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WW2 – Flank and Manoeuvre (FaM)

Summary
The game is based on actions between reinforced, opposing platoons – typically a few squads, command unit and supporting
units from the Company, Battalion or Divisional assets. Although primarily focusing on late war WWII during its design, it is
applicable to any part of WWII, and players should feel free to add or build units that they have available for game play.
During their turn each player selects a unit or team to take a number of actions, completing tall actions with that unit before
moving onto the next team. Each team will be allowed to perform their first action for free, and my make Command (CMD)
tests to perform further actions, with each test being progressively harder to pass – once the team fails a CMD test it can
perform no further actions that turn. Each team may also react once during their opponents turn by sacrificing their next free
action.

Infantry units, an overview


Infantry units, as opposed to vehicle and manhandled weapons, within FaM are purchased as HQ units, full
Squads/sections, and as support units. It is the combination and sequence of how a player uses each and all of
these units that will determine their effectiveness and hopefully allow you victory over your enemies.

Infantry Support units, unless otherwise noted, are used as purchased and used each as one whole entity.

Infantry HQs and squads/sections are different in that they are bought as one element, but may be split into 2
teams that are ideally used to be mutually supporting provided they have the minimum number of models within
each unit. These teams may move off independently of the other half of their Squad/Section and of every other
unit in the platoon, but will lose some of the advantages of being part of a larger formation if they do. The rules
for Teams are to be found in the Movement Actions section under the actions chapter later.

Infantry stat line


Each army will have their own stat lines for their troops, as given in the example for a typical 10 man British
infantry Section (or Squad in the American army) and found in the relevant army list .

Example British infantry section


British CMD CQB Weapon
1 x Corporal 7 4+ Sten
1 x Lance Crpl 7 4+ Mk.4
7 x Privates 7 4+ Mk.4
1 x Private 7 4+ Bren

The example above is a full strength British Section of 10 men. The Corporal and Lance Corporal are NCOs, and
their presence allows the unit to function to their full ability. The CMD rating is the most used stat as it determines
how a well and how much a unit may do within the game. The higher the number, the better the troops and
typically valued between 6 to 8. The CQB rating refers to the Close Quarter Battle ability of the unit, and is only
used when the unit moves into physical contact with the enemy. The scores for a unit to hit being 3+, 4+ or 5+,
showing that these British Tommys are good, middle of the range troops. Each soldier has their main armament
shown and therefore dictates their role in the unit. In addition to the above stat lines, each army will have their
own special rules to help define their particular abilities and skills that were most prevalent on the battlefield.
These special rules will highlight their limitations as well as their strengths and all with the aim of providing
character to your forces in the context of a fun, fast and satisfying game. Or that’s the hope of the designers at
least...

Core rules, a guide...


The following pages aim to cover the main rules of the game, and explain in sufficient detail how they are
intended to work. After the basic rules, there is the advanced rules section for a more intricate level of game play.
The aim is to allow players to play using the basic rules to get to grips with the game, yet have immediate access
to the fuller aspects of FaM.

This sectio of the rules focuses primarily on infantry units. Vehicles, man handled weapons, weapons generally,
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advanced rules and army lists are within their own sections.

COMMAND AND CONTROL (C&C)

The turn
During the turn a player will be required to take tests to see if they can perform actions with a chosen unit. The
most common of these is the Command, or CMD, test. Players will roll 2D6 and compare the score to the CMD
value of the unit making the test. If the combined score of the 2D6 is equal to or less than the CMD value of the
unit the test is passed. If the score is more than the CMD value then the test is failed. There will also be modifiers
applied to the CMD as given below or as part of certain special rules. These modifiers are applied to the CMD
value, then the dice rolled and the score is then compared to the modified CMD value.

During a player’s turn, they are to follow the procedure given below for how to activate and use the units present
within their force on the table.

1) Pick a team to perform their actions this turn.


2) The chosen team may perform their first action with no test required. All teams are allowed one free initial
action. They can choose to perform any of the actions given in the Actions section below unless otherwise
noted. Before resolving the chosen action, players must roll a CMD test against their basic CMD value.
Although the first action is free, there is still a chance that a Command Blunder or Command Good Fortune
could occur, see the rules for this below and roll a test to see if it occurs. If the test doesn’t result in either
of these, then the player may continue with their chosen free action with your chosen team. (In most cases
a team will therefore always perform at least one action per turn)
3) Once the free action has been performed, they may then attempt to perform their second action by passing
a CMD test at their basic CMD value. If the test is passed then perform the chosen action. You may
continue to try to perform even further actions by making further tests. These further tests after the first
are subject to the following -1 modifier cumulatively applied to the CMD value per action performed. So the
third action in your turn will be CMD-1, fourth action CMD-2 and so on. Once/if a player reaches double 1
they will be unable to perform any further actions.
4) Once a team fails a command test it cannot perform any more actions that turn. You then are allowed to
select another team to perform their actions following the same method above. Repeat until you have used
all Teams that you wish, or are able, to be used. Players may choose to not use a unit if they wish unless
the unit is subject to compulsory actions such as fleeing from the enemy.
5) Once each of your teams has performed all of their actions, the first player’s game turn is over. It is now
time for your opponent to have their turn, and to follow the sequence of play given above. Play will
alternate between the players until their objective is achieved, or once a pre-specified number of turns
have been completed.

In addition to the above, the following modifier is applied to any CMD tests;

-1 CMD if members of a team perform different actions (such as exchange models between teams etc, but
does not include jammed weapons or the re-crewing of a unit’s MG)

Players may choose not to perform any actions at all with their units, and may decide to stop rolling CMD tests at
any point if they wish.

Command extremes
If players end up with a 2D6 Command roll score of a 2 (Double 1) or a 12 (double 6), they will be subject to
extreme command circumstances. The results of the command extreme are dependent upon the type of team,
whether an Infantry team, HQ or a support unit.

Command fortune - Score of 2 (double 1)


When scoring a 2 for your command test, the team (whether an HQ, Infantry or Support team) can perform two
actions instead of just one. Players may choose what actions they want, and may choose the second action once
the first is complete. After that they may carry on rolling CMD tests to try to perform further actions. A score of 2
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is applicable to all teams regardless of their type. If this result comes up due to rolling a CMD test before
performing your first action, you get another ‘free’ action after the first, so effectively have two free actions to start
the turn. There is one exception when scoring a double 1 and that is when the unlikely but not impossible situation
occurs when a player’s CMD rolls diminish to the point where the only result they can roll is a double 1 to pass the
test. If the double 1 is rolled, it will count as a passed test only, and not Command Fortune. The unit has done a
sterling job but has eventually run out of momentum regardless of the CMD situation. In this case, if a double 6
were scored it would still count as a command blunder.

Command Blunder - Score of 12 (double 6)


Command rolls of a double 6 mean something has gone wrong. Whatever result you roll below, the unit may
perform no more actions that turn. Roll a D6 and consult below on the relevant chart for the type of team being
rolled for:

Infantry units
1-2 – Over eager - Unit makes immediate sprint move toward nearest enemy and will assault if able.
3-4 – Over cautious - Unit makes immediate voluntary 2D6 fall back move and must rally in the following turn or
keep Falling Back. If your unit outnumbers the cumulative amount of all visible enemy units within 12” by 2:1 or
more, or the nearest enemy unit is fleeing or falling back then your unit does nothing other than remain where
they are, but are free to make Reactions in your opponent’s next turn, and carry on as normal in their following
turn.
5-6 – Mistaken identity - Unit fires on nearest visible team whether friend or foe!

If an HQ team is within CMD distance of an infantry unit (not a Support unit) at that start of the action that they
roll double 6, you may, provided the HQ unit can pass a CMD test on their base CMD value, end your entire turn to
avoid rolling on the charts above. The HQ unit must itself still be able to perform an action this turn. If the HQ has
already had its turn then it will be unable to impart this ability. The original infantry unit will have to roll on the
chart above.

Support Units - including any team that has a move or fire weapon, or a set-up weapon
1-2 – Barrel overheat/change – Unit must spend one action that isn’t shooting before being able to fire again
3-4 – Mistaken identity – Unit fires on nearest visible team whether friend or foe! If a mortar or the team has no
visible units to shoot at whether friend or foe, treat as 1-3.
5-6 – Malfunction – The unit may not fire for the rest of this turn and their turn is over. They must spend the
whole of one other turn before they can fire the weapon again as they fix the malfunction. A marker should be
placed as a reminder

HQ Units
1-3 – Orders confusion – They may not impart the +1 CMD bonus for the rest of this game turn
4-5 – Over cautious – The HQ Falls Back 3D6, or 2D6 if they have already performed an action this turn, and may
not impart the +1 CMD bonus for the rest of this game turn
6 – Mistaken orders – The nearest friendly team within LOS and CMD distance of the HQ misinterprets the HQ’s
orders and must roll on their relevant table as if they had rolled a double 6. If the friendly team has already rolled
a 12 this turn, they will only ignore this result.

Enemy proximity
The closer the proximity of enemy troops, the higher the level of confusion inherent in any engagement. The fast
exchange, relocation and advance and fall back of units on both sides can easily confuse all concerned. As a Result
the chances of a Command Blunder increase in the following way;

Number of enemy units within 12” Command failure on


AND line of sight of the testing unit… a 2D6 score of…
1 12
2 11 or 12
3 or more 10, 11 or 12

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The test includes enemy units that are fleeing or falling back. If your unit is trying to assault an enemy, then that
enemy unit is ignored for that action only with regards to the number of units counted. They are the target of the
team’s efforts. Bear in mind that a double 6 will always count as a blunder regardless.

Platoon HQ command teams & 2iC


Any infantry team within command distance of an Officer leading the platoon may use his CMD value. The
command distance is a distance in inches equal to the CMD value of the troops involved NOT the officer himself.
This is because the officer can bark orders all he likes, but it is up to the ability of the receiving unit to be able to
act on them. They must also be within LOS (ignoring intervening models within the HQ unit) to use the HQ CMD. If
either of these criteria is not possible (can’t see or outside CMD range) then the team may not use the CMD value
of the HQ. If the officer is wounded or Falling Back/Fleeing then he may not impart his command bonus upon a
team.

Loss of the Platoon HQ


Once both the Officer and 2iC are killed or wounded, the platoon will be become leaderless. When this occurs the
groups within the Platoon that have LOS to the commander’s demise will have to make and pass CMD tests or
have to fall back. A ‘group’ is considered to be all units that are within CMD distance of each other, and the result
of the test will affect all models within that group. Note that a group will be anything from a half squad right up to
the whole platoon. Groups/units that don’t have LOS will be assumed to carry on fighting believing that they are
still being led by the officer.

2iC
In most armies at most times during the war there was the platoon second in command (2iC). Where players have
a 2iC available, he will automatically assume command of the platoon if the officer goes down, and he will be
treated as the commander from there on. Note that the 2iC will not be treated as a separate officer. He will only be
treated as one if the actual officer is killed or maimed. Until then he is effectively a spare NCO attached to the HQ
team.

The 2iC may be detached from the HQ to command a squad or team that has become leaderless at the expense of
one action by the HQ team. The unit being relieved must be within LOS of the HQ team. If he does this he will
lead his new unit in exactly the same way as the original NCO would have. He may still take over as Ptn HQ if the
officer is killed or maimed, but he must leave his new unit and return back to the original HQ if there are any
models left. (or they are to get to him in their next turn if possible. Whilst ‘in transit’ the new acting officer may
not impart the +1 CMD bonus to other units.

The platoon commander or 2iC may order a friendly unit that has no NCO available to move as if the NCO were
present provided the affected unit starts their action within CMD distance and LOS.

Below 50%
Any team that goes below half strength due to casualties received (killed or wounded) from either shooting or
during an assault will have all CMD tests for Panic or if beaten in Close Combat taken with a -1 modifier. This does
not affect their CMD rolls to see if they can perform actions. Remember that teams from the same squad, if within
a distance equal to their CMD value in inches to each other, can count all models in both teams for this purpose. In
the absence of the other half of their squad/section, a unit may use their HQ unit instead to count the number of
models available.

All on your own tests


It is highly likely that due to unit receiving casualties you will end up with lone models roaming around the table.
Single models must roll and pass a CMD test at the start of every turn if they are outside of CMD range of an
officer or other member of their squad. If the test is passed they will keep on fighting, if failed they will be
removed from the table. If there is an officer within Command distance of the soldier then you may have that lone
model join another unit simply by moving them into team coherency of one of their members. The original number
of models that were in the original unit will be used to calculate unit sizes etc for panic etc. Although the extra
model has added to the overall size they are a little known person in that squad so will not add any morale
boosting extra to the team.
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NCOs
NCOs are the backbone of the army, and are the essential link between the officers and the men they are
commanding. As a result, any teams that lose or have their NCO wounded will;

- Will lose their automatic action


- Until led by another NCO from the same squad, the leaderless team will only be able to move as you wish
provided the NCO from the other team is within Squad coherency (a distance equal to in inches to the CMD
rating of the unit) AND line of sight, taken at the start of that action. The team may make one move to go
beyond coherency distance, but once outside of this they will either remain where they are, or must make any
subsequent movement actions back towards the other half of their squad. If this unit is not available or within
LOS, then any movement will be towards the nearest visible friendly unit that isn’t fleeing or Falling Back. If none
is available, then any subsequent moves must be back towards their own board edge or starting point.
- Any team that has an NCO that is Suppressed will remain where they are and may not move out of coherency
with him until he is able to move again. Once he is free of Suppression he may lead as normal
- Wounded NCOs will be unable to lead, and the team will count as having lost their NCO. However he will regain
command if he recovers.

NCOs may be switched between teams from the same squad/section during any available action provided they are
free to move (ie, not Suppressed) and if not Wounded. The team will however be subject to the -1 for performing
dual actions in the same action. If it’s the automatic action normally provided at the start of the turn, the unit must
make a CMD test with no modifiers applied to successfully move the NCO between the teams. The remaining
models may perform any action(s) desired, yet following the rules given above.

A leaderless team will count as being led provided the platoon HQ or other officer is within Squad coherency at the
start of an action.

MORALE AND BOTTLE TESTS

Bottle tests
When a Platoon loses a certain amount of units it will have to take and make a Bottle Test to see if they can keep
fighting. As soon as a Platoon has more than 50% of their units destroyed or Fleeing (do not count those that are
Falling Back) they must roll a CMD test against their Platoon HQ CMD rating. If the test is passed keep on fighting,
although you must make the test at the start of every turn. If the test is failed, the Platoon will leave the field and
it will be game over for them. In multiplayer games the loss of a whole Platoon is quite a significant thing, so all
other players on the same side must take a CMD test also if any of their units are within 12” and LOS of the losing
platoon at the time of failing their bottle test. If the Bottle test is passed, they do not need to make another test
until another platoon leaves the table. Note that the original squads are used to calculate the number of units in
the force. Do not count half squads split down during gameplay etc.

A bottle test will most likely be way that one side beats the other. However most games are based around
scenarios requiring that certain objectives be met, so a side could be beaten by means other than failing a Bottle
Test. Players should feel free to adjust the level required for bottle tests to 33% remaining, 25% or whatever the
scenario may dictate. Both sides may have differing levels to represent a certain degree of battle readiness and
willingness.

Morale, the effects of fire


Fully Suppressed and Wounded
Any unit that has every member Suppressed or Wounded must pass a CMD test at the start of the first action that
turn. If failed the unit may only remain where they are or issue a Fall Back order and will do so directly away from
the enemy unit that caused the last Suppression, Wounded or Killed result. If that unit is not visible then the
nearest enemy unit in LOS will be used. If none visible then the Fall Back is done towards your board edge or start
point. In addition, any panic tests are taken at -1.

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Crossfire
It is very demoralising to be caught in a cross fire. Units being caught from the front, as well as the side and/or
rear in enemy fire will be more likely to retreat or panic as a consequence. Although hard to impose a crossfire
situation on the enemy, it will likely be worthwhile if you do. To represent this, the following rules are used to
confirm if a crossfire situation is occurring, and how to resolve to it.

To see if a unit is in a cross fire situation, it will take 2 or more units to be firing on one enemy unit, and measure
to see if your two units involved are far enough apart to affect the enemy unit. The way to measure if the units are
in a crossfire, think of the following letters CAB. A and B are the distances between the target unit and the two
attacking units that are trying to cause the crossfire. Distance C is the distance between the two attacking units
themselves. Measurements are taken from nearest models in each unit to each other, and may not be the same
models used to measure to other units. See the diagram below. If distance C is a larger measurement than both A
and B then the units are in a crossfire situation. A crossfire situation will impose a -1 to all CMD tests. This includes
for CMD tests to see if further actions can be performed, panic tests and if the unit is partially or fully Suppressed
or Wounded. The distracting and worrying situation created will make it harder to coordinate the giving and
carrying out of orders, and make a unit more likely to flee as they try to avoid being surrounded and destroyed.

There may be times when there are three or more units that will be attacking the one enemy unit. In this case,
choose 2 of the attacking units that will meet the crossfire criteria. If they do, each additional unit firing after these
two will impose further -1 modifiers to the CMD value.

The situation below will only apply if you are being fired at within the effective range for the weapons being used.
Any shooting done outside of an enemy’s effective range will not impact sufficiently enough on the target.

The situation on the left is


a crossfire one, as the two
green units have distance
C between them larger
A than either of the two
B distances A or B. If
distance C is equal to or
smaller than distances A
C and B the units are not
placed enough to cause a
crossfire. Measurements
are done from the nearest
models between each unit.

Being flanked
A strategic or tactical goal is very often to turn a flank on the enemy force, to encourage units to panic or rout with
minimum loss to your own forces, or to surround opponents and allow them to isolated and destroyed. Units will
be considered to be flanking their opponents if they meet the following criteria;

a) They are nearer to the enemy’s table edge or starting point than the enemy unit
b) The units that are flanking are within LOS of the unit(s) being flanked
c) The enemy units being considered as Flanking are within 12” of the effected unit

If the above criteria are met then every one of your units will impose a -1 modifier to the unit’s CMD value for any
panic tests made by the target enemy unit.

Fire corridor
Bullets don’t just stop at the target unit, but will continue on past them till they hit something or run out of steam.
Any shots taken at target unit, but that miss them will continue on and must be rolled against the next available
unit in the path. The distance they continue past the target unit will be unlimited. If the weapon being rolled for
has a Short range only then the shots will only continue to the maximum Short range distance for the Weapon
being used.
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To see who gets hit by the shots that missed the original unit, players must measure out the Fire Corridor beyond
the original target unit. The corridor must be equal to the width of the target unit and taken to the opposite board
edge to the shooting team. For any unit along this path whether friend or foe, roll all the dice that missed the
original target and roll them again. Any dice will count as hitting the unit on a 6 regardless of their cover or other
situation. The hits will strike a random model along the path within the secondary unit, but cover saves may be
made by them as normal. Any of these dice will then be used against the next enemy unit and so on until;

a) There are no more enemy or friendly units in the way


b) A suitable piece of terrain, such as a hill, building or woods blocks the shots.

Any secondary unit hit in this way may make a Reaction to being hit, but may only make a Fall Back or G-t-G. They
will be taking fire, but can’t see the enemy unit, or see them enough, due to their own unit being in the way.

Secondary unit, friend or foe Original target unit Attacking unit

Fire corridor

So the example above shows that the attacking unit is firing at the initial target unit. One has an SMG, the rest
have rifles, so are rolled for separately. The SMG rolls to hit, scoring one hit. The 5 rifles are rolled for (the model
marked as A has its LOS blocked by the models in front so does not get to shoot), and scoring 2 hits. The effects
of these shots are resolved as given in the shooting action section of the rules. To see if the secondary unit in the
fire corridor is also hit, the line of the fire corridor is measured from the centre of the shooting unit to the original
target unit, and then extended till it either leaves the table or runs into terrain that would absorb the shots. As we
can see here there are four potential models in the secondary unit that could be hit. The attacking player
measures and sees that the SMG doesn’t have the range to reach the secondary unit at all, so the SMG that
missed is ignored. The 3 rifle shots that missed the original unit will continue however, and so the 3 dice are rolled
again against the secondary unit, scoring a 6. One of the four models is randomly selected as receiving the hit,
and any cover saves are taken where possible. As the Secondary unit is within the short range of the rifles, the hit
model will roll on the appropriate line on the effects chart. If it were outside of short range then the shots would
be rolled on the Suppressing fire line. Bear in mind that the two rifle shots will still continue until they either hit
another unit or are stopped by terrain.

If the original target unit were in a building, a piece of area terrain or going over three or more pieces of linear
terrain then the shots are deemed to have been absorbed by these and will stop once they come into contact with
them. Units hit by shooting done as a result of being in the fire corridor are not included when working out a
crossfire.

It is suggested that the Crossfire, Flanked and Fire Corridor rules are only used once players are more familiar with
the main game mechanics.

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LINE OF SIGHT (LOS) and FIRE ARCS
All units have differing Lines of Sight, and may differ from the available fire arc for the weapon being used. All
infantry have 360deg LOS regardless. Unless using the specific types of weapons given below they may be
considered to have a 360deg fire arc. The models do not need to be turned to face their target. This section
should be kept in mind particularly when using the Shooting, Panic, C&C and Reaction rules.

Set-up weapons
Weapons that are required to be set-up will have LOS to the front 90 degrees, or to look at it another way 45 deg
to either side of straight ahead. The crew will still have a field of vision of 360 deg (so may perform reactions to
any enemy within the 360 deg), but their ability to fire at an enemy unit is restricted to the front 90 degrees only.

Light Machine Guns (LMGs)


Any model armed with an LMG is at a slight disadvantage. Aside from the weapon causing encumbrance (see the
Assault Action rules below) an LMG armed model has a front arc of 180 degrees when moving and firing (ie; not
set up). If the LMG is set up then it will be subject to the Set-up rule above.

Units and LOS


All units, from any side will block LOS. So an infantry team positioned in front of a friendly or enemy infantry team
will block LOS to any team on the other side of them. Large vehicles will block LOS to any other units, although a
large vehicle will be seen and may be targeted if behind a small vehicle.

The exceptions to this are that Infantry in front of large vehicles and infantry units that have Gone-to-Ground (see
the section later for G-t-G) will not block LOS. G-t-G units are effectively laying low so allow LOS to be possible as
if they are not there. Infantry in front of medium and large vehicles are just not big enough to obscure them from
sight if stood in front.

Linear and Area terrain types


Linear terrain refers to the likes of walls, fences, hedges etc. that will provide a degree of protection to models on
the opposite side of the terrain to attacking models shooting or assaulting them. Linear terrain will make it harder
to see and shoot at models on the other side of it, and especially so when there are several pieces to get passed.
Linear terrain will, unless players agree otherwise, have a base width of 2” or less.

Area terrain refers to copses of woods, orchards, areas of rubble and debris, all of which provide a degree of
protection for models within them. Terrain on the table top will generally be no more than 6” square, so it is
assumed that area terrain will block LOS to units on opposite sides of it, provided that neither unit is within the
area. Any models within will be able to be seen by any enemy (or friendly) units that have LOS to them, and may
be attacked as a consequence. However this will only apply to the models actually within the terrain, those still on
the opposite side will be concealed from view.

TERRAIN CHART
Terrain Type Line of site effect Movement effect To-hit Cover save
Open ground n/a None None 4+ None
Low Walls, hedges, wooden Linear Obscuring 1” penalty to cross
5+ 5+
fences
Orchards Area Obscuring none 5+ 6+
Woods Area Blocking none 5+ 5+
Shell holes/craters Area none none 5+ 5+
Buildings Area Blocking None 6+ 4+
Fortified buildings (bunkers etc) Area Blocking None 6+ 3+
Bog, marsh, swamp Area None Difficult ground 4+ 6+

Concealed - refers to any unit behind a wall, vehicle, hedge or other piece of scenery that provides a degree of
protection and cover to the target models. Target models must be within 1” or within a piece of terrain to count as
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being concealed. A concealed unit may roll cover saves against any shots that result in a wounded or kill result.

Obscured – Refers to any models or units that have a piece of linear terrain between them and the attacking unit,
but are not within 1” of that piece of terrain. Should there be 2 or more pieces of terrain to shoot over, the score
to hit becomes a 6. If there are 3 or more pieces of terrain to shoot over then a hit is not possible. An obscured
unit may not roll cover saves against any effects dice.

Note that a unit being fired at over linear pieces of terrain, and they are within 1” will receive cumulatively
increasing benefits. So if behind a wall, and an enemy have to shoot over another wall at them the target unit will
be needing a 6 to hit, and will receive the cover save from the wall itself.

Blocking – Allows units to see into them, but not through them. So a group of trees will allow models within them
to see and be seen if they are in/on the terrain, but any models or units on the opposite side will have LOS blocked
to them by the terrain.

REACTIONS

Before we go onto the actions that can be performed by the various units, we must take a look at the reaction
rules. During your opponent’s turn you may attempt to interrupt them by having one or more of your units perform
a reaction. These will be done in response to your opponent’s units performing any actions, so if you don’t have
LOS to that action then you don’t have the ability/chance to react. To perform a Reaction, it is dependent upon the
enemy unit’s position, activity and cover they are in. See the table below;

Enemy unit is... CMD test score required The enemy unit fired its weapons
Within 12” in the open Auto pass Auto pass
Within cover up to 12” CMD test to react Auto pass
In the open over 12” CMD test to react Auto pass
In cover and over 12” N/A, or CMD test to react if the unit Sprinted CMD test to react

If an enemy unit performs an action then choose the unit(s) you wish to try perform a Reaction with. You may
need to roll a CMD test for each of your units to allow them to React. Take the test, if failed they have not been
quick or lucky enough to do so. Repeat for all other unit(s) that have LOS to the enemy unit. Players may roll one
test per enemy action performed within their LOS and may make an unlimited amount of tests throughout the
opponent’s turn. If the enemy unit performs further actions in your LOS and you had failed the previous test to
react, then you may roll further tests if you want for any number of your units. Note that an enemy unit that was
over 12” away in the open may have moved to within 12” making the test passed automatically. Players may
choose to stop reacting to enemy actions at any time if they wish.

If the test(s) are passed, each unit that passed may perform any of the actions given below in the Actions section,
with the exception of Rally and Assault. Once a CMD test has been successfully passed you may then perform an
action. Each of your teams may only perform one action as a Reaction in the enemy turn.

Teams that have performed a reaction must have a marker placed next to them to say they have reacted. This is
important as the consequence of performing a Reaction is that the free action normally allowed in your turn will
count as having already been used and so is not available. Players will therefore, for their first action performed in
their following turn, need to roll and pass a CMD test for them to perform the first action in their turn with
progressively harder CMD test for their following actions after that as described in the C&C section earlier.

If the enemy action involves movement, then your unit performing the reaction can interrupt the movement before
it is complete if they want to shoot at them or move away. This is only possible provided the reacting unit has seen
at least half of the movement of at least one of the models in the target unit. If less than half is seen then there
won’t have been enough time to react so allowing the enemy unit to complete their action before you are able to
perform your reaction. This is useful for fleeting targets and those that are obviously moving out of sight. The
player controlling the reacting team must state where along the path of movement they wish to interrupt to shoot

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at the enemy unit. Measure this movement distance and move all enemy models that far. Then resolve the action
of the enemy unit. Once the action has been performed, move any models that are able to move (ie not
Suppressed or Wounded) the reminder of the distance to complete the move.

ACTIONS

Players may have their units (unless otherwise stated in the unit’s description) perform any of the following
actions, and may do so in any order during their turn. The actions available are;

- Move
- Shoot
- Assault
- Ready action
- Go to ground
- Fall Back
- Digging in

Move Action
Your units may;
- Move 6” into assault or as a sprint move. Models armed with Assault weapons may fire with a -1 to hit.
- Move 3” normal move, and if their weapons allow, you may fire them as part of the action.
- Move 1” whilst gone-to-Ground and still retain the G-t-G bonuses.

Movement will be affected and reduced in the following circumstances;


- 1” reduction in movement for crossing over a linear obstacle such as a fence, wall or hedge, with each such
obstacle deducting 1” per obstacle. These obstacles will be counted as such if they are equal to or smaller than
your models.
- Only be able to perform a 4” sprint or 2” move when in terrain counted as being difficult, such as a marsh etc.

Squad coherency, team coherency


Squad coherency (ie the distance between the two teams that make up a squad) is a distance in inches equal to
the CMD value of the two teams from the same squad. The two teams of each squad will count as being in
coherency as long as at least one member of each team is within that distance and must have LOS possible. The
benefits of being in coherency are given below. Only teams from the same squad are used for squad coherency.
Teams from other squads, and other infantry teams, are not. Squad coherency is optional, and so teams from the
same squad may go their own ways on the battlefield, or may remain within Squad coherency and gain all the
benefits from being so.

Team coherency is 1”, and is the maximum distance that the members within each team must try to maintain at all
times from each other. During the game this may not be possible due to casualties and models becoming Wounded
or Suppressed. See the rules for Stragglers below.

Wounded models will not be counted when working out if a unit is in coherency. So if a team has any models
removed due to being killed, or there are any wounded models they will be out of coherency. However a team will
count as still being in coherency if they don’t move, even if they have lost models in the meantime. Once they
move though they must be brought back into coherency. Team coherency is mandatory.

In both cases coherency is only possible if LOS is established. If there’s no LOS then there’s no coherency.

Infantry Teams
Teams within Infantry squads/sections will be subject to the following restrictions/options;

- If the squads you have purchased have been split into their two teams, each team must then have a minimum
of 3 models in. Any remaining models may be given partially or wholly to one team or the other.
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- A dedicated squad LMG and the unit’s leading NCO may be put in one or either of the units. Where two NCOs
are present one must be in one team, the other in the other.
- The total number of models in both teams can be added together for the purposes of rules that are related to
the numbers of models in the unit. Each team will be able to count the other half of their team for the purposes
of resolving Panic done as a result of enemy shooting, provided that both have at least one model within a
distance equal to their CMD value in inches to the other.
- Any teams that are within squad coherency at the start of their turn, and have LOS to each other, may switch
models between units for one action. The models may not move more than 6” when switching. If you choose to
do this, the CMD test rolled is done with an additional -1 to the CMD value in addition to other modifiers, but
only if the rest of unit is going to perform another action at the same time (such as shooting). Other models
within either team that are not being exchanged may fire weapons if their CMD tests is passed with no other
negative effect.
- A team may count their own HQ unit as the other half of their squad/section if the actual other half of their
Squad/section is not available due to being destroyed or out of CMD. The amount of models used in the HQ will
be those present at the start of the action, not the original amount of models at the start of the game if the HQ
has suffered casualties along the way.

Fall Back Action


Fall Back is the order given to a unit to withdraw, as opposed to a unit that is fleeing, panicked or broken after
intense fighting. As a result, models that are Falling Back will have some advantages over fleeing models. However,
as a Fall Back order is generally an all out repositioning, a unit that Falls Back may perform no further actions that
turn.

Teams may use a Fall Back action at any time in their turn provided they passed the required CMD test. They must
move directly away from the nearest visible enemy unit and end up nearer their board edge than when they
started. If the nearest enemy is also nearer their board edge than they are, then the movement should be towards
the unit’s board edge but be further from the visible enemy unit more so. If the unit has already used an action
this turn, the distance they can Fall back is 2D6”. If the team has performed no actions the fall back distance is
3D6”.

A Fall Back order allows suppressed models to ignore the effects of Suppression and will move back the 2D6” or
3D6” along with the models that were not subject to Suppression. It is clear that the unit will escape the effects of
Suppression for free, but at the expense of now not occupying their original position on the table and not being
able to perform any further actions that turn. The aim is to execute a swift withdrawal under more controlled
conditions as opposed to units that are broken due to enemy action. The unit will Fall Back until they reach and
get within/behind a new piece of cover away from the enemy. If they were in/behind a piece of terrain at the time
the order was issued, the unit must exit out of it and must continue until they reach the next piece of
terrain/cover. Until that that piece of terrain/cover is reached the unit will keep Falling Back 3D6” per turn. They
will not stop out in the open.

A team that has rolled high enough to have any models leave the table, or has not reached a suitable piece of
terrain may have a last chance to prevent them leaving the table. If they are only half or less the distance in
inches than was rolled for the Fall Back, the unit may roll a CMD test. If passed they will stop at the board edge
and will be considered to have rallied and stopped just in time. If the test is failed then the unit moves off the
board and is removed from the game. Wounded models will of course be unable to keep up so will be left behind
and lost unless another friendly team is nearby to see them and prevent their removal.

A team that has Fallen Back may perform no further actions that turn. A marker should be placed to indicate that
they are Falling Back.

Once the team has reached/is within a piece of terrain, or has passed their last chance CMD test, they will stop
and must perform a Ready Action as they reorganise themselves. From there on they may continue to play as
normal and may perform Assault, Shooting or any actions.

Falling Back units will be at a slight disadvantage to other units. They will fail any Panic tests they need to make as
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they are in a retreating/repositioning state of mind. The only Reactions they can perform is to either Fall Back 3D6”
or any move Actions away from the enemy unit they are Reacting to. Therefore if they reach cover due to this
Reaction, they may do nothing else in their turn. If caught in combat, they will fight back and defend themselves,
but will break away from the combat automatically if they lose. If they win the combat they will remain where they
are if the enemy unit is driven off.

Shooting Action
A team may fire their weapons once per action. A team will follow the steps given below making sure that the
firing models can see at least one of the models in the target unit to be able to fire at them. Once you have
chosen the team to perform the shooting, choose the target enemy team and check how many models are actually
in LOS and then the ranges from the firing models those targets. Bear in mind that there are several differing types
of weapons, with different short ranges and differing rates of fire. These weapons will need to be rolled for
separately to each other to prevent any weaker or lesser able weapon gaining an advantage from better ones.

Deciding who to hit


There will be many instances whereby a target unit has some members within a piece of terrain and would count
as Concealed, some within a building, and others left out in the open and with no clear one situation to determine
who and how to hit. As a result, once it has been established what target models can be seen and therefore what
are in range, players must adhere to the following rules;

- Players must use the worst case situation for resolving who to hit. So the models in the hardest cover are used
to decide the score required to hit.
- Alternatively players may ignore the harder to hit models in favour of the more exposed and easier to attack
members of the unit. As a result the harder to hit models may not have any shots allocated to them, and with
all rolls to hit now done using the scores needed for the less protected target models. So players must decide if
they wish to hit all models as if in a building, ignore the ones in the building and just those in cover or in the
open, or just those in the open. Obviously if a unit is entirely in the open or one form of cover then there is no
deciding required as to who to hit.
- As (most) shooting weapons have two main ranges, Short and unlimited, it will happen that some of the target
unit is in short range, and some are in unlimited range. When this occurs the majority of models are used, if
equally apportioned, use the short range. Where there are differing weapon types due to ranges or
effectiveness of the shot, roll each weapon type individually with the majority ranges counting as described
above.

Once you have resolved what models are in range and which are not, follow the procedure given below;

- Roll to hit as given in the ‘To-hit’ section below.


- The successful dice are how many hits you get on the target unit, it’s now time to allocate them starting with
the models nearest to the attacking unit. Wounded or already Suppressed may be ignored until all models have
been allocated at least one hit. Alternatively you may choose to hit all models regardless of their state. Once all
models have had one hit allocated, then go back to the nearest model to the attackers and start to allocate hits
again, and done regardless of any Suppressed or Wounded results already on them. So if there’s 4 models in
the unit, and 6 hits, each model will be hit once, the remaining 2 dice will be allocated to the two models at the
front/nearest to the firing unit. All these to hit dice automatically cause suppression.
- Once the models have been allocated the dice, there is a chance that the hits they have received will actually
cause more than just suppression. For each model hit re-roll the dice and compare the results to the relevant
result line of the effects table for the weapon being used. So 4 hits against a model equals 4 dice rolled for
Effect with each result separately applied. This may mean that a model that has already been hit in a previous
turn/action, may receive a more serious result than it had before. The worst (or best!) result replaces any lesser
effect previously allocated to the model. So a previously Wounded or Suppressed model that receives a kill
result will be removed from the table, a previously Suppressed model will have the Suppression result replaced
by a Wounded result. Note that some models may well have two or more hits against them, so roll separately
and apply the most severe result.
- Once a model has had the effects dice allocated, apply the worst result only. So a model that has Suppression
and 2 Wounded results will just count as being wounded (ignoring the Suppression and one wounded result).
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Any multiple results are ignored and are just applied the once with no further additional effect.
- Once the effects dice have been allocated, you may now roll a cover save against each shot for each model in
cover to see if the cover stops the shot enough. For every successful cover save, the Killed or Wounded result is
reduced back to a Suppressed result.
- Now remove the dice and leave any markers in place for wounded models. Suppressed models may either be
left on their side, or may have a marker next to them. As suppression is the most common and frequent effect
of being shot at it may be easier/quicker, but you decide. Any killed results mean that the models are removed
from the game.

To Hit
To shoot, roll an amount of dice equal to the RoF for the weapons being fired. So a RoF 3 weapon will allow a
player to roll 3 individual D6s, each needing to score 4+, 5+ or a 6 to hit dependent upon the terrain that the
target models are in. There are some modifiers given later on, these are applied to the scores rolled and then
compared to the scores needed to hit.

To-hit, roll a D6;


- 4+ Target in open
- 5+ Target Concealed (in cover), obscured by a single piece of linear terrain (such as a hedge or wall) or Gone
to Ground in the open and seen by the attacking unit
- 6+ Target in Building or Obscured by 2 pieces of linear terrain.
- N/A if a unit has Gone-to-Ground within a building, foxhole or trench, or has 3 or more pieces of linear terrain
between them and the attacking unit, then it cannot be directly targeted.

Shooting on the move


Units that fire and move will have a -1 modifier applied to all rolls to hit, provided they have a weapons that allows
them to do so. Models may only move 3” and then fire unless the weapon is one that won’t allow this (such as
weapons needing to be set-up to fire etc)

In addition, a shooting unit will not be able to concentrate or stop long enough to shoot at just anyone they like.
As a consequence a unit that moved and fired can only shoot at the nearest visible enemy unit, or may continue to
shoot at a unit they were firing at in the previous action. Note that your unit may not shoot at a new unit that isn’t
the nearest if they move, and must spend an action not moving to select any other target.

The effects of fire


Effect
The effect a shot has on a target is dependent upon the type of weapon and range to target. Refer to the weapon
type to see what effect dice to use and consult the table below. The effect rolled against will be used for all shots
within the weapon’s Short range as given on the weapon profile under the Tables of Equipment and Organisation
(TO&E) for the army being used. If the targets are outside of the weapon’s Short range then players are to refer to
the scores needed on the line for Suppressing Fire only, representing the diminishing effectiveness of the shot
against the target.

For each shot that gets through, roll a D6 and consult the relevant line on the chart below;

Effects results table


D6 score
Effect Type Typical examples (not an exhaustive list)
1 2 3 4 5 6
Suppressive S S S S S W Light mortars, Standard & Effective weapons fired over short range
Standard S S S W W K Most infantry weapons
Effective S S W W K K 20mm cannon/AA, MG34, the .50 Cal
Lethal S W K K K K Flame weapons, WP, artillery in most cases, snipers
S = Suppressed W = Wounded K = Killed

Suppression
Suppression is by far the most common effect of shooting against models within a unit. All hits on a unit
automatically cause suppression as explained earlier on. Models affected must spend their next available action to
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become free of the suppressive effects. This action spent must be the next available regardless. Suppressed
models may be represented by either laying the models on their side or by placing a marker next to them as a
reminder. Once the action has been spent the markers should be removed or models stood back up. Suppressed
models may do nothing other than sit and wait until their suppression is removed.

Suppressed models are still counted as active with regards to resolving the size of the teams or squad/section sizes
and for unit coherency etc, it’s just that they have received a lot of fire so are keeping their heads down a bit till
the effects pass. Multiple Suppression results have no further effect beyond the first with regards to individual
models, although a unit that is fully suppressed will have further negative effects applied. See below for the rules
for Partial Suppression and Full Suppression.

Wounded
Wounded models are denoted by placing a wounded marker next to the effected model, and laying it on its side.
To see if wounded models stay wounded or otherwise choose a unit to perform an action. Before that action is
performed, roll a D6 per wounded model;

1-2 – Recovery – the model recovers enough to rejoin the battle, they will now become Suppressed along
with any other Suppressed models in the unit
3-4 – Wounded – the model remains wounded.
5-6 – Dies – the injuries are too much and the model is removed from the table.

Wounded models that remain wounded may be moved (crawl) 1” per turn. They may do nothing else that turn
regardless of how many actions their unit performs. Whilst wounded they will not be counted when working out
how many active members there are in the team or squad/section. Multiple wounded results have no further
effects beyond the first.

Teams may move off and leave Wounded models behind if a player wishes, and may occur if the Team falls back
as a result of shooting or losing a close combat too. As soon as the able members of the team or all other friendly
infantry models move out of LOS and Squad coherency (a distance in inches equal to their CMD value), Wounded
models are removed from the table as they are lost in the battlefield. Until they are lost you may roll on the
recovery table above

Killed
The model(s) are killed and removed from the table. You must keep track of models killed in relation to the unit
size at the start of the game. This is important for the likes of Panic and other morale based tests.

Cover saves
The cover saves scores given in the terrain chart above (shown as 3+, 4+, 5+ or a 6) are the minimum a player
needs to score for the cover they are in prevent a wounding or kill result on the effects chart. Players roll one D6
per shot that was rolled a Wounded or Killed result on the effects dice. A successful roll results in the Kill or Wound
shot being converted back to a Suppression result only. Note that cover saves are used for units against both
Shooting and Close Quarter Combat attacks.

Suppressing fire
Any weapon that has the description HMG or LMG are able to perform suppressing fire. This is where the weapon
is used to lay down a curtain of fire that is performed with the aim of holding the enemy back, but not aimed
enough to really neutralise them. There are a few other weapons that can perform this mode of firing, those that
are will be described in their weapon profile under the army being used. Provided the firing unit doesn’t move, any
weapon performing Suppressing fire will do the following;

a) Roll double the dice normally allowed, including doubling the additional dice granted for loaders etc.
b) Any models hit will roll on the Suppression effects chart only, regardless of scores normally needed for the
weapon being used.

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Weapons generally
Weapons specific rules are given in the weapons section for the relevant army list armoury section. Players should
refer to them in relation to the general shooting rules given above and in addition to the weapon rules given

Split Squads and stragglers


It is likely that a player may wish to maintain the momentum of an attack or manoeuvre and in doing so not wish
to be hindered by models that are Suppressed and Wounded. Models may also be left behind as Reactions made
an opponent in your own turn result in stragglers happening along the way. As a result you will end up with
stragglers. Stragglers must use all movement to get to towards their parent team where possible. If this is not
possible, they must make all moves towards any visible friendly team seen at the start of any action they are to
move in, but not if it takes them towards a visible enemy unit unless that movement results in coherency with their
unit. If none of the above is possible, then the stragglers must make all moves towards their board edge or
starting position. Stragglers will move towards each other and will form new units where possible, that will then
keep moving as given above.

Should any of the stragglers be an NCO then they will not be able to move as they wish until they are leading at
least one other model. Stranded NCOs will move as given above just like any other models in the meantime.
Groups of stragglers will not count as a count as a squad until led by an officer or NCO.

Any units of stragglers will fail any panic tests automatically and will only be able to be rallied if they are within
CMD distance of an HQ, and must pass a CMD test to do so. If fired at by an enemy unit, even if not hit, they must
also make a Panic test.

Assault Action
Infantry Teams within 6” of enemy may attempt to make a 6” Assault move. An assault can only be committed to
by your units in your own turn, and not as a Reaction to the enemy in your opponent’s turn. If a unit has its first
free action available to take in their turn and are within assault range, they must make a CMD test to assault. The
immediate proximity of the enemy means your units will need to galvanise themselves to commit to an assault. If
the test was failed then the unit may only perform a Shoot or Fall Back order, with no other movement allowed.
Players may then attempt to roll their CMD test to see if they receive their next action, and with the relevant
modifiers for multiple action tests, as given in the C&C section. If the CMD test to assault is passed they may then
move into combat, or repeat the above if failed. The CMD test to perform further actions is deemed enough of a
test to see if they will move into combat.

Players must judge by looking at the units involved to see if they think their unit will make it into contact, with all
measurements done after you have declared the unit is to assault.

Who can move into contact?


Once you have established that a unit can assault, the aim is to gets as many of your models in contact with as
many of the enemy models as possible. The attacking player moves the nearest model in the assaulting unit
towards the target unit and taking into account penalties for moving across obstacles. You are then aiming to place
your model in base-to-base contact with the nearest enemy model. This enemy model may be any regardless of
their state (active, wounded or suppressed) although the attacking player may ignore Wounded models if they
wish and focus on the greater threat of non-wounded models. Once the first model in your unit has been moved,
then move the next nearest attacking model to the nearest unengaged target model. Repeat until you run out of
attacking models or you have no more of your unengaged models in range of any unengaged enemy models. You
may now start to double up on enemy models that are already engaged by yours. Any of your attacking models
that are not within 6” of any enemy models must be moved as close as possible to the target unit and still keeping
models within team coherency of 1”.

Models that come into base contact with enemy models roll one dice each to hit according to their CQB value given
in their stat line. The values for CQB will be 3+, 4+ or a 5+ as given in the stat lines for the troops within the army
list. If you score a hit, the enemy models in base-to-base contact will be removed, with the ones contacted first by
your unit being removed before those further back. It will be quicker if a player rolls the attack dice for all of their
models in one go for speed of game play. However where models are armed differently or there is an NCO or
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individually armed models involved, these should be rolled for separately. Once all the attacking models have rolled
their dice and the eliminated models removed, the defending player may now attack back using any remaining
enemy models in contact. Again these will hit back according to their own CQB rating, and removing the models
that were contacted first through to the last to be contacted. In either case where the first contact models are
removed first, but it is not clear as to which models were first, the player that owns the unit receiving casualties
chooses which models are removed.

Sometimes a unit will be incorrectly judged to be able to reach their target. Basically, you judged the distance
incorrectly. You still must move the unit the full 6” towards the intended unit, however, if the unit takes XXX they
must make a Panic test.

Losing combat
The side that takes the most casualties is considered to be the loser. They may either flee from combat (run away)
or will remain in combat but hand the advantage over to the winning side. To see if they run away or stay,
compare the amount of models in the winning unit to the losing unit. If the losing unit outnumbers the winners by
a ratio of 2:1 or more they will not break, but will hand the advantage over to the winning side. If the losing unit
doesn’t outnumber the losers by 2:1 or more, then they must make a CMD test to remain in combat. If passed, the
advantage is granted to the winners. If the test is failed then the unit flees from combat. If the winners outnumber
the losers by 2:1 or more then the losers must make a CMD test, but with an additional -1 imposed on their CMD
rating and making them more likely to run away. Note that the total number of models is used to

If the attackers were the ones that lost the combat then they will flee 2D6” back in the direction they came from,
effectively making a 180 degree turn. If the attackers broke the defending unit, the defenders will flee 3D6” along
a route in line with the one the attackers took to reach them. Should the attackers be fortunate enough to stay in
combat, win or lose, then they must continue to roll CMD tests for further actions. This is an exception to the rules
for rolling for further CMD tests. Players are normally allowed to choose not to roll further CMD tests if they wish
their unit to do nothing. However once in combat a unit is obliged to keep making CMD tests as the proximity of
the enemy drives them on.

If both sides caused the same amount of casualties then it is a draw and the units will remain in combat. If the
defenders won, and the attackers broke from combat, it is the end of the attacking unit’s turn. If the attackers won
and the defenders broke away then the attacking unit can roll a further CMD tests to see if they can perform
another action. If passed they may charge in to any enemy unit in range.

If neither side won the combat, or a side won but the losers passed their CMD test, the two units will be locked in
combat. In subsequent actions, in either player’s turn, if the result had been a draw then both sides will strike each
other simultaneously. Continue playing until one side breaks or is destroyed.

Having the advantage


A side that has the advantage will strike the enemy first, with any remaining enemy models then being allowed to
strike back. A side will lose the advantage once they lose combat, and handing the advantage to the enemy
unit(s).

Multiple units.
A unit may assault multiple units if they can reach them, but must maintain the 1” unit coherency with each other
where possible by the end of assault move. Once in combat, the numbers of models in all the units of one side are
added together Vs those on the other. So a British Section with 6 chaps assaulting two German units of 5 and 6
Schutzen (11 total) will be outnumbered by just under 2:1.

If the British Tommys win the assault and the total number of Germans in the combat do not outnumber the Brits
by 2:1 or more, then they must make a CMD test or Flee from combat. The test is taken against each unit
separately though, not one roll applied to both units. If one onf the units run but the other stays, then

Defenders in cover
Defenders in cover will gain advantages over any attackers that are trying to dig them out. If an Assault action is
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performed and the defending unit is in cover they will receive a save for the cover they are in the same way as for
shooting. Saves are taken however on an individual basis rather than majority of the unit. The saves will be
retained and used by the defenders through each action spent in assault until the attacking unit wins a round of
combat and forces them to make a CMD test. If the test is passed, the attackers have still won combat enough to
move into the cover and so negate any benefit to the defenders.

In the situation where an attacking unit has started their Assault action in the same piece of terrain as the target
unit (ie, and orchard, woods etc), the cover save is still awarded to the defenders. The attacking unit, by their
actions and movement are unable to use the cover effectively enough yet.

The most common counter to units in cover is to use grenades. Although they don’t fully even things up, they will
help partially readdress the unequal situation of attackers verses defenders. See the rules for grenades later on.

Suppressed and Wounded models in combat, attacking and defending


When a unit is to move into assault with an enemy, any suppressed models may ignore their suppressed status
and be moved in with the active members of the unit. Stand them up and measure from the position just like any
other model.

Any attacking models may ignore Suppression results inflicted on them from enemy shooting received when their
unit is performing an assault action. The suppression results being ignored may be ones received from any unit,
not just the one being attacked. Any Wounded or killed results will result in the effected models not reaching the
target unit. Any Wounded models will move D6” towards the target unit, and must be positioned at least 1” from
the target unit regardless of the d6” roll. Wounded models in the attacking unit may never be included in the
assault action.

Any suppressed models in the defending target unit will ignore the effects of Suppression and will fight back as
any other active model. Any Wounded models in the target unit will be able to fight back, but will only be able to
hit back on a 6+. This represents the slim chance that a wounded model is able to still pull a pistol, or give it a last
gasp to defend themselves from attack and may use cover saves if available. Any wounded model that doesn’t kill
their opponent in base-to-base contact by the end of the action will be removed as a casualty automatically. It is
assumed that they have been overwhelmed by their attacker. Wounded models may never commit to an Assault
action. Wounded models may, if they survive an assault as described above, make an immediate Wounded results
roll. If they score a recovery result, the model has shaken off the Wounded status and will ignore Suppression,
becoming an active member of the team again. Wounded will stay as they are. If a Dies result occurs, the last
gasp has proved too much and the model dies from their injuries. Roll after each combat that a Wounded model
survives in this way.

Reactions
The target unit in an assault may make a Reaction just like any other unit, and will be allowed to carry out their
Reaction provided they can pass a CMD test to do so. The defending player must take the test as soon as the
assault is declared, or as soon as the assaulting unit comes into LOS. As a result the target unit may chose to
shoot, or may move away from the attackers in the hope of preventing them from actually making contact. If this
occurs, the attacking unit may continue to take CMD tests to have further reactions, but must still attempt to
assault the same unit that they were trying to reach before if they do still wish to engage in combat. A unit that
has moved away as a reaction to being assaulted may not use any cover save that they would have normally been
allowed. Both units are moving and focusing on manoeuvring and not able to use the cover they are in to protect
themselves.

Taking prisoners
If the attacking side drives off their opponents there is a chance that they may be able to take them prisoner. A
team that moves at least one of their models into contact with an enemy team that is Falling Back or Fleeing will
capture that any models reached are removed from play. Any that are not reached will keep on running, and
subject to the rules for units being below 50% strength, Ralling etc. The capturing player must use one of their
friendly models for every four or part thereof of captured models to escort them from the battlefield. So 6 models
caught would use 2 of your own models to escort them. This rule is optional and players should feel free to not
use it if they wish.
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Gone to Ground Action
Teams may choose to go-to-ground at any time provided they do not have compulsory movement to perform. A
unit may claim to have G-t-G if they are in area terrain, or behind linear terrain that will allow them cover and
concealment, such as a wall. A unit must spend one action stationary to count as G-t-G. Units that have G-t-G may
only retain their bonuses provided they do not move more than 2” per action or do any shooting. A G-t-G unit will
have the following bonuses and restrictions;

a) May only be targeted by enemy units if those enemy units are within 12” of the G-t-G unit if in cover. If G-t-G in
the open, they will be able to be targeted up to 24”. A G-t-G unit in the open that moves at all will no longer
count as being G-t-G. If within 12” of any unit wishing to target them, the enemy unit needs to pass a CMD test
before attacking, and rolled at the start of any new action being used. If failed they failed to notice your unit
and may target another team. You may roll CMD tests at the start of further actions if you wish.
b) If one of your units decides to try to G-t-G within LOS of an enemy unit after already shooting or not being G-t-
G, all enemy shooting at the G-t-G unit will be done on the Suppressing fire line of effects chart regardless of
the regular chart rolled on for the weapon (the G-t-G unit is hard to locate)
c) As the G-t-G unit is keeping their heads down, they may add +1 to any cover save, or have a minimum save of
a 6 for all shooting attacks. This is increased to +2 for all weapons that use a template (such as mortars)
d) A unit that has G-t-G in a building, trench or Foxhole may not be targeted directly at all, although if in a building
the building itself may be targeted.
e) For the G-t-G unit to fire, one Ready action must be spent before they can fire their weapons. This may not be
interrupted by enemy Reactions until after the previously-G-t-G unit has fired their weapons.
f) A G-t-G unit must re-roll any successful Reaction tests. Their protected but terrain hugging position makes them
less able to react to the enemy.
g) A G-t-G unit may re-roll any failed panic tests. However if they do fail both tests and start to run, they will only
go D6” if the second or subsequent action in their turn, or 2D6” if they haven’t performed any actions yet.

G-t-G units should have a marker next to them as a reminder that they are G-t-G. A player can state that their unit
has G-t-G provided they have entered up to or within a piece of area terrain that will allow for G-t-G. A player may
wish for their unit to G-t-G as a reaction to taking enemy fire, or halfway through their turn after they have spent
initial actions, and will follow the rules given above.

Ready Action
Generic action to cover setting up/packing away MG's placing charges etc. Players should feel free to use this as a
generic action to represent any suitable activities that their models will be performing in scenarios etc that are not
covered in the list actions given here.

Digging in Action
Units may attempt to dig in and improve their level of cover. Units must roll a D6 needing a 6 to be successful.
They may keep trying in subsequent actions, but will need a 5 or 6 in the next one, followed by a 4, 5 or 6, and
getting progressively easier by 1 pt per action. Any unit that doesn’t manage to dig in before their turn is up
should have a marker next to them to say they are half way to digging in.

Digging in can only be done on soft surfaces such as in fields and gardens, not the likes of roads etc. that are
naturally impervious to anyone with the wrong equipment.

Any unit that is Subject to a Falling Back order or Fleeing due to Panic, that are within a dug out position, must
deduct D6” from their move. So if they haven’t performed any actions this turn they will go D6”, if they have
performed actions this turn they will go 2D6”

PANIC
Units will be subject to panic when;
- They take 25% casualties whilst in cover or from indirect weapons when not in cover
- They take any casualties and are not in or behind any form of cover due to direct shooting only, not indirect.
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- There is a fleeing unit within 6” of them and LOS at the start of any action (one test regardless of how many
units)
- Friendly AFV is destroyed, or a friendly infantry unit has all members Killed or Wounded, within 12” and LOS.

Units will have to take and pass a CMD test or will be subject to the fleeing rules below. Note that Fleeing is
separate to a unit that is following a Falling Back action. Falling Back in where a unit has been ordered to do so
and is moving away at full haste from the enemy, but still in a reasonable state of combat readiness. Fleeing is a
panicked state that could result in a rout of your troops with only a questionable amount of hope of recovery.

Teams below 50% of their starting strength are at -1 to their CMD (ie a 6 man team reduced to two models has -1
to its CMD) to rally. Note that a Squad/Section that has been split, but has both teams within CMD range of each
other may still count the total number of models in the team towards the starting strength, otherwise each team
out of CMD range will only count themselves for this purpose. So if more than 50% of the unit has rolled sufficient
enough distance to leave the table, the unit is removed and do not get the last chance that a Falling Back unit is
permitted.

Fleeing and Rallying


Any team that is Fleeing must move directly away from the cause of their panic. So if a unit is panicked due to
casualties from shooting, the unit must flee away from the last unit to shoot at them and that caused the panic.
The only exception to this is when a friendly unit (vehicle or infantry) is destroyed within 12 and LOS. If this occurs
then the fleeing unit will just move towards their table edge only. Any fleeing unit that failed to Rally must make
subsequent moves towards their table edge. A fleeing unit may be Rallied by passing a CMD test taken at the start
of the first action in your turn. If the test is failed the team will continue to retreat 3D6 and will count as their turn
being over after they have been moved. A unit may not rally if there is an enemy unit within 12” and LOS, their
proximity is just too close to allow your unit to recover their composure. Any distance rolled on the 3D6 is still
affected by the penalties imposed for moving over/through terrain that would normally slow down movement. So a
roll of 8 inches would be reduced down to 6 inches if the team were to go over 2 walls for instance. Teams that
are Fleeing cannot react to enemy actions and do not gain a free action.

If the CMD test to rally your unit was successful, then the unit will stop where they are and will become
suppressed. If they have further actions available in their turn, they may not make an Assault action. Should they
need to take a further Panic test, they will fail it automatically. If assaulted in their opponent’s turn they must make
a CMD test to not flee again.

Any models that are caught (ie, their enemy move into base-to-base contact with them) will be captured as given
above and removed from the game. Any that were not physically contacted will continue to Fall Back 3D6 and will
be subject to the rules for any units that are below 50% starting strength etc. Units that are fleeing should have a
marker placed next as a reminder.

Fleeing units may not React to enemy actions. They are too preoccupied with saving themselves to commit to a
concerted aggressive action.

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