Académique Documents
Professionnel Documents
Culture Documents
ORDERS PHASE
Place Special, Bluff and
Order Tokens face-down
on units
Opportunity Fire by
Defender?
2. ACTIVATION PHASE
Play Orders or
Anytime Action Cards
No
Is it a Vehicle?
Fire on the
move?
Move
Fire
Yes
No
Yes
Yes
No
See Vehicle
Movement
Unit Movement
Machine Guns
60mm Mortar
Moving?
Moving?
No
No
Tripod extended?
Yes
Shot?
Yes
Move unit
Lay Orders face-up or
Activated chit on tile
Straight or diagonal
No
Extending tripod?
Yes
No
Yes
No
Yes
No
Mortar Set?
No
Yes
Indirect Fire?
Yes
No
See Fire Team Shot
Resolution
Yes
Move unit
Straight or diagonal
Setting up mortar?
Yes
Rifle Fire?
FIRE TM/GP
Assault?
Ambush?
No
Yes
Yes
No
Move unit
Straight or diagonal
Yes
Move unit
Straight or diagonal
No
Conduct Assault
(see Assault Resolution)
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)
Target an intersection
w/ blast pattern disc
Yes
Was attackers result
2x or more than
defenders result?
No
Yes
No
NO HIT
Yes
Roll a die
Roll of 1-4
Roll of 5-6
Shot scatters
from intersection
Blast pattern
stays on
intersection
No
KILL SHOT!
Remove unit
Defending
players turn
All infantry, buildings and heavy
vehicles block Lin of Sight unless
the unit Shot is a vehicle.
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)
No
NO HIT
Yes
Discard played cards and
Recruitment Option chits
KILL SHOT!
Remove unit
Discard played cards and
Recruitment Option chits
No
Remove or flip the
defending unit
Yes
No
NO HIT
Yes
Discard played cards and
Recruitment Option chits
No
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
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)
KILL SHOT!
Remove unit
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)
Suppressive fire?
No
NO HIT
Yes
Discard played cards and
Recruitment Option chits
No
Remove or flip the
defending unit
KILL SHOT!
Remove unit
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)
Yes
Yes
2x ALL Bonuses
Yes
No
Yes
No
No
NO HIT
Yes
Discard played cards and
Recruitment Option chits
No
Defending players turn
KILL Shot!
Remove unit
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?
No
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
Yes
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)
Yes
No
NO HIT
Yes
Discard played cards and
Recruitment Option chits
No
Remove or flip the
defending unit
KILL SHOT!
Remove unit
No