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7.7
column if used as Barrage. Additionally, resolution of 75mm HE uses the 14FP “incremental” column, but its HEAT HE Equivalency (C8.31) would be resolved on the 8FP “standard” column.
7.372 FIREPOWER MODIFIERS: Doubling, halving and such of FP (e.g., PBF, Area Fire, etc.) is based upon the actual FP (both before and after increasing/decreasing it), regardless of whether the columns are “standard” or “incremental” [EXC: Residual FP (8.2) uses the highestFP counter that is ≤ 1/2 the FP used in the attack]. DRM are applied normally, regardless of column. EX: A 5FP attack is resolved on the 10FP column if using PBF, or on the 21/2 FP column if firing at Long Range; in the first case it would leave 4 Residual FP, in the second it would leave 1 Residual FP. An HE Concentration of 105mm OBA is resolved on the 21FP column, or on the 10FP column (1/2 × 21 = 10[FRD]) if resolved vs Marsh (B16.31). A Barrage of 105mm OBA would be resolved on the 16FP “standard” column or on the 8FP column vs Marsh. Harassing Fire 105mm OBA is resolved on the 7FP column (1/3 × 21 = 7) or on the 31/2 FP column vs Marsh. A CH with 105mm OBA (whether HE Concentration, Barrage, or Harassing Fire) would involve 42FP (C3.75) and would be resolved on the 36FP column with no modifiers (since 42FP is not a whole multiple of 8FP in excess of 36 [C.7]), or on the 21FP column vs Marsh.
7.4 TARGET DETERMINATION: Except during Defensive First Fire (8.1), all the Personnel-units/unarmored-vehicles/Vulnerable-PRC in the same Location are considered targets of fire that does not have to specify a particular target, with the outcome of such fire affecting all those enemy (or Melee) units in the target Location (except those to which the LOF is blocked, such as being entrenched behind a wall [B9.21], Area Target Type [C3.33], or non-Crest units in a Depression [B20.92]). Although all targets are affected by the results of such fire combat, some may escape harm entirely while others are eliminated, broken, pinned, or affected by Heat of Battle (15.). A MC/PTC result requires all target units to take an independent MC/TC with a separate DR for each unit. A unit/weapon may purposely attack a friendly unit(s) only if specifically allowed to by the rules governing a particular circumstance (e.g., Prisoners, Melee, OBA); see C3.33 for Area Target Type. 7.5 FIRE GROUP (FG): Two or more units/weapons joining together to make a combined fire attack are a FG. Two SMC manning the same SW are not a FG as they are considered one combined firing unit. A FG may consist of units from more than one Location only if each participating unit occupies a Location ADJACENT to another participating unit of the same FG. It is possible to have a FG composed of a virtually unlimited string of ADJACENT Locations; provided each Location in the FG contains a Personnel unit that is participating in the attack. A leader alone in a Location cannot be a link in a FG (unless he is Heroic or firing a SW) because each Location of a FG must participate in the attack and a leader normally has no attack capability. Units inside a pillbox may not form a FG with units outside the pillbox. 7.51 VEHICLES/ORDNANCE: Vehicles/Passengers/Riders may be part of a FG within certain restrictions; see D6.64. Vehicles in Bypass in the same hex without a LOS to each other may not form a FG. Ordnance-weapons/Canister/IFE may not form a FG with any other unit/weapon, including other weapons of the same unit [EXC: vehicular MG/IFE; D3.5]; e.g., a tank may not combine its ordnance MA and MG armament into a single attack. 7.52 All members of a FG must be able to trace a LOS to the target. Should the LOS of any FG member be subject to a Hindrance/TEM (/Cowering/CX penalty), the worst possible case applies to all members of the FG (A.5). For this reason, it is often wise to break up such a FG and have its component parts attack separately. A multi-Location FG which discovers that one or more of its units’ LOS is blocked forfeits the participation of only those units whose LOS was blocked. The FG’s other units with a valid LOS must still attack the same target (unless it was eliminated by a previous attack, in which case their attack is forfeit and they are marked with an appropriate fire phase counter) after resolving the blocked firer’s DR (6.11), but as a smaller FG or as separate attacks. © 2000 Multi-Man Publishing, LLC
7.53 FIRE DIRECTION: A single leader cannot direct more than one weapon/unit per phase unless they are part of the same FG. Hence a squad that elects to use its inherent FP in a different attack than that of the MG it is manning does not get the leadership benefit if given to the MG instead. However, a leader can direct the fire of a MG as many times as the MG can fire, even if he also directed other units as part of a FG in the MG’s previous attack. Leader direction used during Defensive First Fire can be used again in Subsequent First Fire, FPF, or Final Fire, but again only for one firing unit/SW or FG—and that unit/SW/FG can only include firers he directed during First Fire; if forming a new FG or using a different SW during that Player Turn, the leader cannot direct its fire (even during FPF). Similarly, a leader may not affect more than one To Hit attempt per fire phase (except for a multiple ROF weapon) regardless of the number of SW the firing unit is eligible to fire. See also 9.4, 10.7, and D6.65. 7.531 A leader may use his leadership DRM (10.7) to modify the IFT DR of any one attacking unit or FG per Player Turn, provided all firing units of the FG are in the same Location. A leadership DRM may be employed with a multihex/Location FG only if a leader directing that attack is present in every Location; the leadership DRM in effect is that of the lowestquality participating leader. A Leader affects the To Hit DR of an ordnance SW—not the effects of those hits on the IFT or AFV To Kill Table, nor the chance of a weapon malfunction. A Leader directing fire is treated as if he were firing. 7.54 BERSERK: A berserk unit may never be part of a multi-Location FG. 7.55 MANDATORY FG: If Good Order units/weapons in the same Location are going to fire at the same target (i.e., at both the same Location and the same unit and the same “simultaneous” [8.1] MF/MP expenditure; see D3.5) during the same phase they must form a FG [EXC: Fire Lane; 9.22]; they may not attack separately except with ordnance/FT/DC or the subsequent shots of multiple ROF weapons (9.2). 7.6 TEM & LOS HINDRANCES: The terrain of the target hex/Location often alters the effectiveness of Fire Attacks by adding a DRM to the IFT DR. The DRM applicable to each terrain type is listed on the TEM column of the Terrain Chart and in the applicable rule section. TEM are generally cumulative, although there are many exceptions. Any LOS Hindrance (6.7) between the target and firer also lessens the effectiveness of Fire attacks by adding a Hindrance DRM to the IFT DR. 7.7 ENCIRCLEMENT: Any non-Aerial Infantry, or Vulnerable PRC of an Immobile vehicle, fired upon consecutively during the same PFPh, DFPh (not MPh), or AFPh by two or more non-Aerial units using their inherentFP/SW/ordnance at ≤ Normal Range (1.22, 10.532) is subject to possible Encirclement [EXC: pillbox; B30.32]. The attack(s) constituting an Encirclement must be resolved consecutively; if a player fires at a different target in the interim, he cannot use previous attacks as the basis for his claim to Encirclement. Encirclement occurs if the firer’s LOS enters the target Location either: a) through opposite hexspines; b) with exactly three target-hex vertices between them in both clockwise and counter clockwise directions; or c) through any three non-contiguous hexsides. An Encirclement can also be created by a LOF from both the Location directly above and below it in a building hex. To be considered valid fire, ordnance weapons must secure a hit on the target, and other firers must exert enough FP (taking the possibility of Cowering into account) to possibly inflict at least a NMC result on the target. A qualifying target Location is thereafter marked with an Encirclement counter and every non-berserk, non-heroic enemy/Melee Personnel unit therein suffers an immediate one level drop in morale to both the attack that sealed its Encirclement and any other attacks made against that Location as long as it is so marked. All fire by an Encircled unit is subject to a +1 DRM on the IFT (or To Hit DR if ordnance). The MF cost of the first Location entered (regardless of phase) by an Encircled unit is doubled (after all modification). Should other enemy units enter an Encirclement Location they are immediately Encircled. Regardless of the Encircler’s subsequent actions, the Encircled counter remains on the Location to affect all enemy/Melee Infantry units, and Vulnerable PRC of an Immobile vehicle, in that Location until they all leave the Lo-
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7.7 cation (even if they all leave it only momentarily), become berserk/heroic, are eliminated, or are captured. Being Encircled has adverse effects on a unit’s ability to avoid capture (20.21). A unit Encircled more than once does not suffer additional penalties for multiple Encirclement. EX: Encircled
a
b
Not Encircled
c
c
7.71 FG: The LOS of a FG may penetrate the target Location through more than one hexside; all such hexsides crossed count toward possible Encirclement. It is even possible for a single FG to cause Encirclement. 7.72 UPPER LEVELS: Encirclement also applies to any nonheroic/non-berserk unit in an upper level building Location that cannot trace a path free of an unbroken, armed, unconcealed enemy unit/Blaze to ground level through (or past, if Scaling; B23.424) Locations it could legally traverse if so inclined. This type of Encirclement is broken the instant such a path can be traced.
7.82 VEHICLE/CREW: A Pin result vs the CE Inherent crew of a CT AFV forces it to remain BU during that Player Turn, thus subjecting it to the Case I (BU) To Hit DRM. The Inherent crew of an OT AFV remains CE vs a Pin result, but during that Player Turn is subject to the Case D To Hit DRM and the halving of all MG/IFE/FT/Canister FP, as well as prohibiting it from using Intensive Fire and Multiple ROF. An Inherent crew that suffers a Pin result when attacked through an unarmored Target Facing (even if only hull or turret/upper superstructure) is subject to the same penalties as that of an OT AFV. A vehicle itself can never be pinned, nor can its Inherent crew; however, leave the Pin counter on the vehicle to show that the above penalties apply. 7.821 PASSENGERS/RIDERS: Pinned Passengers must BU if CE and are considered Pinned for all purposes, although they may continue to be transported by their vehicle and may even unload (D6.5) at their option, but then become pinned in the dismount Location. Pinned AFV Riders must Bail Out (D6.24). 7.83 MOVEMENT/ADVANCE: Pinned Infantry is not subject to any further DRM for FFNAM/FFMO during that Player Turn. However, if a pinned unit is subsequently broken during Defensive First Fire, it loses its pinned status and is subject to FFNAM/FFMO DRM (if applicable) for further Defensive First Fire attacks against it in its MPh (keeping in mind that a broken unit’s MPh ends as soon as another unit moves11). A pinned unit [EXC: PRC] is considered a non-moving unit for purposes of all subsequent ordnance To Hit attempts during that Player Turn. A unit that is pinned while moving through an entrenchment Location without actually having paid the one MF necessary to enter that entrenchment is not considered in it, and cannot enter it while pinned. EX: A squad uses Non-Assault Movement to enter an Open Ground hex and is attacked by Defensive First Fire with a -2 FFMO/FFNAM DRM, resulting in it being pinned. Another defending unit now First Fires on it but without the -2 DRM because the unit is pinned. However, this attack breaks the squad and removes its pinned status. If another unit First Fires on it in its present MPh it will again be subject to the -2 DRM. However, as soon as another unit is moved, the broken unit’s MPh is over and it is no longer subject to FFMO/FFNAM DRM.
EX: If a unit in U2 fires on T3, T3 can be Encircled if the next attack(s) in that phase is from S5 (along the S4-T4 hexspine of T3), or through both the S4-T3 and T4-T3 hexsides. A four-hex FG in 3T3-U4-U5-T5 firing on T4 with enough FP to cause a MC or better result on an Original 2 DR automatically Encircles it.
7.8 PIN: Pinning (7.305) also occurs whenever any unit is attacked resulting in an IFT MC that is passed ◊ by rolling the highest DR possible that still results in a passed MC. Cavalry, vehicles, units in Water Obstacles, and units that are berserk, Heroic, Aerial, or Climbing are not subject to pinning [EXC: a Minimum Move (4.134) pins berserk/heroic Infantry, as might a PF check (C13.31); see G5.5 for Collapsed huts]. A unit is also pinned if it fails a PAATC (11.6; 12.41). Pinning affects broken units only during Interdiction (10.53), and even then only during the RtPh, so there is no need to place Pin counters on broken units. A pinned unit has its inherent FP halved for the remainder of that Player Turn (in addition to any other halving of its FP for other reasons) and may not move/advance farther during that Player Turn (although it may rout if later broken, even voluntarily). Place a Pin counter on top of the affected unit. The halved FP of a pinned unit in CC applies only to its attack, not to its defense. Pin effects are not cumulative; a unit suffering multiple Pin results has its FP halved only once, so an already-pinned unit does not take a NTC due to a “PTC” result on the IFT. Remove all Pin counters at the end of the current Player Turn or if the unit subsequently breaks/goes-berserk/Battle-Hardens/becomes-heroic (whichever comes first). 7.81 INFANTRY EFFECTS: Pinned Infantry fires MG/IFE/Canister as Area Fire, must add +2 to its To Hit DR (To Hit Case D), and cannot attack with a FT/MOL/DC, declare a Firelane, change a weapon’s CA (9.21; C5.1-.12), or use Intensive Fire or a Multiple ROF (although it may use Subsequent First Fire/FPF; 8.3-.31).
© 2000 Multi-Man Publishing, LLC
7.831 LEADERS: A moving leader who becomes pinned does not force any Infantry in the same moving stack to take a LLTC, but does cancel the two MF (if not already used; see 4.12) and/or portage (4.42) bonus that it might otherwise have given to other Infantry in the same moving stack. A pinned leader can neither direct an attack nor use Voluntary Rout (10.711; although it may still voluntarily break [10.41] to rout)— nor can a pinned leader aid other units’ MC/TC (including the use of a Commissar’s increased Morale Level; 25.221). 7.9 COWERING: IFT attacks are adversely affected by any IFT resolution DR that results in Original “Doubles” unless a leader directs that attack. The penalty for rolling Doubles without leadership direction is that the attack is resolved on the next lower column of the IFT. An attack on the lowest column which cowers is reduced to no effect at all, although a malfunction result can still occur. In addition, any unit that cowers (as well as all of its SW regardless of whether it was using its inherent FP) is automatically marked with a Final or Prep Fire counter as appropriate. Cowering affects all fire except that from a SMC, berserk or Fanatic unit, Fire Lane, IFE, Canister, Aircraft, British Elite and First Line units, Finns, Sniper, ordnance, OBA, or any form of vehicular fire. Cowering FP penalties are doubled (i.e., resolved two columns lower on the IFT) for an attack by Inexperienced (19.33) Personnel (even in conjunction with other troops). Cowering does not affect CC or DC resolution (including Reaction Fire; D7.2). If a FG cowers, Random Selection is used to determine the unit(s) (and its SW) that becomes marked with a Prep or Final Fire counter.
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25.4
marked with a First Fire counter. The squad now fires the MMG directed by the 8-1 leader (7.53) at O2 and P2 with Spraying PBF. The attack is 5 FP (Area & PBF) with a -3 DRM (grain is not in season). The Original DR is an 8 (with a 2 colored dr), resulting in a 1MC vs both hexes. The Russian player rolls a 9 for the leader which breaks and now no longer has its Morale Level increased. All four squads roll ≤ 7 and are unaffected. They need not take a LLTC because they are part of a Human Wave (which is immune to Pin results). However, the MMG retained its Multiple ROF and—because the Russian Impulse used two MF—it may First Fire again and chooses to repeat the same attack. This time it rolls an Original 5 (2 on the colored dr), resulting in a K/2. The Random Selection DR in O2 is a tie, so both squads are Reduced to HS (7.302) before taking a 2MC, which they each pass by rolling ≤ 6. The Random Selection DR in P2 selects the broken leader, who wounds, rolls a 5 on his Wound Severity dr (17.11), and thus is eliminated. If, however, the leader had survived, it would not then have to take the 2MC. The two squads roll a 6 and 7 for their 2MC which breaks one, which then passes its LLMC with a 7. The MG has retained its Multiple ROF and the German wants to fire again but cannot, because two shots are all that are allowed vs a moving unit that expended only two MF in its Location. The MG cannot avoid this by picking another target, because all of the units in its LOS moved simultaneously as part of the same Impulse (moreover, the other targets are all outside of the MG’s now-fixed CA; 9.21).
Hex Grain Range Inc Rng to HW hexgrain NA
Hex Grain Range Inc Rng to HW hexgrain NA
unit, not a Russian unit [EXC: Russian Partisans may use Commissars; 25.22]. Partisan leaders have no leadership effect whatsoever over nonpartisan units (and vice versa). Unless specifically indicated otherwise, Partisans have an ELR of 5 regardless of the ELR of non-Partisan allied forces in the scenario. Partisans never surrender by the RtPh method, are considered neither elite (including SMC) nor Inexperienced for any purpose, and never become Disrupted. 25.241 MOVEMENT: Partisans may be subject to SSR which grant them specific movement advantages in wooded or urban areas. Partisans that are moving as a combined stack together with non-Partisan units may endow the regular units with whatever SSR-endowed movement advantages they have. 25.242 Ordnance used by Partisans always uses the red To Hit Numbers [EXC: ATR/MG]. 25.3 AMERICAN: U.S. Infantry squads have a printed broken Morale Level one higher than that used on their Good Order side except for 1st Line Infantry, which have a broken Morale Level two higher than their Good Order side. Second Line Infantry should generally be used to represent American units which were not prepared for combat. See G17.1 for U.S. Marine Corps and G17.2 for pre-6/42 U.S. Army and Philippine Army troops. 25.31 PARATROOPS: 7-4-7 squads have an ELR of 5, regardless of the ELR of other U.S. MMC in the scenario. ◊
4 Lt. Richards
4
4 In the second Impulse at least one of the HW Units in O2 or P2 must now enter O3 (25.234). The Russian moves all unbroken units forward as shown. Since the 4-4-7 in P2 enters O3, the two 2-3-7 in O2 are free from the restriction of 25.234 and may instead move to N2, which one of them does, while the other enters O3. Of the units that were marked with Range counters in the first Impulse, the two 4-4-7 in N1 and the 2-3-7 that enter O3 can remove their Range counters since they now decrease the range, while the 2-3-7 that enters N2 does not and must keep its Range counter. The German must use Subsequent First Fire vs the 4-4-7 and 2-3-7 as they enter his hex (8.312) and because they both enter O3 as part of the same Impulse, he fires at them simultaneously. It is now the Russian third Impulse; the Russian units currently in O3 now end their MPh and may move no farther (25.235), but the Russians in N2 and P3 must continue the Human Wave. The units in P3 can enter O3 (since it is a Side Location containing enemy units) or the Forward Locations O4 or P4. The two 4-4-7 in N2 can enter the Side Location O3 or the Forward Locations M3 or N3, but will be marked with a Range counter if entering M3. The 2-3-7 in N2 can enter N3, but can enter neither M3 (since it is already marked with a range counter) nor O3 (which is ADJACENT to the O2 Location that the 2-3-7 left earlier in the MPh per 25.2322). From N3 it will be able to enter M4 or N4. At the end of the Impulse, the German squad must use FPF vs any new units entering O3 in that Impulse with 131/2 FP (9 [FP] × 3 [TPBF] = 27 divided by 2 [Area Fire] = 131/2), but only the Russian units entering O3 during that Impulse will be affected.
25.24 PARTISANS:33 Partisans can belong to any nationality but are listed here and represented by ◊ Russian colors because they were most prevalent on the Eastern Front. Partisans are represented by 3-3-7 squads with a broken Morale Level of 6, and are considered Stealthy while in Good Order. Partisans are not affected by the special rules for their nationality; a Russian Partisan unit is treated as a Partisan © 2000 Multi-Man Publishing, LLC
25.32 ORDNANCE: All U.S.-built AFV/ordnance [EXC: ATR/MG], including such equipment used by other nationalities (identified by the (a) in the name), uses red To Hit Numbers prior to 1944 and black To Hit Numbers thereafter.34 25.33 AMMUNITION: No fighting men were better supplied than the Americans, who excelled in logistics. American OBA batteries are assumed to have Plentiful Ammunition unless specified otherwise. 25.34 SMOKE: An American squad may place either WP or conventional Smoke grenades at its option, but placing WP is more difficult (see 24.3). 25.35 U.S.-BUILT, BRITISH-COLOR SW: U.S. MMG, HMG, .50-cal HMG, M2 60mm mortars and BAZ 44 are provided in the British color in WEST OF ALAMEIN. They are identified by having “(a)” in their piece name, and are used by Free French as per 25.55. The BAZ 44(a) is also used to represent a BAZ 44 Scrounged (D10.5) from a U.S.built vehicle/wreck [which includes one with “(a)” in its piece name] by Free French (only); other nationalities would Scrounge a U.S.-color BAZ 44. The appropriate MG(a) is also used to represent one Removed (D6.631) from a U.S.-built vehicle by a British (as defined in 25.4) unit. A MG Scrounged by any nationality from a U.S.-built or British-built vehicle/wreck takes counter form as a standard British LMG, with no Captured penalties when being used by a U.S. or British (25.4) unit. Captured penalties do not apply to the use of U.S.-color MG by British (25.4) units, nor to U.S./British-(25.4) use of British-color “(a)”-type SW [EXC: non-Free French British treat all, while Free French treat no, type(s) of U.S. MTR/BAZ as captured]. 25.4 BRITISH: British troops also encompass all “Commonwealth”, Free French, and liberated forces. Guardsmen, Gurkha, ANZAC (Australian and New Zealand), and Free French/Polish forces should generally be regarded as elite troops, as should Canadian units—all of which were composed of volunteers rather than draftees. Colonial troops such as the King’s African Rifles and pre-44 Indian troops in India and Burma should be considered 2nd Line troops represented by 4-4-7 squads. See 25.53 for Free French.
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25.41
25.51 GREEN: French 4-3-7 squads are considered Green reservists (not Conscripts), and should ordinarily be brought into play by ELR Unit Substitution. 25.52 ORDNANCE: French vehicles use red To Hit Numbers [EXC: MG MA]; other French ordnance uses black To Hit Numbers. 25.53 FREE FRENCH: Use British counters and rules for Free French Personnel [EXC: Free French squads have Assault Fire (7.36) capability in/after 12/43; the 25.45 immunity to cowering never applies to Free French]. Free French OBA (including Accuracy and Draw Pile) is always treated as if British [EXC: DYO purchase; 25.57]. See also 25.35 and 25.54-.57 and the French section of Chapter H. 25.54 PRE-12/43 EQUIPMENT: For scenarios set prior to 12/43, Free French use (without Captured penalties) certain British [/British-color “(f)”; 25.56] SW, vehicles and Guns, and the rules covering them. 25.55 12/43-5/45 EQUIPMENT: For scenarios set in/after 12/43, Free French use (without Captured penalties) British color “(a)”/“(f)” SW (see 25.35 and 25.56), certain U.S. [/U.S.-color “(f)”; 25.35] vehicles and Guns, and the rules covering them [EXC: Free French Inherent crews are considered British when determining their morale as per D5.1]. 25.56 FRENCH-BUILT EQUIPMENT: Certain French-built SW/vehicles/Guns are provided in CROIX DE GUERRE for Free French use. They are in the U.S./British color, and are identified by having “(f)” in their piece name. An “(f)”-type, or French-color, SW/vehicle/Gun suffers Captured penalties when being used by other than (Free/Vichy) French. 25.57 DYO: Free French use their own SW Allotment, OBA Availability, and Rarity Factor Charts for DYO scenarios. Use H1.463 for Free French OP tanks. Free and Vichy French cannot be purchased by the same side. © 2000 Multi-Man Publishing, LLC
25.7 FINNISH: Finnish Personnel may attempt SelfRally during any RPh, are immune to Cowering results, and are Stealthy while in Good Order unless Green. Finns may also Deploy without leadership by passing a 1TC instead of a NTC (1.31). Finns do not require leadership presence to Recombine (1.32) [EXC to all: 25.72].37 When using the blue Finnish counters from Beyond Valor 1st edition, use German crews, heroes, and SW where needed. 25.71 LEADERS: Finnish units usually take less severe LLMC/LLTC (the most severe being a 1MC/1TC) because Finnish leaders have a unique rank structure descending in order as follows: 10-1, 10-0, 9-1, 9-0, 8-0. Finns are not eligible for Field Promotion. If leadership is present, Finns may Deploy normally (1.31). 25.72 The Finns refused to follow German dictates to operate outside their recaptured historic borders. Therefore, in any scenario taking place beyond Finland’s 1939 borders (as noted by SSR), Finns are represented by 5-4-8 squads and 25.7 does not apply. 25.73 SISSI: The 8-3-8 squads and 3-3-8 HS represent Sissi elite units which were ski-trained and specially equipped. Lt. Stone
Cpl. Flanagan
25.5 FRENCH: French units and the rules (25.51-.52) pertaining to them apply only until the French capitulation, and to Vichy French forces thereafter. 35 Free French forces use British units and rules (25.53).
25.6 ITALIAN: Italian ordnance uses the red To Hit Numbers [EXC: ATR/ MG].36 25.61 ELITE: 4-4-7 squads, their 2-4-7 HS, and 2-2-7 crews are the only elite Italian MMC. Only elite Italian squads may Deploy [EXC: 20.5, 21.22]. A 4-4-7 which suffers ELR failure is Replaced by a 3-4-6. 25.62 1ST LINE: The 3-4-7 squads represent the Bersaglieri which were → → light infantry transported by trucks, motorcycles, or bicycles. A 3-4-7 which suffers ELR failure must be Replaced by a Conscript squad, and not a lower quality 1st Line squad, → while a Conscript squad that Battle Hardens becomes a 3-4-6. 25.63 SURRENDER: The +1 CC DRM for a capture attempt does not apply vs non-elite Italian defenders. Once captured, no Italian unit will attempt escape (20.55). 25.64 LAX: Non-elite Italian units are always Lax (11.18). 25.65 PAATC: Non-elite Italian troops (including Inexperienced units) must pass a 1PAATC rather than a normal PAATC whenever required to take a PAATC.
Cpt. Valerian
25.41 GREEN: British 4-3-6 squads (and their HS) are Green troops. They are considered Conscripts only in hypothetical scenarios depicting the British Home Guard or poor quality colonial troops. 25.42 AIRBORNE: The 6-4-8 squads represent Airborne troops and have an ELR of 5, regardless of the ELR of other British MMC in the scenario. 25.43 GURKHA: Gurkha troops were feared in CC due to their handiwork with their famed Kukri knives (which were a combination knifehatchet-sword). Whenever ≥ one unbroken Gurkha Infantry unit is the ATTACKER in CC/Melee or Ambushes the enemy in CC, that CC/Melee may become Hand-To-Hand (J2.31) at the option of the Gurkha player unless every such Gurkha unit participating in it was Ambushed in that phase and/or is withdrawing/pinned. However, Hand-ToHand CC can never be used by/vs any vehicle/PRC/pillbox-occupant(s). Each Gurkha Hand-To-Hand CC attack receives an extra -1 DRM unless every Gurkha Infantry unit participating in that attack is pinned/Unarmed. Hand-To-Hand Melee counters are provided in Code of Bushido. Gurkhas are Commandos (H1.24) unless Green. Gurkhas will not surrender via the RtPh method (20.21) or become Disrupted. 25.44 ANZAC: Good Order ANZAC (Australian and New Zealand) forces are Stealthy unless Green. 25.45 COWERING: British troops were renowned for their marksmanship and calmness under fire (or “Moral Fibre” as they termed it). Therefore, their elite and 1st Line units are immune to Cowering effects [EXC: Free French; 25.53]. 25.46 WP: A British squad may place only normal (i.e., not WP) smoke grenades prior to 1944. Beginning in 1944, they may also place WP (24.3). This restriction does not apply to ordnance WP ammo.
25.74 BATTLE HARDENING: Finnish leaders Battle Harden and are Replaced according to the unique Finnish rank structure (25.71). Finnish 1st line units become Fanatic if receiving a Battle Hardening result. 25.8 AXIS MINORS: The Rumanian, Hungarian, Slovakian, and Bulgarian troops which composed Germany’s Minor Allies were neither well equipped, nor particularly ardent practitioners of Hitler’s war. As such, the broken Morale Level of all such squads is one less than their normal Morale Level [EXC: elite squads]. Hungarians fighting in Hungary should be represented by elite squads (also see 20.55). 25.81 PAATC: Non-elite Axis Minor troops (including Inexperienced units) must always pass a 1PAATC rather than a normal PAATC when called upon to take a PAATC. →
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