is cancelled out by illumination.
Thermal Imagers uses heat differential and is extremely
effective, but larger and loader, though the technology is
improving. These are effective through rain, fog and smoke
unlike other devices and suffer no night visibility modifier, or
smoke or rain for that matter.
COMBAT RESOLUTION
Every unit on a card that has a VOF is attacked and the
effects determined in this phase. For each unit determine the
net modifier based on the Cover & Concealment of the Card,
Cover Markers, Pinned Marker, Moved Markers, Concentrate
Fire Markers, Rocket/Grenade! Fire Markers and the VOF.
Then draw a card for each unit referencing the net modifier
with the result on the left side of the Action Card. All effects
are simultaneous. The possible results are:

MISS no effect, if the unit is under a PINNED


marker, it is removed.
PIN the unit is placed under a PINNED marker.
HIT the unit is PINNED AND a second Action
Card is draw referencing the HIT EFFECT section
and looking under the experience that applies to the
unit.

Vehicles under a VOF are attacked on the Anti-Tank table.


The HIT EFFECT section will have one or two letters. A
single letter effects one step, two letters effects two steps. If
the target is single step then only the first letter applies. The
letters indicate what type of unit that step is converted to.

A Assault Team (Any Heavy Weapons Team treats


this result as a F)
F Fire Team
L Litter Team
P Paralyzed Team
C Casualty Team

Thus a 3 Step Squad could be hit and break into three


different 1 step units. This represents the disintegration of
units in action and the attendant difficulty in trying to control
them when that happens. Potentially you could have all three
steps doing three different things.
If a 3 step unit suffers a 2 step result, the third step
automatically suffers an F result.
When breaking down units into Fire Teams some nationalities
have different types of Fire Teams, the Fire Team may never
have a superior VOF to the unit is broken down from.
Weapons Teams never convert to Assault Teams, they are
instead converted to Fire Teams.
For Weapons Teams of HQs that convert to anything but
casualties, place the team counter on top of the unit to
indicate that it will rally back to that unit. Otherwise always
place CATs below Weapons Teams or HQs if stacking.

TRANSPORTATION
Infantry units can be transported in or on vehicles and
helicopters. Vehicles that can transport units in them have a
bracketed number indicating the number of steps can be
transported. Tanks can be marked with a mounted marker to
transport troops, this lists the capacity and is also a reminder
that the tank cannot fire when carrying troops. Troops can
dismount at any point in the movement and are marked with
a Moved marker. Tanks that start the turn mounted may not
dismount and fire, they regain the ability to fire in the next
turn. Vehicles with internal transportation capability and that
have a VOF may move, dismount and fire normally.
Units transported in a vehicle are immune to fire, the vehicle
must be attacked instead.
Mounting a vehicle or helicopter, the vehicle or helicopter
must start the turn in the area, then the unit must be giving a
move command to mount, once mounted the vehicle may
move normally in the Vehicle Movement and Combat
segment of the Initiative Phase.
In order for a transport helicopter to land in an LZ for a
Pickup a command must be expended to communicate with
the Helicopters and a second command expended to deploy a
colored smoke to mark the LZ. At night an LZ must be
marked with a strobe light. To deploy the strobe light, treat
that as deploying a pyrotechnic device.
TACTICAL CONTROL MEASURES
There are several Tactical Control Measure Markers. Military
units use tactical control measures to coordinate fire and
maneuver. These measures are in two basic groups
Offensive and Defensive. These measures are placed on the
map by player in much the same way an actual Company
Commander would make his plans on a map. Mission base
some of the experience gained or lost around the use of the
measures. Some measures are linear and are placed at a
seam between rows of cards. Some measures are placed in a
card. When playing in Two Player mode, these tactical control
measures must be recorded on the log sheet to conceal them
from the other player.
OFFENSIVE
Not all offensive measures are used in every attack, but the
minimum is the Line of Departure and the Primary Objective.
Phase Lines come into play on attacks with more movement,
and an Attack Position can be chosen when suitable terrain
exists to warrant its use.
Line of Departure (LD) Linear control, the line
that marks the jump off point for an attack.
Phase Line (PL) Linear control to aid in
coordinating units movement, you can have 1 or 2 of
these. These may be imposed on you from higher HQ
to coordinate the movement with companies on your
right or left.
Attack Position (AP) In card control, the last
covered position from which the assault on the
objective is staged.
Primary Objective (OBJ 1) In card control marks
the territorial goal of the companys attack.
Secondary Objective (OBJ 2) In card control
marks the territorial goal that secondary, can be

taken in addition to the Primary in a very successful


attack or in lieu of the Primary in a partially
successful attack. If neither objective is secured the
attack is a failure.
Limit of Advance (LOA) Linear control that none
of your forces may cross, this is protect them from
their supporting fires.

DEFENSIVE
Combat Outpost (COP) In card control, a
reinforced platoon set forward of the main defense to
confuse, slow and otherwise spoil an enemy attack.
Main Line of Resistance (MLR) Linear control,
the line that the enemy is to be prevented from
crossing. Ideally the enemy is defeated in front on
this line.
Battle Positions (BP) In card control, a designated
position used in a mobile defense, they are predesignated to ease movement of forces under
pressure.
DEFENSIVE FIRE CONTROL
Artillery and Mortar Final Protective Fires (FPF) In card
control, pre-registered fires meant to breakup an enemy
attack, live fire registered on likely enemy avenues of
approach.
Machinegun Final Protective Lines (FPL) In card control
that is placed on a Machinegun team or teams. FPLs are only
available to tripod mounted machineguns. Being marked with
an FPL gives the team the ability to fire at night and not be
affected by Visibility Modifier. FPLs are registered lines that
run diagonally across the front of a Company to make a wall
of machinegun fire that an attacking force would have to walk
through. The bold line with an arrow on the FPL marker
indicates the diagonal direction of fire. The benefits apply to
all cards on that diagonal LOS. Machineguns firing an FPL
may concentrate fire AND still contribute their VOF.
SOLITAIRE PLAY THE ENEMY
CONTACT
There are 4 levels of contact a unit may have. These are:
No Contact No friendly units are under an enemy
VOF
Contact 1 friendly occupied card is under an
enemy VOF
Engaged 2 or more friendly occupied cards are
under an enemy VOF
Heavily Engaged 2 or more friendly occupied
cards are under an enemy VOF AND at least 1 card
is occupied by both enemy and friendly units.
This level can change turn to turn and be tracked with the
Current Contact Marker. The Current Contact Level helps
determine the probability of more enemy activity appearing.
POTENTIAL CONTACT MARKERS
When a mission is setup Potential Contact markers are
placed. The Markers have 2 sides, one with the letter A, B or
C and on the other side a Question Mark. Markers can move,
which represents potential enemy movement. It the enemy
situation is fairly well known the markers may be placed with

the letter side up, if it enemy situation is unclear, then the


question mark side is used. Some mission may also have
actual enemy forces placed on the map in addition to
Potential Contact Markers. In the VOF Phase, any friendly
unit in a card with a Potential Contact Marker must resolve
the Potential Contact and remove the marker, if there are
multiple Potential Contact Markers then resolved in
alphabetical order. Multiple markers of the same letter are
resolved randomly. Many missions base success on the
removal of Potential Contact Markers. If the Marker is on the
Question Mark side it is flipped to reveal the letter. The Letter
is cross referenced with the Current Contact to determine the
number of cards to draw. Sometimes the Contact is
automatic. If the number of cards drawn reveals the word
Contact! In the upper right then contact has been made. If
contact is made then the player must consult the MI which
will indicate the type of contact made. The Letter also
indicates the severity of the contact.
Potentia
l
Contact
A
B
C

No
Contact

Contact

Engaged

Heavily
Engaged

Auto
Auto
4

Auto
5
2

6
3
1

3
2
1

Moving Potential Contact Markers move from top to bottom


one row per turn. The MI will tell what side they are on and
how many or how often they come into play. In some respects
it may resemble the old video game Space Invaders where
rows of Potential Contact Markers move on the map.
Potential Contact Markers move in the Higher HQ Phase.
SPOTTING
The Mission Card will indicate what enemy force is
contacted. The enemy forces are based on the letter of the
Potential Contact Marker (A, B or C) and the selected
difficulty level (1, 2 or 3 3 being most difficult). The Player
draws a card and uses the AT# (0 to 9) and cross references
the Potential Contact and Difficulty Level. The result is the
type of contact. The enemy force is designated as Spotted (S)
or Unspotted (U). Spotted enemy are placed immediately.
Incoming! And Mines! are always placed in the card where
the Potential Contact was triggered. Unspotted units are
pulled out of the enemy force pool and set aside to be placed
when spotted . Friendly forces may not use their VOF if the
source of the fire is not on the map. In these cases the source
is described, but not placed on the map. Friendly forces will
have to expend a command and attempt to spot the source.
Any friendly units with LOS to the affected card may attempt
to spot the firing unit. Cards are drawn looking for the Cross
Hairs Icon to spot the firing unit. When placing spotted units
(whether spotted immediately or spotted later) consult the
Mission Card for the direction and range. The direction and
range is relative to the unit under the enemy VOF. If a unit
with LOS to the affected card successfully spots the enemy,
the spotted enemy unit when placed may or may not be in the
LOS of the spotting unit (this represents spotting by process
of elimination). Enemy units generated by a Potential
Contact always deploy their VOF at the card that generated
them, spotted or not. This VOF is placed immediately and any
change to the Current Activity state is made immediately. If

the card is already occupied by firing enemy units, the PDF


then shifts to the new direction.
MINES AND BOOBY TRAPS
Any friendly unit that is in a card with a Mines or Booby Trap
counter are automatically the target of a Grenade! Attack
attempt in the VOF phase. For each unit, draw two cards and
if the Grenade! Icon appears place a Grenade! Attack on the
unit and resolve the attack in the Combat Effects Phase.
MINES stay in place throughout the time the map is in play
(muliple missions could use the same map). BOOBY TRAPS
are removed from play once a successful Grenade! attack
occurs.
ACTIONS OF ENEMY FORCES
Enemy forces once in play are governed by the Mission
Instructions and any Higher HQ events that happen for the
enemy. Combat Action Teams behave identically to friendly
ones, they are in essence self-controlled. Enemy anti-tank
weapons in play will always take the first available shot at a
friendly vehicle in motion. Units in play are considered
Spotted or known enemy positions. The Potential Contact
Markers handle enemy maneuver, ambushes, etc. Known
enemy units can occupy cards with Potential Contact
Markers, no restriction there at all, e. g. A friendly unit enters
a card with a Potential Contact Marker, the marker is then
resolved to have an enemy squad firing on the friendly unit
from an adjacent card, that card will still have its Potential
Contact Marker in place.
EXPERIENCE
A Company always begins a Campaign with all units in Line
experience, unless otherwise indicated. A company receives
experience points from missions that are used to promote
units in experience from Green to Line and from Line to
Veteran. Once a mission is complete a company goes through
two steps. The first is determining the experience points and
using them to promote steps to higher experience levels. It
takes 1 experience point to promote a Green step to a Line
step and 3 experience points to promote a Line step to a
Veteran step. All steps of a particular squad must be at the
same experience level. Once all promotions in experience
level are complete the company may integrate replacements if
available. Replacements generally arrive as green, but after a
mission some replacements will be Veterans as lightly
wounded men return to company. One out of every four
casualty steps will return as a Veteran, fractions rounded
down. If any steps were not part of a squad at the end of a
mission, that is still CATs (Paralyzed, Litter, Fire or Assault
Teams) they are treated as green steps even if they were
originally from higher experience level squads. This
represents a loss in morale, cohesion and confidence. In some
campaigns there are added complexities. If new officers
arrive, they must replace even veteran Platoon Leaders,
though the Veteran step can be used elsewhere in the Platoon.
In some campaigns some Veterans are rotated out of the
company (such as in Vietnam). The effect on the final
experience level of a squad when replacements are added is as
follows:
Veteran Squad (1 Step) + 1 Green = Line
Veteran Squad (1 Step) + 2 Green = Green
Veteran Squad (2 Step) + 1 Green = Line
Line Squad(1 Step) + 1 Green = Green
Line Squad(1 Step) + 2 Green = Green

Line Squad(2 Step) + 1 Green = Line


Line Squad(1 Step) + 1 Veteran = Line
Line Squad(1 Step) + 2 Veteran = Veteran
Line Squad(2 Step) + 1 Veteran = Line
Experience cannot be used to promote units that are attached
or in support of the company from other units (such as
engineers, heavy weapons company etc.). Experience points
not used can be saved.
PLACING MARKERS
When units are in cover, they are placed under the cover
marker. Units that have moved or are pinned are placed under
the appropriate marker. To save time, if all units in a card are
Pinned or Moved, place one marker at the top of the card.
FATE
Two action cards in the deck capture some of the harsh
realities of combat JAM and SHORT.
JAM is next to a Concentrate Fire Icon. If attempting to
concentrate fire or fire a Grenade! attack from a weapons
team or vehicle and the JAM card is drawn the weapon has
been disabled by a serious mechanical failure. It cannnot be
returned to action in the scope of the current mission. If a
Vehicle JAMs it must immediately retreat from play. A
weapons team that draws a JAM is immediately converted to
a Fire Team with a Smal Arms VOF.
SHORT is next to a Call For Fire Icon. It represents a shell or
volley of shells falling short in friendly positions. If during a
Call For Fire attempt the SHORT card is drawn the Pending
Fire Mission is placed on the closest friendly unit to the target
card. If more than one friendly occupied card is equally close,
then if the FO is one of them, it falls on the FO position,
otherwise it falls randomly among the friendly occupied
cards.

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