ATACANTE
LOS DOS
DEFENSOR
| COMIENZO (de fase) |
Designate new Mortar Spotter |
| COMIENZO (por movimiento de unidad/apilamiento) |
Remove CX (no Double Time allowed) |
Declare Double Time (CX), Assault Movement |
Dash, Sewer Entry, Climbing, Human Wave |
Banzai, Dare-Death berserk, Gallop |
Radioless AFV Platoon Movement or NTC |
Flail Tank Minefield Clearance |
Enter/Abandon vehicle |
| DURANTE (por movimiento de unidad/apilamiento) |
Move |
Bog Removal |
Recover SW/Gun, 1 MF [EXC: SMC from broken unit] |
Declare Rubble, Wire, Minefield, Set DC, Roadblock, Path, Panji Clearance (TI) |
Flame Clearance (TI) |
Hook/unhook Gun (TI) |
Place DC or Smoke Grenades |
Set DC |
Attempt Tank-Hunter Hero creation |
Place or Remove CE |
Resolve Residual FP, FFE, and Minefield attacks against moving units |
First Fire, Subsequent First Fire, FPF |
Attempt Motion and Smoke Dispenser Usage |
| FINAL (por movimiento de unidad/apilamiento) |
Infantry/Cavalry Search |
Sewer unit emergence |
Unarmed unit Scrounge |
Motion status or Stop MP |
| FINAL (de fase) |
Eliminate Vehicle/Cavalry in Blaze |
Remove berserk if without Known Enemy in LOS |
Remove Residual FP, Fire Lane, 1/2” SMOKE |
| Defensive First Fire Principles |
| 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. |
DR |
| Possible Critical Hit |
| Possible Improbable Hit |
| Possible Unlikely Kill |
| MC Heat of Battle |
| Scrounger rearms |
| Field Phone Loss |
DR |
| IFT Attack Cowers |
| Gun ≤40mm Multiple Hit |
| Sherman 75mm, M24 Chaffee Multiple Hit X |
DR |
| Russian AFV with red MP stalls (Mechanical Reliability DR) O |
DR |
| AFV with red MP Immobilized (Mechanical Reliability DR) O |
| MOVIMIENTO DE INFANTERÍA |
| FACTORES DE MOVIMIENTO |
| 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 |
| MOVIMIENTO ESPECIAL |
| 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) |
| PORTAGE |
| 3 –> MMC IPC |
| 10 PP –> Squad |
| 1 (2 maximum, 0 wounded) –> SMC IPC |
| 5 PP –> HS/crew |
| 0 PP –> 1–4 SMC |
| VEHICULAR MOVEMENT |
| MOVEMENT POINT EXPENDITURES |
| 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 |
| MOVIMIENTO ESPECIAL |
| 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 |
| VEHICULAR MOVEMENT STATUS |
| 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 |