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Special Rules:
1) Dug In Rules
Defensive positions can range from complex networks of pre-prepared fortifications, right down to making do
with what natural terrain is available if time does not permit more substantial preparation. For any defender, the
suitability of the ground for digging in effective defensive positions was a key consideration
A dug in unit counts as being Down when shot at, even if it has not been given a Down order (-2 to hit). If the
unit is issued a Down order whilst dug in, the benefits are doubled. Being dug in offers no additional protection
against enemy assaults, with the exception of tank assaults as detailed below.
Units are dug in until they leave their positions using an Advance or Run order. If counters are being used in
lieu of scenery, use them as markers to record the positions of the foxholes as they can be used later in the
game.
Dug in units are considered below the LOS of another unit, and thus outside the 1-inch rule of friendly fire.
Models from dug in units automatically pass their morale check and are not moved aside when assaulted by a
tank as they can simply duck down in their foxhole and allow the enemy vehicle to pass overhead. However, if
a tank ends its assault move on top of any dug in models, these models are removed as casualties and the unit
must make a morale check for tank assault as normal
Units can draw line of sight into and out of dense terrain, but cannot draw line of sight right through it. Units are
not allowed to draw line of sight over dense terrain, the dense terrain is always assumed to be higher than any
models on the table blocking line of sight to all ground units. This means, for example, that if a firing unit is
trying to draw line of sight to an enemy unit and all of the models in the enemy unit are behind a piece of dense
terrain (and not in it) – so that the line of sight from all firing models to all target models is drawn through the
dense terrain, then the target is considered impossible to see. If any of the enemy models are inside (or
touching) the dense terrain, then the target is visible, but counts as in soft cover.
The German Forces
All German forces may take positions and use the boscage as “hidden” and Ambush. 50% of the infantry
squads must be placed in the six “dug in” foxhole positions. The remaining squads may be placed within the
edge of the boscage, no more than 24 inches along the edge. Units placed in the boscage may be dug in, hidden
and in “Ambush.” As a matter of course, since the US has a preponderance of tanks, having all the German
forces dig in will balance the play.
German infantry units begin the game dug in. These units have had time to dig foxholes or other defensive
positions. Dug in units can also be hidden. If terrain is not available to represent foxholes or trenches, counters
can be used to highlight which units are dug in.
German Orders: Stop the Americans. Place all infantry and artillery on the table. Hold the Tiger I
(Hummel/Nashorn) in reserve. After Turn Two is completed, roll to bring the Tiger on with each order die. If
the Tiger passes the activation roll, place the order die on the Tiger and advance onto the table along the single
track road from either side or from behind the German lines, the decision is left to the Germans.
If the Tiger does not pass the activation roll, place the order die on another unit without orders on the board. If
the turn ends without activation of the Tiger, it remains in reserve until activated in the next turn. If the Tiger
does not get activated at all during the game, do not count its value towards any victory points.
The half strength units do not have order dice. They will join the full strength squads when within 6 inches of
the full strength squads. They will also add a second NCO to the squad.
American tanks are considered armed with an M2 0.50 cal pintle mount even if not present on the turret. Place
one of the squad members on the tank to represent this gun. This figure does not count as part of the squad fire
power and may be targeted by the enemy.
American Orders: Stop the Germans. The light cover is open terrain allowing the tanks and infantry to pass
through. If the infantry does not follow a tank through the light cover, but penetrates the light cover on its own,
subtract 2 inches from its movement. Fury is considered the “command tank” and other tanks must be within
12 inches of the command tank.
FURY - First Tank Battle (WW2 Hollywood)
German Reinforced Platoon
German Order Dice: 12
Platoon #1
First Lieutenant (Armies of Germany page: 20) Regular 95
Qty Weapons Range Shots Penetration Special Rules
1 First Lieutenant
with Rifle 24" 1 n/a
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with Assault rifle 18" 2 n/a Assault
2 Infantry (equipped as modeled) - -
Infantry Squads
Heer Grenadier squad (Armies of Germany Regular 105
page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Assault rifle 18" 2 n/a Assault
1 Infantry with Light Machine gun (requires 36" 5 n/a
loader)
2 Infantry with Assault rifle 18" 2 n/a Assault
1 Infantry with Rifle 24" 1 n/a
4 men have Panzerfaust in addtion to other 12" 1 +6 One-shot, Shaped Charge
weapons
Heer Grenadier squad (Armies of Germany Regular 105
page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Assault rifle 18" 2 n/a Assault
1 Infantry with Light Machine gun (requires 36" 5 n/a
loader)
2 Infantry with Assault rifle 18" 2 n/a Assault
1 Infantry with Rifle 24" 1 n/a
4 men have Panzerfaust in addtion to other 12" 1 +6 One-shot, Shaped Charge
weapons
Higher Officer
Captain (Armies of Germany page: 20) Veteran 138
Qty Weapons Range Shots Penetration Special Rules
1 Captain
with Rifle 24" 1 n/a
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with Assault rifle 18" 2 n/a Assault
1 Infantry (equipped as modeled) - -
Machine Gun
Medium Machine Gun team (Armies of Regular 50
Germany page: 30)
Qty Weapons Range Shots Penetration Special Rules
1 Medium Machine gun team 36" 6 n/a Team (3 men), Fixed
Artillery
75mm Pak 40 (Armies of Germany page: 42) Regular 110
Qty Weapons Range Shots Penetration Special Rules
1 75mm Pak 40 gun 72" 1 +6 Team (4 men), Gun shield, Fixed,
HE (2")
Platoon #2
First Lieutenant (Armies of Germany page: 20) Regular 95
Qty Weapons Range Shots Penetration Special Rules
1 First Lieutenant
with Rifle 24" 1 n/a
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with Assault rifle 18" 2 n/a Assault
2 Infantry (equipped as modeled) - -
Infantry Squads
Heer Grenadier squad (Armies of Germany Regular 105
page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Assault rifle 18" 2 n/a Assault
1 Infantry with Light Machine gun (requires 36" 5 n/a
loader)
2 Infantry with Assault rifle 18" 2 n/a Assault
1 Infantry with Rifle 24" 1 n/a
4 men have Panzerfaust in addtion to other 12" 1 +6 One-shot, Shaped Charge
weapons
Heer Grenadier squad (Armies of Germany Regular 105
page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Assault rifle 18" 2 n/a Assault
1 Infantry with Light Machine gun (requires 36" 5 n/a
loader)
2 Infantry with Assault rifle 18" 2 n/a Assault
1 Infantry with Rifle 24" 1 n/a
4 men have Panzerfaust in addtion to other 12" 1 +6 One-shot, Shaped Charge
weapons
Medic
Medic (Armies of Germany page: 20) Veteran 46
Qty Weapons Range Shots Penetration Special Rules
3 Medic
with Pistol 6" 1 n/a Assault
Artillery
75mm Pak 40 (Armies of Germany page: 42) Regular 110
Qty Weapons Range Shots Penetration Special Rules
1 75mm Pak 40 gun 72" 1 +6 Team (4 men), Gun shield, Fixed,
HE (2")
Special Rules
One-shot
(p72) This is a disposable weapon that can be fired only once per game. Once fired replace the model with another
model that does not carry the disposable weapon
Shaped Charge
(p73) Never suffer the -1 penetration modifier for firing at long range.
Team (3 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man
remains then the weapon suffers a -1 to hit penalty, and (p42) -1 penalty to its morale. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
Team (4 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man
remains then the weapon suffers a -1 to hit penalty, and (p42) -1 penalty to its morale. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
HE (2")
(p68) PEN: +2, PIN: D3 (D6 if in building) - Infantry and artillery can go down to halve the hits taken
HE (3")
(p68) PEN: +3, PIN: D3 (2D6 if in building) - Infantry and artillery can go down to halve the hits taken
Assault
(p66) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an
assault weapon count as tough fighters (page 91). When a tough fighter scores a casualty in close quarters against
infantry or artillery, it can immediately make a second damage roll.
Tiger fear
All enemy units that have line of sight to one or more German vehicles with the Tiger fear special rule count as
having one extra pin marker on them when taking any Order test, except if ordered to Fire against a vehicle causing
Tiger fear. Test on -1 morale if they have no pin markers (page 17).
Gun shield
(p95) The die roll an enemy requires to score damage from the front arc of the gun is increased by +1. The die roll is
modified by the penetration value of the weapon in the usual way. Hits from HE (both direct and indirect), flame
throwers, and close quarters attacks ignore the gun shield rule.
Fixed
(p66) When given Advance order, fixed weapons can rotate on the spot suffering a -1 to-hit penalty. Non-artillery
Fixed can move normal 12" when given Run order.
FURY - First Tank Battle (WW2 Hollywood)
United States US Reinforced Platoon Order Dice: 14
Platoon #1
Second Lieutenant (Armies of the United Regular 50
States page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 Second Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with M1 carbine (rifle) 24" 1 n/a
Infantry Squads
Veteran Infantry Squad (Armies of the United full strength Veteran 171
States page: 6)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
11 Infantry with Rifle 24" 1 n/a
Tough Fighters Tough Fighters
Regular Infantry squad (Late) (Armies of the Regular 60
United States page: 23)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
Platoon #2
Second Lieutenant (Armies of the United Regular 50
States page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 Second Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with M1 carbine (rifle) 24" 1 n/a
Infantry Squads
Veteran Infantry Squad (Armies of the United full strength Veteran 171
States page: 6)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
11 Infantry with Rifle 24" 1 n/a
Tough Fighters Tough Fighters
Regular Infantry squad (Late) (Armies of the Regular 60
United States page: 23)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
Tanks and SP Guns
M4A1 Sherman 75mm medium tank (Armies of Veteran 269
the United States page: 39)
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 M4A1 Sherman 75mm medium tank Tracked - 9+ Easily catches fire, (75mm) HE
(2")
Turret-mounted medium anti-tank gun 60" 1 +5 HE (2"), Gyro-stabiliser (Veterans
only)
Co-axial MMG 36" 5 n/a
Forward facing hull-mounted MMG 36" 5 n/a Front arc
Pintle-mounted HMG 36" 3 +1 Flak, 360 degree arc
Platoon #3
Second Lieutenant (Armies of the United Regular 50
States page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 Second Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with M1 carbine (rifle) 24" 1 n/a
Infantry Squads
Veteran Infantry Squad (Armies of the United full strength Veteran 171
States page: 6)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
11 Infantry with Rifle 24" 1 n/a
Tough Fighters Tough Fighters
Regular Infantry squad (Late) (Armies of the Regular 60
United States page: 23)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
Platoon #4
Second Lieutenant (Armies of the United Regular 50
States page: 22)
Qty Weapons Range Shots Penetration Special Rules
1 Second Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with M1 carbine (rifle) 24" 1 n/a
Infantry Squads
Veteran Infantry Squad (Armies of the United full strength Veteran 171
States page: 6)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
11 Infantry with Rifle 24" 1 n/a
Tough Fighters Tough Fighters
Regular Infantry squad (Late) (Armies of the Regular 60
United States page: 23)
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
Special Rules
Tough Fighters
(p91) When a tough fighter scores a casualty in close quarters against infantry or artillery, it can immediately make a
second damage roll.
HE (2")
(p68) PEN: +2, PIN: D3 (D6 if in building) - Infantry and artillery can go down to halve the hits taken
Easily catches fire
If a roll on the vehicle damage table results in the vehicle catching fire add D3 pin markers rather than just 1 before
taking a morale test
Assault
(p66) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an
assault weapon count as tough fighters (page 91). When a tough fighter scores a casualty in close quarters against
infantry or artillery, it can immediately make a second damage roll.
Gyro-stabiliser (Veterans only)
Weapon does not suffer the -1 'to hit' penalty for shooting and moving if the crew are Veteran. This does not apply to
vehicles with Inexperienced or Regular crew, nor does it apply to any co-axial machine gun.
(75mm) HE (2")
Instead of using the 1" template, use the 2" template (75mm gun tanks)
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)