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1.

ORDERS PHASE
Place Special, Bluff and
Order Tokens face-down
on units

Opportunity Fire by
Defender?

Initiative Team Starts


& Alternates

2. ACTIVATION PHASE

Play Orders or
Anytime Action Cards

Reveal Order #1 Token

No

Is it a Vehicle?

See the units


Shot Resolution
with the penalty

Fire on the
move?

Will that unit


Move/Assault or
Fire?

Move

See the units


Shot Resolution

Fire

Yes
No

Yes

Yes

No

See Vehicle
Movement

Unit Movement
Machine Guns

60mm Mortar

Moving?

Moving?

No

No

Tripod extended?
Yes

Shot?
Yes

Flip tile as 1st movement


(+0 moves)

See Fire Team Shot


Resolution

Move unit
Lay Orders face-up or
Activated chit on tile

Straight or diagonal

No

Extending tripod?
Yes

Other players turn

Flip tile as last


movement (+0 moves)

No

Yes

No

Yes

No

Mortar Set?

No

Yes

Indirect Fire?

Flip tile as 1st movement


(+0 moves)

Yes

No
See Fire Team Shot
Resolution

Yes

Move unit
Straight or diagonal

See 60mm Shot


Resolution

Setting up mortar?
Yes

Lay Orders face-up or


Activated chit on tile

Flip tile as last movement


(+0 moves)

Other players turn

Lay Orders face-up or


Activated chit on tile

Lay Orders face-up or


Activated chit on tile

Rifle Fire?

Other players turn

Other players turn

FIRE TM/GP

RECON TM/GP & PAK 40

Assault?
Ambush?
No

Yes
Yes

No

Flip tile as 1st or last


movement (+0 moves)

Move unit

Lay Orders face-up or


Activated chit on tile

Can unit occupy space after


winning assault and
finishing movement?

Straight or diagonal

Yes

Lay Orders face-up on tile

Overlap assaulting unit


onto enemy unit

Move unit
Straight or diagonal

Lay Orders face-up or


Activated chit on tile
Other players turn

Other players turn

Other players turn

No

Conduct Assault
(see Assault Resolution)

Fire Team & Fire Group Shot Resolution


Clear Line of Sight?

Yes

No

Obscured or no obstacles

CANNOT FIRE

Attackers

Defenders

1. Roll 1 die
2. Add combat bonus for target type
3. Add Action Card bonuses
4. Add Equipment/Recruitment bonuses
5. Subtract for each Suppression chit (-2)

1. Use defense value


2. Add defense bonuses for terrain
3. Add Action Card bonuses
4. Add Equipment/Recruitment bonuses
5. Subtract for each Suppression chit (-2)

60mm Mortar Shot Resolution

Lay Orders face-up or


Activated chit on tile

Target an intersection
w/ blast pattern disc

Defending players turn


Clear LoS?

Was the attackers result


the defenders?

Yes
Was attackers result
2x or more than
defenders result?

No

Yes

No
NO HIT

Yes

Roll a die

Discard played cards and


Recruitment Option chits

Roll of 1-4

Roll of 5-6

Shot scatters
from intersection

Blast pattern
stays on
intersection

No
KILL SHOT!
Remove unit

Remove or flip the


defending unit

Defending players turn

Discard played cards and


Recruitment Option chits
Rifles have unlimited range, but
beyond 7 spaces (-2) penalty.

Lay Orders face-up or


Activated chit on unit tile

Attackers may aim at center of


two-space targets.

Defending
players turn
All infantry, buildings and heavy
vehicles block Lin of Sight unless
the unit Shot is a vehicle.

Support Team Shot Resolution


Clear Line of Sight?

Yes

No

Obscured or no obstacles

Attackers

Defenders

1. Roll 1 die
2. Add combat bonus for target type
3. Add Action Card bonuses
4. Add Equipment/Recruitment bonuses
5. Subtract for each Suppression chit (-2)

1. Use defense value


2. Add defense bonuses for terrain
3. Add Action Card bonuses
4. Add Equipment/Recruitment bonuses
5. Subtract for each Suppression chit (-2)

Lay Orders face-up or


Activated chit on tile

Was attackers result


2x or more than
defenders result?

Was the attackers result


the defenders?

No

Discard played cards and


Recruitment Option chits

NO HIT
Yes
Discard played cards and
Recruitment Option chits
KILL SHOT!
Remove unit
Discard played cards and
Recruitment Option chits

Rifles have unlimited range, but


beyond 7 spaces (-2) penalty.

Was attackers result


2x or more than
defenders result?

Remove or flip the


defending unit

Lay Orders face-up or


Activated chit on unit tile

No
Remove or flip the
defending unit

Yes

Defending players turn

Lay Orders face-up or


Activated chit on unit tile

Attackers may aim at center of


two-space targets.

Was the attackers


result the
defenders?

No
NO HIT

Yes
Discard played cards and
Recruitment Option chits

No

Add Suppressive Fire


(-2) chit to Defender

No

Yes

2x ALL Bonuses

Yes

Defenders
1. Ignore mortar shot if in ambush
2. Use defense value
3. Add defense bonuses for terrain
4. Add Action Card bonuses
5. Add Equipment/Recruitment bonuses
6. Subtract for each Suppression chit (-2)

CANNOT FIRE

Defending players turn


Suppressive fire?

Attacker
1. Add combat bonus for target type
2. Add Action Card bonuses
3. Add Equipment/Recruitment bonuses
4. Subtract for each Suppression chit (-2)

Defending players turn


Defending
players turn
All infantry, buildings and heavy
vehicles block Lin of Sight unless
the unit Shot is a vehicle.

KILL SHOT!
Remove unit

Defending players turn

Machine Gun Shot Resolution


Clear Line of Sight?

No

Obscured or no obstacles

No

Split Fire?

Yes
Are defending units 2
spaces of each other?

No

CANNOT FIRE

Yes

Attackers

Defenders

1. Roll 1 die
2. Add combat bonus for target type
3. Add Action Card effects
4. Add Recruitment Option effects
5. Subtract for each Suppression chit (-2)

1. Use defense value


2. Add defense bonuses for terrain
3. Add Action Card effects
4. Add Recruitment Option effects
5. Subtract for each Suppression chit (-2)

Suppressive fire?

Was attackers result


2x or more than
defenders result?

No
NO HIT

Yes
Discard played cards and
Recruitment Option chits

No
Remove or flip the
defending unit

KILL SHOT!
Remove unit

Divide attacking units


combat bonus amongst each
defending unit
Split attackers combat bonus
between defending units and
attack each unit separately

Add Suppressive Fire


(-2) chit to Defender

Was the attackers result


the defenders?

Attackers

Defenders

1. Roll 1 die
2. Add combat bonus for target type
3. Add Action Card effects
4. Add Recruitment Option effects
5. Subtract for each Suppression chit (-2)

1. Use defense value


2. Add defense bonuses for terrain
3. Add Action Card effects
4. Add Recruitment Option effects
5. Subtract for each Suppression chit (-2)

Defending players turn

Yes

Discard played cards and


Recruitment Option chits
Lay Orders face-up or
Activated chit on unit tile

Defending players turn

Yes

2x ALL Bonuses

Yes

No

Yes

Lay Orders face-up or


Activated chit on unit tile

Are defending units


of the same type?

No

Was the attackers result


the defenders?

Was attackers result


2x or more than
defenders result?

No
NO HIT

Yes
Discard played cards and
Recruitment Option chits

No
Defending players turn

Remove or flip the


defending unit
Discard played cards and
Recruitment Option chits
Lay Orders face-up or
Activated chit on unit tile

Defending players turn

KILL Shot!
Remove unit

Defending players turn

American: Bazooka, Willys .50 CAL, M8 Greyhound, M3A1 Halftrack, M5 Stuart and Sherman M4
German: Panzerschreck, PAK 40, Puma, SK.KFZ.251/1, Panzer II and Panzer IV
Clear Line of Sight?

Yes

Obscured or no obstacles

No
CANNOT FIRE

Yes

If allowed, in ambush
posture?

Flip over tile

No

Lay Orders face-up or


Activated chit on tile
Defending players turn

Firing on a building?

Yes

Roll # of dice of
Destruction Value

No

No

Yes

Defender 7
spaces away?

+1 to damage
location

-2
penalty

NO HIT

4+

Firing on a vehicle?

No

1-3

Place Destruction
Marker on building

Check for
building
destruction

Flip building
if destroyed

Discard played cards and


Recruitment Option chits

Yes

Defending players turn

Attackers

Defenders

Attackers

1. Roll 1 die
2. Add combat bonus for target type
3. Add Action Card bonuses
4. Add Equipment/Recruitment bonuses
5. Subtract for each Suppression chit (-2)

1. Use defense value


2. Add defense bonuses for terrain
3. Add Action Card bonuses
4. Add Equipment/Recruitment bonuses
5. Subtract for each Suppression chit (-2)

1. Roll 1 die to find location damage


2. Add combat bonus for target type
3. Add Action Card bonuses
4. Add Equipment/Recruitment bonuses
5. Subtract for each Suppression chit (-2)

Yes

Was the attackers result


the defenders?

Was attackers result


2x or more than
defenders result?

No
NO HIT

Yes
Discard played cards and
Recruitment Option chits

No
Remove or flip the
defending unit

KILL SHOT!
Remove unit

Defending players turn

Place Damage Markers on


vehicle based on roll #
Two of the same Damage
Marker on vehicle?
Yes
Vehicle is destroyed. Flip
the tile.

Discard played cards and


Recruitment Option chits

Discard played cards and


Recruitment Option chits

Lay Orders face-up or


Activated chit on unit tile

Defending players turn

Defending players turn

No

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