AMBUSH! PARAGRAPHS:
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000. [s4] Aba nd one d wreck of a Pz IV tank. It appears to have been placed intentionally as a roadblock. Place landmark. Mission 2 only: If s2 has not occurred, go to 148.
building hex. All soldiers are killed and vehicles are knocked out in the hex. If either dice roll is higher than the limits listed above, the artillery strike occurs off the map; your soldiers hear a distant explosion.
001. 001 . Minefield! Condu ct th e minefield procedure.
012. If any US soldier is car ryi ng a grenade, one grenade accidentally detonates. Determine which soldier's grenade explodes at random. The soldier carrying the defective grenade (only) conducts a PC check: • If passed, he may toss the grenade into any adjacent unoccupied hex, where it explodes harmlessly. • If failed, he and everyone else in his hex are hit by the grenade explosion. The soldier carrying the exploding grenade is considered indoors, regardless of his location. No other soldier in his hex may conduct a PC check for this explosion.
002. [s9] Soldier see s barrel barrel of of rain water reflecting the sun's glare. 003. [s9] Soldier sees a dea d hor se in a gully. 004. [s7] Soldier sees a spa rrow flying around the room. 005. 005. [s6] Soldier sees a broken pair of child's eyeglasses. 006. Soldier finds a briefc ase wit h secr et plans for upcoming German troop deployments. Battalion HQ will be quite pleased to get their hands on these. Gain 3 VP's. 007.
It mus t have been the wind.
008. A Germa n Me-109 fighter plane makes a strafing run. Gain 1 VP. Roll one die to determine the hexrow of the flight path: 0: Hexrow C 1: Hexrow F 2: Hexrow I 3: Hexrow L 4: Hexrow Q 5: Hexrow U 6: Diagonally from hex A9 to V19 7: Diagonally from hex A4 to Y16 8: Diagonally from hex CI to Y12 9: Diagonally from hex A15 to Y3 Each US soldier that can see any hex in the listed hexrow conducts a PC check. Those that succeed in this check may immediately conduct one snap fire at the airplane. These fires are "free" and have no effect on the soldier's number of turns, nor do they cause Rounds to ensue (if currently in Operations). After these fires, each US soldier that is in a clear, road, or brush hex in or adjacent to the listed hexrow is automatically hit and suffers damage as if struck by heavy machinegun fire, unless the plane is shot down before it passes over the soldier. A soldier that is able to fire may fire at any hex he can see in the flight path and adds 10 to the hex distance, to represent altitude. When fired upon, the airplane is considered a small vehicle in clear terrain. If the airplane is hit and suffers a light penetration or worse, it goes down in flames j u s t off t he ma p ed ge ; ot he rw is e, it is unaffected. Mission 2 only: If the Me-109 is shot down, go to Condition 6. 009.
Go to Cond itio n 4.
010.
False alarm.
Roll 011. Possible ran dom artillery strike. Roll percentile dice, reading the lower digit as the "tens" number and the higher digit as the "ones" number. This is different from the normal way you read percentile dice in that you do not declare the "tens" die before rolling. If th e dice resu lt is 25 or less, roll again; reading the dice the same way. If the second result is 19 or less, use the two dice results together as the hex coordinate in which the artillery hits. For example, if the first roll is 13 and the second is 18, hex 1318 (i.e., Ml8) is hit. Place a crater marker in a hex hit by the round, unless it is a building hex. Place a rubble marker in the hit
013.
Ju st your imagination.
0 1 4 . One US jeep blows a tire. If more th an one jeep is in play, determine which jeep is affected at random. A spare tire may be installed by an active US soldier in the je ep 's he x. To do so du ri ng Op er at io ns , conduct two Event Checks; to do so during Rounds, conduct 10 actions. Two soldiers can share action costs. If this event occurs to a jeep a second time, no spare is available. 0 1 5 . Your soldiers see a flight of B-17's heading for the heart of Germany. 016. Boobyt rap! Conduct the booby trap procedure. 0 1 7. A German artillery strike! Roll one die to determine the impact hex: 0: Hex 06 1:HexN8
2: Hex L10 3: Hex L13 4: Hex 012 5: Hex Q14 6: Hex Q10 7: Hex 111 8: Hex J8 9: Hex S7 Assess artillery damage by placing a Crater marker in non-building hex. A building hex is reduced to rubble when hit. All soldiers and vehicles in a hex hit by artillery are killed and knocked out, respectively. 018. One Germa n weapon fired fired in the previous round is out of ammo. If more than one German weapon was fired last round, determine which one is out of ammo at random. 0 1 9 . [s2] A signal flare explodes overhead. fired upo n by a hid den 020. One soldier is fired rifleman, Rounds do not commence. Resolve one fire with the following features: • Aimed • Short Range • Bolt Rifle with scope • Weapon Skill 0 021. 021. [s3] A heavy mist settl es on the battlefield. Visibility is reduced to 3 hexes. Add one to the Movement Point cost for a vehicle to enter any type of terrain hex. This mist is in effect until specifically negated. 022. 022. [s4] s3 required. The heavy mist clears. Return the battlefield to the weather state given in the Mission Briefing.
023. One soldier is fired upo n by a hid den rifleman (Rounds are not begun). Resolve one fire with the following attributes: • Aimed • Short Range • Bolt Rifle with scope • Weapon Skill 0 024. Place Even t marker. Conduct PC Check (—1). If successful, see 013. 025. Place Eve nt marker. Cond uct PC Check ( — 1). 1). If successful , s ee 007. 026. One soldier, with the highest PC, th at can see hex U9 must conduct a PC check. If successful, see 007. 027. Any German soldier soldier th at has been removed from play by evasive movement may not re-enter play for the remainder of the mission. This instruction supercedes any subsequent paragraph references to the contrary. 028. One soldier, with the high est PC, th at can see hex 012 must conduct a PC check. If successful, see 010. soldier 029. If this event is trigg ered by a soldier entering a woods or broken hex, he has startled a nest of birds, sending them skyward. 030. One soldier, with the highest PC, th at can see hex D17 must make a PC check. If successful, see 013. 031. 031. A German artille ry strike! Roll one die to determine the impact hex: 0: Hex 15 1:Hex S11 2: Hex 014 3: Hex F4 4: Hex P7 5: Hex U13 6: Hex H15 7: Hex P3 8: Hex Q12 9: Hex U5 Assess artillery damage by placing a crater on any non-building hex. A building hex which is hit is reduced to rubble. All soldiers and vehicles in a hex hit by artillery are killed and knocked out, respectively. 032. Roll one die: 0-4: Conduct Activation check. If successful, see 617. 5-7: Conduct Activation check (—3). If successful, see 617. 8,9: Conduct PC check. If successful, see 640. 033. Place Eve nt marke r. Condu ct PC check. If successful, see 038. 034. • If Germa n 7 inactive , tak e Special Reaction X out of effect and roll again on the Condition 3-4 column. Perform the resulting action immediately. • If German 7 active but not inside the staff car, conduct 825. • If German 7 active and inside the staff car, put Special Reaction C into effect for Germans 7 and 13 and roll again for this action. Perform the resulting action immediately. Enter hex P7 if staff car entered at Y8, or enter hex Q6 if car entered at Y16. 035.
Ent er hex R14.
036. If an activ e US soldier can see hex S6, see 635.
AMBUSH! PARAGRAPHS: 037. • If Germ ans 24 and 42 are inactiv e, enter hex T15. • If sO has not occurred, sO occurs. Activate Germans 24 and 42, crouching in hex S14. Put Special Reaction Q into effect for Germans 13, 24 and 42 and do not use the self-preservation column for them. • If sO has occurred and German 24, 42 or both, are active, put Special Reaction Q into effect for Germans 13, 24 and 42 and do not use the self-preservation column for them. 038. Soldier hea rs a sha rp metallic sound, like the cocking of a rifle bolt, in hex S9. 039.
Soldier hear s a radio in hex J1 3.
040. Soldier is fired upon by an unkn own German soldier (rounds do not begin). When all soldiers have landed go to Condition 3 instead of Condition 2. Resolve one fire with the following attributes: • Snap Fire • Long Range • Bolt Rifle • Weapon Skill 0 • Paratrooper is considered crouching in clear terrain. 041.
Soldier sees a ford in hex N16.
042. [s5] Act iva te German 36 in hex N9, crouching. Commence Rounds. German advantage. German 36 receives 2 turns this Round. 043. Condu ct PC Check (-1): • If successful, see 634. • If fails, see 482. 044.
Soldier sees a ford in hex G7.
045. One soldier, deter mined at rand om, adjacent to a stream hex falls in. Roll one die. If the result is even then he is able to get out of the water and back into his original hex with no harm. If the die roll is odd, he is swept away and drowns. All his equipment is lost. Regardless of outcome, this event may occur only once per mission. Ignore any references to this paragraph after the first soldier has fallen in the water. 046. [s 3 and s6] Activate German 40 in hex 06 and German 7 in hex P5, crouching. Commence Rounds. German advan tage . Germans 40 and 7 receive 2 turns this Round. 047. [s4] Activate German 51 in hex J13, crouching. Commence Rounds. German advantage. 048. Place Eve nt marker . Condu ct PC check. If successful, see 648. 049. [s9] Hex 14 con tai ns a pile of expended gas canisters and other trash. Place landmark. 050.
Go to Conditi on 4, then see 868.
051. If an activ e US soldier can see an y of the following hexes, go to 582: 1.D17.
2.L10. 3. L12. 4. G10. 052. • If 3 or more active ta rge ts in sight , enter hex E4. • If 2 or fewer active targets in sight, enter hex E5. 053. • If active targ et in sight, enter hex K4. • If no active targets in sight, enter hex L2.
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054. • If active targ et in sight, enter hex N4. • If no active targets in sight, enter hex N5. 055. • If vehicle active, drive vehicle fast. • If vehicle inactive, put Special Reaction U into effect and roll again for this action. Perform the resulting action immediately. 056.
Exi t. Go to Condition 6.
057. Condu ct Activat ion Check ( + 1): • If successful, see 555. • If fails, see 625. 058. • If acti ve US soldier with in 3 hexe s of the bridge, enter hex K12. • If no active US soldier within 3 hexes of the bridge, enter hex Kll. 059. 1. If no act ive US soldier in sig ht, enter hex F16. 2. If no active US soldier in sight within 7 hexes, enter hex F16. 3. If one active US soldier in sight, enter hex F16. 4. Enter hex E15. 060. 1. If bridg e in G14 intac t and no active Germans are in or adjacent to hex G14, see 565. 2. If bridge in G13 intact and no active Germans are in or adjacent to hex G13, see 565. 3. If both bridges blown or German soldiers occupy or are adjacent to both hexes, see 858. 061. 471. 2. If 3. If 4. If
1. If s3 and s7 have not occurre d, see s7 has occurred, see 482. s3 has occurred, see 464. s3 and s7 have occurred, no event.
062. Minefield! Conduct the minefield procedure. If a mine detonates and Condition 1 is in effect, go to Condition 2. 063. Conduc t PC check (-1) . If successful, see 633. 064. 1. If no act ive US soldier in sight, enter hex P4. 2. If no active US soldier in sight within 6 hexes, enter hex P4. 3. If one active US soldier in sight, enter hex P4. 4. Ente r hex 03 . 065. Con duc t PC Check ( + 1): • If successful, see 744. • If fails, see 586. 066. Condu ct Activ atio n Check (4-1): • If successful, see 496. • If fails, see 568. 067. • If vehicle moving, ente r hex M17. • If soldier moving and no active US soldier in sight, enter hex Ml7. • If soldier moving and active US soldier in sight, enter hex M18. 068. [s6] Acti vat e 4 Mar tia ns in hex H15, hovering. They have their neuro-atomizers set to dissolve brain tissue. You lose 2 VP's for each US soldier who has his brain dissolved. 069. [s2] Activate German 6 in the second floor of hex SI3, crouching. Place second floor marker under German 6. Commence Rounds. US advantage. All US soldiers that can see hex SI3 are automatically aware. 070. [S3] Acti vat e German 40 in hex 06 , crouching. Commence Rounds. US advantage. All US soldiers, that do not
panic, receive 2 turns this Round. 071. [s4J The hex con tai ns a large camouflaged antenna; place landmark. Gain 2 VP's for destroying it. To destroy it, throw a satchel charge into its hex. 072. One inca pacit ated US soldier, determined at random, dies from his injuries. This event may occur only once per mission. Ignore this paragraphs after the first soldier dies of his injuries. 073. [s8] Acti vat e Germa n 62 in the first hex on the list in US sight but not occupied by an active US soldier. Commence Rounds. German advantage. 074. Roll one die: 0-4: Conduct Activation check. If successful, see 636. 5-8: No effect. 9: Conduct PC check (—1). If successful, see 618. 075. Soldier finds a pack age of Germa n cigarettes on the ground. 076. Place Eve nt marke r. Condu ct PC check (+1). If successful, see 626. 077. 1. If s5 ha s not occurre d, see 497. 2. If s7 has not occurred, see 631. 3. If s8 has not occurred, see 988. 4. If s2 has not occurred, see 069. 5. Go to Condition 4. 078. [s2] Acti vat e Germ ans 22 and 23 in hex A2, standing. Commence Rounds. 079. 579. 2. If 3. If 4. If
1. If s5 and s7 hav e not occurre d, see s5 has occurred, see 631. s7 has occurred, see 497. s5 and s7 have occurred, no event.
080. [s1] Soldier sees a rada r dish atop building in hex K7. Place landmark. 081. 1. If bridge in G14 inta ct, enter hex F14. 2. If bridge in G13 intact, enter hex F13. 3. If both bridges blown, enter hex F14. 082. 1. If s6 ha s not occurred , see 728. 2. If s3 has not occurred, see 875. 3. If s3 and s6 have occurred, go to Condition 4. 083. 1. If si has no t occu rred, see 573. 2. If s2 has not occurred, see 069. 3. If s3 has not occurred, see 559. 4. If s8 has not occurred, roll one die: • If result even, see 988. • If result odd, see 738. 5. No e vent . 084. [s7) Acti vat e Germa n 93 in hex N9, crouching. Commence Rounds. German advantage. 085. [s9] Acti vat e German 33 in hex J l , standing. Commence Rounds. 086. Sta r shell hit s! To deter mine the impact hex, roll one die to determine the column. After the column is determined, roll a second die and add 10 to it to determine the row. For example, a roll of 6 followed by a roll of 3 would cause the round to land in hex F13 (6=F and 3 + 10=13). A star shell illuminates the hex it lands in and all hexes within a 3 hex radius of the impact hex. An illuminated hex may be seen by any soldier that has a LOS to the hex which is not blocked by terrain. The five-hex night range does not apply when the hex being looked at is illuminated by a star shell.
AMBUSH! PARAGRAPHS: 087. • If s5 has occurred , see 006. • If s5 has not occurred, see 637. 088. Place Eve nt marke r. Condu ct PC check (—2). If successful, see 741. 089. If any acti ve US soldier can see hex S9, see 589. 090. Ach tun g! Minen-feld! Warn ing signs indicate a minefield in the hexes north and northwest of your current position, place landmarks. 091. Roll one die: 0-2: Conduct Activation check. If successful, see 617. 3-6: Conduct Activation check (—2). If successful, see 617. 7-9: Conduct PC check. If successful, see 096. If fails, go to 039. 092.
s5 required. Go to Condition 2.
093. [s7] In the basem ent of the house you find a beautiful French girl with dark hair, brown eyes and a feline air. You fall in love immediately and propose marriage. She accepts. If your soldier survives this mission, he takes the French girl back to Texas with him and marries her. If he does not survive, the girl becomes a nun. 094. 046. 2. If 3. If 4. If 095.
1. If s3 and s6 hav e not occurre d, see s3 has occured, see 478. s6 has occurred, see 643. s3 and s6 have occurred, no event. s6 required. Go to Condition 4.
096. [s5] Acti vate German 36 in hex J1 3, standing. Commence Rounds. US advantage. All US soldiers who can see hex J13 are automatically aware. All aware US soldiers, that do not panic, receive 2 turns this round. 097. • If US soldier 06 has not yet ent ered , then enter US soldier 06 in hex A5, crouching. He is the sole survivor of the glider which wrecked off map. • If US soldier 06 has already entered, no effect. 098. [s8] Activate German 62 in the first hex on the list in US sight but not occupied by an active US soldier. Commence Rounds. German advantage. 099. Condu ct Activ atio n Check (+1): • If successful, see 586. • If fails, conduct PC check (+1). If successful, see 744. 100. RoU one die: 0-8: No effect. Place Event marker. 9: Conduct a PC check (-2). If successful, see 150. 101. Con duc t a PC check. If successfu l, see 111. 102. RoU one die : 0-8: No effect. Place Event marker 9: Soldier may conduct PC check (-3). If successful, see 159. 103. Roll one die: 0-8: No effect. Place Event marker. 9: Soldier may conduct a PC check (-1) If successful, see 165. 104. Soldier notices fresh tire tra cks on dirt road, heading towards hex J14. 105. Roll one die: 0-2: Conduct Activation Check (+3). If successful, see 160.
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3-8: Conduct Activation Check (-2). If successful, see 155. 9: Soldier may conduct PC check. If successful, see 150. 106. RoU one die: 0-8: No effect. Place Event marker. 9: Soldier may conduct a PC check (—3). If successful, see 150. 107. RoU one die. 0-1: Conduct Activation Check (+3). If successful, see 020. 2-8: Conduct Activation Check (-2). If successful, see 155. 9: Soldier may conduct a PC check. If successful, go to 150. 108. Stre am impassa ble, soldier may not enter the hex. 109. RoU one die: 0-8: No effect. Place Event marker. 9: Soldier may conduct a PC check (—1). If successful, see 159. 110. RoU one die. 0-8: No effect. Place Event marker. 9: Soldier may conduct a PC check. If successful, see 150. 1 1 1 . Soldier notices fresh tire tracks on dirt road, heading towards hex 114. 112. RoU one die: 0-2: Conduct Activation Check (+2). If successful, see 137. 3-8: Conduct Activation Check (-2). If successful, see 148. 9: Soldier may conduct a PC check. If successful, see 159. 113. RoU one die: 0-8: No effect. Place Event marker. 9: Soldier may conduct a PC check (—1). If successful, see 165. 114. Soldier hear s German voices in hex N12. 115. • If soldier is on brid ge, go to 125. • If soldier is under bridge, roU one die: 0-3: Conduct Activation Check (+1). If successful, see 160. 4-8: Conduct Activat ion Check (-2). If successful, see 155. 9: Soldier may conduct a PC check. If successful, see 150. 116. RoU one die: 0-2: Conduct Activation Check (+3). If successful, see 020. 3-8: Conduct Activation Check (-2). If successful, see 148. 9: Soldier may conduct a PC check. If successful, see 159. 117.
Ford hex. Place land mark.
118. RoU one die: 0: Conduct Activation Check (+3). If successful, see 137 and put Special Reaction A into effect for this German. 1-8: Conduct Activation Check (-2). If successful, see 148 and put Special Reaction A into effect for this German. 9: Soldier may conduct a PC check. If successful, see 159 and put Special Reaction A into effect for this German. 119. Condu ct Activ atio n Check: • If successful, see 154. • If fails, conduct a PC check. If successful, see 114. 120. Roll one die: 0-8: No effect. Place Event marker.
9: If man not prone, conduct PC check. If successful, see 150. 121. Eve ry US soldier within sight of hex Y12 must conduct a PC check (-1). If any succeed, see 250. If aU fail, conduct PC checks for all soldiers that can see hex X12. If any succeed, see 250. If aU fail, conduct PC checks for aU soldiers that can see hex W13. If any succeed, see 250. If all fail, conduct PC checks for aU soldiers that can see hex V13. If any succeed, see 250. If aU PC checks have failed for hex V13, or if no checks are conducted, see 157. 122.
Man notices gUnt of meta l in hex V8.
123. RoU one die: 0: Conduct Activation Check. If successful, see 137 and put Special Reaction A into effect for this German. 1-8: Conduct Activation Check (—4). If successful, see 148 and put Special Reaction A into effect for this German. 9: Conduct PC check (—2). If successful, see 159 and put Special Reaction A into effect for this German. 124. [s3] Light machinegun in hex N12 opens fire. Place Germans 5 and 49 in the hex crouching. Commence Rounds US advantage. The US soldier who just made his PC check is automaticaUy aware. AU aware US soldiers, that do not panic, receive 2 turns in the first round. 125. RoU one die: 0-3: Conduct Activation Check (4-3). If successful, see 020. 4-8: Conduct Activ ation Check (-2). If successful, see 155. 9: Conduct PC check. If successful, see 150. 126. s1 required. If any sold ier is with in sight of hex K7 conduct an Activation check: • If successful, see 137. • If fails or soldier is not in sight of hex, conduct the same check using hex G4. If successful, see 167. If fails or soldier not in sight of either hex, no effect. 127. RoU one die: 0-8: No effect. Place Event marker. 9: If man not prone, conduct PC check (-2). If successful, see 159. 128. Germa n vehicle begins moving from hex N12. Activate German 19 in the hex. Commence rounds. Go to Condition 5. 129. • If cond itio n 5 is now in effect or was ever in effect, see 171. • If Condition 5 was never in effect, see 139. 130. RoU one die : 0-2: Conduct Activation Check (+l).If successfu l, see 160. 3-8: Conduct Activation Check (-2). If successful, see 155. 9: Conduct PC check. If successful, see 150. 131. One German weapon fired in the previous round is out of ammo. If more than one German weapon was fired last round, determine which one is out of ammo at random. Exception: A machinegun, if in play, may only run out of ammo beginning with Condition 5. 132. Conduc t Activ atio n Check (+3): • If successful, see 134. • If faUs, conduct PC check. If successful, see 122.
AMB USH! PARA GRAPHS: PA GE 5 1 3 3 . Soldier finds important documents. Gains 1 VP.
crouching. Commence rounds. German advantage.
1 3 4 . Conduct PC check (-2): • If successful, see 170 and soldier is automatically aware in the subsequent Round. • If fails, see 151 and soldier is automatically unaware in the subsequent Round.
1 4 9 . Conduct Activation Check (+1): • If successful, see 134. • If fails, conduct PC check. If successful, see 122.
1 3 5 . Roll one die: 0-1 : Conduct Activation Check. If successful, see 160. 2-8: Conduct Activation Check (-2). If successful, see 155. 9: Conduct PC check. If successful, see 150. 1 3 6 . Conduct Activation Check (—1): • If successful, see 154. • If fails, conduct PC check. If successful, see 165. 1 3 7 . [s2] German sniper in K7 activated. Place German 2 in the hex, crouching. Commence rounds. Germa n advan tage . German 2 receives 2 turns this round. 1 3 8 . s2 required. If any US soldier is with in sight of hex J13 conduct an Activation check: • If successful, see 160. • If fails or soldier is not in sight of hex, conduct the same check using hex G13. If successful, see 172. If fails or soldier not in sight of the hex, conduct the same check using hex 05. If successful, see 172. If fails or soldier not in sight of the hex, conduct the same check using hex L2. If successful, see 172. If fails, or no soldier in sight of any of these hexes, no effect.
1 5 0 . [s1] Notice glint of gun barrel in J13. Activate German 10 in J13, standing. Commence Rounds. US advantage. The US soldier who just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. 1 5 1 . [s5] Activate Germans 26, 37, and 50 in hex V8. All Germans are crouching. Commence rounds. Germans in V8 receive 2 turns this Round. 1 5 2 . Minefield! Conduct the minefield procedure. If mine not detonated and s3 has not yet occurred, see 169. 1 5 3 . Roll one die: 0-1: Conduct Activation Check (+3). If successful, see 023. 2-8: Conduct Activation Check (-1). If successful, see 148. 9. Conduct PC check. If successful, see 159. 1 5 4 . Conduct PC check (-1): • If successful, see 124. • If fails, see 164. The soldier is unaware in the subsequent Round. 1 5 5 . [s1] Activate German 10 in hex J13, crouching. Commence Rounds. 156. [S4] Man sees a wrecked Pz IV in hex L6. Place wrecked tank landmark.
1 3 9 . • If s3 has occurred and there are no active Germans in this hex, see 173. • If s3 has occurred and there are active Germans in this hex, see 173 when US soldiers are the only active soldiers in this hex. Note the paragraph number, 173, on your squad record and look it up when only your active soldiers occupy the hex. • If s3 has not occurred, see 124.
1 5 7 . Acti vat e Germ ans 35, 41 and 52 in hex V13, crouching. Activate German 55 in hex A5. Commence Rounds. German advantage. Germans 35, 41 and 52 receive two turns this round. German 55 receives only one turn this round. Because of the noise made by 55, all US soldiers, regardless of location, may make Awareness checks in the first Round. Go to Condition 2.
1 4 0 . • If si has occurred, conduct PC check. If successful, see 104. • If si has not occurred, see 105.
1 5 8 . • If s2 has occurred, conduct Activation Check. If successful, see 175. • If s2 has not occurred, see 123.
1 4 1 . Conduct Activation Check (+3): • If successful, see 154. • If fails, conduct PC check. If successful, see 165.
159. [s2] Notic e hel met move in hex K7. Activate German 2 in hex K7, standing. Commence Rounds. US advantage. The US soldier that just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round.
1 4 2 . Conduct Activation Check (+2): • If successful, see 134. • If fails, conduct PC check. If successful, see 122. 1 4 3 . If your radio is manned, see 178. 1 4 4 . German Storch plane makes a recon flyover. Conduct an Activation Check (+2). If successful, go to Condition 2. 1 4 5 . Every soldier with 8 hexes of hex C4 must conduct a PC check (—1). If any succeed, see 255. 1 4 6 . • If German 35 or 41 is moving, enter U13 and put Special Reaction R into effect for that German. • If German 52 is moving, enter hex U14. 1 4 7 . Conduct Activation Check (+1): • If successful, see 154. • If fails, conduct PC check. If successful, see 114. 1 4 8 . [s2] Activate German 2 in hex K7,
1 6 0 . [s1] Activate German 10 in hex J13, crouching. Commence Rounds. German advantage. German 10 receives 2 turns this Round. 1 6 1 . s1 and s2 required. Go to Condition 3. 1 6 2 . Conduct Activation Check: • If successful, see 134. • If fails, conduct PC check. If successful, see 122. 1 6 3 . If vehicle is moving, enter hex 012. If soldier moving, enter hex N13. 1 6 4 . [s3] Ligh t machineg un opens fire. Activate Germans 5 and 49 in hex N12, crouching. Commence Rounds. German advantage. Germans 5 and 49 receive 2 turns this Round. 1 6 5 . Man notices camouflage netting in hex N12.
1 6 6 . • If condition 1, 2, 3, or 4 in effect, move to L14. • If Condition 5 or 6 in effect, move to L15. 1 6 7 . [s2] Activate German 2 in hex G4, crouching. Commence Rounds. German 2 receives 2 turns this Round. Put Special Reaction B into effect for all actions after his initial fire. 1 6 8 . Conduct PC Check. If successful, see 015. 1 6 9 . Conduct PC check. If successful, see 114. 1 7 0 . [s5] Activate Germans 26, 37, and 50 in hex V8, crouching. Commence Rounds. US advantage. All aware US soldiers, that do not panic, receive 2 turns this Round. 1 7 1 . Soldier finds hidden bunker. It is deserted. Smoldering ashes in a garbage can suggest that files have been incinerated. 172. [s1] Snip er opens fire from hex which triggered this activation. Activate German 10 in the hex. Crouching. Commence Rounds. German advantage. German 10 receives 2 turns this Round. Put Special Reaction D into effect for German 10, after his initial fire. 1 7 3 . Man finds Kubelvagen in hidden bunker opening. A German officer and his adjutant are hurriedly loading their personal effects into the vehicle. They are surprised by the intrusion and surrender. See German card 19 for their weapons. As noted on the card, 3 VP's are earned for the officer's capture. If you wish to search the car, conduct one Event check then go to 006. 1 7 4 . No event. 1 7 5 . Man finds frightened French boy in small wine cellar. He tells of seeing German soldiers in a nearby grove (around hex N12). 1 7 6 . If German 10 has been removed from play by evasive movement and an active US soldier is in sight of hex Ml2, activate the German in that hex, crouching. Commence Rounds. Put Special Reaction D into effect for German 10, after his initial fire. 1 7 7 . The captured officer reveals the presence of a booby trap in hex S14. When a US soldier enters this hex, add 3 to his Perception when making the PC check. Note these effects on the Squad Record as a reminder. 1 7 8 . [s1] Battalion HQ reports that a German Offensive is underway; abandon positions! Delay enemy at discretion. You receive 2 VP's per active US soldier exited between hexes A13 and A19 (inclusive). VP's are not lost for incapacitated soldiers exited through these hexes. You receive VP's for destroying the bridges: wooden bridge, 2 VP's; stone bridge, 4 VP's; both bridges, 10 VP's. See paragraph 1000 for bridge destruction procedure. The mission ends when no active US soldiers are on the map. Note this paragraph number on your Squad Record for future reference. 1 7 9 . Conduct Activation Check (+2): • If successful, see 288. • If fails, see 310. 1 8 0 . [s1] Activate Germans 9 and 15 in hex K13, crouching. Commence Rounds. German
AMBUSH! PARAGRAPHS: advantage. The Germans just activated receive 2 turns this Round. Go to Condition 3. 1 8 1 . Roll one die: 0-5: Conduct Activation Check (+3). If successful, see 020. 6-8: No effect. 9: Conduct PC check (—1). If successful, see 289. 1 8 2 . Conduct Activation Check (+1): • I f successful, see 291. • If fails, see 313. 1 8 3 . [s2] Acti vat e German 25 in hex M7, crouching. Commence Rounds. German advantage. German 25 receives 2 turns this Round. Go to Condition 3. 1 8 4 . Roll one die: 0-4: If s2 has not occurred, conduct Activation check (+3). If successful, see 020 5-8: If s3 has not occurred, conduct PC check. If successful, see 293. 9: If s2 has not occurred, conduct PC check. If successful, see 289. 1 8 5 . Conduct Activation Check (+1): • If successful, see 294. • If fails, conduct PC check. If successful, see 316. 1 8 6 . Roll one die: 0-2: Conduct Activation Check. If successful, see 288. 3-8: No effect. 9: Conduct PC check (—1). If successful, see 289. 1 8 7 . [s2, s5, and s6] Activate German 34 in hex M5, German 25 in hex M7 and German 53 in hex 04. All three Germans are crouching. Commence Rounds. US advan tage. Go to Condition 3. 1 8 8 . Conduct PC check: • If successful, see 333. • If fails, see 297. 1 8 9 . Conduct Activation Check (4-2): • If successful, see 334. • If fails, conduct PC check (-2). If successful, see 298. 1 9 0 . Conduct Activation Check (+2): • If successful, see 324. • If fails, conduct PC check (-2). If successful, see 289. 1 9 1 . Roll one die: 0-3: Conduct Activation Check. If successful, see 288. 4-8: If s3 has not occurred, conduct PC check (—1). If successful, see 293. 9: Conduct PC check. If successful, see 289. 1 9 2 . Roll one die: 0-5: Conduct Activation Check (+2). If successful, see 337. 6-8: No effect. 9: Conduct PC check (—2). If successful, see 602. 1 9 3 . Roll one die: 0-3: Conduct Activation Check (+1). If successful, see 338. 4-8: No effect. 9: Conduct PC check (—1). If successful, see 602. 1 9 4 . Conduct PC check: • If successful, see 602. • If fails, see 338. 1 9 5 . • If soldier on bridge, see 190. • If soldier under bridge, see 186.
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1 9 6 . Roll one die: 0-4: Conduct Activation Check (+2). If successful, see 291. 5-8: If s8 has not occurred, conduct PC check. If successful, see 342. If fails, place Event marker. 9: Conduct PC check. If successful, see 312.
2 1 2 . [s6] Activate German 14 in hex K13, crouching. Commence Rounds. German advan tage. Go to Condition 3.
1 9 7 . [s7] Activate Germans 1 and 81 in indicated hex, crouching. Commence rounds. German advantage. Each German receives 2 turns this Round.
2 1 4 . Conduct PC check. • If successful, see 367. • If fails, see 514.
1 9 8 . 1. If s5 and s6 have occurred, no event . 2. If s5 has occurred, see 318. 3. If s6 has occurred, see 603. 4. If s5 and s6 have not occurred, see 189. 1 9 9 . 1. If s2 and s6 have occurred, no event . 2. If s2 has occurred, see 318. 3. If s6 has occurred, see 335. 4. If s2 and s6 have not occurred, see 318. 2 0 0 . Conduct Activation check (+1). If successful, see 651. 2 0 1 . [s5] Activate Germans 32 and 47 in hex M10, crouching. Place a prepared medium machinegun counter in the hex. Commence Rounds. Go go Cond itio n 2. 2 0 2 . Roll one die: 0-4: Conduct Activation check. If successful, see 355. 5-7: No event. 8: Conduct PC check. If successful, see 653. 9: Conduct PC check. If successful, see 502. 2 0 3 . Conduct Activation check (+1): • If successful, see 355. • If fails, see 503. 2 0 4 . [s2] Activate German 3 in hex E13 and German 11 in hex F12, crouching. Commence rounds. Go to Condition 2. 2 0 5 . [s5] Activate Germans 32 and 47 in hex M10, crouching. Place a prepared medium machinegun counter in the hex. Commence Rounds. US advantage. The US soldier that just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive two turns this round. Go to Condition 2. 2 0 6 . Soldier notices movement in trees just beyond river in hex M10. 2 0 7 . Soldier notices glint of metal in trees across river, in hex K4. 2 0 8 . A German mortar strike! Roll one die to determine the impact hex: 0:L11. 1:K11. 2:J10. 3:110. 4:H9. 5:G9. 6:F8. 7:E8. 8:D7. 9:C7. Assess artillery damage by placing a Crater marker in non-building hex. A building hex is reduced to rubble when hit. All soldiers and vehicles in a hex hit by artillery are killed and knocked out, respectively. 2 0 9 . If a US tank is on the map, see 659. Otherwise, no event. 2 1 0 . If any US soldier is in sig ht of hex S12, see 363. 2 1 1 . Conduct Activation check (+1 if in clear, —1 otherwise): • If successful, see 518. • If fails, see 511.
2 1 3 . Conduct PC check (-1): • If successful, see 366. • If fails, see 513.
2 1 5 . [s3J Activate German 56 in hex K4, crouching. Commence Rounds. US advantage. The US soldier that just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive two turns this round. 2 1 6 . • 353. • If s5 • If s5 • If s5
If s5 and s4 have not occurred, see has occurred and s4 has not, see 664. has not occurred and s4 has, see 353. and s4 have occurred, no event.
2 1 7 . Conduct PC check (-1): • If successful, place Event marker and see 660. • If fails, place Event marker and see 663. 2 1 8 . Go to Condition 3. 2 1 9 . [s8] Soldier notices that the river can be crossed on foot in hex N18. Place a Ford marker in the hex. 2 2 0 . If any of the following statements apply, see 373. • A US tank is in this hex. • A US soldier in this hex is in sight of an active German soldier. • s6 has not occurred. 2 2 1 . Your soldier has de-activated the explosives in the bridge. Gains 5 VP's. Go to Condition 5. 2 2 2 . Conduct Activation check (-1 if in woods, +2 otherwise): • If successful, see 213. • If fails, see 375. 2 2 3 . [s4] Activate German 45 in hex T8, crouching. Commence Rounds. US advantage. 2 2 4 . Conduct Activation check (+1). If successful, see 524. 2 2 5 . Soldier sees an explosive detonator in the hex with electrical wires leading towards the bridge. If the soldier de-activates the equipment (requires one action during rounds), see 221. 2 2 6 . Roll one die: 0-4: Conduct Activation check. If successful, see 673. 5-8: No event. 9: Soldier may conduct PC check (+1). If successful, see 223. 2 2 7 . • If German 12 or lower moving, enter 017. • If German 13 or higher moving, enter P17. 2 2 8 . Activate German 3 and/or 11 in hex 016 (whichever have been removed from play by evasive movement). Commence Rounds. 2 5 0 . Activate Germans 35, 41 and 52 in the hex being checked. All three Germans are standing. (Exception: If activated in V13, they are crouching.) Activate German 55 in hex A5, standing. Commence Rounds. US advantage. The US soldier who just made his PC check is automatically aware, all
AMB USH! PARA GRAPHS: PA GE 7 other US soldiers, regardless of location, may check to see if they are aware in the first Round. All aware US soldiers, that do not panic, receive 2 Turns this Round. German 55 receives only 1 turn. Go to Condition 2. 251. If the bridge in hex G13 is int act and no German hex entered and exited G13, enter G13. Otherwise: • If German 52 or lower is moving, enter H13. • If German 53 or higher is moving and the bridge is intact, enter G13. • If German 53 or higher is moving and the bridge is destroyed, enter 112. 252. s2 required. See 121. Otherwise, no event. 253. If soldier can see hex Y12, con duc t PC check (+2): • If successful, see 250. • If fails, see 157. 254. Pu t Specia l Reac tion T int o effect for this German. Roll a new German Action Number, and apply the indicated action to this German. 255. Soldier hear s the sound of vehicle treads clanking towards entry hex A5. 256. • If a Ger man soldier (as opp ose d to a vehicle) is moving and the bridge in this hex has not been checked for demolitions, do so. It takes four turns to check a bridge. This cost may be shared by all Germans in the hex directed to this paragrpah. The turns need not be consecutive and may be interrupted by other actions. A soldier checking the bridge is considered to be crouching in clear terrain if fired upon. • If a vehicle is moving or the bridge has been checked: enter H13 if German 52 or lower; or enter F14 if German 53 or higher. 257. Ev ery US soldier in a clear or road hex within sight of hex Y12 must conduct a PC check (-2): • If any succeed, go to 262. • If all fail, go to 020 • If no PC checks are conducted, no event. 258. If Ger man 55 move d four or more hexes in the previous Round, it has thrown a tread. It may not move the remainder of the mission. It may perform any non-movement actions called for. 259. Eve ry US soldier within sight of hex Jl must conduct a PC Check (—1): • If any succeed, see 264. • If all fail, continue making checks for the following hexes, in order: K2, K3, L3. When one succeeds, see 264. If all PC Checks fail, see 269. 260. • If vehicle movin g and bridge in hex G14 is intact, enter G14. If bridge destroyed, enter hex H12. • If soldier 52 or lower moving and the bridge in hex G14 is intact and no German has entered and exited G14, enter G14. If the bridge in hex G14 is destroyed, but the bridge in hex G13 is intact and no German has entered and exited hex G13, enter hex H12. Otherwise, enter hex I14. • If soldier 53 or higher moving and bridge in G14 is intact , enter G14. If G14 is destroyed but G13 is intact, enter H12. If both bridges destroyed, enter H14.
261. • If a German soldier (as opp osed to a vehicle) is moving and the bridge in this hex has not been checked for demolitions, do so. It takes four turns to check a bridge. This cost may be shared by all Germans in the hex directed to this paragraph. The turns need not be consecutive and may be interrupted by other actions. A soldier who is checking the bridge is considered to be crouching in clear terrain if fired upon. • If a vehicle is moving or the bridge has been checked: enter H12 if German 52 or lower; or enter F13 is German 53 or higher. 262.
Soldier notices movemen t in hex Y12.
263. You receive no VP's for exiti ng this soldier. You lose no VP's if he is killed or incapacitated. He was a German agent disguised as a G.I. 264. Acti vat e Germa ns 61, 64, and 72 in the hex being checked. They are standing. (Exception: If activated in hex L3, they are crouching.) Activate Germans 90, 91, and 92 in hex A5, standing. Commence Rounds. US advantage. The US soldier who just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 3. 265. • If on upp er level, move to lower level. • If on lower level and there is an active US soldier on the upper level, move to the upper level. • If on the lower level and there is no US soldier on the upper level, enter S14. 266. A runner from battalio n HQ enter s play in hex A17. Use US card 01. You may use him as you wish and he is part of your squad for VP purposes, but he is attempting to locate a squad commander. If Rounds are underway, the runner is automatically aware. 267. Ever y US soldier in a clear or road hex within sight of hex Jl must conduct a PC check (-2): • If any succeed, see 272. • If all fail, see 020. • If no PC check is conducted, no event. 268. • If Ger man vehicle, enter 17. • If German soldier, enter H7. 269. Acti vat e Germa ns 61, 64, and 72 in hex L3. Activate Germans 90, 91 and 92 in hex A5. All Germans are standing. Commence Rounds. German advant age. Germans 61, 64, and 72 receive two turns this round (90, 91 and 92 roll as usual). Go to Condition 3. 270. Ent er S15 and take Special Reaction R out of effect for this German. Resume use of the current Condition to determine this German's actions. If he now has any MP's remaining from the current movement action, continue to move until they are spent. 271. A runn er from batt alio n HQ ent ers play in hex A17. Use US card 08. You may use him as you wish but he is attempting to reach a squad commander. If Rounds are underway, the runner is automatically aware. 272.
Soldier notices movement in hex J l .
273. • If the bridge in hex G13 is destroyed, enter hex 19. •If the bridge is intact, enter hex H10.
274. Eve ry US soldier within sight of hex R3 must conduct a PC check (+1): • If any succeed, see 279. • If all fail or none are conducted, see 284. 275. • If the bridges in hexes G14 and G13 are both destroyed; or either bridge is intact and that bridge hex has been entered and exited by at least one German, put Special Reaction D in effect for this German. Roll a new German Action number and apply the indicated action to this German. • Otherwise, enter hex 114. 276. Your soldiers correctly perceive th at the runner is a German fifth columnist attempting to mislead the squad. Upon being found out, the Nazi shouts "Heil Hitler!" and shoots himself dead. You gain 2 VP's. 277. Eve ry US soldier in a clear or road hex within sight of hex T2 must conduct a PC check (-2): • If any succeed, see 282. • If all fail, see 020. • If no PC check is conducted, no event. 278. • If Germa n 90 or higher moving, enter hex F12. • If German 89 or lower moving, enter hex F14. 279. Acti vat e Germa ns 82, 85, and 89 in hex R3, crouching. Commence Rounds. US advantage. The US soldier who just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 4. 280. • If th e bri dge in hex G13 or G14 is intact and no German has yet entered and exited that intact bridge hex, enter hex H13. • Otherwise, enter hex J13. 281. Battalion HQ reports tha t a German patrol is heading towards the village in the vicinity of hex Y16. 282.
Soldier notices moveme nt in hex T2.
283. • If Ger man 90 or high er is movi ng, enter hex 19. • If German 89 or lower is moving, enter hex J9. 284. Acti vat e Germa ns 82, 85, and 89 in hex R3, crouching. Commence Rounds. German advantage. All Germans just activated receive 2 turns this Round. Go to Condition 4. 285. Pu t Special Reacti on B int o effect for this vehicle. 286. • If Ger man 54 or high er movi ng, enter hex K14. • If German 53 or lower moving, enter hex J13. 287. Pu t Special React ion X int o effect for this German. 288. Condu ct PC check (-2) : • If successful, see 324. • If fails, see 180. 289. [s1] Acti vat e Germa ns 9 and 15 in hex K13, standing. Commence rounds. US advantage. The US soldier who just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 3. 290. Condu ct Activ atio n Check (+2): • If successful, see 297. • If fails, conduct PC check (-2). If successful, see 333.
AMBUSH! PARAGRAPHS: 2 9 1 . Conduct PC check (-2): • If successful, see 327. • If fails, see 183. 2 9 2 . • If s3 has occurred, see 314. • If s3 has not occurred, place Event marker then conduct PC check ( — 1). If successful, see 314. 2 9 3 . Soldier notices a figure dressed in US combat fatigues lying beside a tree in hex G10. 2 9 4 . [s2 a nd s5] Activate German 25 in hex M7 and German 34 in hex M5, standing. Commence Rounds. German advan tage. Go to Condition 3. 2 9 5 . Conduct Activation Check (+1): • If successful, see 183. • If fails, conduct PC check (-2). If successful, see 312. 2 9 6 . • If s5 has occurred, see 182. • If s5 has not occurred, conduct Activation Check. If successful, see 294. If fails, see 316. 2 9 7 . [s6] Activate German 53 in hex 04, crouching. Commence Rounds. German advantage. Go to Condition 2. 2 9 8 . [s5 and s6] Activate German 34 in hex M5 and German 53 in hex 04, crouching. Commence Rounds. US advantage. Go to Condition 2. 2 9 9 . Roll one die: 0-3: Conduct Activation Check (+1). If successful, see 288. 4-8: No effect 9: Conduct PC check. If successful, see 289. 3 0 0 . The US soldier with the highest PC that can see hex D12 must conduct a PC check. If successful, see 003. 3 0 1 . If German 2 has been removed from play by evasive movement once and an active US soldier is in sight of hex U8, activate the German in that hex, crouching. Commence Rounds. Use Special Reaction B for all his actions after the initial fire. 3 0 2 . The US soldier with the highest PC that can see hex R8 must conduct a PC check (—2). If successful, see 013. 3 0 3 . The US soldier with the highest PC that can see hex L9 must conduct a PC check (—1). If successful, see 013. 3 0 4 . Reinforcements! A jeep with a mounted medium machinegun and a driver enters in hex A17 or A5 (your choice). Use US soldier 2 for driver. The driver may use the machinegun if the jeep is stationary ; otherwise, one or two of your soldiers must get in the jeep to use the weapon. If Rounds are underway, wait until Operatio ns resume to bring the jeep on. This event may only occur once. 3 0 5 . If German 10 has been removed from play by evasive movement and an active US soldier is in sight of hex PI4, activate the German in that hex, crouching. Commence Rounds. Use Special Reaction D for all his actions after his initial fire.
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3 0 8 . If German 2 has been removed from play by evasive movement once and an active US soldier is in sight of hex Q3, activate the German in that hex, crouching. Commence Rounds. Use special Reaction B for all his actions after his initial fire.
3 2 5 . Roll one die: 0-3: Conduct Activation Check (+2). If successful, see 023. 4-8: No effect. 9: Conduct PC check (—2). If successful, see 289.
3 0 9 . The US soldier with the highest PC that can see hex 05 must conduct a PC check. If successful, see 002.
3 2 6 . Roll one die: 0-3: Conduct Activation Check (+1). If successful, see 297. 4-8: No effect. 9: Conduct PC check (+2). If successful, see 333.
3 1 0 . Conduct PC check: • If successful, see 289. • If fails, see 324. 3 1 1 . Roll one die: 0-3: Conduct Activation Check (+2). If successful, see 023. 4-8: No effect. 9: Conduct PC check (—1). If successful, see 312. 3 1 2 . [s2] Activate German 25 in hex M7, standing. Commence Rounds. US advantage. The US soldier who just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 3. 3 1 3 . Condu ct PC check: • If successful, see 312. • If fails, see 327. 3 1 4. [s4] Soldier notices a glint of metal and finds an intact submachinegun in this hex. It has no ammo. 3 1 5 . Roll one die: 0-8: No effect. Place Event marker 9: Conduct PC check (—2). If successful, see 312. 3 1 6 . [s2 and s5] Activate German 25 in hex M7 and German 34 in hex M5, crouching. Commence Rounds. US advantage. Go to Condition 3. If a US soldier just made a PC check to get to this paragraph, he is automatically aware. 3 1 7. Conduct Activation Check (+1): • If successful, see 331. • If fails, see 187. 3 1 8 . Conduct Activation Check (+1): • If successful, see 332. • If fails, see 188. 3 1 9. [s6] Activate German 53 in hex 04, crouching. Commence Rounds. German advantage. German 53 receives 2 turns this Round. Go to Condition 2. 3 2 0 . If German 2 has been removed from play by evasive movement once and an active US soldier is in sight of hex T3, activate the German in that hex, crouching. Commence Rounds. Use Special Reaction B for all his actions after his initial fire. 3 2 1 . The US soldier with the highest PC that can see hex Q10 must conduct a PC check. If successful, see 004.
3 2 7 . [s2] Activate German 25 in hex M7, crouching. Commence Rounds. German adva ntage . Go to Condition 3. 3 2 8 . [s3] Soldier finds incapacitated soldier from squad that was ambushed this morning. He has two clips of submachinegun ammo and one grenade. He can talk and says he dropped his SMG about 20 meters ahead (in hex 111). Place US soldier K in hex G10 (he has no soldier card). If you move this soldier to safety (either into a building or off the map, depending on how you end the mission) and he is alive at the end of the mission, gain 3 VP's. 3 2 9 . Place Event marker. Conduct PC Check (—2). If successful, see 007. 3 3 0 . Conduct Activation Check (+3): • If successful, see 294. • If fails, conduct PC check. If successful, see 316. 3 3 1 . [s2, s5 and s6] Activat e Germans 25 in hex M7, German 34 in hex M5 and German 53 in hex 04. All three are crouching. Commence Rounds. Germa n adva ntage . German 34 receives 2 turns this Round (the others roll normally). Go to Condition 2. 3 3 2 . Conduct PC check (-2): • If successful, see 297. • If fails, see 319. 3 3 3 . [s6] Activate German 53 in hex 04, standing. Commence Rounds. US advantage. The soldier who just made his PC check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 2. 3 3 4 . [s5 and s6] Activate German 34 in hex M5 and German 53 in hex 04, crouching. Commence Rounds. German advan tage . Go to Condition 2. 3 3 5 . Conduct Activation Check (+3): • If successful, see 183. • If fails, conduct PC check (-2). If successful, see 312. 3 3 6 . Conduct Activation Check (+1): • If successful and s5 has occurred, see 183. • If successful and s5 has not occurred, see 294. • If fails, conduct PC check (-2). If successful and s5 has occurred , see 312. If successful and s5 has not occurred, see 316.
3 2 2 . If German 10 has been removed from play by evasive movement once and an active US soldier is in sight of hex Ml6, activate the German in that hex, crouching. Commence Rounds. Use Special Reaction D for all his actions after his initial fire.
3 3 7 . [s5] Activate German 34 in hex M5, crouching. Commence Rounds. German advantage. German 34 receives 2 turns this Round.
3 0 6 . The US soldier with the highest PC that can see hex P15 must conduct a PC check (—1). If successful, see 010.
3 2 3 . Overhead, a P-51 fighter engages an Me-109 in a dogfight and shoots the German plane down. Go to Condition 6.
3 3 8 . [s5] Activate German 34 in hex M5, crouching. Commence Rounds. German advantage.
3 0 7 . The US soldier with the highest PC tha t can see hex Wl l mus t conduct a PC check. If successful, see 007.
3 2 4 . [s1] Activate Germans 9 and 15 in hex K13, crouching. Commence Rounds. German advan tage. Go to Condition 3.
3 3 9 . Conduct PC check: • If successful, see 342. • If fails, place Event marker.
AMBUSH! PARAGRAPHS: PAGE 9 340. Conduct Activation Check: • If successful, see 291. • If fails, see 313. 3 4 1 . Every soldier within sight of hex R2 must conduct a PC check (—2): • If any succeed, see 606. • If all fail, see 197. • If no checks are made, no event. 3 4 2 . [s8] Soldier notices telltale sign s of a minefield strip running in an arc from hex Q9 to hex V6. 3 4 3 . 1. If s2 and s5 have occurred, no event. 2. If s2 has occurred, see 603. 3. If s5 has occurred, see 182. 4. If s5 and s2 have not occurred, see 330. 344. 1. If s2 and s5 have occurred, no event. 2. If s2 has occurred, see 192. 3. If s5 has occurred, see 335. 4. If s5 and s2 have not occurred, see 330. 345. Minefield! Conduct minefield procedure. Then, if s6 has not occurred, conduct Activation check (+1). If successful, see 297. 346. If German 34 has been removed from play by evasive movement once, see 611. 347. If any US soldier is in sight of hex T8, activate German 25 in th at hex, crouching. Commence Rounds. Put Special Reaction B into effect for German 25. 348. Far to the east of the battlefield, your soldiers see Typhoons diving on German positions. Bursts of anti-aircraft fire surround the British planes. 349. [sO] Soldier sees a wounded pilot in th e cockpit. The pilot shouts '"ello mate! She's about to blow; can you lend us a hand?" If a crumpled wing strut is forced aside, the pilot will crawl from the wreckage. If in Action rounds, a non-wounded soldier must spend 2 actions to free the pilot. If in Operations, a non-wounded soldier may do so simply by declaring his inten t and making one Event Check. If the pilot is freed, see 454. 350. • If active US soldier is visible east of hexrow O, enter hex N16. • Otherwise, enter hex PI6. 3 5 1 . [s5] Activate German 34 in hex M6, crouching. Commence Rounds. 3 5 2 . Enter hex Qll and put Special Reaction A into effect for this German. 3 5 3 . Conduct Activation Check. If successful, see 651. 354. [s5] Activate Germans 32 and 47 in hex M10, crouching. Place a medium machinegun counter in the hex. Commence Rounds. German advantage. Both Germans automatically receive 2 turns this Round. Go to Condition 2. 355. [s2] Activate German 3 in hex E13 and German 11 in hex F12, crouching. Commence Rounds. German advantage. Both Germans automatically receive 2 turns this Round. Go to Condition 2. 356. Conduct Activation Check (—1). If successful, see 355. 357. Conduct Activation Check (—1): •If successful, see 355. •If fails, see 503. 358. Conduct Activation Check (+1): •If successful, see 651. •If fails, see 655.
359. Roll one die: 0-5: Conduct Activation Check (+1). If successful, see 652. 6-8: No event. 9: Soldier may conduct PC Check. If successful, see 206.
•If successful, see 523. •If fails, see 674.
360. Soldier thinks he sees helmet bob in trees across river, in hex M7.
377. Roll one die: 0-5: Conduct Activation Check. If successful, see 524. 6-8: No event. 9: Soldier may conduct PC Check (+1). If successful, see 675.
3 6 1 . If a US tank is on the map, see 508. Otherwise, no event.
378. Conduct Activation Check (+1). If succesful, see 523.
3 6 2 . [s7] The Sherman has arrived! Use US Card 04 for all its attribu tes. If Operations are underway, you may enter the tank immediately. If Rounds are underway, you must wait until the Round following the Round currently beginning. You are not required to enter the tank now; you may delay its entry.
379. Soldier sees abandoned German mortar in this hex. It has no ammunition.
363. [s0] Soldier notices that a roadblock of logs and debris has been thrown across hexes Sll and S12. Place roadblock markers in those hexes. 364. [s6] Activate German 14 in hex K13, crouching. Commence Rounds. German advantage. The German just activated automatically receives 2 turns this Round. Go to Condition 3. 365. Conduct PC Check: • If successful, see 660. •If fails, place Event marker. 366. [S3] Activate German 56 in hex K4, crouching. Commence Rounds. 367. [s4] Activate German 45 in hex M6, crouching. Commence Rounds. 368. Roll one die: 0-4: Conduct Activation Check. If successful, see 214. 5-8: No event. 9: Soldier may conduct PC Check. If successful, see 515. 369. • If s5 and s3 have not occurred, see 667. •If s5 has occurred and s3 has not, see 665. •If s3 has occurred and s5 has not, see 667. •If s5 and s3 have both occurred, no event. 370. Go to Condition 3. If s5 has not occurred, see 504. 3 7 1 . Roll one die: 0-4: Conduct Activation Check. If successful, see 218. 5-8: No event. 9: Soldier may conduct PC Check (+1). If successful, see 662. 3 7 2 . Any one US soldier that can see hex SI3 must conduct a PC Check. If successful, see 519. 3 7 3 . The bridge in hex M12 blows up. Place a destroyed bridge marker in the hex. Any soldiers currently in the hex check for damage as if hit by automatic rifle fire. Any soldier in the hex that is not killed by the explosion is placed in hex Lll or N12 (your choice). Go to Condition 4. 374. Conduct PC Check: •If successful, see 221. •If fails, see 373. 375. Conduct PC Check: •If successful, see 215. •If fails, see 366. 376. Conduct Activation Check (+2 if in clear; —1 otherwise):
380. Move to S13 and take Special Reaction B out of effect for this German. 3 8 1 . s6 required. If German 14 has been removed from play by evasive movement and any US soldier is within sight of hex S13, see 524. 4 5 0 . Every US soldier within sight of hex M10 must make a PC check (-2): • If any succeed, see 606. • If all fail, see 197. • If no checks are made, no event. 4 5 1 . If German 53 has been removed from play by evasive movement once, see 452. 4 5 2 . If any active US soldier is within sight of hex T8, activ ate German 53 in tha t hex, crouching. Put Special Reaction B into effect for German 53. 453. [s9] Trailing smoke, a British Typhoon fighter crashlands in hex R15. Place a landmark counter in tha t hex, showing a smoldering airplane. Any soldiers in the hex at the moment of impact are killed. If a US soldier enters hex R15 while the landmark counter is in the hex, see 349. Note this paragraph number on your Squad Record as a reminder. 4 5 4 . Gain 2 VP's. The pilot will fight with your squad; use US soldier card 05 for his attr ibut es. You do not lose VP's if he later becomes incapacitated or killed. Gain 2 more VP's if he is active at the end of the mission. 4 5 5 . Every US soldier within sight of hex M5 must make a PC check (—2): • If any succeed, see 602. • If all fail, see 338. • If no checks are made, no event. 4 5 6 . Conduct Activation Check (—1): • If successful, see 337. • If fails, see 194. 457. Enter X7 and put Special Reaction A into effect for this German. 4 5 8 . [s5) Activate German 36 in hex N9, crouching. Commence Rounds. US advantag e. All aware US soldiers, th at do not panic, receive 2 turns this Round. 4 5 9 . • If Germans 24 and 42 inactive, take Special Reaction Q out of effect and roll again on the Condition 3-4 column. Perform the resulting action immediately. • If either or both Germans 24 and 42 active but not inside the staff car, conduct 825. • If Germans 24 and 42 in the staff car and/or inactive, put Special Reaction C into effect for German 13 and roll again for this action. Perform the resulting action immediately by entering hex T15 (if the staff car entered at Y8) or R14 (if entered at Y16). 4 6 0 . s7 required. Go to Condition 3.
AMBUSH! PARAGRAPHS: 4 6 1 . One incapacitated German, determined at random, dies from his injuries. This event may occur only once per mission. Ignore this paragraph after the first soldier dies of his injuries. 4 6 2 . • If soldier on bri dge , see 647. • If soldier under bridge, see 108. 4 6 3 . Go to Condition 3. 4 6 4 . Roll one die: 0-4: Conduct Activation Check (+1). If successful, see 636. 5-8: Conduct Activation Check. If successful, see 636. 9: Conduct PC Check. If successful, see 477. If fails, see 636. 4 6 5 . If an active US soldier can see hex N5, go to Condition 2. 4 6 6 . If any US soldier can see hex K7, see 080. 4 6 7 . If soldier moving (not the cache), roll one die: 0-8: No effect. 9: See 040. 4 6 8 . Conduct Activation Check (+1): • If successful, see 047. • If fails, see 551. 4 6 9 . Soldier hears the sensual voice of Marlene Dietrich singing "Lili Marlene." It is coming from inside the adjacent building. 4 7 0 . 1. If Kubelwagen inactive or US controlled, put Special Reaction U into effect for this German and enter hex L4 as first hex of movement. 2. If not inside the Kubelwagen, enter the Kubelwagen. 3. If inside the Kubelwagen and both Germans 63 and 83 are active and occupy the Kubelwagen, put Special Reaction Q into effect for both Germans and roll again for this action. Perform the resulting action immediately. 4. If German 63 active and inside the active Kubelwagen, and German 83 inactive, put Special Reaction T into effect for German 63 and roll again for his action. Perform the resulting action immediately. 5. If German 83 active and inside the Kubelwagen and German 63 inactive, put Special Reaction Q into effect for German 83 and roll again for his action. Perform the resulting action immediately. 6. Crouch and c onduc t sn ap fire at as man y targets as possible, beginning with the closest and easiest. 4 7 1 . [s3 and s7] Activate German 40 in hex S9, crouching. Activate German 12 in the second story of the building in hex S13, crouching. Place second floor counter under German 12. Commence Rounds. German advantage. Germans 12 and 40 receive 2 turns this Round. 4 7 2 . [s3] Activate German 40 in hex S9, crouching. Commence Rounds. German advantage. German 40 receives 2 turns this Round. 4 7 3 . Soldier sees a ford in hex F10. 4 7 4 . • If vehicle is moving, enter hex L4. • If soldier is moving, put Special Reaction J into effect for this German. If sO has not occurred, sO occurs; place a Kubelwagen counter in this hex. 4 7 5 . The US soldier with the highest PC which can see hex 14 must make a PC check. If successful, see 049.
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4 7 6 . Conduct Activation Check (+1): •If successful, see 560. •If fails, see 488. 4 7 7 . [s7] Activate German 12 in the second story of the building in hex S13, crouching. Place second floor landmark under German 12's counter. Commence Rounds. German advantage. 4 7 8 . [s6] Activate German 7 in hex P5, standing. Commence Rounds. US advantage. 4 7 9 . • If s0 has occurred, see 487. • If s0 has not occurred, s0 occurs. Activate Germans 24 and 42 in hex S14, crouching. Commence Rounds. US advantage. All active US soldiers that can see hex S14 are automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. See 487. 4 8 0 . Soldier sees a ford in hex B5. 4 8 1 . Roll one die: 0-3: Conduct Activation Check. If successful, see 042. 4-6: Conduct Activation Check (—1). If successful, see 042. 7-9: Conduct PC Check. If successful, see 458. 4 8 2 . Conduct Activation Check: •If successful, see 472. •If fails, conduct PC Check. If successful, see 634. 483. [s6] Activate German 7 in hex P5, crouching. Commence Rounds. German advantage. German 7 receives 2 turns this Round. 4 8 4 . The soldier has entered a radar station. Place Event marker and conduct PC check. If successful, see 133. In addition, gain 2 VP's by destroying the radar station. To destroy it, throw a satchel charge into its hex. Note the hex on your Squad Record as a reminder. 4 8 5 . One wounded German soldier, determined at random, becomes incapacitated due to blood loss. This event may occur only once per mission. Ignore this paragraph after the first soldier becomes incapacitated due to his injuries. 4 8 6 . Conduct PC Check (-1): •If successful, see 070. •If fails, see 493. 4 8 7 . Hex S13 contains a V-2 rocket, concealed inside the church building. Place V-2 landmark. Gain 2 VP's for its destruction. To destroy it, throw a satchel charge into its hex. When you throw a satchel charge into its hex, read paragraph 639. Note this paragraph number on your Squad Record and read it when you destroy the rocket. 4 8 8 . Conduct PC Check (+1): •If successful, see 703. •If fails, see 560. 4 8 9 . • If bridge in hex G14 blown, enter hex F15. •If bridge in hex G14 not blown, enter hex G14. 4 9 0 . Conduct Activation Check (-2). If successful, see 586. 4 9 1 . Place Event marker. Conduct PC Check: • If successful, see 049. •If fails, see 638.
4 9 2 . [s3] Activate German 40 in hex S9, crouching. Commence Rounds. 4 9 3 . Conduct Activation Check (-1): •If successful, see 643. • If fails, conduct PC Check (-1). If successful, see 070. 4 9 4 . s3 required. Go to Condition 3. 4 9 5 . Roll one die: 0-2: Conduct Activation Check. If successful, see 483. 3-8: Conduct Activation Check (-1). If successful, see 483. 9: Conduct PC Check. If successful, see 478. 4 9 6 . [s2] Activate German 6 in the second floor of hex S13, crouching. Place second floor marker under German 6. Commence Rounds. German advantage. German 6 receives 2 turns this Round. 4 9 7 . Conduct Activation check: • If successful, see 590. • If fails, see 637. 4 9 8 . Conduct PC Check. If successful, see 133. 4 9 9 . [s6] Your soldier has entered a Flaubert novel. Having walked into the house's parlor, he now faces Emma Bovary. Her face, seen in profile, was so calm that it gave him no hint. It stood out against the light, framed in the oval of her bonnet, whose pale ribbons were like streaming reeds. Her eyes with their long curving lashes looked straight ahead: they were fully open, but seemed a little narrowed because of the blood that was pulsing gently under the fine skin of her cheekbones. The rosy flesh between her nostrils was all but transparent in the light. She was inclining her head to one side, and the pearly tips of her white teeth showed between her lips. "Is she laughing at me?" your soldier wonders. 5 0 0 . Conduct Activation Check (+3). If successful, see 651. 5 0 1 . Conduct Activation Check. If successful, see 652. 5 0 2 . Activate German 3 in hex E13, standing. Commence Rounds. US advantage. The US soldier who just made his PC Check is automatically aware. 5 0 3 . Soldier must conduct a PC Check: •If successful, see 654. •If fails, see 655. 5 0 4 . Conduct Activation Check (4-3): •If successful, see 651. •If fails, see 655. 5 0 5 . Conduct Activation Check: •If successful, see 651. • If fails, go to Condition 2. 5 0 6 . Roll one die: 0-5: Conduct Activation Check. If successful, see 651. 6-8: No effect. 9: Soldier may conduct PC Check (+2). If successful, see 205. 507. [s2] Activate German 3 in hex E13 or German 11 in hex F12, whichever soldier is not yet activated. 5 0 8 . A German mortar strike! Roll one die to determine the impact hex: 0:L11. 1:K10.
2:19. 3:G8.
AMBUSH! PARAGRAPHS: 4:E7. 5:C6. 6:A6. 7:K11. 8: J10. 9:I10 Assess artillery damage by placing a Crater marker in non-building hex. A building hex is reduced to rubble when hit. All soldiers and vehicles in a hex hit by artillery fire are killed and knocked out, respectively. 509. Any one US soldier th at can see hex J3 must conduct a PC Check (-2). If successful, see 660. 510. Roll one die: 0-5: Conduct Activation Check (—1). If successful, see 355. 6-8: No event. 9: Soldier may conduct PC Check. If successful, see 654. 5 1 1 . Conduct PC Check (-1): •If successful, see 662. •If fails, see 212. 5 1 2 . Go to Condition 3. If si has not occurred, see 660. 5 1 3 . [s3] Activate German 56 in hex K4, crouching. Commence Rounds. German advantage. The German just activated automatically receives 2 turns this Round. 5 1 4 . [s4] Activate German 45 in hex M6, crouching. Commence Rounds. German advantage. The German just activated automatically receives 2 turns this Round. 5 1 5 . [s4] Activate German 45 in hex M6, crouching. Commence Rounds. US advantage. The US soldier who just made his PC Check is automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. 5 1 6 . If s3 has occurred and any US soldier is in sight of hex M6, see 664. 517. [s2] Act iva te Germa ns 3 and 11 in hex F12, crouching. Commence Rounds. 518. Con duct PC Check: •If successful, see 364. •If fails, see 218. 519. Soldier notic es mort ar fire origi nati ng from just behind the crest of the hill, perhaps around hex X14. 520. [sO] Soldie r sees roadblo ck of logs and debris across road in hexes Sll and S12. Place roadblock markers in those hexes. Conduct PC Check (+1): •If successful, see 671. • If fails, place Event marker. 521. Soldier sees a smoldering Germa n cigarette on the edge of a table in this otherwise deserted farmhouse. There are a few shell casings on the floor. 522. Cond uct Activ atio n Check (+2): • If successful, see 673. • If fails, see 223. 523. [s2] Activate Germans 3 and 11 in hex 016, crouching. Commence Rounds. German advantage. 524. [s6] Act iva te Germa n 14 in hex S13, crouching. Commence Rounds. German advantage. 525. Roll one die: 0-5: Conduct Activation Check. If successful, see 523.
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6-8: No effect. 9: Soldier may conduct PC Check (+1). If successful, see 674.
soldier in the bridge hex is killed. Any soldier in an adjacent hex rolls for damage as if hit by a grenade outside.
526. Your men hear splashi ng in the river around hex 018.
566. Condu ct PC Check (+1): •If successful, see 713. •If fails, see 563.
527. Move to T8 and take Special Reaction D out of effect for this German. 528. s4 required. If German 45 has been removed from play by evasive movement and any US soldier is within sight of hex T8, see 673. 551. Condu ct PC Check (-1) : •If successful, see 620. •If fails, see 701. 552. • If active tar get in sight, enter hex M7. •If no active target in sight, enter hex N7. 553. • If either or bot h Germans 22 and 23 inactive, enter hex F8. • If Germans 22 and 23 are active or have not been activated, enter hex F9. 554. • If inside active vehicle and driver active, conduct best fire at easiest target. • If inside active vehicle and driver inactive, put Special Reaction T into effect for this German, but perform no action this turn. • If inside inactive vehicle, put Special Reaction U into effect and roll again for this action. Perform the resulting action immediately. 555. [S3] Acti vat e German 16 in hex G5, crouching. Commence Rounds. German advantage. German 16 receives 2 turns this Round. 556. Artillery strik e! To deter mine the impact hex, roll one die to determine the column. After the column is determined, roll a second die and add 10 to it to determine the row. For example, a roll of 6 followed by a roll of 3 would cause the round to land in hex F13 (6 =F ; 3 + 10=13). Place a crater in the impact hex. Any soldiers in that hex, even Germans, are automatically killed. 557. • If vehicle moving, ent er hex G9. • If soldier 29 or lower moving, enter hex G9. •If soldier 30 or higher moving, enter hex G8. 558. [s7] Acti vat e Germa ns 29/ 30, and 31 in hex A9, standing. Commence Rounds. 559. [s3] Activate German 16 in hex G5, crouching. Commence Rounds. US advantage. All US soldiers that can see hex G5 are automatically aware. 560. [s1] Acti vat e Germa n 17 in hex U5, crouching. Commence Rounds. German advantage. 561. Place Eve nt marker. Conduct PC Check (—1). If successful, see 702. 562. 1. If s4 ha s not occurre d, see 722. 2. If s5 has not occurred, see 715. 3. If s4 and s5 have occurred, go to Condition 3. 563. Con duc t Act iva ti on Check (—1): •If successful, see 710. •If fails, see 751. 564. • If bridg e in hex G13 blown, enter hex F14. •If bridge in hex G13 not blown, enter G13. 565. The German thro ws a secret switch and the bridge blows up. When it goes, any
567. Pu t Specia l Reac tio n F int o effect for this German. 568. Condu ct PC Check (-1) : •If successful, see 069. •If fails, see 496. 569. [s1] Act iva te Germa n 17 in hex 06 , crouching. Commence Rounds. 570. [s1] Hex L17 cont ains what was once a German bunker. It was destroyed by a direct hit with a five hundred pound bomb. Place crater in the hex. 571. Condu ct Activ atio n Check (+1). If successful, see 718. 572. Place Ev ent marker. Conduct PC Check (—1). If successful, see 721. 573. Condu ct Activ atio n Check (+1). If successful, see 569. 574. Cond uct Activ atio n Check (-1) . If successful, see 725. 575. Your soldier sees a camou flag ed bunker in hex S13. If you wish to commence Rounds, see 884; otherwise, Rounds do not commence. Note 884 on your Squad Record. You can commence Rounds and activate the bunker at any time you choose by going to 884. 576. • If Germa n 50 or higher is moving, enter hex M10. • If German 49 or lower is moving, enter hex N10. 577. Condu ct Activ atio n Check (+1): •If successful, see 718. • If fails, conduct PC Check. If successful, see 754. 578. 1. If s2 ha s not occurre d, see 737. 2. If sO and s5 have occurred, go to Condition 4. 3. No e vent. 579. Condu ct Activ atio n Check (+1): •If successful, see 583. •If fails, conduct PC Check (-1). If successful, see 632. 580. s5 required. If an activ e US soldier occupies a hex on the east side of the river, see 784. 581. [s4] Act iva te Germ ans 27 and 28 in hex All, standing. Commence Rounds. German advantage. 582. [s9] Acti vat e Germa n 84 in the first hex on the list in US sight, but not occupied by an active US soldier. Commence Rounds. German advantage. 583. [s5 and s7] Activate Germans 63 and 83 in hex M6, crouching. Activate German 93 in hex N9, crouching. Commence Rounds. German advantage. 584. The US soldier with the high est PC that can see hex S13 must make a PC Check. If successful, see 980. 585. Condu ct PC Check: •If successful, see 633. •If fails, see 084.
AMBUSH! PARAGRAPHS: 5 8 6 . [s2] Activate German 6 in hex V15, crouching. Commence Rounds. German advantage. German 6 receives 2 turns this Round. 5 8 7 . Conduct PC Check (+1): • If successful, see 744. • If fails, see 099. 5 8 8 . If any Germans have been activated, go to Condition 3. 5 8 9 . [s1] Activate German 17 in hex S9, crouching. Commence Rounds. If in Condition 2, go to Condition 3. If in Condition 3, go to Condition 4. German 17 conducts PC Check: • If successful, Germa n adva nt age . • If fails, US advantage. All active US soldiers that can see hex S9 are automatically aware. 5 9 0 . [s5] Activate Germans 63 and 83 in hex M6, crouching. Commence Rounds. German advantage. 5 9 1 . [s2] Activate German 6 in hex L14, crouching. German 6 conducts PC Check: • If successful, German ad van tag e. • If fails, US advantage. 5 9 2 . • If no active US soldier in sight, enter hex Q14. •If active US soldier in sight, enter hex Q15. 5 9 3 . 1. If s5 and s7 have not occurred, see 632. 2. If s5 has not occurred, see 637. 3. If s7 has not occurred, see 633. 4. If s5 and s7 have occurred, go to Condition 4. 5 9 4 . 1. If s5 and s7 have not occurred, see 632. 2. If s5 has not occurred, see 637. 3. If s7 has not occurred, see 633. 4. If Germans 63 and 83 are inactive, go to Condition 5. 5. No e vent.
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6 0 3 . Conduct Activation Check (+2): • If successful, see 337. • If fails, see 194. 6 0 4 . Conduct PC check (-2): • If successful, see 342. • If fails, place Event marker. 6 0 5 . Minefield! Conduct the minefield procedure. Then, if s2 has not occurred, conduct Activation Check (+1). • If successful, see 291. • If fails, see 313. 6 0 6 . [s7] Activate Germans 1 and 81 in indicated hex, standing. Commence Rounds. US advantage. The US soldier who just made his PC check is automatically aware. 6 0 7 . Roll one die: 0-3 : Conduct Activation Check. If successful, see 291. 4-8: No effect. 9: Conduct PC check (—2). If successful, see 312. 6 0 8 . 1. If s2 and s6 have occurred, no event . 2. If s2 has occurred, see 290 if in clear; see 326 otherwise. 3. If s6 has occurred, see 182. 4. If s2 and s6 have not occurred, see 182. 6 0 9 . 1. If s5 and s6 have occurred, no event . 2. If s5 has occurred, see 290. 3. If s6 has occurred, see 192. 4. If s5 and s6 have not occurred, see 189. 6 1 0 . If German 25 has been removed from play by evasive movement once, see 347. 6 1 1 . If any active US soldier is in sight of hex T8, activate German 34 in that hex, crouching. Commence Rounds. Put Special Reaction B into effect for German 34. Go to Condition 4.
5 9 5 . s6 required. See 097.
6 1 2 . If any active US soldier is in sight of Qll, activate Germans 1 and 81 in that hex, crouching. Commence Rounds. Put Special Reaction A into effect for both Germans. If no US soldiers are in sight of Qll, but any are in sight of hex X7, activate these Germans there instead.
5 9 6 . 1. If an active US soldier occupies a hex on the east side of the river, see 784. 2. If an active US soldier occupies a hex on the west side of the river, see 581. 3. No event.
6 1 3 . [S0] s9 required. Flames erupt from hex R15. The downed Typhoon fighter is rapidly burning to a cinder. Any soldiers in R15 at this moment are killed. Remove the landmark from the hex.
5 9 7 . • If s4 has not occurred, see 785. •If s4 has occurred, see 894. 5 9 8 . [s9] Activate German 33 in hex P19, standing. Commence Rounds. 5 9 9 . If an active US soldier can see any of the following hexes, see 582: 1.K15. 2.G17. 3.Ell. 4.B12. 6 0 0 . Conduct PC check: • If successful, see 293. • If fails, place Event marker. 6 0 1 . Conduct Activation Check (+3): • If successful and s5 has occurred, see 183. • If successful and s5 has not occurred, see 294. • If fails, conduct PC check (-2). If successful and s5 has occurred, see 312. If successful and s5 has not occurred, see 316. 602. [s5] Activate German 34 in hex M5, standing. Commence Rounds. US advantage. The US soldier who just made his PC check is automatically aware in this Round.
6 1 4 . • If any active US soldiers are visible from the doorway, enter M14. • If no active US soldier is visible from the doorway, enter LI4. 6 1 5 . [s5] Activate German 34 in hex N4, crouching. Commence Rounds. 6 1 6 . Enter hex T8 and put Special Reaction B into effect for this German. 6 1 7 . [s5] Activate German 36 in hex J13 , crouching. Commence Rounds. German advantage. 6 1 8 . Soldier sees a shadow move in the belltower of the church in hex SI3. 6 1 9 . • If s7 has not occurred, see 477. Then see 487. • If s7 has occurred, see 479. 620. [s4] Activat e German 51 in hex J13 , standing. Commence Rounds. US advantage. All aware US soldiers, that do not panic, receive 2 turns this Round. 6 2 1 . 1. If s3 and s5 have not occurred, see 644. 2. If s5 has occurred, see 643.
3. If s3 has occurred, see 042. 4. If s3 and s5 have occurred, no event. 6 2 2 . Place Event marker. Conduct PC Check (+1). If successful, see 041. 6 2 3 . One wounded US soldier, determined at random, becomes incapacitated due to blood loss. This event may occur only once per mission. Ignore this paragraph after the first soldier becomes incapacitated due to his injuries. 6 2 4 . Put Special Reaction X into effect for this German. Special Reaction X remains in effect for the duration of the mission unless taken out of effect specifically by a paragraph. However, the self-preservation column is still used when a US soldier is adjacent or in the same hex. If a selfpreservation paragraph calls for a return to the Condition column that would normally apply, return to Special Reaction X. 6 2 5 . Conduct PC Check (+1): •If successful, see 559. •If fails, see 555. 6 2 6 . Soldier sees fords in hexes T17 and V17. 6 2 7 . Conduct Activation Check (—2): •If successful, see 496. •If fails, see 568. 6 2 8 . • If vehicle moving, enter hex F5. •If German 49 or lower moving, enter hex H6. •If German 50 or higher moving, enter hex F5. 6 2 9 . Conduct Activation Check: •If successful, see 617. •If fails, conduct PC Check. If successful, see 096. 6 3 0 . 1. If in hex S14 and the staff car not disabled, crouch and crawl into hex SI5. 2. If in hex SI5 and staff car not disabled, enter the car. 3. If in the staff car and the driver active and the staff car not disabled, pass. 4. If in the staff car and the driver inactive but the staff car not disabled, exchange places with the driver and drive the car using this German's DS and the Special Reaction C column of German 13's card. Take Special Reaction Q out of effect for this German. Then enter hex T15 as your first movement (if staff car entered at Y8) or R14 (if staff car entered at Y16). 5. Conduct 800. 6 3 1 . Conduct Activation Check (+1): •If successful, see 084. •If fails, see 633. 6 3 2 . (s5 and s7] Activate Germans 63 and 83 in hex M6, crouching. Activate German 93 in hex N9, crouching. Commence Rounds. US advantage. 6 3 3 . [s7] Activate German 93 in hex N9, crouching. Commence Rounds. US advantage. 634. [S3] Activate German 40 in hex S9, crouching. Commence Rounds. US advantage. 6 3 5 . [s8] Hex S6 contains a metal latticework tower and concrete platform. Place rocket gantry landmark. Gain 2 VP's for destroying the tower. To destroy it, throw a satchel charge into its hex.
AMBUSH! PARAGRAPHS: PAGE 13 636. [s7] Activate German 12 in the second story of the building in hex S13, crouching. Place the second floor landmark under German 12's counter. Commence Rounds. German advantage. German 12 automatically receives 2 turns this Round. 637. [s5] Activate Germans 63 and 83 in hex M6, crouching. Commence Rounds. US advantage. 638. Soldier sees a glint of steel in hex 14. 6 3 9 . When the satchel charge explodes, the rocket also explodes. A huge fireball bursts from the church steeple, like the eruption of Mount Vesuvius. All soldiers in hex SI3 die instantl y. Place rubble counters in hexes S13 and S14. All soldiers within 2 hexes of S13 roll for damage using the grenade outside damage table. If in Rounds, all soldiers within 3 hexes of SI3 panic. Place their AR markers in the Panic space unless they already occupy the Panic or Complete space. 640. Soldier sees movement in the building in hex J13. 6 4 1 . Conduct Activation Check (+1): • If successful, see 643. •If fails, conduct PC Check (-1). If successful, see 070. 6 4 2 . • If active US soldier in sight, drive fast. • If no active US soldier in sight, drive slowly. 6 4 3 . [S3] Activate German 40 in hex 06, crouching. Commence Rounds. German advantage. German 40 automatically receives 2 turns this Round. 644. [s3 and s5] Activate German 40 in hex 06 and German 36 in hex N9, crouching. Roll one die; • If even result, Commence Rounds. US advantage. • If odd result, Commence Rounds. German advantage. 645. One US soldier, determined at random, occupying a rough terrain hex falls. First he must make a PC Check. If successful, he is uninjured. If fails, roll for damage as if he were hit by pistol fire. This event can occur only once per mission. Ignore any references to this paragraph after the first soldier has fallen. 646. Achtung! Minen-feld! Warning signs indicate a minefield in the hex northeast of your current position; place landmark. 647. Soldier sees a ford in hex G12. 648. [s4] Soldier sees a large antenna tower in hex X10. 649. »If inside active vehicle and driver active, conduct 832. •If inside active vehicle and driver inactive, exchange places with the driver and drive the vehicle. Take Special Reaction C out of effect and use the Condition 3-4 column on German 13's card to determine the action. • If inside inactive vehicle, put Special Reaction U into effect and roll again for this action. Perform the resulting action immediately. 650. Roll one die: 0-2: Conduct Activation Check. If successful, see 617. 3-6: Conduct Activation Check (—2). If successful, see 617. .
7-9: Conduct PC Check. If successful, see 640. 6 5 1 . Conduct PC Check: •If successful, see 201. • If fails, see 354. 6 5 2 . Go to Condition 2. 6 5 3 . Activate German 11 in hex F12, standing. Commence Rounds. US advantage. The US soldier who just made his PC Check is automatically aware. 6 5 4 . [s2] Activate German 3 in E13 and German 11 in F12, standing. Commence Rounds. US advantage. The US soldier who ju st made his PC Check is automatical ly aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 2. 6 5 5 . Conduct PC Check (-2): • If successful, see 205. •If fails, see 201. 656. Roll one die: 0-3: Conduct Activation Check. If successful, see 652. 4-8 : No event. 9: Soldier may conduct PC Check (+1). If successful, see 206. 657. Roll one die: 0-3: Conduct Activation Check. If successful, see 652. 4-7: No event. 8: Soldier may conduct PC Check (+1). If successful, see 207. 9: Soldier may conduct PC Check (-1). If successful, see 360. 658. If a US tank is on the map, see 208. Otherwise, no event. 6 5 9 . A German mortar strike! Roll one die to determine the impact hex: 0:B6. 1:L10.
2: K12. 3:111. 4: G10. 5:E9. 6:C8. 7:A8. 8:L11. 9:H9. Assess artillery damage by placing a Crater marker in non-building hex. A building hex is reduced to rubble when hit. All soldiers and vehicles in a hex hit by artillery are killed and knocked out, respectively. 6 6 0 . [s1) Soldier notices that the river can be crossed on foot in hex J3. Place a ford marker in the hex. 6 6 1 . Roll one die: 0-4: Conduct Activation Check (-2). If successful, see 355. 5-8: No event. 9: Soldier may conduct a PC Check (-1). If successful, see 654. 6 6 2 . [s6] Activate German 14 in hex K13, crouching. Commence Rounds. US advantage. If a US soldier just made his PC Check, he is automatically aware. Go to Condition 3. 6 6 3 . Conduct Activation Check. If successful, see 213. 664. Conduct Activation Check. If successful, see 214.
6 6 5 . Roll one die: 0-3: Conduct Activation Check. If successful, see 213. 4-7: No event. 8-9: Soldier may conduct PC Check. If successful, see 215. 666. • If s5 and s3 have not occurred, see 353. • If s5 has occurred and s3 has not, see 663. •If s3 has occurred and s5 has not, see 500. • If s5 and s3 have occurred, no event. 667. Roll one die: 0-4: Conduct Activation Check (—1). If successful, see 65 1. 5-8: No event. 9: Soldier may conduct PC Check. If successful, see 205. 668. Roll one die: 0-4: Conduct Activation Check (-2). If successful, see 218. 5-8: No event. 9: Soldier must conduct PC Check. If successful, see 662. 669. Any one US soldier who can see hex N18 must conduct a PC Check (-1). If successful, see 219. 6 7 0 . If German 45 and German 11 and any two other Germans have been captured, incapacitated, and/or killed, go to Condition 5. Otherwise, no event. 6 7 1 . Soldier notices electrical wiring running along the ground in this hex, toward and away from the bridge. If the soldier cuts the wire (requires one action during Rounds), see 221. 6 7 2 . Conduct PC Check: •If successful, see 219. •If fails, place Event marker. 6 7 3 . [s4] Activate German 45 in hex T8, standing. Commence Rounds. German advantage. This German automatically receives 2 turns in the upcoming Round. 674. [s2] Activate Germans 3 and 11 in hex 016, standing. Commence Rounds. US advantage. 675. [s6) Activate German 14 in hex S13, standing. Commence Rounds. US advantage. 676. Conduct Activation Check (+1). If successful, see 673. 677. Move to 016 and take Special Reaction A out of effect for this German. Go to Condition 3. 678. s2 required. If German 3 and/or 11 has been removed from play by evasive movement and any US soldier is in sight of hex 016, see 228. 7 0 1 . Conduct Activation Check (-1). If successful, see 047. 702. [s7] Hex E6 contains a wrecked Sherman tank; place landmark. 7 0 3 . [s1] Activate German 17 in hex U5, crouching. Commence Rounds. US advantage. 704. • If 3 or more active target s in sight, enter hex H5. • If 2 or fewer active targets in sight, enter hex H6. 705. • If active target in sight, enter hex W2. • If no active target in sight, enter hex W3.
AMBUSH! PARAGRAPHS: PAGE 706. • If a ctive targ et in sight, enter hex H8. • If no active target in sight, enter hex H7. 707. Pu t Special React ion Y int o effect for this German. This German ignores selfpreservation while in Special Reaction Y. In addition, if Condition 2 or 3 is in effect, go to Condition 4. 708. •If Cond itio n 4, 5, or 6 is in effect, take Special Reaction F out of effect and return to current Condition for this German's actions. • If Condition 3 is in effect, see 802. 709. • If vehicle is moving, en ter hex K11. • If soldier is moving and no active US soldier is within 2 hexes of the bridge, enter hex Kll. •If soldier is moving and active US soldier is within 2 hexes of the bridge, enter hex K10. 710. [S3] Acti vat e German 86 in hex Kl l , crouching. Commence Rounds. German advantage. Go to Condition 2. 711. • If 2 or more acti ve US soldi ers in th e hex, surrender. • Otherwise , st and and co nduct be st fire at closest target. Fall prone if free stance change available. 7 1 2 . • If an active German is in the same or adjacent hex, crouch and give a turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give it to the soldier with the higher WS. If all eligible Germans have 2 turns, fall prone. •If there are no active Germans in the same or adjacent hex, conduct 801. 713. You see the silhoue tte of a sen try standing in hex K11. If you wish to commence Rounds, see 874. If you wish to continue silently down the river, remain in Operations. 714. 1. If s2 has not occurred , see 078. 2. If s7 has not occurred, see 558. 3. If s2 and s7 have occurred, go to Condition 2. 715. [s5] Acti vate German 54 in hex A6. Commence Rounds. German adva ntage . German 54 receives 2 turns this Round. 716. • If Germ ans 63 and 83 are inactive, surrender. •If Germans 63 and 83 are active or have not yet been activated, conduct 802. 7 1 7 . 1. If s5 and s7 have not occurred, see 579. 2. If si has not occurred, see 569. 3. If s7 has not occurred, see 631. 4. If s5 has not occurred, see 497. 5. If si, s5, and s7 have occurred, no event.
14
722. [s4] Acti vat e Germ ans 46, 43, and 44 in hex A16, standing. Commence Rounds.
740. Take Special Reacti ons R, T, and V out of effect for all Germans using them.
723. Con duc t PC Check (+2): • If successful, see 760. •If fails, see 759.
741. [sOJ Soldier sees camou flag ed Kubelwagen in hex M4. Place landmark.
724. Starshe ll dissi pates . Remove one starshell from the map. If there is more than one on the map, determine the one removed at random. 725. [s0] Acti vat e Germa ns 20 and 21, crouching, in hex H15, inside a bunker. Place a bunker marker on the hex with its doorway facing hex H16. Commence Rounds. German advantage. Go to Condition 3. 726. [S1] Acti vat e Germa n 18 in hex P19, standing. Commence Rounds. 727. Con duc t Act iva tio n Check (—1). If successful, see 729. 728. [s6] Acti vat e Germa ns 87 and 88 in hex I19, standing. Commence Rounds. 729. [sO and s3] Activate Germans 20 and 21 in hex H15, crouching inside a bunker. Place a bunker marker on the hex with its doorway facing hex H16. Activate German 86 in hex Kll, crouching. Commence Rounds. German advantage. Go to Condition 3. 730. [s6, s0, and s3] Acti vate German 86 in hex Kll, crouching. Activate German 73 in hex E13, crouching. Activate Germans 20 and 21 in hex H15, crouching inside a bunker. Place a bunker marker on the hex with its doorway facing hex H16. Commence Rounds. German advan tage . Go to Condition 3. 731. Condu ct PC Check (+2): •If successful, see 575. •If fails, conduct Activation Check (—1). If successful, see 767. 732. • If either German machine gunne r is inactive, assist in firing the machinegun, conduct 815. •If both German machinegunners are inactive or neither is inactive, conduct 802 with personal weapon. 733. • If Ger man 50 or hig her is movi ng, enter hex T14. • If German 49 or lower is moving, enter hex U14. 734. • If acti ve US soldier is withi n 4 hex es of H15, enter hex E13. •Otherwise, enter hex F11.
743. Condu ct PC Check: •If successful, see 637. •If fails, see 497. 744. [s2] Activate German 6 in hex V15, standing. Commence Rounds. US advantage. All US soldiers that can see hex V15 are automatically aware. 745. [s6] A US glide r pa sse s low over head from east to west. Your soldiers see it pass out of sight and then, seconds later, they hear a loud ripping crash as the glider slides into the forest off the map. 746. [S3] Act iv at e Ger man 16 in hex G5, crouching. Commence Rounds. Go to Condition 3. 747. [s2] Act iva te German 6 in hex J15 , crouching. German 6 conducts a PC Check: • If successful, Germa n adva nta ge. • If fails, US advantage. 748. • If no activ e US soldier in sight, ent er hex 07. •If active US soldier in sight, enter hex P5. 749. The US soldier with the highe st PC that can see hex S13 must make a PC Check. If successful, see 069. 750. Roug h water ! Conduct one PC check per canoe, using the soldier with the highest DS in the canoe. •If successful, you negotiate the water. No effect. •If fails, see 872. 751. Condu ct PC Check (-1) . If successful, see 874. 752. Condu ct Activ atio n Check (+1): •If successful, see 710. •If fails, conduct PC Check (+1). If successful, see 874. 753. You see wha t looks like a bun ker in hex L17. 754. [s2] Acti vat e German 60 in hex Q10, crouching. Commence Rounds. US advantage. Go to Condition 2.
735. [s1] Acti vat e German 18 in hex J1, standing. Commence Rounds.
755. [s2] Acti vat e Germa n 60 in hex X6, crouching. Commence Rounds. US advantage. Go to Condition 2.
736. • If soldier ente red this hex from hex M12, enter hex Kll. •If soldier entered this hex from hex Kll or L12, enter hex M12.
756. [s2] Acti vat e Germa n 60 in hex X6, crouching. Commence Rounds. German advantage. German 60 receives 2 turns this Round. Go to Condition 2.
718. [s2] Act iva te German 60 in hex Q10, crouching. Commence Rounds. German advantage. German 60 receives 2 turns this Round. Go to Condition 2.
737. [s2] Acti vat e Germa n 60 in hex 01 4, crouching. Commence Rounds.
719. Condu ct PC Check: •If successful, see 755. •If fails, see 879.
738. If an active US soldier can see any of the following hexes, see 098:
720. • If vehicle is movi ng, ente r hex G6. •If German 49 or lower is moving, enter hex 17. • If German 50 or higher is moving, enter hex G6. 721. Your soldier notice s the telltale signs of a minefield running from hex V7 to Y5.
742. 1. If an act ive US soldier occupies a hex on the east side of the river, see 597. 2. If an active US soldier occupies a hex on the west side of the river, see 893. 3. No event.
1.G10.
757. Place Eve nt marke r. Condu ct PC Check (—1). If successful, see 880. 758. Con duc t Act iva tio n Check (—1): •If successful, see 759. • If fails, see 723.
2.L12. 3. L10. 4.D17.
759. [s6] Acti vat e German 73 in hex E13 , crouching. Commence Rounds. German advantage. German 73 receives 2 turns this Round. Go to Condition 2.
739. s0 required. If an act ive US soldier occupies a hex on the west side of the river, see 581.
760. [s6] Acti vat e German 73 in hex E13 , crouching. Commence Rounds. US advantage. Go to Condition 2.
AMB USH! PARA GRAPHS: PAGE 15 761. [s0] Acti vat e Germa ns 20 and 21 crouching in hex H15, inside a bunker. Place a bunker marker on the hex with its door facing hex H16. Commence Rounds. US advantage. All US soldiers that can see hex H15 are automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 3. 762. 727. 2. If 3. If 4. If
1. If sO and s3 hav e no t occu rred, see s3 has occurred, see 574. sO has occurred, see 752. sO and s3 have occurred, no event.
763. 1. If s6, sO, and s3 hav e not occurre d, see 730. 2. If s6 and s3 have not occurred, see 764. 3. If sO and s3 have not occurred, see 727. 4. If s6 and sO have not occurred, see 765. 5. If sO has not occurred, see 574. 6. If s3 has not occurred, see 752. 7. If s6 has not occurred, see 760. 8. If s6, sO, and s3 have occurred, no event. 764. [s6 and S3] Activate German 86 in hex Kl l and German 73 in hex E13, both crouching. Commence Rounds. German advantage. Germans 73 and 86 receive 2 turns this Round. Go to Condition 2. 765. [sO and s6] Activate German 73 in hex E13, crouching. Activate Germans 20 and 21 in hex H15, inside a bunker. Place a bunker marker on the hex with its doorway facing hex H16. Commence Rounds. German advantage. Go to Condition 3. 766. »If bun ker inta ct, pu t Special Reaction R into effect for this German. This German enters the bunker. If sO has not occurred, see 725. • If bunker is destroyed, put Special Reaction V into effect for this German. 767. [s5] Acti vat e Germa ns 65 and 66 crouching in hex S13, inside a bunker. Place a bunker marker on the hex with its door facing hex T13. Commence Rounds. German advantage. Go to Condition 3. 768. Con duc t Act iva tio n Check (—1): •If successful, see 884. •If fails, conduct PC Check (+2). If successful, see 575. 769. Cond uct Acti vati on Check (+1): •If successful, see 756. •If fails, conduct PC Check. If successful, see 755. 770. • If there is a target within 3 hexes, stand and throw grenade into closest hex containing the greatest number of active US soldiers that is within 3 hexes of the bunker. If 2 or more hexes have the same number of US soldiers, determine target at random. • If no target available within 3 hexes or no grenades available, stand and fire personal weapon at closest target. 771. • If bunker intact, put Special Reaction R into effect for this German. This German enters the bunker. If s5 has not occurred, see 767. • If bunk er destroy ed, p ut Special Reactio n V into effect. 772. Pu t Special React ion T int o effect for this soldier. 773. • If ju st enteri ng this hex and an active US soldier is in sight, put Special Reaction X into effect for this German. •If Special Reaction X taken out of effect
by another paragraph or no active US soldier is in sight, enter the hex northeast of this hex. 774. • If Germa n 50 or higher is moving, enter hex Qll. •If German 49 or lower is moving, enter hex P10. 775. Pu t Special React ion V int o effect for this German. 776. • If an act ive US soldier is with in sight of hex S13, enter hex S13. •If no active US soldier is within sight of hex S13, enter hex T12. 777. • If jus t entering this hex and the bunker is intact, put Special Reaction R into effect for this German. If bunker is destroyed, put Special Reaction V into effect. • If Special Reaction R or V is taken out of effect by another paragraph, enter hex T13. 778. 1. If an act ive US soldier occupies a hex on or south of the road running from hex N12 to Y8 (inclusive), enter 013. 2. If an active US soldier occupies a hex north of the road running from N12 to Y8, enter hex N11. 3. If no active US soldiers are on the east side of the river, enter hex N12. 779. • If soldier enter ed this hex from hex N12, enter hex Lll. •If soldier entered this hex from hex Lll, enter hex N12. 780. • If th ere is an act ive US soldier on the west side of the river, enter hex K10. • If there are no active US soldiers on the west side of the river, enter hex Lll. 781. 1. If th ere is an active US soldier on or south of the road running from hex A6 to L l l (inclusive), enter hex C8. 2. Otherwise, enter hex D7. 782. • If an activ e US soldier is with in sight of hex H15, enter hex H15. • If no active US soldier is within sight of hex H15, enter hex 17. 783. • If no active US soldier is on or nor th of the road running from hex N12 to Y8 (inclusive), enter hex P4. •Otherwise, enter hex P3. 784. [s4] Activate Germans 27 and 28 in hex S19, standing. Commence Rounds. German advantage. 785. [s4 and s8J Activate Germans 27, 28, 38, and 39 in hex S19, standing. Commence Rounds. German advantage. 786. [s8) Activate Germans 38 and 39 in hex A11, standing. Commence Rounds. German advantage. 800.
Lie prone.
804. • If out of US sight , remove th e German from the map. • If in US sight and a target is within 3 hexes, crouch and conduct best fire. Fall prone after fire if free stance change available. • If in US sight and no target within three hexes, fall prone. 805. • If out of US sight, remove the German from the map. • If in US sight and a target is within 4 hexes, surrender. • If in US sight and no target within 4 hexes, fall prone. 806. Run into open hex, crawl into any other type of hex. Stop moving and fall prone if free stance change available and out of sight of active US soldier. If out of US sight at end of round, remove the German from the map. 807. • If an active targ et is in sight , crouch and conduct best fire at easiest target. Fall prone after action if free stance change available. • If no active target in sight, run into open hex or crawl into any other type of hex. Fall prone after action if free stance change available. 808. • If no activ e tar get in sight , crouch. • If 1 or 2 active targets in sight, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available. • If three or more active targets in sight, fall prone. 809. Move as quick ly as possi ble; fall pro ne after movement (spending a Movement Point to do so, if necessary). 810. 1. If with in 2 hexes of a killed or incapacitated enemy or friendly soldier, and not is sight of an active target, run to victim and take weapon. Then return to the hex your soldier occupied before moving to take the weapon. 2. If in sight of active target, crouch and conduct best fire. 3. Crouch. 811. • If in sigh t of an activ e tar get , surrender. • Otherwise, fall prone. 8 1 2 . 1. If active US soldier in hex, assault to kill. 2. If adjacent to active US soldier through traversable hexside and a grenade is available, crouch and throw grenade. Exception: If another active German is in the hex, charge assault to kill instead. 3. If an active target is in sight and no German is in the target hex, crouch and conduct best fire. 4. Move and snap fire if any active targets become visible during movement.
801. Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change available.
8 1 3 . • If more than 2 active targets are visible surrender. • Otherwise, see 802.
802. Crouch, then condu ct best fire at closest target. Fall prone after fire if free stance change available.
814.
803. • If activ e tar ge t visible and German not in open hex, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available. • If active target visible and German in open hex, move as quickly as possible. • If no active target visible, run into open, crawl into any other type of hex.
Drive vehicle slowly.
8 1 5 . Crouch, then fire machinegun or assist firing machinegun. Conduct best fire at any active target within 3 hexes. Otherwise, conduct aimed fire at easiest target. Fall prone after fire if free stance change available. If MG out of ammo, fire second weapon. 8 1 6 . Ignore the Self-preservation Reaction. Roll for a new German Action Number and
AMB USH! PARA GRAPHS: PAGE 16 refer to this soldier's Action Column that would otherwise apply. 8 1 7 . 1. If US soldier is in an adjace nt hex and grenade available, see 818. 2. If no active target visible, crouch. 3. If target visible, crouch and conduct best fire at nearest target. 4. If out of ammo but have grenades, see 818. 5. If out of ammo and grenades and an active target visible, surrender. 818. Crouch, the n throw grena de at near est target. Fall prone after throw if free stance change available. If no target is available, or nearest target is in the same hex, crouch. 819. • If gren ade available and tar get in range, throw grenade at closest target. Fall prone after throw if free stance change available. • If no grenade is available or no target is in range, run into an open hex, crawl into any other type of hex. 820. 1. If no active targ et is in sight, run into open hex or crawl into any other type of hex. 2. If an active target is in sight and German is in a hex with or adjacent to another active German, fall prone. 3. Surrender. 821. • If in sight of activ e targ et, fall prone. • If no active target in sight, run into an open or interior hex, crawl into any other type of hex. 822. • If an acti ve Germa n in same or adjacent hex, crouch and give a turn to the German with the fewest turns in the same or adjacent hex. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher Weapon Skill. If all available Germans have 2 turns see 801. • If no active Germans in the same or adjacent hexes, run into an open hex or crawl into any other type of hex. 823. • If anot her active Germa n in hex, fall prone. • If no other active German in hex, run into open hex or crawl into any other type of hex. 824. Crouch, then condu ct best fire at easiest target. Fall prone after fire if free stance change available. Exception: If this target has already been fired at this round and another target is visible, fire at the second target instead. 825. Crouch and condu ct snap fire at as many targets as possible, beginning with the closest and then the easiest. 826. • If vehicle has been fired upon , drive fast. • If vehicle has never been fired upon, drive slowly. 827.
Drive vehicle fast.
828.
Drive vehicle fast.
829. • If one act ive ta rg et (only) visibl e, crouch and conduct best fire. Fall prone after fire, if a free stance change available. • Otherwise, fall prone. 830. • If in an open hex, move as quickly as possible. • If in any other type of hex, or any other type of hex is entered during movement, fall prone. 831. • If an activ e German in the same or adjacent hex, crouch and give a turn to the
German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher WS. If all eligible Germans have two turns, see 801. • If no other active Germans in the same or adjacent hex, he prone. 832. • If an acti ve German in th e same or adjacent hex, crouch and give a turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher WS. If all eligible Germans have two turns, see 801. • If no other active Germans in the same or adjacent hex, see 801. 833. 1. If active US soldier in hex, assau lt to kill. 2. If adjacent to active US soldier through traversable hexside and a grenade is available, crouch and throw grenade. Exception: If active German in the US hex, charge assault to kill. 3. If active target in sight, crouch and conduct best fire. 4. Lie prone. 834. • If in a hex with activ e Ger man vehicle, crouch and conduct best fire at easiest target. Fall prone after fire if free stance c hange available. • If not in hex with active German vehicle, see 803. 835. • If an active German within two hexes, give a turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier closer to an active US soldier (then higher WS if still tied). If all eligible Germans have two turns , see 801. • If no other active Germans within two hexes, conduct 801. 836. • If out of US sig ht, remove the German from the map. • If in US sight and in open terrain, move as quickly as possible. Fall prone after move if free stance change available. • If in US sight and not in open terrain, crouch and conduct best fire. Fall prone after fire if free stance change available. 837. • If out of US sigh t, remove the German from the map. • If in US sight, move as quickly as possible. Fall prone in the first non-open hex entered. 838. Run into open hex, crawl into any other type of hex. Stop moving and fall prone if a non-building hex out of US sight is entered. If out of US sight at end of round, remove the German from the map. 839. • If active US soldier in hex, assa ult to kill. • If no active target in hex, crouch and conduct best fire at closest target. 840.
Do noth ing.
841. If three or more active targ ets are visible, conduct 800. Otherwise, conduct 815. 842. Crouch, then condu ct sna p fire with rifle. Fall prone after fire. 843. If no activ e German is in the same hex and more than one active US soldier is in sight, surrender. Otherwise, conduct 815. 844. If no US soldier is in sight eas t of hexrow M, move to hex N6 and put Special Reaction D into effect.
856. • If inside building, sta nd and conduc t best fire at easiest target. Fall prone after fire if free stance change available. • If not inside building, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available. 857. • If inside building, stan d and condu ct best fire at closest target. Fall prone after fire if free stance change available. • If not inside building, crouch and conduct best fire at closest target. Fall prone after fire if free stance change available. 858. • If no tar get in sight, crouch. • If inside a buildin g and 1 or 2 tar get s in sight or occupy adjacent hexes, stand and conduct best fire at easiest target. Fall prone if free stance change available. • If not inside a building and 1 or 2 targets in sight crouch and conduct best fire at easiest target. Fall prone if free stance change available. • If three or more active targets in sight, fall prone. 859. • If act ive US soldier in hex, assa ul t to kill. • If no active target in hex and German occupies a building, stand and conduct best fire at closest target. Fall prone if free stance change available. • If no active target in hex and German does not occupy a building, crouch and conduct best fire at closest target. 860. • If Germa n occupies a building, stan d and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest. Fall prone if free stance change available. • If German does not occupy a building, crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest. 861. • If an act ive Germ an in th e same or adjacent hex, crouch and give a turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier with the higher WS. If all eligible Germans have two turns, see 856. • If no other active Germans in the same or adjacent hex, see 856. 862. • If no active targ et in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available. • If active target in sight and soldier occupies an open hex, move as quickly as possible. Fall prone after movement (spending a Movement Point to do so, if necessary). • If active target in sight and soldier occupies a non-open hex, crouch and conduct best fire at easiest target. 863. • If no active targ et in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available. • If active target in sight and soldier occupies an open hex, move as quickly as possible. Fall prone in first non-open hex entered (spending a Movement Point to do so, if necessary). If no non-open hex is entered, fall prone in last hex entered (again, spending an MP if necessary). • If active target in sight and soldier occupies a non-open hex, conduct 869.
AMB USH! PARA GRAPHS: PAGE 17 8 6 4 . • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available. • If active target in sight, stand and conduct one snap fire at closest target. Then move as quickly as possible, spending up to half soldier's MPA (rounded down). Fall prone if free stance change available. 8 6 5 . • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available. • If 1 or 2 active targets in sight, crouch and conduct best fire at closest target. • If 3 or more active targets in sight, fall prone. 8 6 6 . • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available. • If 1 or 2 active targets in sight, move as quickly as possible. Fall prone in first nonopen hex entered (spending a Movement Point to do so, if necessary). If no non-open hex is entered, fall prone in last hex entered (again, spending an MP if necessary). • If 3 or more active targets in sight, crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest. 8 6 7 . • If no active target in sight, move as quickly as possible. Fall prone if an active target in sight and free stance change available. • If active target in sight, move as quickly as possible. Fall prone in first non-open hex entered (spending a Movement Point to do so, if necessary). If no non-open hex is entered, fall prone in last hex entered (again, spending an MP if necessary). 8 6 8 . Move as fast as possible. Fall prone at the end of the move if free stance change available and active US soldier in sight. 8 6 9 . • If grenade available and active US soldier within three hexes, stand and throw grenade. Fall prone if free stance change available. • If grenade not available or target at 4 or more hex range, conduct 801. 8 7 0 . 1. If si has not occurred, see 573. 2. If s2 has not occurred, see 069. 3. If s3 has not occurred, see 559. 4. If s8 has not occurred, roll one die. If result even, go to 988. If result odd, go to 738. 5. If Germans 63 and 83 inactive, go to Condition 5. 6. No ev ent. 8 7 1 . • If active target in sight, enter hex X6. • If no active targets in sight, enter hex X5. 8 7 2 . Your canoe begins to tip over! The soldier with the highest DS in the canoe must make an Accident Check: • If successful, you control the canoe. • If fails, you lose control of the canoe and it over turn s! All equipment stored in the canoe is lost and the canoe sinks. Personal equipment is not lost. The soldiers in the canoe are placed prone on a land hex of your choice adjacent to this hex. Make a Paragraph Check for the hex. 8 7 3 . 1. If s9 has not occurr ed, roll one die. If resul t odd, see 598. If result even, see 085. 2. If si has not occurred, roll one die. If
result odd, see 726. If result even, see 735. 3. If si and s9 have occurred, no event.
• If Special Reaction R or V taken out of effect by another paragraph, enter hex H16.
8 7 4 . [S3] Activate German 86 in hex Kll, standing. Commence Rounds. US advantage. All US soldiers that
8 9 1 . • If no active US soldier on or north of the road running from hex N12 to Y8 (inclusive), enter hex Q6. • Otherwise, enter hex R6.
8 7 5 . [s3] Activate German 4 in hex D19. Commence Rounds. German advan tage. German 4 receives 2 turns this Round. 8 7 6 . Minefield! Conduct the minefield procedure. If any mines detonate, go to Condition 2. 8 7 7 . Place Event marker. Conduct PC check (+1): • If successful, see 570. • If fails, see 753. 8 7 8 . Conduct PC Check: • If successful, see 754. • If fails, see 571. 8 7 9 . Conduct Activation check (+1). If successful, see 756. 8 8 0 . Your soldier notices the telltale signs of a minefield running from hex 019 to S9. 8 8 1 . Conduct Activation Check (—1): • If successful, see 725. • If fails, conduct PC check. If successful, see 761. 8 8 2 . Place Event marker. Conduct PC check (+1). If successful, see 761. 8 8 3 . 1. If s6 and sO have not occurred, see 765. 2. If sO has occurred, see 723. 3. If s6 has occurred, see 725. 4. If s6 and sO hav e occurred, no event . 8 8 4 . [s5] Activate Germans 65 and 66 standing in hex SI3, inside a bunker. Place bunker marker on the hex with its door facing hex T13. Commence Rounds. US advantage. All US soldiers that can see hex SI3 are automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round. Go to Condition 3. 8 8 5 . Put Special Reaction Y into effect for this German. 8 8 6 . 1. If s6 has not occurred , see 745. 2. If s8 has not occurred, roll one die. If result even, see 988. If result odd, see 738. 3. If s9 has not occurred, roll one die. If result even, see 051. If result odd, see 599. 4. If s6 has occurred, see 097. 5. No e vent. 8 8 7 . • If active US soldier in sight, enter hex K12. • If no active US soldier in sight, enter hex Lll. 8 8 8 . • If soldier entered this hex from hex 012, enter hex M12. • If soldier entered this hex from hex M12, enter hex 012. 8 8 9 . 1. If there is an act ive US soldier on or north of the road running from hex A6 to L l l (inclusive), enter hex G7. 2. If there is an active US soldier south of the road running from hex A6 to Lll, enter hex F7. 3. If there are no active US soldiers on the west side of the river, enter hex G9. 8 9 0 . • If jus t entering this hex and the bunker is intact, put Special Reaction R into effect for this German. If bunker destroyed, I pu t Special Reacti on V int o effect.
8 9 2 . Take Special Reactions X and Y out of effect for all Germans using them. 8 9 3 . • If s4 has not occurred, see 895. • If s4 has occurred, see 786. 894. [s8] Activ ate Germans 38 and 39 in hex S19, standing. Commence Rounds. German advantage. 895. [s4 and s8] Activate Germans 27, 28, 38 and 39 in hex All, standing. Commence Rounds. Ge rman advan tage. 8 9 6 . 1. If an activ e US soldier occupie s a hex on the west side of the river, see 893. 2. If an active US soldier occupies a hex on the east side of the river, see 597. 3. No event. 8 9 7 . If any active US soldier can see hex E6, see 899. 8 9 8 . [sO] An ugly dragon, with blood dripping from his teeth, enters the map from the north in hex Tl. He is hungry for meat and wants your squad for his next meal. Your men draw his attention with rifle fire. Then Sarge yells "No free lunch today, slimeball!" as he polishes him off with a bazooka round between the eyes. 8 9 9 . [s7] A wrecked Sherman tank is in hex E6. Place wrecked Sherman marker. 9 0 0 . Drive slowly. Fire cannon if active target in building hex or an active US vehicle is in sight. Prepare cannon if unable to fire. If cannon prepared and no cannon target is in sight, conduct snap fire with coaxial MG at second closest target. Conduct snap fire with bow MG at closest target. 9 0 1 . • If one or more active targets are in sight, see 910. • If no active targets in sight, see 906. 9 0 2 . • If one or more active targets in sight, but ton up. If already button ed up, see 900. • If no active targets in sight, open. If already opened, see 906. 9 0 3 . • If DS is 6 or higher, drive vehicle fast and prepare cannon if not prepared. • If driver's DS less than 6, drive slowly and prepare cannon if not prepared. 9 0 4 . Conduct snap fire with bow machinegun at closest target. Fire cannon if active target in building hex or an active US vehicle is in sight. Prepare cannon if unable to fire. 9 0 5 . • If 2 or more active targets are in sight, but ton up. If already buttoned up, see 900. • If one active target in sight, see 910. • If no active targets in sight, open. If already opened, see 906. 9 0 6 . Drive vehicle fast. Conduct snap fire with bow MG at closest target. Prepare cannon if not prepared. 9 0 7 . • If 3 or more active targets in sight, button up. If already buttoned up, see 910. • If 1 or 2 active targets in sight, see 900. • If no active targets in sight, open. If already opened, see 900.
AMBUSH! PARAGRAPHS: PAGE 18 908. Condu ct aimed fire with bow MG at closest target.
929. If in building hex, see 930. If in any other hex, He prone.
909. • If 1 or more active targ ets in sight, button u p. If already buttoned up, see 904. • If no active targ ets in sight, see 827.
930. Crouch, then . . . 1. If no active US soldier is visible from th e north doorway and the bridge is intact, run into hex L12 and put Special Reaction B into effect for this German. 2. If no active US soldier is visible from the south window, run through hex L13 and into hex K14, and put Special Reaction B into effect for this German. 3. Conduct 802.
9 1 0 . Conduct aimed fire with bow MG at closest target. Fire cannon at an active target in building hex or at an active US vehicle, if in sight. Prepare cannon if unable to fire. If cannon is prepared and no cannon target is in sight, conduct aimed fire with coaxial MG at second closest target. 9 1 1 . • If in hex J13, see 824. • Otherwise, see 803. 912. • If in hex E l l or K7, see 824. • Otherwise, see 803. 9 1 3 . 1. If an active US soldier occupies hex T8, see 802. 2. If 3 or more German soldiers have been killed, incapacitated, or captured, crawl into hex N5. Go to Condition 4. 3. See 802. 9 1 4 . 1. If an active US soldier occupies hex T8, see 802. 2. If 3 or more US soldiers are in sight, crawl into hex N5. Go to Condition 4. 3. See 802. 9 1 5 . • If active US soldier in sight, see 801. • Otherwise, see 830. 916. • If in a building or woods hex, see 802. • Otherwise, see 830. 917. • I f in a building hex, see 801. • Otherwise, see 803. 918. • If in activation hex, see 801. • Otherwise, see 836. 9 1 9 . • If in activation hex, see 802. • Otherwise, see 837. 920. • If in activa tion hex, see 802. • Otherwise, see 809. 921 . Drive slowly. Conduct snap fire with MG at closest target. Fire cannon if active target in building hex or an active US vehicle is in sight. Prepare cannon if unable to fire. 922. Drive vehicle fast. Conduct snap fire with MG at closest target. Prepare cannon if not prepared. 923. • If 2 or more active targ ets are in sight, button up. If already buttoned up, see 921. • If one active targ et in sight, see 924. • If no active target s in sight, open. If already opened, see 922. 924. Conduct aimed fire with MG at closest target. Fire cannon at an active target in building hex or at an active US vehicle, if in sight. Prepare cannon if unable to fire. 925. • If one or more active tar get s in sight, butt on up. If already buttoned up, see 921. • If no active target s in sight, open. If already opened, see 922. 926. Crouch and conduct snap fire. Then see 507. 927. Fall prone, then see 507. 928. • If no active German is in the same or adjacent hex and no active US soldiers are in sight, move as quickly as possible and put Special Reaction A into effect for this German. • Otherwise, conduct 801.
931 . If three or more active targets are visible, move to hex N6. If out of US sight at end of round, remove the German from the map. 932. • If in woods hex, see 844. • If in building hex, see 802. 933. • If active US soldier in sight, enter hex U4. • If no active US soldier in sight, enter hex T5. 950. • If German 2 active, see 802. • If German 2 is not active and an active target is in sight from the south door, crouch and conduct snap fire at the closest target there. • If German 2 active and no active target is in sight from the south door, run to hex K15 and fall prone. If this move is accomplished, put Special Reaction K into effect. 951 . • If no active US man can see German 10, remove him from the map. • Otherwise crawl one hex and lie prone, if free stance change available. Exception: If in hex N13, lie prone. 952. • If German has not yet fired or been fired upon, see 806. • If German has been fired upon, see 953. 953. • If active targe t in sight, crouch and conduct best fire. Fall prone after fire if free stance change available. If in hex K7, targets in sight through the east window have priority. • If no active targ et in sight, see 806. 954. Crouch and conduct best fire. Fall prone after fire if free stance change available. If a target is in sight from the east window, put Special Reaction A into effect for this German. 955. • If German has been fired upon by more than 2 US soldiers or has been subjected to a grenade attack, put Special Reaction A into effect and immediately reroll for this action and carry out the new instruction. • Otherwise, see 801. 956. • If German 10 active, see 802. • If German 10 inactive, put Special Reaction A into effect and immediately reroll for this action and carry out the new instruction. 957. • If targe t is in sight from door, crouch and conduct best fire. • If no tar get in sight from door, run into open hex, crawl into any other type of hex. Put Special Reaction D into effect for this German. 958. • If a tar get is in sight from door, crouch and conduct best fire. • If a tar get is not in sight from door, run to hex L6, fall prone, and put Special Reaction B into effect for this German.
959. • If an active targ et within 3 hexes, crouch and conduct best fire with Luger. Fall prone after fire, if free stance change available. • Otherwise, see 815. 960. • If German 49 is killed or incapacitated and no active target is in sight, crawl. Put Special Reaction E into effect for this German. • Otherwise, lie prone. 961 . • If German 5 is killed or incapacitated and no active target is in sight, crawl. Put Special Reaction F into effect for this German. • Otherwise, lie prone. 962. • If German 49 is killed or incapacitated and at least one active target is in sight, surrender. • Otherwise, conduct 815. 963. Run into an open hex or crawl into any other type of hex. If move begins in K7, put Special Reaction A into effect. Otherwise, put Special Reaction B into effect. 964. Run into an open hex or crawl into any other type of hex. If move begins in J13, pu t Special Reaction K into effect. Otherwise, put Special Reaction D into effect. 965. • If an active targ et within 5 hexes, crouch, then conduct best fire with Luger at closest target. Fall prone after fire if free stance change available. • If no tar get is within 5 hexes, lie prone. 966. If in hex N12, see 815. • Otherwise, see 813. 967. • If in hex N12, see 815. • Otherwise, see 820. 968. • If in hex N12, see 815. • Otherwise, see 818. 969. • If an active targ et is within 7 hexes, crouch and conduct best fire. Fall prone after fire if free stance change available. • Otherwise, see 822. 970. • If German 37 or 50 is killed or incapacitated or not in this hex, crawl. • Otherwise, conduct 801. 9 7 1 . . if no active targets in hex, lie prone. • If one or two active targets in hex, assault to kill. • If three or more active target s in hex, surrender. 972. 1. If in hex P5 and the staff car not disabled, crouch and crawl into hex P6. 2. If in hex P6 and staff car not disabled, enter the car. 3. If in the staff car and the driver active and the staff carnot disabled, put Special Reaction C into effect for German 7 and 13 and roll again for this action. Then enter hex P7 if staff car entered at Y8. 4. If in the staff car driver inactive but the staff car not disabled, German 7 drives the car using his DS and the Special Reaction C column of German 13's card. Then enter hex P7 if staff car entered at Y8. 5. Conduct 832. 973. See 037. 974. Put Special Reaction B into effect and fall prone if free stance change or Movement Point available. 9 7 6 . • If active US soldier in sight, enter hex J9. • If no active US soldier in sight, ent er hex H9.
AMB USH! PARA GRAPHS: PAGE 19 977. Officer use s radio. Go to Condition 3. 978. • If Germ ans 24 and 42 are inacti ve, enter hex R14. • If sO has not occurred, sO occurs. Acti vat e Germans 24 and 42, crouching in hex S14. Put Special Reaction Q into effect for Germans 13, 24 and 42 and do not use the self-preservation column for them. • If sO has occurred and German 24, 42, or both, are active, put Special Reaction Q into effect for Germans 13, 24 and 42 and do not use the self-preservation column for them. 979. If no activ e US soldier can see hex G5, see 746. 980. Your soldier is mista ken; he sees nothing. 981.
s5 required. Go to Condition 3.
983.
See 984.
984. • If German 7 inactive, enter hex P7. • If s6 has not occurred, s6 occurs. Activate German 7 crouching in hex P5. Put Special Reaction X into effect for Germans 7 and 13 and do not use the self-preservation column for either. • If s6 has occurred and German 7 is active, put Special Reaction X into effect for Germans 7 and 13 and do not use the self-
preservation column for either. 985. One US soldier, determin ed at rando m, that was incapacitated in his jump, dies due to his injuries. This event can occur only once per mission. Ignore this paragraph after the first soldier dies of his injuries. 986.
See 978.
987. 1 . If active US soldier can see hex L14 and LI4 is not US occupied, see 591. 2. If active US soldier can see hex J15 and J15 is not US occupied, see 747. 3. No effect.
988. If an act ive US soldier can see any of the following hexes, see 073: 1.B12.
2. Ell. 3. G17. 4. K15. 989. • If soldier 50 or lower movi ng, ente r hex 012. • If soldier 51 or higher moving, enter hex 013. 990. • If vehicle moving, enter hex PI 2. • If soldier moving and active target in sight, enter hex 014. • If soldier moving and no active targets in sight, enter hex PI3. 991. • If vehicl e movi ng, enter hex P14. • If soldier moving and active target in sight, enter hex 016. • If soldier moving and no active targets in sight, enter hex P14. 992. [s2] A Ger man staff car races ont o th e scene! Activate German 13 in hex Y8. Commence Rounds. 993. • If in Cond itio n 1 or 2, see 977. • If in Condit ion 3 or 4, see 839. 994. • If active targ et in sight within 6 hexes, enter hex R17. • If no active targets in sight within 6 hexes, enter hex R16. 995. • If vehicle movi ng, enter hex W14. • If soldier moving and active target in sight within 6 hexes, enter hex W15. • If soldier moving and no active target in sight within 6 hexes, enter hex W14. 996. [s2] A German staff car races onto the scene! Activate German 13 in hex Y16. Commence Rounds. 997. • If active targ et in sight with 7 hexes, enter hex V15. • If no active targets in sight within 7 hexes, enter hex U15.
998. If this game is ever published, roll one die: 0,1: Bob kills John for changing his Ambush! design. 2,3: John kills Eric for changing his Ambush! design. 4,5: Mark kills John for not finishing his Ambush! design. 6,7: Eric kills Mark for assigning him Ambush! to design. 8,9: Bob, John, Eric and Mark torture and ultimately kill Mike for thinking up the idea of doing Ambush! in the first place. 999. • If acti ve US soldier in sig ht from door, put Special Reaction A into effect and enter hex J12. • If no acti ve US soldier in sigh t from door, put Special Reaction A into effect and enter hex J14. 1000. A stone bridge can be destr oyed in two ways: with a bazooka or with satchel charges. To destroy it with a bazooka, you must achieve a heavy penetration against it. The fire combat modifier is +4 when firing at the bridge; ignore the other terrain in the hex. To destroy it with satchel charges, two charges must be set off in the bridge hex simultaneously. A soldier, or soldiers, must place two prepared satchel charges in the bridge hex. It takes one turn to set each charge (setting it automatic in Operations). You may then detonate them at your discretion. The wooden bridge may be destroyed in three ways: with a satchel charge, with a bazooka, or with fuel. The satchel charge procedure is the same as for the stone bridge, except only one charge is needed. The bazooka procedure is exactly the same as that for the stone bridge. To burn the bridge down, a soldier may get fuel from the dump in hex L10. Each can requires one Port Box. The soldier must then move across the bridge. Once crossed, he or another soldier adjacent to the bridge may start the fire by spending one turn (automatic in Operations). The fire burns for the duration of the mission.
AMBUSH! PARAGRAPHS: PAGE 20
ACTIONS SUMMARY Actions During Operations Movement Stance Change Pick Up/Exchange Equipment Drag Inactive Soldier Prepare Weapon Clear Jammed Weapon Move Captured German Actions During Rounds COMBAT RELATED ACTI ONS
Aimed Fire Once with Personal Weapon Snap Fire Twice with Personal Weapon Aimed Fire with Crew Weapon Snap Fire with Crew Weapon Assault Prepare Satchel Charge Throw Satchel Charge Prepare and Throw Grenade Prepare Bazooka Clear Jammed Weapon Remove Live Grenade from Hex Prepare Crew Weapon MOVEMENT RELATED ACTIONS
Movement Move Crew Weapon Move/Snap Fire Move/Charge Assault Drag Inactive Soldier One Hex MISCELLANEOUS ACTIONS
Pick Up/Exchange Equipment Give Turn VEHICLE RELATED ACTIONS
Move Slowly Move Fast Load/Unload Inactive Soldier from Vehicle TANK ACTION (CREW POINT COST)
Aimed Fire with Cannon (2) Load Cannon (1) Aimed Fire with Bow Machinegun (2) Snap Fire with Bow Machinegun (1) Aimed Fire with Coaxial Machinegun (2) Snap Fire with Coaxial Machinegun (1) Move Slowly (2) Move Fast (3) Open or Close Tank (All)
ABBREVIATED ACTION ROUND SEQUENCE 1. US Awareness Phase (Rounds 1 and 2 only)
Round 1: Active US soldiers that can see the activated German can make PC Checks. Round2: All active US soldiers make PC Checks. Round 3: All active US soldiers are aware automatically. 2. Event Phase (not conducted on Round 1)
Roll two dice and locate the sum on the Event column of the Mission Card to determine the event paragraph that applies 3. Action Phase
Initiative Determination: Roll two dice — one for the US, and one for the Germans. The side with the higher result has the initiative for this Round (a tie goes to the Germans). AP Marker Placement: Place each active soldier's AR marker on the AR Track in the space that contains his side's initiative result. If his side won the initiative, place his marker in the top half of each turn space. If the initiative result in a space is printed in red and that soldier is out of command, place his AR marker in the Panic space instead. Perform Actions: The locations of the AR markers determine the order in which soldiers perform actions. Soldiers in the 2-Turn advantage space go first, then the 2-Turn disadvantage space, and so forth. When a soldier with two turns and with the advantage performs his action, his AR marker is moved to the 1-Turn advantage space. When he performs his second action, move his AR marker to the Complete space. Soldiers perform actions in order until all AR markers occupy the Complete, Unaware, or Inactive spaces. German soldiers that have the same number of turns perform actions in alphabetical order. US soldiers with the same number of turns perform actions in any order you choose. Soldiers in the Panic space cannot perform any actions at all, except that they must fall prone when their turn comes. 4. Begin a New Round (if active German on map)
If there are no active Germans on the map, resume Operations. Otherwise, return to Step 1.
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