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 |