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Rules Table of Contents Alternate rules order for episodic instruction, version 1.0 by Jack Wingard.

Movement / Line Of Sight Fire Combat Morale Sequence of Play Support Weapons

1.0a system and simulation 8.1 fire combat definition 12.0 morale realism 4.0 player turns 2.1b symbols
2.1a unit counters 2.1b firepower symbols 2.4 morale definition 4.1 rally phase 2.7 support weapon definition
3.2 hexes 2.2 firepower definition 2.1b symbol 4.2 prep fire phase 17.1 MG + inherent firepower
5.0 map scale 2.3 range definition 12.1 dice roll 4.3 movement phase 17.2 firepower limit
3.5a grid coordinates 8.2 once per player turn 15.6 leadership modifier 5.1 movement limitation 8.2a once per player turn
3.7 half-hexes 8.3 against hex 15.5 broken leader 4.4 defensive fire phase 8.4b different direction
8.4a no splitting 15.7 non-cumulative 4.5 advancing fire phase 17.9 no facing limitation
5.2 movement factors 8.5 in same hex 12.3 failing MC 4.6 rout phase 17.7 LOS along hexsides
5.4 movement capability 8.6 fire groups 13.6 no broken penalty 4.7 advance phase 17.3 leader operation
5.41 squads 8.7 predesignation 12.2 causing MC 4.8 close combat phase 17.4 leadership
5.42 leaders 12.21 MC from fire 4.9 player turn end
5.44 leader bonus 9.1 point-blank modifier 12.22 MC from leader breaking 2.8 penetration definition
5.3b non-transferrable 9.2 long range modifier 12.4 no self-leadership 16.1 defensive fire 17.5 penetration
9.3a moving modifier 16.2 firing 17.6 friendly fire
5.5 cost of terrain 9.5 modifiers cumulative 13.1 broken units 16.3 return to destination
5.51 walls/hedges 13.2 adjacent to enemy 16.4 not on origin 2.9 breakdown definition
5.52 along road 11.1 terrain effects modifiers 13.3 same MF 16.5 moving target modifier 18.1 breakdown
44.3 shellholes 11.4 roads 15.8 unbroken leader movement 16.6 moving and unmoving 18.2 repair
11.2 hedges/walls 13.4 seeking cover
5.3a friendly stacking 11.53b hedge/wall addition 13.41 known enemy positions 20.0 close combat realism 5.43 no MF
5.6 no enemy stacking 11.6 hedge/wall fire-group 13.42 routing in open 20.1 CC definition 5.7 portage costs
6.1a stacking limit 13.43 shortest route 20.2 simultaneous 5.76 squad portage
6.3 over-stacking 15.0 leadership realism 13.44 reaching cover 20.3 odds 5.71 leader portage
2.6 leadership definition 13.45 continuing to rout 20.4 dividing attacks 5.72 no shared portage
19.0 gameplay realism 2.5 leader identity 13.46 staying in cover 20.6 leadership 6.1b stacking limit
19.4 one-at-a-time 15.1 performance 13.47 elimination 20.7 not against leaders 5.73 advance phase portage
19.1 no take-backs 15.2 modifying fire 13.7 voluntary breaking 20.71 leader elimination 5.74 portage and advance fire
19.2 withdrawn hand 15.4 multiple leaders 20.72 solo leader 5.75 fire only one type
14.1 rallying
7.0a LOS realism 10.1 total firepower 14.2 dice roll 20.8 locked in melee 20.5 MG use in CC
3.3 white dots 10.2 check modifiers 14.3 self-rally 20.81 limitations 20.84 no capture in melee
7.1 rubber band 10.3 IFT column 14.4 broken leader 20.82 reinforcements 6.2b stacking after CC
7.2 obstacle symbols 10.4 dice modifiers 14.5 multiple leaders 6.2a stacking limit in CC
7.3 woods/buildings 10.5 determine result 14.6 Desperation Morale 6.2a CC stacking limits 13.5 broken units abandon
11.51a through walls/hedges 10.6 interpret result 14.7 no penalty for failing 20.83 friendly fire 17.8 voluntary destruction
7.7 same building 18.3 elimination on double-six 20.9 broken units eliminated
7.8 adjacent hex
19.3 no checks 18.4 berserk on double-one
18.41 immunity to MC
18.42 charge enemy
18.43 MF
18.5 leaders

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