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MANUAL
STOP!! Do not read this until after you have read the Basic Game Rules. It is a good idea to become thoroughly
familiar with the Basic Game before moving on to the more detailed and complicated versions of the game
found in this MANUAL.
TABLE OF CONTENTS
THE ADVANCED GAME RULES
About this Digital Conversion ........................................................................................................................................................1
Introduction to the Advanced Game Simulation notes...........................................................................................................1
Advanced and optional components..............................................................................................................................................3
Playing pieces ..........................................................................................................................................................................3
Advanced information units (height, rubble, turret) ...................................................................................................3
Vehicle units (SMV, LGV, BIC) .................................................................................................................................3
Weapon units (HMG/MMG, MRT, ATG) ..................................................................................................................3
Equipment units (RDO, HGN/RGN, FTR, HRL, SHG, BNC)..................................................................................4
Defensive units (RBL, TRN, WIR) .............................................................................................................................4
The manual...............................................................................................................................................................................4
Game cards...............................................................................................................................................................................4
Weapon and vehicle cards.......................................................................................................................................................4
Other .........................................................................................................................................................................................4
8.0 Advanced Game setup and preparation for play..................................................................................................................5
8.1 Scenario selection..............................................................................................................................................................5
8.2 Advanced mapboard setup................................................................................................................................................5
8.2.1 Multi-level terrain and large buildings ...............................................................................................................5
8.2.2 Terrain heights and depths ..................................................................................................................................5
8.2.3 Building and roof heights....................................................................................................................................6
8.2.4 Loopholes .............................................................................................................................................................6
8.3 Determining sides..............................................................................................................................................................6
8.4 The holding box cards.......................................................................................................................................................6
8.5 Squad organization and leaders ........................................................................................................................................6
8.6 Game cards - weapon and vehicle charts .........................................................................................................................6
8.7 Defensive units ..................................................................................................................................................................6
8.7.1 Foxhole/trench units ............................................................................................................................................7
8.7.1.1 Foxholes ............................................................................................................................................................7
8.7.1.2 Trenches ............................................................................................................................................................7
8.7.2 Wire units .............................................................................................................................................................7
8.7.3 Ditch/roadblock units ..........................................................................................................................................7
8.7.3.1 Ditches ....................................................................................................................................................7
8.7.3.2 Roadblocks .............................................................................................................................................7
8.7.4 Mines ....................................................................................................................................................................7
9.0 The Advanced Game sequence of play ...................................................................................................................................8
9.1 Varying sequence units and impulses ..............................................................................................................................8
9.2 Multiple squads .................................................................................................................................................................8
9.3 Sequencing squads ............................................................................................................................................................8
10.0 Advanced Game general procedures and rules ..................................................................................................................8
10.1 Weapon units and crews .................................................................................................................................................8
10.1.1 Weapon firing choice ........................................................................................................................................8
10.1.2 Effects of crew losses ........................................................................................................................................8
10.2 Entering and exiting the mapboard ................................................................................................................................8
10.3 Building wall hex or vehicle hex unit direction ............................................................................................................9
10.4 Tree hex unit direction ....................................................................................................................................................9
10.4.1 Tree sides ...........................................................................................................................................................9
10.4.2 Tree rear .............................................................................................................................................................9
10.4.3 Tree cover stacking limits .................................................................................................................................9
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19.1.4.3 Turn.......................................................................................................................................................31
19.1.4.4 Climb ....................................................................................................................................................31
19.1.4.5 Ford.......................................................................................................................................................31
19.1.4.6 Weight ..................................................................................................................................................31
19.1.5 Target size modifier...........................................................................................................................................31
19.1.6 Vehicle or gun height ........................................................................................................................................31
19.1.7 Armor basis ........................................................................................................................................................32
19.1.8 Machinegun positions and rules (vehicles only) .............................................................................................32
19.1.8.1 Vehicle machineguns...........................................................................................................................32
19.1.8.2 The vehicle machinegun charts...........................................................................................................32
19.1.9 Radio possession................................................................................................................................................32
19.1.10 Passengers (vehicles only) ..............................................................................................................................32
19.1.11 Crew positions and functions..........................................................................................................................33
19.1.12 Main gun characteristics .................................................................................................................................34
19.1.12.1 Gun name ...........................................................................................................................................35
19.1.12.2 Type ....................................................................................................................................................35
19.1.12.3 Rate of fire..........................................................................................................................................35
19.1.12.4 Range in hexes ...................................................................................................................................35
19.1.12.5 G or F/A or L .....................................................................................................................................35
19.1.12.6 Gun height ..........................................................................................................................................35
19.1.12.7 Gun length ..........................................................................................................................................35
19.1.12.8 Elevation/depression..........................................................................................................................35
19.1.12.9 Turret turn ..........................................................................................................................................35
19.1.13 Vehicle chart notes ..........................................................................................................................................35
19.1.13.1 Exit and enter vehicles.......................................................................................................................35
19.1.13.2 Phone and radio chances ...................................................................................................................36
19.1.13.3 Gyrostabilizer.....................................................................................................................................36
19.1.13.4 Smoke devices....................................................................................................................................36
19.1.13.4.1 Smoke generators.................................................................................................................36
19.1.13.4.2 Smoke projectors..................................................................................................................36
19.1.13.4.3 Nahverteidigungswaffe........................................................................................................36
19.1.13.5 Dismountable guns ............................................................................................................................36
19.1.13.6 Twin machineguns.............................................................................................................................36
19.1.13.7 Reverse speeds same as forward.......................................................................................................36
19.1.13.8 Towed fuel trailers .............................................................................................................................37
19.1.13.9 Coaxial may engage separate hex .....................................................................................................37
19.1.13.10 Vehicle machinegun shields and cupolas.......................................................................................37
19.2 Vehicle and anti-tank gun actions and movement factor expenditures .......................................................................37
19.2.1 Anti-tank gun actions ........................................................................................................................................37
19.2.2 Vehicle actions...................................................................................................................................................37
19.2.2.1 Enter new hexes ...................................................................................................................................37
19.2.2.1.1 Enter a smoke hex ..................................................................................................................37
19.2.2.1.2 Topple, crush, or smash .........................................................................................................37
19.2.2.1.2.1 Topple, crush, smash procedure ..............................................................................38
19.2.2.1.2.2 Smashing anti-tank guns ..........................................................................................38
19.2.2.1.2.3 Marking hexes ..........................................................................................................38
19.2.2.1.2.4 Soldiers in hexes.......................................................................................................38
19.2.2.2 Cross height hexsides ..........................................................................................................................38
19.2.2.3 Fire weapons or smoke devices ..........................................................................................................38
19.2.2.4 Turn vehicle 1 hexside in a hex ..........................................................................................................38
19.2.2.5 Turn turret.............................................................................................................................................39
19.2.2.6 Plot loading, opportunity/tracking/sweeping fire, sighting attempt, remote observation ...............39
19.2.2.7 Action notes..........................................................................................................................................39
19.2.2.7.1 Double if backing (a) .............................................................................................................39
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THE SCENARIOS
Scenario Format ...............................................................................................................................................................................52
A. Required Options................................................................................................................................................................52
B. Game Length.......................................................................................................................................................................52
C. Mapboard Terrain ...............................................................................................................................................................52
D. Special Rules.......................................................................................................................................................................52
E. Opposing Forces .................................................................................................................................................................52
F. Victory Conditions ..............................................................................................................................................................53
Setting Up a Scenario in BRPG .....................................................................................................................................................53
Scenario One: Meeting Engagements .......................................................................................................................................54
Scenario Two: Hedgerow Attack...............................................................................................................................................59
Scenario Three: Street Fighting.................................................................................................................................................60
Scenario Four: The Bridge .........................................................................................................................................................62
Scenario Five: Water Barriers ...................................................................................................................................................64
Scenario Six: Winter Hedgehog.................................................................................................................................................66
Scenario Seven: Desert Raiders .................................................................................................................................................68
Scenario Eight: Tiger Hunt ........................................................................................................................................................69
Hints for Larger and Different Games .........................................................................................................................................70
Additional Scenarios ........................................................................................................................................................................70
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friends, and very close knit. When the shooting starts, a soldier is very reluctant to leave his buddies, but still may take no
effective part in a combat. Even natural fighters get scared, confused, or may just be looking in the wrong direction at the
wrong time. Combat veterans confirm this. As one former squad leader (Army, Vietnam War) told me, Once the shooting
started, nobody would do anything until I went over and personally kicked them in the butt. Another (Marine, Korean War)
mentioned, The first time we came under fire, the sergeant had to move around and personally tell each man that he was
supposed to be firing back. Some crazy things happen in actual combat, and can occur in this game. Garners who think of
warfare as a series of carefully orchestrated maneuvers will have to adjust their thinking to play this game effectively. Lucky
breaks and opportunities for one side will be intermixed with the same for the other side in a patternless manner. Seizing ones
own opportunities while minimizing the other sides opportunities is the crux of successful play of this game. Some soldiers
will emerge as heroes, while others will accomplish nothing, but this is the nature of the beast called modern combat.
The squad at the start of World War I was an organization primarily useful for administration and close order drill. The
tactical impact of the massive firepower available from the new weapons of 1914-1918 was startling. The traditions of
centuries of close order fighting by massed troops died hard, but by the end of that war a transformation had taken place, and
squads were being trained and organized around one or more automatic and/or heavy weapons as independent maneuver
elements within larger formations. This very revolutionary tactical concept was adopted by all major powers by the start of
World War II. This marks the beginning of modern ground combat, and, in its essentials, is the system still used today.
World War II squad organization and tactics, along with the more publicized use of armor and airpower, made the conduct of
ground actions, even though many of the weapons were the same, vastly different from actions in previous wars.
This game covers what happens after the artillery barrage has lifted, and the air strikes have done their worst. Combat at this
level emphasizes the twin problems of survival in an environment of automatic and explosive weapons (accomplished by
spreading out and keeping out of sight), and control (most easily accomplished by keeping together and in sight suicidal, if
spotted). The game system demonstrates that no combat situation can be divorced from the fog of war and the problems of
modern small unit tactics what should be done and what can be done may be very different in practice. If desired, a player
can easily move and/or fire every soldier one or more times during a Turn, just the same as in a game where every unit can be
moved and fired every Turn. This games system of sequence units simply breaks this down into parts of a Turn. Keep in
mind that the Impulse Phases are not units of time (although they obviously average five to ten seconds each), but merely
determine the order in which events occur. The number of sequence units and Impulses per Impulse Phase of a squad show its
degree of training, experience, and morale. A better squad can accomplish more in a given Turn. The randomness of drawing
the sequence units and the limited number of things that can be done during each Impulse Phase are the heart of this game as a
simulation of reality, and provide unique challenges for even the most hardened wargame commanders.
The Advanced Game Rules introduce new concepts and procedures that are absent in the Basic Game. This gives a more
complex and detailed game that is much easier to learn if the Basic Game Rules are already well understood. The Advanced
Game Rules, in most cases, simply add to the Basic Game Rules, or supplement certain sections. All Basic Game Rules still
apply, unless otherwise stated.
ADVANCED AND OPTIONAL COMPONENTS: These components were not covered in the Basic Game Rules, as they
are needed only with the Advanced and/or Optional Rules.
PLAYING PIECES: Depending on the scenario, some units may represent different things in different scenarios, depending
on their identification.
ADVANCED INFORMATION UNITS:
WEAPON UNITS: These represent individual crew-served weapons, and do not represent a soldier their crews are
separate.
EQUIPMENT UNITS: These represent equipment carried by soldiers in addition to their major personal weapons.
THE MANUAL: This contains all the rules for the more complex versions of the game, as well as scenarios.
GAME CARDS: In the original printed game, The Game Cards contained the most-used charts and tables needed to play the
more complex versions of the game. In this conversion, the Game Cards have been split up into discreet charts and tables for
easier reference. Use BRPGs Library feature to call up any chart or table you need to reference.
WEAPON AND VEHICLE CARDS: The individual WEAPON CHARTS are provided on-screen. These can be accessed
simply by placing the mouse cursor over the miniature chart tokens located in the top-left of the map window (just below the
BG button), or via BRPGs Library feature. The Vehicle Cards, due to their large size, are only available via the Library
feature.
OTHER: A pencil and scratch paper for each player is essential although the actual amount of writing required in a typical
game is not great, there are a number of rules where writing is required or useful. Alternatively, you may wish to use BRPGs
Notepad feature to track some or all of this information.
Where buildings touch, windows are considered to be solid walls, but doors are considered to go through both sets of walls
(such a door opens into the larger building). Multi-level buildings can be formed by stacking smaller building units on top of
the larger ones. Always match up the stairs, placing the stair hex of an upper floor on top of the stair hex of the lower floor.
For single story buildings, ignore the stairs they are considered to be part of the walls. The defender in a scenario may set up
buildings with any desired doors or windows open or closed, unless the scenario states otherwise.
8.2.2 TERRAIN HEIGHTS AND DEPTHS: A terrain feature may be various heights, and depressions can be of various
depths, depending on the scenario information. A height in the game equals 2-4 actual feet, an average of three actual feet.
For example, a hill unit defined as being three heights high is actually about nine feet high. The depths of depressions are just
the reverse a depression that is four heights deep is about twelve actual feet deeper than the surrounding clear terrain.
Various heights or depths can be marked by placing height units in one of a terrain features hexes.
END OF RULEBOOK PREVIEW
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