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A 7.

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column if used as Barrage. Additionally, resolution of 75mm HE uses the 14FP 7.53 FIRE DIRECTION: A single leader cannot direct more than one
incremental column, but its HEAT HE Equivalency (C8.31) would be resolved weapon/unit per phase unless they are part of the same FG. Hence a squad
on the 8FP standard column. that elects to use its inherent FP in a different attack than that of the MG it
is manning does not get the leadership benefit if given to the MG instead.
7.372 FIREPOWER MODIFIERS: Doubling, halving and such of FP However, a leader can direct the fire of a MG as many times as the MG
(e.g., PBF, Area Fire, etc.) is based upon the actual FP (both before and can fire, even if he also directed other units as part of a FG in the MGs
after increasing/decreasing it), regardless of whether the columns are previous attack. Leader direction used during Defensive First Fire can be
standard or incremental [EXC: Residual FP (8.2) uses the highest- used again in Subsequent First Fire, FPF, or Final Fire, but again only for
FP counter that is 1/2 the FP used in the attack]. DRM are applied nor- one firing unit/SW or FGand that unit/SW/FG can only include firers he
mally, regardless of column. directed during First Fire; if forming a new FG or using a different SW
EX: A 5FP attack is resolved on the 10FP column if using PBF, or on the 21/2 FP
during that Player Turn, the leader cannot direct its fire (even during FPF).
column if firing at Long Range; in the first case it would leave 4 Residual FP, in Similarly, a leader may not affect more than one To Hit attempt per fire
the second it would leave 1 Residual FP. phase (except for a multiple ROF weapon) regardless of the number of
An HE Concentration of 105mm OBA is resolved on the 21FP column, or on the
SW the firing unit is eligible to fire. See also 9.4, 10.7, and D6.65.
10FP column (1/2 21 = 10[FRD]) if resolved vs Marsh (B16.31). A Barrage of 7.531 A leader may use his leadership DRM (10.7) to modify the IFT DR
105mm OBA would be resolved on the 16FP standard column or on the 8FP of any one attacking unit or FG per Player Turn, provided all firing units
column vs Marsh. Harassing Fire 105mm OBA is resolved on the 7FP column (1/3 of the FG are in the same Location. A leadership DRM may be employed
21 = 7) or on the 31/2 FP column vs Marsh. A CH with 105mm OBA (whether with a multihex/Location FG only if a leader directing that attack is pre-
HE Concentration, Barrage, or Harassing Fire) would involve 42FP (C3.75) and
sent in every Location; the leadership DRM in effect is that of the lowest-
would be resolved on the 36FP column with no modifiers (since 42FP is not a
whole multiple of 8FP in excess of 36 [C.7]), or on the 21FP column vs Marsh. quality participating leader. A Leader affects the To Hit DR of an ord-
nance SWnot the effects of those hits on the IFT or AFV To Kill Table,
nor the chance of a weapon malfunction. A Leader directing fire is treated
7.4 TARGET DETERMINATION: Except during Defensive First Fire as if he were firing.
(8.1), all the Personnel-units/unarmored-vehicles/Vulnerable-PRC in the 7.54 BERSERK: A berserk unit may never be part of a multi-Location FG.
same Location are considered targets of fire that does not have to specify
a particular target, with the outcome of such fire affecting all those 7.55 MANDATORY FG: If Good Order units/weapons in the same Lo-
enemy (or Melee) units in the target Location (except those to which the cation are going to fire at the same target (i.e., at both the same Location
LOF is blocked, such as being entrenched behind a wall [B9.21], Area and the same unit and the same simultaneous [8.1] MF/MP expendi-
Target Type [C3.33], or non-Crest units in a Depression [B20.92]). Al- ture; see D3.5) during the same phase they must form a FG [EXC: Fire
though all targets are affected by the results of such fire combat, some Lane; 9.22]; they may not attack separately except with ordnance/FT/DC
may escape harm entirely while others are eliminated, broken, pinned, or or the subsequent shots of multiple ROF weapons (9.2).
affected by Heat of Battle (15.). A MC/PTC result requires all target
units to take an independent MC/TC with a separate DR for each unit. A 7.6 TEM & LOS HINDRANCES: The terrain of the target hex/Loca-
unit/weapon may purposely attack a friendly unit(s) only if specifically tion often alters the effectiveness of Fire Attacks by adding a DRM to the
allowed to by the rules governing a particular circumstance (e.g., Prison- IFT DR. The DRM applicable to each terrain type is listed on the TEM
ers, Melee, OBA); see C3.33 for Area Target Type. column of the Terrain Chart and in the applicable rule section. TEM are
generally cumulative, although there are many exceptions. Any LOS
7.5 FIRE GROUP (FG): Two or more units/weapons joining together to Hindrance (6.7) between the target and firer also lessens the effectiveness
make a combined fire attack are a FG. Two SMC manning the same SW are of Fire attacks by adding a Hindrance DRM to the IFT DR.
not a FG as they are considered one combined firing unit. A FG may consist
of units from more than one Location only if each participating unit occupies 7.7 ENCIRCLEMENT: Any non-Aerial Infantry, or Vulnerable PRC of an
a Location ADJACENT to another participating unit of the same FG. It is Immobile vehicle, fired upon consecutively during the same PFPh, DFPh (not
possible to have a FG composed of a virtually unlimited string of ADJA- MPh), or AFPh by two or more non-Aerial units using their inherent-
CENT Locations; provided each Location in the FG contains a Personnel unit FP/SW/ordnance at Normal Range (1.22, 10.532) is subject to possible En-
that is participating in the attack. A leader alone in a Location cannot be a link circlement [EXC: pillbox; B30.32]. The attack(s) constituting an Encirclement
in a FG (unless he is Heroic or firing a SW) because each Location of a FG must be resolved consecutively; if a player fires at a different target in the in-
must participate in the attack and a leader normally has no attack capability. terim, he cannot use previous attacks as the basis for his claim to Encir-
Units inside a pillbox may not form a FG with units outside the pillbox. clement. Encirclement occurs if the firers LOS enters the target Location ei-
7.51 VEHICLES/ORDNANCE: Vehicles/Passengers/Riders may be ther: a) through opposite hexspines; b) with exactly three target-hex vertices
part of a FG within certain restrictions; see D6.64. Vehicles in Bypass in between them in both clockwise and counter clockwise directions; or c)
the same hex without a LOS to each other may not form a FG. Ord- through any three non-contiguous hexsides. An Encirclement can also be cre-
nance-weapons/Canister/IFE may not form a FG with any other ated by a LOF from both the Location directly above and below it in a build-
unit/weapon, including other weapons of the same unit [EXC: vehicular ing hex. To be considered valid fire, ordnance weapons must secure a hit on
MG/IFE; D3.5]; e.g., a tank may not combine its ordnance MA and MG the target, and other firers must exert enough FP (taking the possibility of
armament into a single attack. Cowering into account) to possibly inflict at least a NMC result on the target.
7.52 All members of a FG must be able to trace a LOS to the target. Should A qualifying target Location is thereafter marked with an Encirclement
the LOS of any FG member be subject to a Hindrance/TEM counter and every non-berserk, non-heroic enemy/Melee Personnel unit there-
(/Cowering/CX penalty), the worst possible case applies to all members of in suffers an immediate one level drop in morale to both the attack that sealed
the FG (A.5). For this reason, it is often wise to break up such a FG and its Encirclement and any other attacks made against that Location as long as it
have its component parts attack separately. A multi-Location FG which dis- is so marked. All fire by an Encircled unit is subject to a +1 DRM on the IFT
covers that one or more of its units LOS is blocked forfeits the participation (or To Hit DR if ordnance). The MF cost of the first Location entered (regard-
of only those units whose LOS was blocked. The FGs other units with a less of phase) by an Encircled unit is doubled (after all modification). Should
valid LOS must still attack the same target (unless it was eliminated by a other enemy units enter an Encirclement Location they are immediately En-
previous attack, in which case their attack is forfeit and they are marked circled. Regardless of the Encirclers subsequent actions, the Encircled counter
with an appropriate fire phase counter) after resolving the blocked firers remains on the Location to affect all enemy/Melee Infantry units, and Vulner-
DR (6.11), but as a smaller FG or as separate attacks. able PRC of an Immobile vehicle, in that Location until they all leave the Lo-

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7.7 A
cation (even if they all leave it only momentarily), become berserk/heroic, are 7.82 VEHICLE/CREW: A Pin result vs the CE Inherent crew of a CT
eliminated, or are captured. Being Encircled has adverse effects on a units AFV forces it to remain BU during that Player Turn, thus subjecting it to
ability to avoid capture (20.21). A unit Encircled more than once does not suf- the Case I (BU) To Hit DRM. The Inherent crew of an OT AFV remains
fer additional penalties for multiple Encirclement. CE vs a Pin result, but during that Player Turn is subject to the Case D
EX: Encircled Not Encircled
To Hit DRM and the halving of all MG/IFE/FT/Canister FP, as well as
prohibiting it from using Intensive Fire and Multiple ROF. An Inherent
crew that suffers a Pin result when attacked through an unarmored Target
a b c c Facing (even if only hull or turret/upper superstructure) is subject to the
same penalties as that of an OT AFV. A vehicle itself can never be
pinned, nor can its Inherent crew; however, leave the Pin counter on the
7.71 FG: The LOS of a FG may penetrate the target Location through vehicle to show that the above penalties apply.
more than one hexside; all such hexsides crossed count toward possible 7.821 PASSENGERS/RIDERS: Pinned Passengers must BU if CE and
Encirclement. It is even possible for a single FG to cause Encirclement. are considered Pinned for all purposes, although they may continue to be
7.72 UPPER LEVELS: Encirclement also applies to any non- transported by their vehicle and may even unload (D6.5) at their option,
heroic/non-berserk unit in an upper level building Location that cannot but then become pinned in the dismount Location. Pinned AFV Riders
trace a path free of an unbroken, armed, unconcealed enemy unit/Blaze must Bail Out (D6.24).
to ground level through (or past, if Scaling; B23.424) Locations it could 7.83 MOVEMENT/ADVANCE: Pinned Infantry is not subject to any
legally traverse if so inclined. This type of Encirclement is broken the in- further DRM for FFNAM/FFMO during that Player Turn. However, if a
stant such a path can be traced. pinned unit is subsequently broken during Defensive First Fire, it loses
its pinned status and is subject to FFNAM/FFMO DRM (if applicable)
for further Defensive First Fire attacks against it in its MPh (keeping in
mind that a broken units MPh ends as soon as another unit moves11). A
pinned unit [EXC: PRC] is considered a non-moving unit for purposes
of all subsequent ordnance To Hit attempts during that Player Turn. A
unit that is pinned while moving through an entrenchment Location with-
out actually having paid the one MF necessary to enter that entrenchment
is not considered in it, and cannot enter it while pinned.
EX: A squad uses Non-Assault Movement to enter an Open Ground hex and is at-
tacked by Defensive First Fire with a -2 FFMO/FFNAM DRM, resulting in it
being pinned. Another defending unit now First Fires on it but without the -2
DRM because the unit is pinned. However, this attack breaks the squad and re-
moves its pinned status. If another unit First Fires on it in its present MPh it will
again be subject to the -2 DRM. However, as soon as another unit is moved, the
broken units MPh is over and it is no longer subject to FFMO/FFNAM DRM.

7.831 LEADERS: A moving leader who becomes pinned does not force
EX: If a unit in U2 fires on T3, T3 can be Encircled if the next attack(s) in that any Infantry in the same moving stack to take a LLTC, but does cancel
phase is from S5 (along the S4-T4 hexspine of T3), or through both the S4-T3 the two MF (if not already used; see 4.12) and/or portage (4.42) bonus
and T4-T3 hexsides. A four-hex FG in 3T3-U4-U5-T5 firing on T4 with enough that it might otherwise have given to other Infantry in the same moving
FP to cause a MC or better result on an Original 2 DR automatically Encircles it. stack. A pinned leader can neither direct an attack nor use Voluntary
7.8 PIN: Pinning (7.305) also occurs whenever any Rout (10.711; although it may still voluntarily break [10.41] to rout)
unit is attacked resulting in an IFT MC that is passed nor can a pinned leader aid other units MC/TC (including the use of a
Commissars increased Morale Level; 25.221).
by rolling the highest DR possible that still results in
a passed MC. Cavalry, vehicles, units in Water Ob-
stacles, and units that are berserk, Heroic, Aerial, or Climbing are not sub- 7.9 COWERING: IFT attacks are adversely affected by any IFT resolu-
ject to pinning [EXC: a Minimum Move (4.134) pins berserk/heroic Infan- tion DR that results in Original Doubles unless a leader directs that at-
try, as might a PF check (C13.31); see G5.5 for Collapsed huts]. A unit is tack. The penalty for rolling Doubles without leadership direction is that
also pinned if it fails a PAATC (11.6; 12.41). Pinning affects broken units the attack is resolved on the next lower column of the IFT. An attack on
only during Interdiction (10.53), and even then only during the RtPh, so the lowest column which cowers is reduced to no effect at all, although a
there is no need to place Pin counters on broken units. A pinned unit has its malfunction result can still occur. In addition, any unit that cowers (as
inherent FP halved for the remainder of that Player Turn (in addition to any well as all of its SW regardless of whether it was using its inherent FP) is
other halving of its FP for other reasons) and may not move/advance far- automatically marked with a Final or Prep Fire counter as appropriate.
ther during that Player Turn (although it may rout if later broken, even vol- Cowering affects all fire except that from a SMC, berserk or Fanatic unit,
untarily). Place a Pin counter on top of the affected unit. The halved FP of Fire Lane, IFE, Canister, Aircraft, British Elite and First Line units,
a pinned unit in CC applies only to its attack, not to its defense. Pin effects Finns, Sniper, ordnance, OBA, or any form of vehicular fire. Cowering
are not cumulative; a unit suffering multiple Pin results has its FP halved FP penalties are doubled (i.e., resolved two columns lower on the IFT)
only once, so an already-pinned unit does not take a NTC due to a PTC for an attack by Inexperienced (19.33) Personnel (even in conjunction
result on the IFT. Remove all Pin counters at the end of the current Player with other troops). Cowering does not affect CC or DC resolution (in-
Turn or if the unit subsequently breaks/goes-berserk/Battle-Hardens/be- cluding Reaction Fire; D7.2). If a FG cowers, Random Selection is used
comes-heroic (whichever comes first). to determine the unit(s) (and its SW) that becomes marked with a Prep or
7.81 INFANTRY EFFECTS: Pinned Infantry fires MG/IFE/Canister as Final Fire counter.
Area Fire, must add +2 to its To Hit DR (To Hit Case D), and cannot at-
tack with a FT/MOL/DC, declare a Firelane, change a weapons CA
(9.21; C5.1-.12), or use Intensive Fire or a Multiple ROF (although it
may use Subsequent First Fire/FPF; 8.3-.31).

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A 25.4
marked with a First Fire counter. The squad now fires the MMG directed by the unit, not a Russian unit [EXC: Russian Partisans may use Commissars;
8-1 leader (7.53) at O2 and P2 with Spraying PBF. The attack is 5 FP (Area & 25.22]. Partisan leaders have no leadership effect whatsoever over non-
PBF) with a -3 DRM (grain is not in season). The Original DR is an 8 (with a 2 partisan units (and vice versa). Unless specifically indicated otherwise,
colored dr), resulting in a 1MC vs both hexes. The Russian player rolls a 9 for the
Partisans have an ELR of 5 regardless of the ELR of non-Partisan allied
leader which breaks and now no longer has its Morale Level increased. All four
squads roll 7 and are unaffected. They need not take a LLTC because they are forces in the scenario. Partisans never surrender by the RtPh method, are
part of a Human Wave (which is immune to Pin results). However, the MMG re- considered neither elite (including SMC) nor Inexperienced for any pur-
tained its Multiple ROF andbecause the Russian Impulse used two MFit may pose, and never become Disrupted.
First Fire again and chooses to repeat the same attack. This time it rolls an Origi- 25.241 MOVEMENT: Partisans may be subject to SSR which grant
nal 5 (2 on the colored dr), resulting in a K/2. The Random Selection DR in O2 is
them specific movement advantages in wooded or urban areas. Partisans
a tie, so both squads are Reduced to HS (7.302) before taking a 2MC, which they
each pass by rolling 6. The Random Selection DR in P2 selects the broken lead- that are moving as a combined stack together with non-Partisan units
er, who wounds, rolls a 5 on his Wound Severity dr (17.11), and thus is eliminat- may endow the regular units with whatever SSR-endowed movement
ed. If, however, the leader had survived, it would not then have to take the 2MC. advantages they have.
The two squads roll a 6 and 7 for their 2MC which breaks one, which then passes 25.242 Ordnance used by Partisans always uses the red To Hit Numbers
its LLMC with a 7. The MG has retained its Multiple ROF and the German wants
[EXC: ATR/MG].
to fire again but cannot, because two shots are all that are allowed vs a moving
unit that expended only two MF in its Location. The MG cannot avoid this by
picking another target, because all of the units in its LOS moved simultaneously
as part of the same Impulse (moreover, the other targets are all outside of the 25.3 AMERICAN: U.S. Infantry squads have a
MGs now-fixed CA; 9.21). printed broken Morale Level one higher than that
used on their Good Order side except for 1st Line
Infantry, which have a broken Morale Level two
higher than their Good Order side. Second Line Infantry should generally
Hex Grain be used to represent American units which were not prepared for com-
Range
Inc Rng to HW
hexgrain NA
bat. See G17.1 for U.S. Marine Corps and G17.2 for pre-6/42 U.S. Army
and Philippine Army troops.
Hex Grain
Range 25.31 PARATROOPS: 7-4-7 squads have an ELR of 5, re-
Inc Rng to HW
hexgrain NA gardless of the ELR of other U.S. MMC in the scenario.

4
4 25.32 ORDNANCE: All U.S.-built AFV/ordnance [EXC: ATR/MG], in-
cluding such equipment used by other nationalities (identified by the (a)
Lt. Richards

in the name), uses red To Hit Numbers prior to 1944 and black To Hit
Numbers thereafter.34
25.33 AMMUNITION: No fighting men were better supplied than the
Americans, who excelled in logistics. American OBA batteries are as-
4 sumed to have Plentiful Ammunition unless specified otherwise.
25.34 SMOKE: An American squad may place either WP or conventional
Smoke grenades at its option, but placing WP is more difficult (see 24.3).
In the second Impulse at least one of the HW Units in O2 or P2 must now enter O3
25.35 U.S.-BUILT, BRITISH-COLOR SW: U.S.
(25.234). The Russian moves all unbroken units forward as shown. Since the 4-4-7
in P2 enters O3, the two 2-3-7 in O2 are free from the restriction of 25.234 and may MMG, HMG, .50-cal HMG, M2 60mm mortars and
instead move to N2, which one of them does, while the other enters O3. Of the units BAZ 44 are provided in the British color in WEST
that were marked with Range counters in the first Impulse, the two 4-4-7 in N1 and OF ALAMEIN. They are identified by having (a)
the 2-3-7 that enter O3 can remove their Range counters since they now decrease in their piece name, and are used by Free French as per 25.55. The BAZ
the range, while the 2-3-7 that enters N2 does not and must keep its Range counter. 44(a) is also used to represent a BAZ 44 Scrounged (D10.5) from a U.S.-
The German must use Subsequent First Fire vs the 4-4-7 and 2-3-7 as they enter his built vehicle/wreck [which includes one with (a) in its piece name] by
hex (8.312) and because they both enter O3 as part of the same Impulse, he fires at Free French (only); other nationalities would Scrounge a U.S.-color BAZ
them simultaneously.
44. The appropriate MG(a) is also used to represent one Removed
It is now the Russian third Impulse; the Russian units currently in O3 now end (D6.631) from a U.S.-built vehicle by a British (as defined in 25.4) unit.
their MPh and may move no farther (25.235), but the Russians in N2 and P3 must
A MG Scrounged by any nationality from a U.S.-built or British-built
continue the Human Wave. The units in P3 can enter O3 (since it is a Side Loca-
tion containing enemy units) or the Forward Locations O4 or P4. The two 4-4-7 vehicle/wreck takes counter form as a standard British LMG, with no
in N2 can enter the Side Location O3 or the Forward Locations M3 or N3, but Captured penalties when being used by a U.S. or British (25.4) unit. Cap-
will be marked with a Range counter if entering M3. The 2-3-7 in N2 can enter tured penalties do not apply to the use of U.S.-color MG by British
N3, but can enter neither M3 (since it is already marked with a range counter) nor (25.4) units, nor to U.S./British-(25.4) use of British-color (a)-type SW
O3 (which is ADJACENT to the O2 Location that the 2-3-7 left earlier in the [EXC: non-Free French British treat all, while Free French treat no,
MPh per 25.2322). From N3 it will be able to enter M4 or N4. At the end of the type(s) of U.S. MTR/BAZ as captured].
Impulse, the German squad must use FPF vs any new units entering O3 in that
Impulse with 131/2 FP (9 [FP] 3 [TPBF] = 27 divided by 2 [Area Fire] = 131/2),
but only the Russian units entering O3 during that Impulse will be affected.
25.4 BRITISH: British troops also encom-
pass all Commonwealth, Free French,
25.24 PARTISANS:33 Partisans can belong to any and liberated forces. Guardsmen, Gurkha,
nationality but are listed here and represented by ANZAC (Australian and New Zealand),
Russian colors because they were most prevalent and Free French/Polish forces should generally be regarded as elite troops,
on the Eastern Front. Partisans are represented by as should Canadian unitsall of which were composed of volunteers
3-3-7 squads with a broken Morale Level of 6, and are considered rather than draftees. Colonial troops such as the Kings African Rifles and
Stealthy while in Good Order. Partisans are not affected by the special pre-44 Indian troops in India and Burma should be considered 2nd Line
rules for their nationality; a Russian Partisan unit is treated as a Partisan troops represented by 4-4-7 squads. See 25.53 for Free French.

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25.41 A
25.41 GREEN: British 4-3-6 squads (and their HS) are Green 25.6 ITALIAN: Italian ordnance uses the red To Hit Numbers [EXC:
troops. They are considered Conscripts only in hypothetical ATR/ MG].36
scenarios depicting the British Home Guard or poor quality 25.61 ELITE: 4-4-7 squads, their 2-4-7
colonial troops. HS, and 2-2-7 crews are the only elite
25.42 AIRBORNE: The 6-4-8 squads represent Airborne Italian MMC. Only elite Italian squads
troops and have an ELR of 5, regardless of the ELR of other may Deploy [EXC: 20.5, 21.22]. A 4-4-7
British MMC in the scenario. which suffers ELR failure is Replaced by a 3-4-6.
25.43 GURKHA: Gurkha troops were feared in CC due to their handi- 25.62 1ST LINE: The 3-4-7 squads
work with their famed Kukri knives (which were a combination knife- represent the Bersaglieri which were
hatchet-sword). Whenever one unbroken Gurkha Infantry unit is the light infantry transported by trucks, mo-
ATTACKER in CC/Melee or Ambushes the enemy in CC, that torcycles, or bicycles. A 3-4-7 which
CC/Melee may become Hand-To-Hand (J2.31) at the option of the suffers ELR failure must be Replaced by a Con-
Gurkha player unless every such Gurkha unit participating in it was Am- script squad, and not a lower quality 1st Line squad,
bushed in that phase and/or is withdrawing/pinned. However, Hand-To- while a Conscript squad that Battle Hardens be-
Hand CC can never be used by/vs any vehicle/PRC/pillbox-occupant(s). comes a 3-4-6.
Each Gurkha Hand-To-Hand CC attack receives an extra -1 DRM unless 25.63 SURRENDER: The +1 CC DRM for a capture attempt does not
every Gurkha Infantry unit participating in that attack is pinned/Un- apply vs non-elite Italian defenders. Once captured, no Italian unit will
armed. Hand-To-Hand Melee counters are provided in Code of Bushido. attempt escape (20.55).
Gurkhas are Commandos (H1.24) unless Green. Gurkhas will not surren-
25.64 LAX: Non-elite Italian units are always Lax (11.18).
der via the RtPh method (20.21) or become Disrupted.
25.65 PAATC: Non-elite Italian troops (including Inexperienced units)
25.44 ANZAC: Good Order ANZAC (Australian and New Zealand)
must pass a 1PAATC rather than a normal PAATC whenever required to
forces are Stealthy unless Green.
take a PAATC.
25.45 COWERING: British troops were renowned for their marksman-
ship and calmness under fire (or Moral Fibre as they termed it). There-
fore, their elite and 1st Line units are immune to Cowering effects [EXC: 25.7 FINNISH: Finnish Personnel may attempt Self-
Free French; 25.53]. Rally during any RPh, are immune to Cowering re-
25.46 WP: A British squad may place only normal (i.e., not WP) smoke sults, and are Stealthy while in Good Order unless
grenades prior to 1944. Beginning in 1944, they may also place WP Green. Finns may also Deploy without leadership by
(24.3). This restriction does not apply to ordnance WP ammo. passing a 1TC instead of a NTC (1.31). Finns do not require leadership
presence to Recombine (1.32) [EXC to all: 25.72].37 When using the
blue Finnish counters from Beyond Valor 1st edition, use German crews,
25.5 FRENCH: French units and the rules heroes, and SW where needed.
(25.51-.52) pertaining to them apply only until 25.71 LEADERS: Finnish units usually take
Cpl. Flanagan
Cpt. Valerian

Lt. Stone

the French capitulation, and to Vichy French less severe LLMC/LLTC (the most severe
forces thereafter. 35 Free French forces use being a 1MC/1TC) because Finnish leaders
British units and rules (25.53). have a unique rank structure descending in
order as follows: 10-1, 10-0, 9-1, 9-0, 8-0. Finns are not eligible for Field
25.51 GREEN: French 4-3-7 squads are considered Promotion. If leadership is present, Finns may Deploy normally (1.31).
Green reservists (not Conscripts), and should ordinarily
25.72 The Finns refused to follow German dictates to operate outside
be brought into play by ELR Unit Substitution.
their recaptured historic borders. Therefore, in any scenario taking place
25.52 ORDNANCE: French vehicles use red To Hit Numbers [EXC: beyond Finlands 1939 borders (as noted by SSR), Finns are represented
MG MA]; other French ordnance uses black To Hit Numbers. by 5-4-8 squads and 25.7 does not apply.
25.53 FREE FRENCH: Use British counters and rules for Free French 25.73 SISSI: The 8-3-8 squads and 3-3-8 HS repre-
Personnel [EXC: Free French squads have Assault Fire (7.36) capability sent Sissi elite units which were ski-trained and spe-
in/after 12/43; the 25.45 immunity to cowering never applies to Free cially equipped.
French]. Free French OBA (including Accuracy and Draw Pile) is al-
ways treated as if British [EXC: DYO purchase; 25.57]. See also 25.35 25.74 BATTLE HARDENING: Finnish leaders Battle Harden and are
and 25.54-.57 and the French section of Chapter H. Replaced according to the unique Finnish rank structure (25.71). Finnish
25.54 PRE-12/43 EQUIPMENT: For scenarios set prior to 12/43, Free 1st line units become Fanatic if receiving a Battle Hardening result.
French use (without Captured penalties) certain British [/British-color
(f); 25.56] SW, vehicles and Guns, and the rules covering them.
25.8 AXIS MINORS: The Rumanian,
25.55 12/43-5/45 EQUIPMENT: For scenarios set in/after 12/43, Free Hungarian, Slovakian, and Bulgarian

French use (without Captured penalties) British color (a)/(f) SW (see troops which composed Germanys
25.35 and 25.56), certain U.S. [/U.S.-color (f); 25.35] vehicles and Minor Allies were neither well equipped,
Guns, and the rules covering them [EXC: Free French Inherent crews nor particularly ardent practitioners of Hitlers war. As such, the broken
are considered British when determining their morale as per D5.1]. Morale Level of all such squads is one less than their normal Morale
25.56 FRENCH-BUILT EQUIPMENT: Certain French-built SW/ve- Level [EXC: elite squads]. Hungarians fighting in Hungary should be
hicles/Guns are provided in CROIX DE GUERRE for Free French use. represented by elite squads (also see 20.55).
They are in the U.S./British color, and are identified by having (f) in 25.81 PAATC: Non-elite Axis Minor troops (including Inexperienced
their piece name. An (f)-type, or French-color, SW/vehicle/Gun suffers units) must always pass a 1PAATC rather than a normal PAATC when
Captured penalties when being used by other than (Free/Vichy) French. called upon to take a PAATC.
25.57 DYO: Free French use their own SW Allotment, OBA Availability,
and Rarity Factor Charts for DYO scenarios. Use H1.463 for Free French
OP tanks. Free and Vichy French cannot be purchased by the same side.

2000 Multi-Man Publishing, LLC A54vB

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