Resolve Residual FP, FFE, and Minefield attacks against moving units
D
First Fire, Subsequent First Fire, FPF
D
Attempt Motion and Smoke Dispenser Usage
END (per moving unit/stack):
A
Infantry/Cavalry Search
A
Sewer unit emergence
A
Unarmed unit Scrounge
A
Motion status or Stop MP
END (of Phase):
A
Eliminate Vehicle/Cavalry in Blaze
A
Remove berserk if without Known Enemy in LOS
B
Remove Residual FP, Fire Lane, 1/2” SMOKE
ORIGINAL 2 DR:
Possible Critical Hit
Possible Improbable Hit
Possible Unlikely Kill
MC Heat of Battle
Scrounger rearms
Field Phone Loss
ORIGINAL DOUBLES:
IFT Attack Cowers
Gun ≤40mm Multiple Hit
Sherman 75mm, M24 Chaffee Multiple Hit X
ORIGINAL 11 DR:
Russian AFV with red MP stalls (Mechanical Reliability DR) O
ORIGINAL 12 DR:
AFV with red MP Immobilized (Mechanical Reliability DR) O
INFANTRY MOVEMENT
4 MF
MMC
3 MF
Inexperienced MMC
6 MF
SMC
3 MF
Wounded SMC
4 MF
mount, ride, dismount (all)
6 MF
Rout
8 MF
Berserk
12 MF (20 MF Gallop)
Cavalry
Elevation Change: MF x 2 when entering a one level higher hex
Minimum Move: 1 MF required, become CX and pinned (NA if pushing Gun, loading/unloading)
Infantry OVR: only vs SMC, MF x 2 and NTC, target may retreat or immediate CC with possible continued movement
Bypass: one or two hexsides at cost of other terrain, three or more hexsides at double cost of other terrain
Double Time: MF + 2 at start of move, MF + 1 during move (NA if broken, wounded SMC, CX)
Assault Movement: move one location without using all MF (NA if PRC, Double Time, Hazardous Movement, Cavalry)
Hazardous Movement: –2 IFT DRM (FFMO, FFNAM NA) for pushing Gun, clearing Flame, roadblock, or rubble, descending paratroops, Fording preparing Set DC,Climbing, sewer movement
Dash: Area Fire or Case J To Hit DRM (CA change NA) when crossing road from non-Open Ground Location to non-Open Ground Location (NA if any other MF expenditure except SMOKE grenade placement attempt)
Advance: PAATC vs AFV, Difficult Terrain: CX if MF cost ≥ 4 MF or all non-Double Time MF (whichever is less) (NA if CX unless Climbing or Deep Stream Entry)
3
MMC IPC
1 (2 maximum, 0 wounded)
SMC IPC
10 PP
Squad
5 PP
HS/crew
0 PP
1–4 SMC
Wounded SMC 5 PP when carried by a MMC
VEHICULAR MOVEMENT
1 MP per hexspine
Change VCA
1 MP
Start if not in Motion
1 MP
Stop
+1 MP each
Enter hex with vehicle/wreck
+2 MP each
Enter hex with vehicle/wreck using road movement rate
1 MP
Road movement while BU
+1 MP
Road movement while towing a Gun
Elevation Change: +4 MP when entering a one level higher hex (+2 MP if moving along a road)
Intermediate Level of Abrupt Elevation Change: 4 MP to ascend, 2 MP to descend
Minimum Move: All MP, plus end MPh in Motion Status (VCA change/Reverse NA)
Reverse Move:
Tracked -> 4 x MP Entrance cost
Truck -> 3 x MP Entrance cost
AC -> 2 x MP Entrance cost
Bypass: 2 x COT per hexside
Bypass VCA Change: 1 MP, must move into a new hex/hexside
HD Maneuver Attempt: Two extra MP following VCA change or hex entry
Load/Unload Infantry: ¼ MP allotment, a loading vehicle cannot have spent any MP, ¼ MP allotment per each MF spent by loading/unloading Infantry, ESB NA if ≥ 3 MF already spent
OVR Attack: ¼ MP (FRU) allotment in addition to COT
Bog Removal: If freed, MP = colored dr x white dr or ALL (x2 if non-tracked vehicle)
Smoke Dispenser Firing: 1 MP during own MPh if successful
Hooking/Unhooking Guns: ½ or ¹ (M # ) MP (FRU) allotment
Fully-Tracked inside Factory: ¼ MP allotment plus Bog Check
Entry of enemy AFV hex: Must be out of LOS or able to destroy or shock that AFV with an Original TK or IFT DR of 5
moving: A vehicle that is currently executing its MPh
Motion: A vehicle that is not moving and not Stopped
Non-Stopped: A vehicle that is moving and not Stopped
Moving Target (or Moving Vehicle): A vehicle that is/has been in Motion and/or entered a new hex/used VBM this Player Turn
Tables and Defensive First Fire Principles
A4.44*
Recovery
A12.152
Searching
A12.154
Search Casualties
A14.3
Sniper Attack
A14.4
Sniper Check
A15.1
Heat of Battle
A23.7*
Set DC
B8.42
Sewer Emergence
B11.41
Climbing/Falling
B24.72
Flame Clearance Attempts
B23.41
Cellars
C10.3
Manhandling
C13.31
PF/PFk Availability
D2.5
Excessive Speed Breakdown
D4.22
HD Maneuver Attempt
D8.21
Bog Check
D8.3
Bog Removal
F3.31
Hammada Immobilization DR
F7.31
Sand Bog
G1.421
Tank Hunter-Hero Creation
no table provided
*Rule only
FIRST FIRE
Restriction: Target must be moving, defender must not have a First Fire or Final Fire marker.
Penalty: None.
Result: Place a First Fire marker on defender, but not on any weapon that retains its ROF.
SUBSEQUENT FIRST FIRE
Restriction: Target must be moving, there must not be any other known enemy units closer to the defender,and the defender must not have a Final Fire marker.
Penalty: Area Fire (½ FP), Sustained Fire (no ROF, B# –2, original B# becomes X#).
Result: Place Final Fire marker on defender and any SW/Guns defender possesses (even if those SW/Guns were not previously marked, and even if those SW/Guns did not fire with the squad).
FINAL PROTECTIVE FIRE
Restriction: Target must have moved ADJACENT to defender.
Penalty: MGs must fire, Area Fire, Sustained Fire, IFT DR is also a NMC roll for the defender.
Result: Final Fire marker remains on defender and any SW/Guns defender possesses, unless the defender fails he NMC and breaks.