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|. INTRODUCTION— “These rulsare presente ina Programmed tnrucion format sotha payers ned ot sead teenie ebook to begin play. At various pointsintherulebook you willbe {kif stop reading ard ply specie sensi which ue te les you've read uP 19 that point After having played hat scenario sfc to fel comfortable wth he tneshancs of lay thus far presente, You should read further telearn moreof the game System, Fel reo double back a Acquistion, Weapon 4 ‘Acquistion, Target 2 ‘Action Capability ‘2 ‘Asion Cas. 22 ‘eion Deck 6 ‘aiacent 561 ‘aavance ‘sa ‘ABV tarmoredFiging Velie. 28 ‘Ambush ns ‘fill Terai Cards 36,5 ‘ner 40 ASL (Assan Squad Leader) ist ‘Assault Guns 22 ‘Aesetant Crewman aia ‘AMM Anis Tank Mage Mie) a1 ‘ATR(AN Tank Rifle), mas » sts 36 ize 165 Brash oe otis 86 ‘BU Button Up) 2a © Campaign Game 2 Capture (of Teri). oe (Capare(or Weapons) ao Cards. 2 (Canals (KA, Wound, Roal,Paaoner) CC (Clse Comat) 201 CCEat io. Cc MVArY 8 CCV (Chose Comat Value). 20 CE (Crew Exposed) 3831 ‘COM (Commissar. iss {Command Cael 1s ‘Commander Kile. raast Concealment 9 Consents 81 (Cover Card 2a {Crew Served Weapons i (Cot Hie 26 > Deck 162 Denton Charge 302 Directly Opposite». SS Discard Capabiiy a Drcard Pe 33 Draw Pile 38 DYO(esien Your Owe) “6 E EL (Eliminate) Elevated Fie. ast Encired ae Enoctement ine Enirenchmens 162,36 EX rae) EXC (Eeception) Execution 215.53 F FF (Flanking, 1.26 Pre Attack 61 Fe Comba Reston ss ee Mision 402 Fresueng 6a Brepower FP) 62 the orginal senator nd play them with the more ‘thvanced rales: Even the it scenario boomer a unguey diferent experience when Played ander the fl effete ofthe ene zane sem, nthe course of reading thee INDEX & GLOSSARY amethrower 2 Flak shor ae Feeding 833 © Greater Than >) ‘Greater Than or Equal To( > ) Green 93 Group Creation 38 ‘Group Transfer 137 22 392 2 8 Hand Capacity 35 Hand Ret as Heo. 10.4, 2942,33,9,28.421, Hil. Horzonil Dace HullDowa, a infantry Gan) z IMdmmottize) Invdoa Transfer 178,208 INF(afitation) 302,204312 Tel Tere O36 Inventory Number 22 x KIA (Kile I2 Action) ost L Late Fanking Fie a ater Group Transfer 177, 30.36 ATW (ipst AntcTank Weapon) ess Thane <7 es Than or Equal To( <.) [EMG (Ligh Machine Gua) LOStLine ot Sahn) 3 ™ Malfunction 19 Marsh - Nea GES (Machine Gun Fee Scent Minefield 36,26 MING (Mesias Machine Gua) ‘Morale Check 2021 Mon 6 Movement Pa Moving ire 1, 22)382 INA (Not Allowed or Not Applicable) ‘stra Fiaaking ire. 3 i a2 52,8i,3037 23 Ordnange 23 OTAFV (OpenifopAFV) wi mae (OvR(Orertm) = P Panic(PAN) 6s Paratoops 384 Partisans can 7 Pat as Personality Cards 21.2.3 (Pancras) 00 303 Pinned (AFV) 0 na PinnedMen) : Pilbon Play Balance a4 PrepareTOPIa) 3 Prisoner 2 Promation ee PSK (Pancerschreck) 302 Porat ar R Reps) R# Range Number) 193 Raaio 03 Ral 102 Random Postion Number. 22 Rea Tine isan Reinforcemenis 3 Rejecing Tera 53 Replacement aa ewes. sa Reroprade ssi RNC (Random NumberCard) 22 RPC andor Postion Card) ie Row 6531 RR Reatve Rane) 56 ‘Sexnaros Sequenceo Play ‘ Sideways sa ‘SL(Sauad ade) is Smoke 6,103.6, 287-8 Stiper ie Stipe Check ise Spt Acions 231 ‘Squad Capaciy 2 s 336 Seam BS Stun . 2s ‘SW (Secacary Weapon 2 Y “Target Aces z ‘Team Play a ‘TEM (Tern Effet Medi) . ‘Teraincapeure os Terrain Pacers’ 51 ‘Terain& Movement Fie Modifiers Wz Time iis 163 ‘oR Frequency 1H) 288 ToHitProwsiue 23 “Troop Type » v Unaimed 194 Unbslanced Position 156 Vitory Condition Filet 182 Victory Pots. 164 Vs (versa. Nelhsprenadirs ws VolurtaryPanic 103 (wth) W wo witout) wats Weapon Acquisition Weapon Capure Weapon Exchange Weaponoss| wanda Woodsen. Wounds 383. x ss (Maitunction on fed To HH or inal ection RNCequalton By Maltin on nr ston RNC ‘ales forthe Fisttme youwlfing frequen parenthetical eferencesto numbers Sections or termi which have ot Yet Been defied, For he mot pareve references ‘Should be ienoved ding the nal reading les the reader bass specie quesiow About the statement madeinthat ennce They wil often efertoruiesor temas ech Ihave aot yet been defined forthe reader. A quick glance a the ghssary index ik answer most questions, but they wil make ther appearance ater anyway and we Bot necessary play the ge a your current fee. Only ae reading the entire alok ‘howl you te uly versed in he meaning of evry fle ie 26 ra a 135 2. THE CARDS— 2.1 There are two types of cards in the game. The regulation-sized playing ‘ards which create the flow of play are called Action cards. The other cards fare a representative sample of the actual men and Armored Fighting ‘Vehicles which engaged in WWII combat and are called Personality cards. [A player's forces are composed of certain Personality cards which engage {n combat and maneuver through the medium of the Action cards. 12.2 Each Action card contains an llustation and the name ofits function, ‘quantitative modifier or strength, and, brief notes regarding its main ‘ses, In addition, each Action card contains a large black or red number ranging from 0-6 in its upper right hand corner. This is the Random Number used to resolve chance situations whenever one occurs, and has ‘nothing todo with the actual play of an Action card. Inaddition, each ard has a row of 10 black or red numbers printed along its bottom which ran- domly indicate a certain numbered position (called Random Position ‘Numbers) within a group to receive a particular action. The blue numbers printed directly above the Random Position Numbers are used only 10 sist in readily identifying the Random Position Numbers in relation to tach other, Both the Random Number and Random Position Numbers are ignored except when drawing a card from the Draw Pile solely for the purpose of generating a Random Number or Random Position (see 14.6) Lastly, each Action card has a small biue number called an Inventory [Number in the upper left hand corner which is used solely to give each ‘Action card an individual identity should the owner need to check for a missing card, Each typeof Action cardisillustated inthe specific ralesec- tion which defines its use. (NOTE: Replace: cars andthe pe pt ae valor det om Avalon Mi, Bitton buiore MDZ 2a Sendasel arene, sped neope ah ot aes itor tt hoes eet [2.21 SPLITACTIONS:Someaction cardsare divided by @ diagonal black line separating two different actions by nationality. A player may use his card only forthe action listed on his side ofthe ca’s diagonal line as indicated by the nationality symbols printed on that side ofthe card. Ifthe same nationality sisted lon both sides of the diagonal lie, the card may be jused for either action, but aot both. [eAstne arnecemdensns Corclat seu by al tee saosin tute Meme rie Retav nly Aenea a itn goa! tee cn be ed SDR Sad ae Ststra Rap or Racecar he US aod Grima poy ony, ands 2 Conrad “Pc the Roi ‘ayer oa 2.22 COWER CARD: Any card defined by a scenario at unusable by one or both players is con- sidered a Comer card for that player. A Cower card thas no value to its owner other than inverted use as ‘an Open Ground Terrain card: se 8.1). nonetheless must be counted as part of the owner's hand until it ‘canbe legally discarded (4.3) per that player’ discard capability. {BX Aton card 10 aba Come cr othe Rain lee canbe abd m2 Sooke ard Corman and US ones 2.3 There are numerous types of Personality cards, Dbutin the Basic Game we will limit ourselves to those representing single men. An example is ilustrated below. Spc Function: ‘homer 2.4 SCENARIOS: All scenarios are composed of seven basic component parts: Type, Forces, Action Deck Composition, Special Rules, Victory Conditions, Time Limit, and a declaration of the player who must form his 3 groups, place terrain, and play first. Players should remember that although most scenarios list forces foreach ofthe three nationalities in the ‘zame, each scenario is usually played by only two nationalities ata time—a ‘German player agains cither a Russian or American player, Inaddition, all scenarios which do not depict some type of meeting engagement will list {two forces foreach player one tobe used if that player takes the offensive role, andthe other to be used it he plays the defensive role. Defensive forces arelisted inside barbed wire entangled rectangle, A playernever uses both forces inthe same scenario. Scenarios with assigned offensive and defen- sive forces actually have four different variations of the same theme; necting engagement seenatios only two, Adjustments to the Action card deck ae sted after the (ga ) symbol. The payer who must form his {roups, place terrain, and play ist ie shown alter the “Ist” symbol. A ayonei (mt) after the "Ist symbol indicates tha the side with he pffensive role must play fs; a barbed wire entanglement symbolizs the Aefensive side, The aumber following the snd timer symbol ( > indcatesthenumber of completeplysthrouth the Action ( ) Deck which comprise the scenario Time Limit 3. PREPARE TO PLAY— 3.1 Players begin play by selecting @ ‘scenario from among those provided or ‘creating one themselves as per rule see tion 43, Sidesare chosen witheach player taking the indicated Personality cards and setting the temainder aside. The ‘ime chit is placed (with the “Deck 1” side face up) on the Discard tray TAIXXxX [B) XxXXxxxx IAI XXXXX, 1B) xxx [IXxXxx, 13.2 The player indicated by the scenario as having the fist play now sts ‘opposite his opponent and places his Personality cards Face up in front of himself in two to four groups of two to ten cards each (EXC! AFV's and G's, see 28.1). Groups should be separated somewhat to make it easy to distinguish one from another, Each group is identified from the player's [eft 1 right as Group A, B,C, and D. The opposing player ow sets up his _roups, attempting to place them directly opposite his opponent's groups 8s much asi possible. A player may not leave gaps in his setup; his first |Houp must be Group A, his second most be Group B, etc. For example, if the German player chooses 10 have two groups and ihe American player ‘three, American Groups A and B would be setup directly opposite the ike designated German Groups, with the American Group Csel up adjacent 10 his Group B and directly opposite no German group. Once play bepins, ‘these groups may be altered only by losses due to combat and individual ‘ransfers from one group to another (17.8, 20.8), although the identity of a group can change (see 17.7). Each group will act independently of any ‘ther group during the course of play and any Action cards placed on a group will affect only the Personality cards actually in that group. With this and theseenario Victory Conditions in mind, players should choose the ‘composition of each group and the toil number and size of groups care fully a the outset 3.3 Each man within a group likewise assumes a position within that group ive tothe others, The lefimost Personality in each group oocupies the Position. The Personality card to his ight occupies the “2” position, and so on up to “10” for aten man group, This position within the group ‘changes everytime a man occuping a lower nunsered position within the zroup is eliminated, For example, i the second man ja five man group is ‘liminated, the thitd man assumes position 2, the fourth man position 3, 8nd the fifth man postion 4, Men may switch positions withina group dur ing their player (urn but musta so as the sole action ofthat group for that turn, Such a position switch is included as part of any successful weapon ‘acquisition (18.2) or assistant crew assignment (11.12) up fo identity its starting 3.4 Place range 0 chit at the head of each Relative Range to opposing groups 3.5 The Action deck is shuffled and each player is dealt a foll hand face ‘down. The German player receives five eards, His opponent receives six ‘cards if he commands an American force, of four cards if he commands a Russian foree. Place the remainder of the Action deck face down in the card tray 10 serve as a Draw Pile. As Action cards are used and/or dis ‘carded, they ae placed face down inthe Discard Pie of the card tray. Each player's cards are kept concealed from his opponent until played. (To avoid possibleconfusion, a labelled ape should be used to idemtily tha ec tion of the tray used for discards.) 3.6 INITIAL TERRAIN: The player specitied by the scenario as having ‘the first play now has the option of placing one Terrain card in his posses ‘sion on one of his or his opponents groups. Note: an opponent cannot re. Jest a Terrain card (7.32) during Prepare for Play. The opposing player then has the option of playing one Terrain card he has in similar manner

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