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Company of Heroes - Rulebook 2.059

This document provides a table of contents and overview for the 2nd edition rules of Company of Heroes: The Board Game. It outlines the core components included in the 2-player set such as unit miniatures, terrain tiles, command point and status markers. The rules are divided into sections covering rounds, maneuvers, combat, damage, assaults and supply. Additional details on vehicle types, commanders and variant gameplay options are also referenced. The introduction encourages learning the rules to prepare for commanding troops against a threatening enemy force in Europe.

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0% found this document useful (0 votes)
3K views36 pages

Company of Heroes - Rulebook 2.059

This document provides a table of contents and overview for the 2nd edition rules of Company of Heroes: The Board Game. It outlines the core components included in the 2-player set such as unit miniatures, terrain tiles, command point and status markers. The rules are divided into sections covering rounds, maneuvers, combat, damage, assaults and supply. Additional details on vehicle types, commanders and variant gameplay options are also referenced. The introduction encourages learning the rules to prepare for commanding troops against a threatening enemy force in Europe.

Uploaded by

covetta claudio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RU

LES
2ND
EDITI
ON

1
TM
TABLE OF CONTENTS
7.0 - Supply Phase - Overview Pg. 23

7.1 - Neutralize, Capture, Adjust Incomes Pg. 23


1.0 - Introduction Pg. 1 7.2 - Collect Resources Pg. 23
1.1 - Components Pg. 2 - 4 7.3 - Check End Game Trigger Pg. 24
2.1 - First Game Rules Pg. 5 7.4 - Purchasing Pg. 24
2.2 - Objective and Game Setup Pg. 5 - 6 7.5 - Experience and Destroyed Unit VP Pg. 25
2.3 - Unit Types Pg. 7 7.6 - Finish Retreats, Remove Pins, Reinforce, Repair Pg. 25
2.4 - Spawning Starting Infantry Pg. 7 8.0 - Commander Cards Pg. 26

3.0 - Round Overview Pg. 8 8.1 - Commander Details Pg. 26 - 27
4.0 - Maneuver Phase - Step 1 Turn Order Pg. 8 8.2 - Commander - Full Game Rules Pg. 27
4.0.1 - Operations Deck (Full Game Rules) Pg. 9 9.0 - Lost Brigades Expansion - Full Game Rules Pg. 27
4.1 - Step 2 Spending CP Pg. 10 10.0 - Full Game Map Features Pg. 27
4.1.1 - Infantry Pg. 10 10.1 - Bunkers Pg. 27
4.1.2 - Infantry, Emplacements, Setup Pg. 11 10.2 - Multi-hex Buildings and Cathedral Pg. 28
4.1.3 - Machine Gun Pinning, Firing Arcs Pg. 12 10.3 - Terrain Pack 3 Cover Pg. 28
4.1.4 - Overwatch Pinning Full Game Rules Pg. 13 10.4 - Ice Rules Pg. 29
4.1.5 - Light Vehicles Pg. 13 11.0 - Odd Number / Three Player Games Pg. 29
4.1.6 - Heavy Vehicles Pg. 14 12.0 - Full Game - Modes / Variants / Terrain Pack Features Pg. 29 - 31
4.1.7 - Full Rules Heavy Vehicles Pg. 14 13.0 - Glossary Pg. 32 - 24
4.2 - Step 3 Full Rules Retreat Pg. 15

5.0 - Damage Phase - Overview Pg. 15


1.0 - INTRODUCTION
Good morning soldiers, welcome to your training detail. This army has
5.0.1 - Assignment - Steps 1 to 2 Pg. 15
produced some of the finest officers in the world and we are confident
5.0.2 - Heavy Vehicles - Full Game Rules Pg. 15 you will join their ranks soon. We are going to begin by teaching you
the basics of command, maneuvering troops, combat orders, and
5.0.3 - Resolution - Steps 3 to 5 Pg. 16
the all important logistical details of supply that an army runs on. The
5.1 - Damage Assignment Sight and Range Pg. 16 Army Officers Training Manual lies in front of you but HQ has also
prepared a film reel to help speed up your preparations. Learn well and
5.2 - Damage Types Pg. 17
learn quick soldier; the greatest threat to civilization in history marches
5.3 - Variable HE Damage Pg. 18 across Europe and only officers and the men that follow them can stop it.
5.3.1 - HE Splash - Full Game Rules Pg. 18 www.companyofheroesbg.com/learntoplay

5.4 - Defense Rolls Pg. 19

5.5 - Resistances Defense Matrix Pg. 19 - 20 ! THIS RULEBOOK !


5.6 - Static Defenses Pg. 20
IS BEST USED AS
A REFERENCE IN
5.6.1 - Building Rules Pg. 20

5.6.2 - Cover Lines Pg. 21

5.7 - Heavy Vehicle Static Frontal Armor - Full Rules Pg. 21 CONJUNCTION WITH
6.0 - Assault - Full Game Rules Pg. 22 THE TUTORIAL VIDEO
1
36 White Damage, 16 Red Status, 20 Blue Unit, 16 Green Veteran Dice
1.1 - COMPONENTS
Note that this is the 2 Player Core Set. Extra factions have their
own components needed to play alongside this set. Use the Master
Inventory List to see exact counts. (www.CompanyOfHeroesBG.com)

2 HQ Boards

Health Tracking Pip Dice (18 Yellow - Light Vehicles, 16 Red - Heavy Vehicles,
12 Purple - Emplacements, 12 Grey - Building)

6 Building Boards

10 Mortars, AT Guns
12 Clear Infantry Trays & Machine Guns
N
UID
E
D I TIO
G D E
TION 2N
N
TIO

FAC
EDI
2ND
LES
RU

12 Commander Cards

Rulebook, Faction Guide & Mission Booklet


2
1.1 - COMPONENTS

8 Standard Emplacement Tokens

12 Field Defense Tokens 4 Base 16 Flag Tokens


Tokens 16 Resource Tokens
2 Sand Timers

40 White Cubes

30 Command Point Cubes (CP)

2 Double-Sided Map Panels - Moro River and Ardennes Forest


14 Operations Deck Cards

3
76mm / Easy Eight
1.1 - COMPONENTS 2 PLAYER CORE SET MINIATURES Sherman Turrets

20 x US Riflemen 6 x Bazookas 2 x Majors

M7 Priest

Willys Jeep M8 Greyhound M4A3 Sherman M10 Wolverine

20 x German Grenadiers 6 x Panzerschreck Tiger

Kübelwagen Sd.Kfz. 222 Ostwind Sturmpanzer Panzer IV


SEE THE MINIATURES PAGE INSERT INCLUDED IN THIS BOX FOR
4 REPAIR AND PAINT OPTIONS
2.1 - FIRST GAME RULES
For 1 vs 1s it is recommended to play on (2 panel) medium maps.
It is recommended for 2 vs 2 games to play on large maps (3 panel).
The First Game Rules are designed to teach new players the core The small, single-panel maps are special scenarios.
rules and get them into the game. The Full Game Rules are in grey
The players divide into two teams and sit on opposite sides of
boxes, they add onto the First Game Rules for the full game experience.
the board. Each player should have the following:
Until you are ready, ignore all grey boxes and the icons and abilities in them.
HQ Board with 8 white cubes as shown
All three Building Boards from selected faction
2.2 - OBJECTIVE AND GAME SETUP Twelve Command Point (CP) cubes of one color
Your objective is to gain the most Victory Points (VPs). Play occurs until (Fifteen in the Full Game - See Operations deck p. 9)
one or more teams reach the End Game Condition VPs, which is checked A faction’s miniatures and six Infantry trays
during Supply Phase Step 3, Check for Victory Point End Game Trigger.
Flip the second tier and third tier building boards face down, so that
You gain VPs by: only the first building board is showing its units. You can only produce
• Controlling Victory Point hexes is the main source, focus on these! units from “unlocked” (face up) building boards. Use white cubes to
• Destroying enemy units set your resource incomes to 1 and your resource stockpiles based on
the selected map. Set Victory Point income and stockpiles both to 0.
Place the two matching map boards in the center of the playing area.
Make sure that all dice, cubes, and markers are within reach of all
players. Players can play on small - 1, medium - 2, large - 3 and huge - 4 panel maps.

5
2.2 - OBJECTIVE AND GAME SETUP Map Setup
First 1 vs 1 Game - Lay the two Moro River map panels
Team 1 sits on this side of the map in the center of the play area with the resource tokens as
shown. The map panels are identified by the compass icon
TEAM 1 SPAWN on the bottom row of each panel. Other maps and their
setup stockpiles are available in the Mission booklet.

Starting Income: 1 1 1
Starting Stockpile: 4 2 3
Opposing teams sit on opposite sides of the map.

Players determine the length of the game by choosing a


end game condition below. For your first 1 vs 1 game we
recommend a Short game to 18 Victory Points (VP).

1 vs 1 Short Medium Long


End Game
Condition: 18 21 24
The game ends during the Supply Phase Step 3, of any
TEAM 2 SPAWN Round, when one or more teams reach the End Game
MR1 MR2 VP trigger Condition. 3 Bonus VPs are awarded at the
Team 2 sits on this side of the map end of that final Capture step to the team who controls
the most Victory Capture Points, none in a tie. The team
that started the game going first wins the game in a final score
Building Boards tie. See p. 24 Supply Phase - Step 3 Check End Game
Each player faction’s building boards detail which units can be spawned, their stats, and Some scenarios specify alternate conditions in their Map setup
upgrades. Each player starts with their first building board face up “unlocked”, but will be section. For 2 vs 2, 3 vs 3 and 4 vs 4 maps, teams share VP,
able to unlock two others throughout the game, giving them access to more advanced units. having identical VP. Play with one of these End Game Conditions:

Each unit has a health value, range, attack, and bonus abilities listed in the first row. Team Game Short Medium Long
Upgrades and other abilities are listed in the second row of each unit, along with their End Game
upgrade cost. (p. 12) Condition: 21 24 27
Each unit in the Company of Heroes Board Game belongs to one of four unit types.
These types are indicated by the color of their health symbol on the building board.
The types of units are Infantry - Green, Light Vehicles - Yellow, Heavy Vehicles - Red,
and Emplacements - Purple. The color is noted to the bottom right of each unit’s health
heart with the first letter, G, Y, R, P.

Ignore these on the A and


B Hexes (shown above)
on Moro River for your first
game. In the Full Game
Rules they are permanent
Tank Traps. See p. 11.
6
2.3 - UNIT TYPES TEAM 1 SPAWN Spawn Areas
Most maps identify
the Spawn Areas as

G
Infantry R
Heavy Vehicle the back rows, closest
to the players.
On the Moro River

Y
Light Vehicle P
Emplacements map, the Spawn Area
is the back row (from
the team’s perspective)
as indicated in the
TEAM 2 SPAWN
image to the left.
MR1 MR2

Starting Units
Each player chooses three Infantry squads from their Tier 1 Building
board to start the game with. Infantry are represented by the green
health symbol under their health column (green heart). Infantry are
divided into two types: Regular Infantry and Weapon Teams. Both
types are considered Infantry whenever a rule refers to just “Infantry,”
like in the case of your starting units. Some rules will specify Regular
Infantry or Weapon Teams.
Note: If playing on a smaller than recommended map size, such as two
panels for a 2 vs 2, then have each player start with only 2 Infantry instead.

All units have a unit type which is determined by the heart color of the
unit with each having a letter code to the bottom right of the heart.
G - Infantry, Y - Light Vehicle, R - Heavy Vehicle, P - Emplacement.
The primary difference between unit types is what types of damage
they are resistant to which will be explained in the damage section, G
Infantry
see p. 19.

2.4 - SPAWNING STARTING INFANTRY


For example, the US can spawn any combination of 3 total Infantry consisting of
Spawning and Spawn Points Riflemen and Mortar Teams, because they are green units from their tier 1 building.
Starting Infantry and all units that are purchased throughout the game
are placed on the map, Spawning into their Team’s Spawn Area. When spawning an Infantry squad, place one Infantry figure in an
Maps use either default, vertical, or map length spawns. These are Infantry tray for each point of health the squad has (the number on the
marked on the map in team color highlight. For example, Hill 331 has green health symbol) and place them on a hex in your team’s Spawn
vertical spawn points running north and south, while most maps have Area. When spawning Weapon Teams, such as a Mortar Team, place
a horizontal spawn shown below. the Infantry figures and also a weapon miniature of a mortar, machine
gun, or anti-tank gun. The weapon miniature does not represent health.

Recommendation Note: When placing starting Infantry, look to


place as many of them within 3 hexes of Control Points as possible.

As players purchase new units they will spawn in their team’s Spawn
Language Pack Translation Note: Map spawns are not translated from English. Area. Each map’s Spawn Areas are indicated in the Mission booklet.
This above translates to: Team 1 Spawn. Place a matching set of the Team Base tokens, one on the last hex at
each end as a reminder of each team’s Spawn Area.
7
3.0 - ROUND OVERVIEW 4.0 - MANEUVER PHASE - STEP 1 TURN ORDER
The game is divided into Rounds and each Round has three phases: At the beginning of the game, determine which team is going
first in the first Round. One player from each team rolls three
1. Maneuver Phase: Teams determine turn order, then take turns white dice and the team with the most green symbols, then
spending Command Points (CP) to move their units. black symbols as a tie breaker, goes first. Re-roll as needed.
2. Damage Phase: Teams simultaneously assign damage by The team going second chooses and places all of their starting units first.
placing damage dice and gain Experience (XP). Occupied enemy For each Round after the initial Round, the team that goes first
resource hexes are Neutralized. Defenders roll any applicable alternates back and forth from one Round to the next.
defense dice, damage is applied, and destroyed units are removed.
In the First Game Rules there are 4 turns in the Maneuver Phase. Each
3. Supply Phase: Occupied resource hexes are Captured, player has 3 CP per turn. In the Full Games Rules, the Operations deck
incomes are adjusted, stockpiles are collected. Resources are spent varies the amount of turns as is explained on the next page.
on units, Tier Building boards, upgrades, and Commander tiers.
Infantry can be Reinforced, Vehicles and Emplacements Repaired. For competitive players feel free to allow whoever wins the roll to pick
their team’s side of the Mission and their faction OR if they want to go
first or second. The other team then gets to make the other choice.

Full Round - Step by Step


Here is a full step by step detail of each of the Phases that occurs each Round. In the following sections these steps will be broken down
in further detail. A copy of this can be found on the back of this booklet.

Maneuver Phase Damage Phase Supply Phase


1. Turn Order - Alternate First Team each Round 1. Machine Guns Assign Damage and Pins 1. Neutralize, Capture flags and adjust incomes
and First Team draws and picks Operation 2. Neutralize, Assign all damage, Collect 2. Collect resources according to income levels
(Skip in First Game Rules) Experience (XP) 3. Check for Victory Point End Game Trigger
2. Spend three CP for each player on a team 3. Defender rolls applicable defense dice 4. Spend resources, Spawn units, Purchase
alternating between teams until all twelve (or 4. Apply resulting damage upgrades, Unlock Tier buildings
chosen Operation amount in Full rules) are 5. Remove destroyed units, Collect Experience 5. Remove Retreat and Pin dice, Perform
spent or forfeited (XP) and Victory Points (VP), and Repairs and Reinforcements
Each hex movement costs one CP resolve Assaults (Skip in First Game Rules)
3. Perform Infantry Retreats in team order
(Skip in First Game Rules)
8
4.01 - OPERATIONS DECK - FULL GAME RULES
Operations Deck- Variable Turn Number / CP
Shuffle the Operations deck during setup and set it in a centralized
location.

In this example, the first player / team draws the card above, and chooses the
2 Turn Operation option at the top of the card, which is the two to four
Turns Round option. They flip the card facedown, and point the 2-4
side towards the map panels to indicate their choice to their opponent.

At the start of each Maneuver Phase the first player/team, which


alternates each Round, secretly draws the top card and looks at
it. They select the top or bottom Operation, comparing the
numbers shown at the top left and the bottom right, choosing
one for the number of turns they want to have in the Round.
The top numbers range from 2 - 4 turns (6 - 12 CP), while bottom
range from 3 - 5 turns (9 - 15 CP).

Next, they secretly place the card facedown with the selected
Operation side (top or bottom) facing towards the board. Then,
they inform their opponents if they chose the top (2-4) or the
bottom (3-5), but not the exact number. If properly placed with their
selected side facing the board the chosen side should be visually
known to all players based on the back image.

Finally, reveal the card after the indicated number of turns have
been completed by each team, ending the Maneuver Phase.
All players of each team should have had an opportunity to place up
to 3 CP each turn as in the First Game Rules, following turn order If the player / team wanted to choose 5 instead, they would flip
going back and forth.
facedown and rotate the bottom around to 3-5 instead.
Both teams in turn order get a final chance to retreat any Infantry.
Discard the Operations card to a discard pile face up next to the deck.
9
4.1 - MANEUVER PHASE - STEP 2 SPENDING CP Impassable Terrain (red lines)
Maneuver Phase Structure - Command Points (CP) Units cannot move through, Spawn across,
Players must spend three Command Points (CP) per turn. They can Repair, Reinforce, or construct Emplacements
divide this CP amongst multiple units, spend it all on one unit, or forfeit across impassable terrain lines. This terrain
any they do not want to use. All players on a team spend their three CP does not block line of sight. All of these terms
at the same time and they can only spend their own CP. It cannot be will be explained later. They use the color
stockpiled or shared. Turns alternate between teams. Once all players blind friendly “dash” symbol on the 2E maps.
have spent or forfeited their twelve CP (or the chosen Operation amount
Obstacles to Movement
in Full rules), remove CP from the map, perform any last Infantry
Retreats (Full Game rules, p. 15), and move on to the Damage Phase. Units cannot move through hexes with water, or through red
impassable terrain lines. They may, however, move through, but not end
their movement on, an allied or enemy unit.
Only one unit may occupy a hex, with the only exception being
during an Assault in the Full Game Rules. See p. 22

4.11 - MANEUVER - INFANTRY


Infantry (Green) Units
Infantry are your core units, the most important units in the game, as
throughout each Round you will be relying on your Infantry to move to
Capture points, most critically Victory Capture Points in order to win.

All Infantry Capture


All Infantry Capture points. As there are no exceptions, the
The Capture Icon
Capture icon is not shown on them. See Supply Phase, p. 23 is not shown on
All Infantry can enter Buildings, including Destroyed Buildings. Infantry

Infantry enter Buildings and Destroyed Buildings with normal movement,


This Infantry squad has spent three CP so it cannot move anymore and can leave the Building during the same Round they enter. Buildings
this Round. Note that the term “Round” is different from a “Turn.” provide defense dice in combat (see Static Defenses p. 20-21).
A Round is the full cycle of all phases. A turn is a division in the
Maneuver Phase where team members spend up to 3 CP to move. Building hexes have dark grey (1E - green) lines, Destroyed Buildings
have purple lines. They are illustrated with an image of a building.
Basic Movement
The main use of CP is for movement. All units may move one hex
per CP, up to a maximum of three CP per Round with exceptions and
rules specific or common to each unit type later in this section. To
move a unit, place a CP cube in the target hex, then move the unit.
Keep all CP with the unit to track how much that unit has moved this round.
Players can spend CP on any of their units in any order, on any turn.

For example, Player One spends two CP to move a US Riflemen


squad two hexes in one turn. On a later turn he spends one more
CP, that Riflemen’s third and final CP to move it a third hex.That The player spends one CP to move their Grenadier Squad into the
Infantry squad has now used up 3 CP and so cannot move again building. The player may have more CP to spend this Round and can
this Maneuver Phase. spend one CP for the Grenadier to leave the building to an adjacent hex.
10
4.11 - MANEUVER - INFANTRY 4.12 - MANEUVER - INFANTRY, EMPLACEMENTS, SETUP
Battlefield Defenses Weapon Teams (Green) Units
During the Maneuver Phase, a unit with the Wrench ability may
Mortar, Anti-Tank Gun, and Machine Gun Teams
spend one CP to construct Battlefield Defenses up to the number of
are a subset of Infantry, called Weapon Teams.
Wrenches that they have, so Sturmpioneers with 2 Wrenches can
They are indicated by a ‘No-Fire’ icon in the
build 2 for 1 CP. This one CP counts towards a unit’s three CP limit.
bottom right of their unit portrait. Weapon Teams
These defenses are built on the same hex as the unit. They cannot be
spawn with a status die showing the ‘No-Fire’ icon
constructed while in buildings, but can while in a Transport. Different
to show that the Weapon team is packed up and
types of defenses can be constructed in the same hex.
cannot fire.
All Battlefield Defenses have 2 “flat” health. This means if two or more
total damage is assigned to any targets on the hex, including either Some units not only have a maximum range but
unit during an Assault (Full Game Rules p. 22), or any attack against also a minimum range, as indicated by greyed
the field defense itself, then all Battlefield Defenses on that hex are out range icons. Mortar Teams may not attack
destroyed at the end of the Damage Phase, being returned to the supply. units less than two range. Snipers, while not
Battlefield defenses cannot be built on a hex with an active Assault on it. Weapon Teams, likewise may not attack units
less than three range.
If only 1 damage is assigned, then Battlefield Defenses take no damage.
The assigned damage does not have to damage the unit, or in the case of
HE can even miss. See Damage Phase Overview - Assign Damage, p. 17 Emplacements (Purple) Units
While moving through an ally, all CPs are spent at the same time. Building Emplacements are stationary units and never move once constructed. Just
Battlefield Defenses may be performed on the hex of the allied unit. like Weapon Teams, Emplacements spawn with a ‘No-Fire’ die (also on
bottom right of portrait) which shows they are packed up and cannot fire.
Sandbags
Sandbags provide Heavy Cover in two directions. During the Supply Phase, except during the Round in which it spawns,
Unlike other Battlefield Defenses, Sandbags are directional. an Infantry can construct one Emplacement on an adjacent hex for each
Multiple sandbags can be built in a single hex to Cover Wrench icon it has. Emplacements cannot be constructed onto Barbed
more directions. Defenses from overlapping sandbags Wire, rivers, across impassable terrain, on Buildings, or onto a hex where there is
do not stack. Sandbags are destroyed if any Heavy already a unit, but can be from inside a Building or Transport Vehicle.
Vehicle moves into the hex from any side. For Assaults
(p. 22), they are destroyed after the Assault is resolved. All Emplacements Capture
Sandbags do not stack with other Cover. See Static All Emplacements Capture points. As there are no
Defenses - Cover Lines for Cover rules, p. 21 exceptions, the Capture icon is not shown on them. However The Capture Icon
is not shown on
since they are built after the Capture Step, they do not
Emplacements
Additional Battlefield Defenses - Full Game Capture the control point they are on until the following
Barbed Wire Round’s Supply Phase’s Capture Step. See Supply Phase, p. 23
Prevents all Infantry from moving into the hex and
Emplacements being built on it regardless of who
constructed it. Barbed Wire is destroyed if a Heavy
Vehicle moves into its hex. It has no effect on Light Vehicles.

Tank Trap
Prevents all Vehicles from moving into the hex
regardless of who constructed it.
Units where the constructed Barbed Wire or Tank Traps are may move
out of the hex, but not back in if it prevents their unit type from moving in.

Whenever you see this symbol, such as on Moro River, treat


them as permanent Tank Traps that cannot be destroyed.
11
4.12 - MANEUVER - INFANTRY, EMPLACEMENTS, SETUP 4.13 - MANEUVER - MACHINE GUN PINNING, FIRING ARCS
Machine Guns Pinning(MGs and MG Bunkers )
Setup - Weapon Teams / Emplacement Setup Machine Guns (MGs) have the ability to Pin the target they
Weapon Teams must spend one CP to Setup to fire, noted by this icon. attack in the Damage Phase.
Before the team can move, it must first pay one CP to pack up. Pinning is a negative status effect that can be inflicted on all Infantry,
Weapon Teams can only attack when setup, and move when packed up. except Setup MGs. Setup Machine Guns can not be Pinned. All Infantry in
Similarly, any Emplacement that deals damage must be setup to fire. transports and buildings (unless Assaulting a MG) cannot be Pinned.

Pinned Infantry can not assign damage. Pin lasts until the end of the
Round (Supply Phase Step 5) preventing the Pinned Infantry from
Neutralizing and Capturing, unless the source of the Pin is destroyed
or vision of the unit is lost, as in a Camouflage spotter being destroyed.

Firing Arcs - First Game Rules


In the First Game Rules there are no Firing Arcs and all units can fire
in any direction, as in 360 degrees. For instance, a MG can just pick
any Infantry in range to attack and Pin in the Damage Phase.

Firing Arcs - Full Game Rules


All Weapon Teams, Emplacements, and Heavy Vehicles with fixed guns
(not turreted), have a Firing Arc. See Heavy Vehicles p. 14
These units can only attack targets that are in their Firing Arc.
When spending a CP to Setup, the Weapon Team chooses a direction
to face, this will determine its Firing Arc.
The Anti-Tank Gun Team moves two hexes, then spends its last CP to Setup. Firing Arcs include the unit’s own hex, then extends in a cone starting from the
In the Full Game Rules, its Firing Arc is locked unless it packs up and sets up again. See right panel. hex in front of the unit’s chosen direction. Its own hex matters for Assaults,
and as such rarely do you want to Assault MGs with Infantry. See Assault p. 22
To change their Firing Arc, Weapon Teams and Emplacements must
Setup again. One CP to pack up, one to Setup, for a total of two CP.
Regular Infantry (Green) Units
Regular Infantry refers to all Infantry that are not Weapon
Teams. While all Infantry can enter Buildings, and all
Regular Infantry attack normally from Buildings, some
Weapon Teams cannot Setup in Buildings. These Weapon
Teams have an icon reminder on their Building board, this
includes Mortar Teams and most Anti-Tank Gun Teams.

Transport
Some vehicles have the ability to transport 1 Infantry. Each
player’s Infantry can enter and leave their own Transport Vehicles
with normal movement on the same Round they enter, like buildings.
Weapon Teams cannot Setup while in vehicles, shown by this icon.
Transports with Infanty inside do not Capture unless the Transport Captures.
This Anti-Tank Gun Team has a range of 4 but the default sight range of
Regular Infantry can fire out of the vehicle and cannot be targeted directly, but two. It will need a spotter for targets at range 3 or 4. Luckily, a Wolverine
if the vehicle is destroyed so is the Infantry. Infantry can spawn in Transport spots the Tiger tank so that it can target it during the Damage Phase.
Vehicles that are on a valid hex to spawn on such as in your Spawn Area.
12
4.14 - MANEUVER - OVERWATCH PINNING - FULL GAME RULES
Machine Guns (MGs and MG bunkers): Machine Guns
now have Overwatch when Setup.
Overwatch is a defensive Firing Arc that effects all enemy Infantry.
Overwatch deals 1 guaranteed damage, regardless of what amount
and types of damage that the Overwatch unit has.
Overwatch only occurs during the Maneuver Phase.
Overwatch does not apply the Pinned status. Only an enemy
Infantry assigned damage in the Damage Phase is Pinned.
Each time an enemy Infantry voluntarily moves onto a hex in range
and vision of a Setup MG’s Firing Arc, except retreating units, it
immediately takes 1 damage for each arc.
If 2 MG Firing Arcs Cover a hex, 2 damage is taken. If an enemy Infantry is
destroyed from Overwatch, you gain a VP as normal, unless the Infantry has
Heroic Sacrifice. However, no XP is gained for the controller of that unit.

In this example, the Machine Gun Team sets up threatening to Pin


the Grenadier if it stays where it is. The Grenadier moves onto a hex
in the Machine Gun’s firing arc and immediately takes 1 guaranteed
Overwatch damage.

The Grenadier then moves out of the arc in a single move. Because
it did not move ONTO a hex covered by the machine gun firing arc, it
does not take a second point of Overwatch damage.

4.15 - MANEUVER - LIGHT VEHICLES


Light Vehicle (Yellow) Units
Light Vehicles spawn with a Speed die upgrade as
Triggering Overwatch indicated on their Tier Building board. A unit’s Speed die
Assaulting an enemy MG’s hex triggers Overwatch even if it is in a building. can be used once per Round like a free CP before any other CP are
The MG may target it in the Damage Phase to Pin it. See Assault p. 22 spent on the unit (such as to packup or move). For vehicles without a tray,
a White Cube can be used in place of a Speed die to track usage.
There is no “Assaulted from” direction, meaning there is no flanking a
Machine Gun. If you Assault a Machine Gun from a hex that is not in Some Light Vehicles Capture
its firing arc it is no different from Assaulting it from a hex in its firing arc. All Tier 1 Light Vehicles can Capture, making them a
Simply put, Overwatch only cares about the hex your Infantry is moving onto. great alternative for capturing since not only do they Some Light
have a Speed die but are not Pinned by Machine Guns. Vehicles have a
Infantry inside or entering a Transport Vehicle do not trigger Overwatch. Capture icon
An Infantry otherwise entering a Building does not trigger Overwatch Some Light Vehicles Transport
damage. However all other sources of Cover, including Commander All core Tier 1 Light Vehicles can Transport, offering
abilities, do not prevent Overwatch damage. great mobility in combination with Infantry since
The MG must have line of sight to the hex the Infantry moved onto, each get their own 3 CP limit and even Transporting Some Light
with it not blocked by a Building, Destroyed Building (p. 21), or Smoke. only costs the Vehicle 1 CP for each hex moved. As Vehicles have a
noted previously, Infantry can spawn in Transport Transport icon
If the unit has Camouflage it must be spotted, such as by an adjacent Vehicles that are on a valid hex to spawn on
allied unit. Leaving the firing arc does not trigger Overwatch. such as in your Spawn Area.
13
4.15 - MANEUVER - LIGHT VEHICLES 4.17 - MANEUVER - HEAVY VEHICLES - FULL GAME RULES
Speed dice do not count towards the max CP of the unit or the player.
In essence, Light Vehicles get a free move each Round.
Heavy Vehicle Firing Arcs and Movement - Full Game Rules
Turrets (360° Arcs - curved) / Turretless (straight)
All tank damage split by damage type has a turreted gun
that can fire in any direction or a turretless fixed gun that can only
target units in its firing arc, as determined by the forward facing of
the vehicle’s body, including its own hex just like Weapon Teams, p. 11

Heavy Vehicle Movement


Heavy Vehicles (e.g. tanks) move differently than Infantry or Light
Vehicles. Heavy Vehicles always face a specific direction (towards a
flat ‘hex line’), and can only move directly forward or backward but
can rotate one ‘hex-tick’ either before or after moving.

In this example, the Jeep (a Light Vehicle) first moves a hex by using its Speed
die. It then moves three additional hexes by spending three CP in one turn to a
total of four hexes. While the movement could have been divided up over several
turns, the Speed die must be used before the vehicle uses any CP cubes.

4.16 - MANEUVER - HEAVY VEHICLES


Heavy Vehicle (Red) Units When a Heavy Vehicle spends one CP it can do one of these things:
In the First Game Rules, Heavy Vehicles move the same as other • Move forward or backward, then rotate one ‘hex tick’
units. Ignore the straight and curved arrows found above damage • Rotate one ‘hex tick’ then move forward or backward
symbols, they are for the Full Game Rules. Some units, particularly • Move without rotating
some Heavy Vehicles, have Slow. For each Slow a unit
• Rotate (one ‘hex tick’) in place without moving
has its maximum Round CP is reduced by 1. So Slow
units can only spend 2 CP, and Double Slow only 1 CP.

A Few Heavy Vehicles Capture


Soviet T70s have a unique Capture ability, (and US
Stuart with ECC - Light Cavalry commander). They
Some Heavy
can spend 1 CP to toggle “no fire”, to gain the ability Vehicles have
to Capture, but lose the ability to fire during Damage a toggle ‘no fire’
Phases while toggled. They have to spend 1 CP to to Capture icon
toggle back to fire again instead of capturing.

In this example, the tank moves forward and then rotates one ‘hex
tick’ to the left by spending one CP.

14
4.2 - MANEUVER - STEP 3 RETREAT - FULL GAMES RULES 5.0 - DAMAGE PHASE - OVERVIEW
A Retreat Point is any hex adjacent to any of your or your allies’ units that have Here is an overview of the Damage Phase Steps. Follow these steps when
the Retreat Point ability noted by this symbol or any hex in your Spawn Areas, they are applicable. All of Step 1 can be done simultaneously, then all of Step
as long as it is a non-building hex. Infantry at a Retreat Point, including in 2 as well. If there are any questions on a specific unit’s target, follow turn order
your Spawn Area, may still choose another Retreat Point when performing with the First Team assigning their damage first. The rest of section 5 covers
a Retreat which may include any other hex in your Spawn Area. It can the details regarding Assignment Damage, Damage Types, and Defense.
make no other moves or actions and does not take Overwatch damage. For teaching new players it is recommended to fully assign damage in turn order.

Infantry squads may retreat at any time on your turn during the
Maneuver Phase regardless of the CP they have already spent. At the Damage Phase
end of the Maneuver Phase, each team in turn order has a final option 1. Machine Guns Assign Damage and Pins
to retreat Infantry units. Infantry inside of Transports cannot Retreat.
2. Neutralize, Assign all damage, Collect Experience (XP)
To Retreat an Infantry squad, place the Retreat status die on 3. Defender rolls applicable defense dice
its Infantry tray. Move it as many as possible up to six hexes 4. Apply resulting damage
without spending CP towards a Retreat Point you choose. The 5. Remove destroyed units, Collect Experience (XP) and Victory
Infantry decide which path to take, and may move through Battlefield
Points (VP), and resolve Assaults (Skip in First Game Rules)
Defenses that normally prevent their movement but can not end on them.

Setup Weapon Teams are immediately packed up for free and set to ‘No Fire.’
Retreating Infantry cannot attack, Neutralize, Capture, Build, Repair,
5.01 - OVERVIEW - ASSIGNMENT - STEPS 1 TO 2
Reinforce, be Reinforced, use abilities, Spot, or spend CP. However, Damage Phase Step 1 - Machine Gun Pin
they still benefit from Cover.
All Setup Machine Gun Teams select their target to attack within their
During this Maneuver Phase Step (Step 3) each Round each unit range, and in the Full Game Rules their Firing Arc, that they can see.
that did not already Retreat this Round chooses their Retreat Point, All remaining units select their target in Step 2.
moving up to six hexes towards it until they are on a Retreat Point.
They can change their chosen Retreat Point from Round to Round. Reference back to Machine Gun Pinning if needed, p. 12. A key reminder,
since all Setup Machine Guns cannot be Pinned, this step is done simultaneously
Once Retreating Infantry are on a Retreat Point, the Retreat status is by all players as one MG does not prevent another from firing and Pinning.
removed at the very end of the Supply Phase unless it was a Retreat
Point adjacent to a Retreat Point unit that was destroyed. This is right Damage Phase Step 2 - Neutralize Capture Points
before Repairs and Reinforcements occur. As such it can immediately be
All units that are on an enemy controlled Capture Point Neutralize that
Reinforced if it’s in the Spawn Area or adjacent to any units with Reinforce.
point, removing their flag and their control of it, unless they are an infantry
that is Pinned or Retreating, or there is any ongoing Assault on that hex.
See Supply Phase p. 23 for Capture, p. 22 for Assault (Full Game Rules)

Assign Damage and Collect Experience (XP - White Cubes)


For each unit place dice matching its damage adjacent to a single target
within Sight and Range, even if it has multiple different damage types.
Each player gains 1 XP then 1 additional XP for each and every different enemy
unit they assign relevant damage to. XP is individual based, so if multiple players
of a team assign damage to the same target, they each get 1 XP. p. 25 for XP

5.02 DAMAGE - HEAVY VEHICLES - FULL GAME RULES


Multi-Target Attacks - Heavy Vehicles Only
In this example, a Setup US Mortar Team retreats from the Sd.Kfz. 222 and
moves four hexes towards its retreat point, making it into its Spawn Area. Heavy Vehicles with multiple damage types are the only units that can
It could do this even if it had already spent its three CP this Round. Once it attack separate targets during the Damage Phase. One target per
arrives, a retreating unit removes the retreat status at the very last step of damage type. For example, a Sherman can target a Vehicle with its
the Supply Phase and Reinforces one Health back up to three. turreted AP Damage and an Infantry with its turreted AI Damage.
15
5.03 - OVERVIEW - RESOLUTION - STEPS 3 TO 5 5.1 - DAMAGE ASSIGNMENT - SIGHT AND RANGE
The players go through each unit being attacked one by one and Sight Range
perform each of these following steps in order.
All units have a default sight range of two hexes. Each of
Damage Phase Step 3 - Defense Rolls. these symbols increases a unit’s sight by 1 hex. A unit must
Determine the total number of Defense dice and roll them together. be able to see a target to attack it or it must use a spotter.
Sight range and firing range are different stats. This means some units
All successful Defense rolls may reduce damage from any source.
can see farther than they can shoot and some can shoot farther than they can
see; the latter requires a spotter (see Spotting below).
Note that since all Defense dice are rolled together that triggering
Cover Defense for Infantry for instance may reduce damage from Attack Range
another source that did not trigger Cover.
All units have their range marked under the range section of the
So be mindful when targeting enemies when assigning damage, this Building board or commander card. Each Range icon represents
is done for simplicity as once something like Cover is triggered, dice 1 Range, so 2 icons means the unit has 2 Range. A greyed out range
are simply totaled up and rolled. symbol means the unit can not fire at that range. Some units
All of these rules will be gone over in the following pages, and the have an upgrade with this range symbol, such as the Wehrmacht
details and exceptions like that attacks that are entirely Flame or Sturmpanzer, which gives it +1 range. Some units have an upgrade
include Flame still trigger Cover, but cannot be reduced by Defense dice. for an additional +1 sight and +1 range identified by this symbol.
See Damage Types on p. 17 for details regarding Flame Damage.
Spotting
Any allied unit automatically spots for all other allied units. This is
Damage Phase Step 4 - Apply Damage important for units with a range longer than their sight such as Anti-
Each successful Defense rolled reduces incoming damage by one, Tank Guns, Tank Destroyers, and indirect weapons like mortars.
subtract these from the assigned damage to determine losses. Thus, any enemy unit visible to an allied unit is “visible” to all allied
units. This is also important for spotting Camouflaged units (See below).
Remove infantry figures to represent losses or track using pip dice of
Regardless of whether a unit has a spotter, it cannot fire through Buildings
that Unit’s type Heart Color.
or Destroyed Buildings unless its damage is indirect. p.18
All damage is considered simultaneous so destroying a unit
does not affect the damage they assigned to their target. Camouflage
Units such as the Soviet sniper have the Camouflage ability.
Damage Phase Step 5 - Remove Destroyed Units To spot a Camouflage unit the opposing team must either have an
adjacent unit, a unit within Sight that has +2 Sight - “Spots Camo”,
Fully destroyed units are removed from the board and the attacker’s
which has this icon, or use a Recon plane Commander ability.
team gains a Victory Point, unless a unit has Heroic Sacrifice. Players
While spotted, Camouflaged units can be targeted as normal.
whose units are destroyed gain 1 XP for each of their units that are
destroyed even if they have Heroic Sacrifice, gaining an XP white For example, a mortar four hexes away can target a camouflaged
cube onto their player board. sniper if an ally is adjacent to the enemy sniper, otherwise it cannot.
Note: +2 Sight - “Spots Camo” units can spot Camo units up to 4 hexes away.
Heroic Sacrifice: If a unit has the Heroic Sacrifice ability,
that unit rewards no Victory Points when it is destroyed.
Smoke (Commander abilities) - Full Game Rules
For one Round, Smoke obscures hexes and line of sight and
Resolve Assaults - Full Game Rules can disrupt Pins. If a unit is in a smoked hex, that unit cannot
See Assault p. 22 for details regarding Assaults. spot, can only attack adjacent units, including its hex for
Assaults, and can only be attacked by adjacent units.
Assaults are resolved in Step 5. Determine if the Assaulted unit
was destroyed and if the Assaulting unit survived. In this case Units cannot see or attack past a smoked hex if their sight line
the Assaulting unit “wins the hex”. If both units survived then the intersects a line of the smoked hex. Unlike Camouflage, having a unit
Assaulting unit performs its Retreat. adjacent to smoke does not spot the hex for other allies.
16
Unit Damage and Range
5.2 - DAMAGE - DAMAGE TYPES Use your Tier Building board to determine a unit’s range and damage.
Damage Types Default damage is under the attack column. Many units in the game
have a range of two, like the Grenadiers here in this example.
There are four different damage types. They are used to determine whether
the target gets Resistance Defense dice or not. (Defense Matrix - p. 19) Range Damage

Anti- Armor High Flame


Infantry Piercing Explosive (Special)
Each damage type does one point of damage, the primary difference
between damage types is whether a defender is resistant or immune to it.

Close Range Firepower is Anti-Infantry damage, with a range


of one. Since it has a range of one it can be used during
Assaults. OKW Sturmpioneers have Close Range Firepower.

Flame is used for special damage that deals guaranteed


damage, ignoring all defense rolls, however Heavy Vehicles
are immune to Flame damage. Attacks that include or are
entirely Flame damage still trigger defense rolls, which
can block other non-Flame damage assigned to the unit. Upgrades
Upgrades can be purchased during the Supply Phase (p. 24).
Assigning Damage - Damage Phase - Step 2 Every faction’s core units have both an XP and Munitions upgrade.

In the Damage Phase Step 2 players assign damage matching what Once you construct
is shown on their Tier Building board, Commander, or Lost Brigade card, the tier 2 building
choosing by default one target in Sight and Range to assign all damage. board, you will have
access to more units
and unit types.

Multiple Damage Types


Multiple attackers can target the same unit. This can overwhelm a target’s Units place all of the damage they have access to when attacking. For
defenses to destroy it. Attackers place dice showing their damage, both example, an Sd.Kfz. 222 Armored Car deals one Armor Piercing and one
Infantry do Anti-Infantry (AI) damage so they place dice showing the AI icon. Anti-Infantry damage. All damage must be applied to a single target.

17
5.3 - DAMAGE - VARIABLE HE DAMAGE
Rolling for High Explosive Damage (HE)
High Explosive damage is variable and can miss, hit,
or crit. Each HE die assigned to a target is rolled by the
attacker before any Defense dice are rolled to identify how much
damage it causes: a red “miss” deals zero damage, successful black
“hits” deal one damage, and green HE “crits” deal two damage.
All HE damage in the game is rolled, this includes ALL HE Damage
from Commander abilities.

MISS HIT CRIT

Indirect - High Explosive (HE)


Any HE damage with this symbol over it is considered indirect.
Indirect allows HE to fire over Buildings, Destroyed Buildings,
and Smoke. Indirect HE, just like regular HE, still triggers Cover, unless it is
HE Splash which does not trigger non-Building Cover. It still requires Spotting.

5.31 - DAMAGE - HE SPLASH DAMAGE- FULL GAME RULES


Splash Damage Status Effect
Splash Damage modifies all HE damage of a unit into HE Splash
Damage. HE Splash Damage makes the HE damage affect not only
the target hex, but also all hexes adjacent to it. As long as they are
visible (spotted), ALL units, ALL Battlefield Defenses, and ALL HE Splash Example: In this example, the US Mortar with a Splash
buildings on those hexes are assigned damage. This includes friendly upgrade, now assigns 1 HE Splash Damage during the Damage
units and all units involved in an Assault. See Assault p. 22. As usual, Phase Step 2. It chose a hex 5 away, the center hex highlighted in
unspotted units, including Camouflaged, are not assigned damage. red. Since the US player has a Riflemen spotting all of the enemy
This damage is rolled together as a single roll before all other damage units, this HE Splash Damage is able to damage all units including
and is applied to all hexes. the friendly US Riflemen in the Red hexes splash area.
A few things to note, this damage CAN damage units outside of a units
HE Splash Damage does not trigger non-building Cover and friendly fire Splash
normal range and firing arc, as two enemy Grenadiers are 6 hexes away, or
does not trigger building Cover defenses for allied units. See Cover, p. 21
an adjacent enemy (if there was one), which Mortars normally cannot target.
If Cover is triggered by another unit, HE Splash Damage can still be defended
against, as only Flame damage ignores Defense rolls. Next, since HE Splash ignores non-Building Cover, it will not trigger the
Vehicles still receive their Matrix Defense Resistances as normal. top left Grenadier’s Heavy Cover (Green), and that Cover will only be
triggered if another unit, such as the US Rifleman itself attacks it.
HE Splash attacks can target any 1 valid hex in sight and range. All visible
enemy units that are on the target and surrounding hexes award damage Ultimately, this attack will award the US playing with 3 XP, and could potentially
assignment XP as the HE damage is assigned to each of them as noted above. deal 8 HE Damage, 2 being to the US Rifleman, if the HE die rolls a critical.
18
5.4 - DEFENSES - DEFENSE ROLLS
Once all damage is Assigned, damage is applied to each defending unit.
In some cases, the defender will get to make defense rolls to reduce damage.
There are two types of defenses: Resistance and Static Defenses.
• Resistance Defenses are rolled one for each qualifying Assigned damage.
• Static Defenses, once triggered, are a set amount rolled regardless
of the amount of attackers and the total number of Assigned damage.
Both are rolled together and reduce all Assigned damage that is not Flame.

Defense Rolls
When a unit receives a ‘Defense die’, it rolls a white die to see if it
blocks one point of damage. Green and black symbols are a success
and the damage is reduced by one. A red symbol is a fail, which
means that a point of damage is not blocked.

Resolving Damage Example


FAIL SUCCESS

5.5 - RESISTANCES DEFENSE MATRIX


Resistance is determined by the amount and the type of successful damage
that is assigned to the unit. All damage is successful except for HE Damage
that rolls a miss. Each player can reference the Resistances Defense
Matrix found on the back of their tier 3 Building board which is shown here:
On the chart in the next column, the unit types are represented by the health
symbols with their row showing what damage types they are resistant to.

The ‘No Fire’ symbol means that unit type is invulnerable to


that damage type. For example, Heavy Vehicles are immune
to Anti-Infantry and Flame damage. In this example, the full 4 Green Health German Grenadier Squad
in the middle is being attacked by three US Riflemen Squads, one
The dash means that the unit has no inherent defenses with a Munitions Bazooka AP Upgrade (the one on the right).
against that damage type. Damage automatically hits if
there are no Special Defenses like Cover or upgrades.

The greyed out shield with the asterisk*, in the red Heavy
Vehicle row, is a reminder of Frontal Armor Defense for Heavy
Vehicles that can be ignored unless playing Full Game
Rules, being instead treated like a dash in First Game Rules.

The shield icon means the defending unit gets to roll a Defense
die for each successful damage die of that type assigned to it.

One Defense die for each HE hit and crit, zero for misses.
We see from the attackers’ Tier Building boards that the three Riflemen
This means both Light and Heavy Vehicles roll one Defense squads each deal one AI damage each, Riflemen on the right also deal
die for each HE hit or crit that the attacker rolled against it. one AP damage. In this example only the Riflemen on the right has
For example, if three Armor Piercing (AP) damage were purchased an upgrade, so their default damage is used plus an additional
one AP from the upgrade. A total of four damage dice are placed on the target.
assigned to an Infantry squad it would gain three Defense dice.
19
5.5 - RESISTANCES DEFENSE MATRIX 5.61 - STATIC DEFENSES - BUILDING RULES
Building and Destroyed Building Cover
Buildings provide Cover and are shown by a hex
surrounded in dark grey (1E - green) lines. Infantry
in Buildings cannot be Pinned. All infantry
in Buildings roll 3 Static Defense dice when
attacked. Destroyed Buildings have purple lines, and
Infantry inside roll 1 Static Defense die instead.

Continung the example on the last page, because the Grenadier Squad For example, an Infantry in a Building is Assigned 2 AP damage. It rolls 2
is a green unit, the Resistances Defense Matrix indicates that the unit defense for the AP damage and 3 defense for being inside a Building. The
gets to roll a defense die for each point of AP Damage Assigned to them. Infantry rolls 5 Defense total. If 2 or more succeed no damage is taken.

With three AI Damage targeting this unit, three Infantry models are Building Health
immediately destroyed. This Infantry Section then rolls a defense die
In the First Game Rules, all Buildings are indestructible.
for the AP Damage. If it succeeds the squad will have one health left;
if it fails the unit will be destroyed, removing it from the board and giving the
player controlling that unit 1 XP and the team that destroyed it 1 VP. Detailed Defense Example
After all Defense dice are rolled, return all failed Defense dice
High Explosive (HE) Damage Example to the supply. Note: More Defense dice than incoming assigned
Damage dice may be rolled due to Bonus static Defense dice.
HE Example: If a unit is resistant to HE damage, that unit rolls 1 Then match each successful Defense die against an assigned
Defense die for each successful hit or crit . Thus, if the attacker Damage die, returning them 1 for 1, both the Damage die
rolls a crit, the unit still only rolls 1 Defense die. Defense rolls are and the Defense die to the supply. Note: HE crits count as 2
never made for missed HE attacks. For example, if a Heavy Vehicle damage, so 1 Defense reduces it 1, 2 returns it to the supply.
takes 3 HE damage from 1 Hit and 1 Crit it rolls 2 defense, one for each Finally apply the total remaining Damage dice to the unit by
successful HE die rolled. (Reference the Defense Matrix below) removing infantry figures and adjusting the pip die on vehicles
and emplacements. Any unit reduced to 0 is removed during the
final step of the Damage Phase, but still assigns its damage.
5.6 - STATIC DEFENSES
Static Defenses are different than the Resistances Defense Matrix. Standard Building Damage - Full Game Rules
While resistances vary, Static Defenses provide a set amount of Buildings have two health and is tracked using pip dice once it takes
Defense dice. They stack with Defense dice from the Resistances damage. Buildings only take damage from HE or Flame damage.
Defense Matrix and also do not reduce Flame Damage. When a unit inside a building is attacked, any HE and Flame damage is also
applied to the building’s health regardless of the unit’s defense rolls. Destroyed
Unit Defense Upgrades buildings are indestructible and are “standard buildings” for all rule purposes.
Some units have a unit Defense upgrade, noted by the
Units can also choose to target visible buildings directly without
shield die. This grants one additional Defense die each
enemies inside (or only with Camouflaged enemies - no damage
Damage Phase; this is in addition and stacks with any
done to units). Buildings themselves do not get defense rolls. When
Infantry Cover or Static Frontal Armor Defense for Heavy
a building has taken its maximum damage it is removed and all
Vehicles, which is explained on the next page.
units inside perform a Retreat to the nearest empty hex towards any
Cover chosen allied Retreat Point at the end of the Damage Phase.
Infantry can only benefit from one source of Cover, out of the following:
The Retreat ends at the end of this Round, preventing that unit from capturing
Building and Destroyed Building Cover. this Round. That unit participates in combat from that building hex as damage
is simultaneous. That hex becomes a destroyed building, being enterable as
Heavy and Light Cover, including Sandbag Heavy Cover. one in future Rounds. Mark with a white cube or a destroyed building found in
Commander abilities which state their Cover, usually Heavy. Terrain Pack 2. See p 27 - 28 for Bunker and Multi-hex Special buildings.

20
5.61 - STATIC DEFENSES - BUILDING RULES 5.7 - HEAVY VEHICLE STATIC FRONTAL ARMOR DEFENSE - FULL GAME RULES
Building (Including Blocking Attacks and Sight) Similar to Heavy Cover for Infantry, Heavy Vehicles now
receive 2 total Defense dice when hit by any Armor Piercing
Building hexes in addition to having dark grey (1E - green) lines, Destroyed
damage in it’s Frontal Arc. This is a Static Defense, not
Buildings having purple, are illustrated with an image of a building. Infantry can
Repair from buildings, Reinforce or be Reinforced in buildings, and construct a Resistance.
Emplacements from buildings. Buildings and Destroyed Buildings block sight Both Firing Arcs and Frontal Armor use
and attacks. Units can see and attack into buildings but not past them. almost the same arc. The only exception is
that Frontal Armor Defense is not triggered
To check whether sight/attacks are blocked, draw an imaginary line from the by a unit attacking it from the same hex
center of the unit’s hex to the center of the target’s hex. If it intersects two hex during an Assault.
lines of a building then the attack is blocked. Note: the attack line must fully
intersect the two hex lines to be blocked, not just run along the edge of them. Static Defense limits the amount of Frontal Armor defense to 2. This
increases the value and tactical importance of units that deal AP damage.
For example, with Static Frontal Armor, if 4 points of AP damage were
assigned to a Heavy Vehicle’s Frontal Arc, that unit would only roll the
2 Static Defense dice instead of 4 as if it was a standard Resistance.

In this 1E example (green cover lines for buildings, dark grey in 2E),
this Riflemen Squad cannot see through the building to the hex on the
other side. All other hexes are visible to the squad since their line of
sight does not fully intersect the building.

5.62 - STATIC DEFENSES - COVER LINES


Light & Heavy Cover
Yellow represents Light Cover and green
represents Heavy Cover lines on the map. Only
Infantry benefit from Cover. Yellow Light Cover
uses the color blind “dot” symbol on the 2E
maps, and Green Heavy Cover uses 2 dots.

Infantry in the hex with Light Cover get +1


bonus Defense die and +2 in Heavy Cover.
At least one attack must intersect the Cover
line to trigger this bonus defense roll.
Determine the line of attack the
same way as determining visibility In this example, the US AT Gun is in the Tiger tank’s Frontal Armor
around buildings (5.61 above), draw arc, so if it attacks it, the Tiger tank will roll 2 bonus Defense Dice.
a line from center hex to center hex. Note the Wolverine is not in the Tiger’s Frontal Armor arc, so if
Intersecting Cover lines occurs even the Wolverine attacks the Tiger but the AT gun does not, then the
if the attack line barely touches the Tiger will not roll the 2 bonus Defense dice.
Cover line, triggering the Cover,
including sandbags.
21
6.0 - ASSAULT - FULL GAME RULES Assault Clarifications
Capturing or preventing a Neutralization is the most common
Assaulting an adjacent hex reason to Assault, as an active Assault prevents Neutralization.
All units can now declare an Assault by moving into an adjacent hex
that they can normally move into that is occupied by any enemy unit 1. *Battlefield Defenses Barbed wire / tank traps prevent Infantry / vehicles
and/or a battlefield defense* that restricts their unit type’s movement. as normal from moving in, IF they are not destroyed during the Damage
Multiple units cannot Assault the same hex at the same time. Moving through Phase. Barbed wire and Tank traps can be Assaulted as long as it is not
an enemy unit’s hex is not considered an Assault, only if it ends there. on a control point that you control or have a unit already on. Heavy Vehicles
do not destroy any Battlefield Defenses until the Assault is resolved.
The CP or Speed die used for the move is kept there as a reminder,
and the unit is placed as close physically as possible between the 2. Any unit already being Assaulted cannot build any Battlefield Defenses.
two hexes. The Assaulting unit cannot spend anymore CP during the
3. Assaulting Infantry do not benefit from the hex’s Cover, and cannot Retreat.
Assault and the Assault lasts until the first one of the following occurs:
4. Other attacks against Assaulted Infantry still trigger Cover, as well
The Assaulted unit moves off of the hex normally, by an as both Assaulter and Assaulted Heavy Vehicle’s Frontal Armor Defense.
Infantry Retreat, or the Assaulted unit / battlefield defense*
is destroyed during the Damage Phase. The Assaulting unit 5. Units in an Assault that are unable to attack at Range 1 cannot attack
remains on the hex. the enemy unit involved in that Assault, so mortar teams and snipers cannot.

The Assaulted unit / battlefield defense* does not move and 6. Infantry Assaulting a Setup Machine Gun, even in a building, trigger
is not destroyed this Round. The Assaulting unit Retreats to Overwatch and the MG may target the Assaulting Infantry in the Damage
the nearest empty hex, that is valid for that unit, towards any Phase to Pin it, preventing it from attacking, otherwise the Assault occurs
Retreat point. This Retreat occurs even for units that do not normally. If Setup after Assaulted, there is no Overwatch, but the MG can still Pin.
normally Retreat such as Vehicles.
7. Heavy Vehicle Frontal Armor and Cover does not trigger from
The Assaulting unit is destroyed this round. units attacking each other on the same hex. Heavy Vehicles may
still finish their movement, being able to still rotate their facing
During the Damage Phase the Assaulting unit is targetable and attacks direction if they did not rotate yet with the CP used to Assault.
from the Assaulted hex, but is not forced to attack the Assaulted hex.
8. Infantry inside of an Assaulting Transport Vehicle are not part of
the Assault, but may only spend CP to leave the Vehicle onto an adjacent hex.

In this example, the Riflemen moves onto the Grenadiers hex,


Assaulting it, by spending one CP. In the Damage Phase, the In this Frontal Armor Defense example from earlier, the Tiger tank
Riflemen’s one AI Damage will not trigger the Green, Heavy Cover, as can rotate a tick and move onto the US Wolverine with one CP,
both units are on the same hex. As such both the Riflemen and Jeeps Assaulting it. Since both tanks are on the same hex, in the Damage
2 total AI Damage combined attack will go through undefended if the Phase it’s three AP attack will bypass the Wolverine’s Frontal Armor
Grenadier remains on the hex by not moving away or Retreating. If Defense. With Wolverines only having 3 maximum Health, it is as
another Unit attacked the Grenadier across the Heavy Cover however, good as destroyed. Since the Tiger will not be facing the US AT gun
it would still receive the Heavy Cover Defense dice as normal. anymore, the Tiger is giving up it’s Frontal Armor to do it.
22
7.0 - SUPPLY PHASE - OVERVIEW 7.1 - SUPPLY - STEP 1 NEUTRALIZE, CAPTURE, ADJUST INCOMES
Neutralize Objectives - Step 1
Supply Phase All units except Pinned or Retreating Infantry, even those that cannot
1. Neutralize, Capture flags and adjust incomes capture, Neutralize Objectives.
2. Collect resources according to income levels
Neutralizing normally occurs during Step 2 of the Damage
3. Check for Victory Point End Game Trigger Phase, however it occurs now instead if there was an active
4. Spend resources, Spawn units, Purchase upgrades, Unlock Tier Buildings Assault or a Pin that was removed. For each of your teams units on
5. Remove Retreat and Pin dice, perform Repairs and Reinforcements a control point, remove the other team’s flag, Neutralizing the point.

Supply Phase Overview Capture Objectives and Adjust Incomes - Step 1


During the Supply Phase each team performs the Steps above in order. As noted during the Maneuver Phase, all Infantry that are not Pinned,
Retreating or inside of a Transport, Emplacements and Vehicles with the
There are four resource types: Manpower, Fuel, Munitions, and Capture ability even if they are transporting can Capture control points.
Victory Points (VPs). Manpower and Fuel are for purchasing units,
Munitions are for upgrades and abilities, and VPs are the win condition. Reminder: Emplacements built last Round on control points Capture them.

Mark Captured Control Points with your team’s flag, Terrain Pack 1 flag
pole miniatures, or otherwise use the flag tokens found in the Core Set.
For each Control Point that your team captures, the corresponding
income on each team member’s HQ board increases by one. For
each Control Point that your team loses, each team member’s income
decreases by one. All Control Point fluctuations affect the entire team.
Manpower Fuel Munitions Victory
Once Captured, units do not need to stay there to “maintain control”.

The four resources are represented on the HQ board as incomes


and stockpiles. Incomes determine how fast your stockpiles grow. 7.2 - SUPPLY - STEP 2 COLLECT RESOURCES
Stockpiles are resources gathered that you are able to spend. Collect Resources - Step 2
Stockpile Caps. Resources do not have a stockpiles cap at 9. Just After control points and incomes have been adjusted, each player
place a second cube on 0 to represent 10, and a third for 20. This also increases their stockpiles by the corresponding income.
applies to incomes, by placing a second cube on 0 to represent 5.
Resource Hexes in Buildings
By default, buildings with resources inside of them can be destroyed
Dual Resource Hex unless otherwise specified. In this case, if the building is destroyed the
Most maps feature dual resource hexes. Both resources are captured control point still exists but is not capturable in the Round it is destroyed
at the same time, so only one flag is placed to represent control. and if controlled it is Neutralized that Round, but is available to be
Captured in the destroyed building’s hex in future Rounds.
Adjusting Incomes and Stockpiles Example
In this example, a team Captures a Manpower Control Point. In the
Adjust Incomes step, each team member increases their Manpower
income from one to two.

During the Collect Resources step, each team member’s stockpiles


go up by the amount of each income level.

Carefully adjust the stockpiles, not the incomes during Step 2 Collect Resources.
Teammates spend their stockpiles seperately during Step 4 - Spend Resources.
Remember to not “spend” your income levels. The income track is just
a record of how many resources you will collect each Round.

23
7.3 - SUPPLY - STEP 3 CHECK END GAME TRIGGER Unlock Commander Tier / Use Commander ability (p. 26 - 27):
Players can spend XP to unlock a Commander tier, or use a
Game End and Final Scoring - Step 3 Commander Supply Phase ability, paying any cost shown.

As noted during in Objective and Game Setup, p 6, check each team’s


Victory Points, if any team has reached or exceeded the chosen Victory
Point End Game Condition Trigger proceed to final scoring.

3 Bonus VPs are awarded to team who controls the most Victory
Capture Points, none in a tie. The team that started the game going first
wins the game in a final score tie. Skip any further steps, the game ends.

7.4 - SUPPLY - STEP 4 PURCHASING


Purchasing - Step 4
After players Capture, adjust incomes, and collect resources, players spend
their resources. Keeping with the Round’s turn order, the teams take turns
selecting anyone of the following purchase options in any order after
each one going back and forth with the opposing team.

Teammates purchase simultaneously in the following ways below.

Once a player passes on purchasing they are done for the Round.
A US Riflemen Squad is a versatile unit; they can choose either extra
Some unit limits are noted, otherwise the only component limits are 3 of each Tier AP or AI Damage for both their XP and Munitions Upgrades.
1, Tier 2, and unlisted Tier Vehicle, and 2 of each Tier 3 Vehicle. Vehicles with the same
chassis count towards the same limit. For Lost Brigades refer to the Faction Guide.
Construct New Tier Buildings: By paying the amount identified
No other component limit exists such as for Infantry and on the back of the Tier Building Boards, players can flip them
Emplacements, for those substitute as needed. over and can begin purchasing those tier units this Round.

Game Tip: Players may wish to keep some purchases secret or choose All factions must unlock their Tier Buildings in order, Tier 2 before Tier 3.
based off of enemy purchases. Try to make key purchases later in the Supply OKW Special Rules:
Phase’s turn order, as each is revealed and Spawned when it is purchased. OKW Buildings require first constructing a SWS supply truck and then
For less competitve players, all players may make all purchases simultaneously. converting it into an emplacement somewhere on the map. They are the only
faction to have their Building Boards each represented as a unit on the map.
Purchase Upgrades: Most units have two or more upgrade
options located in the lower section of the unit tile on their building OKWs Tier 2 and 3 units may spawn adjacent to their Tier’s emplacement
board. Each unit can purchase each of their upgrades once, if with Slow the first Round or at their team’s Spawn Area normally.
the Munitions cost is shown twice, it can be purchased twice. If the emplacement is destroyed they may build another or just spawn
future units of that Tier in their Spawn Area. However another Tier 2 is
Track purchased upgrades by placing the corresponding die in the
NOT required in order to convert a SWS supply truck into its Tier 3.
unit’s tray. For units with the same upgrades put the XP upgrade on the left
(Infantry Tray) / front (Vehicle Tray) and the Munitions upgrade on right/back. Only 1 of each Tier may be built at a time. Tier 1 units Spawn normally.

Veterancy: If a unit has an upgrade ability with a rare ability that


Purchase New Units to Spawn: Subtract the unit’s cost does not have its own dice icon, such as Reinforce, this die icon
shown on your Building board or commander from your is used instead. This is also used for unique infantry such as those
stockpiles, place it in your team’s Spawn Area. Units can not be unlocked by commanders to help visually show that it is that unit.
purchased if there is not an empty hex to spawn on.
All core units can be identified through key dice on them, such as
Upgrades only affect a single unit per upgrade, not all units of that
Close Range Firepower for Sturms, Defense for Volksgrenadiers, and
type. Units anywhere on the map can purchase upgrades. They can
Camouflage die for Obersoldaten in the case for OKW.
also spawn and immediately be upgraded in the same purchase step.
24
7.5 SUPPLY - EXPERIENCE AND DESTROYED UNIT VP 7.6 - SUPPLY - STEP 5 FINISH RETREATS, REMOVE PINS, REINFORCE, REPAIR
Experience is a resource that is earned from combat and stored in the Remove Retreat dice from any units that have finished their Retreats
experience section of your HQ board. It is spent like other resources including from Assaults and Remove all Pin dice. Then finally some unit
during the Supply Phase, to upgrade units and unlock commander abilities take place here in Step 5, the last step of the Supply Phase:
tiers. Each unit can purchase its Experience Upgrade once, just like
their Munitions Upgrade. Reinforce - Units with the Reinforce icon heal all adjacent,
and inside in the case of Transports with Reinforce, damaged
Gaining Experience Infantry one health. This allows an Infantry unit to be healed
Experience From Assigning damage to enemy Units. twice if it is adjacent to two reinforcement units. Allied units
During step 2 of the Damage Phase, Assign Damage and Collect XP, reinforce each other as long as they are on the same team. Units can
all players gain 1 free XP plus 1 additional XP for each and every reinforce an ally from inside or into a building or Transport Vehicle, even
different enemy unit they assign relevant damage to. (See examples inside of that Transport, Infantry with Reinforce do not heal themselves.
of relevant damage below.) Since it does not matter if this damage is For example, if a wounded Infantry squad was adjacent to two US Jeeps,
reduced by Defense dice, the XP is awarded before any HE attack which have the Reinforce ability, it could restore up to two health during the
dice and Defense dice are rolled. Players track XP by placing white Supply Phase, but the Infantry squad cannot exceed its maximum health.
cubes in their experience tray on their HQ board.
Repair - Units for each Wrench icon can repair one adjacent
Destroying enemy units does not award additional XP. emplacement or vehicle, including allied units, one health.
However the owner of each destroyed unit receives 1 XP. They can repair other units from inside a building or vehicle,
however not their own transport vehicle that they are
1 Victory Point is gained from each enemy unit destroyed, unless in. Infantry that can build emplacements can still build one for each
it has Heroic Sacrifice. For each of your units destroyed, even with Wrench they have each Round in addition to repairing.
Heroic Sacrifice, you gain additional 1 XP.
Note that teams share VP, but XP is awarded individually, not shared. Reinforcement Points - Each team’s entire Spawn Areas are
their Reinforcement Points. Each hex is a Reinforce point and will
Reinforce any friendly Infantry squad on it during the Supply Phase,
but not Infantry units on adjacent hexes as units with Reinforce do.
Therefore Spawn Areas heal a maximum of one, but
this can still be combined with Units that Reinforce for
additional healing.

Relevant Damage means assigning damage that has the potential


to damage the target. Thus, assigning only AI or Flame damage to a
Heavy Vehicle would not give a player experience, unless the Flame
damage is assigned to a Heavy Vehicle on an Ice Tile when playing
on frozen maps with the Full Game Rules. (p. 28)

Assigning damage to two or more enemies provides one


experience for each different enemy assigned damage.

Assigning damage to three enemies, destroying two of them in a


Round provides four experience total, with one free XP each Round.
There is no additional experience points for destroying them. In
total: You would earn four experience and two Victory Points, and
your opponent would earn two experience for losing two units.

25
8.0 - COMMANDER CARDS Commander Ability Usage and Key Features
These Commanders are recommended for First Game Rules, when these 1. Infantry and Vehicle Call-Ins from Commander tiers can be
Commanders reference rules in the Full Rules, review and add them at that time. purchased multiple times in a round, unless a limit is stated.

Wehrmacht - Mechanized Doctrine, British - Lend Lease Assault, 2. Alternative Unit Upgrades from Commander tiers are in addition
OKW - Firestorm Doctrine, Soviet - Soviet Ranged Tactics, US - Ranger Company. to the units normal upgrade options found on their Tier Building
Commanders introduce abilities, units, and upgrades to a faction’s army. board. A cost is shown for the upgrade and apply to only one unit per
purchase, and can only be purchased once per unit.
Tiers are unlocked from left to right by spending the XP value in the top
left corner of each tier. Place a cube in the track on the right to mark 3. Alternate Unit versions found on some Commander Cards retain
unlocked tiers. Some tiers require a Tier building before XP can be spent. their original unit’s upgrade options. These units specific “Riflemen
may spawn as ‘X’...” So if a unit spawns as a specific variant, it still
Spend XP to unlock Some tiers require Place 1 of the has access to its XP and Munitions Upgrades, unless it specifies that
it already has those Veteran upgrades in that variant form.
Commander tiers that a Tier Building spent XP on
the track. 4. Allies. Commander abilities never affect allies unless otherwise
from left to right. Board is built first.
stated. The exception is indirect effects, for example placing an ‘Eye’ die for a
Recon Plane ability that reveals the hex, including Camouflage for allies.
5. “Standard” vs “Special” Buildings, Special Buildings are bunkers and
the Cathedral as indicated in the Rules p, 28.
Multi-hex Standard Buildings are still Standard Buildings.
2 6. Any damage ability that Assigns damage to a hex is dealt during the Damage
phase and damages any and all units on that hex. It does not give XP if it is
3 the only damage Assigned and does not require vision of the hex. These
do not trigger non-Building Cover or Heavy Vehicle Frontal Armor Defense.

4 Consecutive hexes, such as “3 Consecutive hexes...” means 3 in a straight line.

Anytime after Tier 4 is unlocked, 2 XP can be traded


Commander Ability Usage Limits
Key Features #1-2 above went over two of the common ability types
any number of times for 1 Manpower, Munitions or Fuel. and how they are used. Other than those, by default, Commander
After completing the fourth commander tier, 2 XP can now be traded abilities are Once Per Round abilities, with the exception of those are
for 1 Manpower, Munitions, or Fuel any number of times at any time. Once Per Round per Unit or Purchase. Some examples are:
This is not a separate Supply Phase Purchase action, it is done as Once Per Round
part of any purchase such as trading XP to afford a purchase. Tactics that state, “At the start of your Maneuver Phase spend your
very first ‘X’ CP and/or ‘Y’ Munitions to...”
8.1 - COMMANDER DETAILS “Pay 1 Manpower for Vehicles to cost 1 less Fuel this Supply Phase.”
Commander Ability Timing and Terms Use the guideline that if an ability applies to multiple units such as
Commander Ability Timing. Commander abilities occur during “for [all] vehicles to cost 1 less fuel...” it is a Once Per round ability.
the Supply Phase, unless otherwise specified. This means it states Otherwise, if it is on an individual unit basis it is per Unit.
“Maneuver Phase” for Maneuver Phase abilities, and “Damage Phase”
for Damage Phase abilities. All unit upgrades and unit spawns occur Once Per Round Per Unit
during the Supply Phase. Commander abilities only affect that player’s Specific Maneuver Phase abilites such as, “When spending your first
units not their team’s, unless it is Repair, Reinforce, Retreat, or an CP cube on ‘X’ unit...”
abilitiy that provides sight, which are always shared with teammates. Specific Damage Phase abilites such as, “‘X’ units can spend ‘Y’
Passive Abilities are always active or trigger on a specified condition. Muntions at the start of the Damage phase to...”
Unit Spawns and Upgrades often provide free units, access to units Once Per Round Per Purchase
that can be purchased, or free upgrades when a unit type is spawned. “You may spend 2 Manpower in place of 1 Fuel or 2 Munitions during
A price shows the cost to spawn the unit. No limits unless specified. the Purchase Phase.”
26
8.1 - COMMANDER DETAILS 8.2 - COMMANDER - FULL GAME RULES
Each player shuffles their factions entire collection of Commanders into a deck.
Commander Card Examples Each player draws three Commanders before the game out of their deck.
Each player may pick their one Commander at any time, but cannot
switch after unlocking the first tier.
If multiple players are playing the same faction, but only one of any of the
expansions are available, you may have those players share that deck. In
this scenario if players both draw a specific expansion call in vehicles of a
specific faction just have one of those players draw a replacement.

9.0 - LOST BRIGADES EXPANSION - FULL GAME RULES


Lost Brigade Building Extensions (Lost Brigades for short) are an
optional expansion that is recommended after all players have played
multiple games. They are designed to spice up the game, speeding up
The first and third tiers of ‘Armor Company’ for the US are passive access to certain units, in particular expansion call-ins that may rarely see
abilities that apply for all Rounds after they are purchased. play and create fun combinations that may or may not be balanced. For the
most balanced experience it is advised to play without them. However
‘Defensive Smoke’ is a once per Round per unit ability that can be paid for and
experienced players will know the tools for how to deal with them.
resolved at the beginning of the Damage Phase, before damage is Assigned.
They are very similar to Commanders, however they never
Tier 4 Sherman Easy Eight spawns a free one during the Supply Phase. These require that any Tier Building is built first. Once picked any number
are standalone units and do not have access to any Sherman upgrades. can be purchased up to the limits noted in the Supply Phase.Any Lost
Brigade that costs 0 XP, may be selected at the start of the game to be
unlocked in turn order, some of these may even replace starting infantry.

Each player shuffles their factions entire XP unlock cost


collection of Lost Brigades into a deck.
Each player draws three Lost Brigades
before the game out of their deck.
Each player may pick their one Lost
Brigade at any time, but cannot switch after
picking their one Lost Brigade.
All OKW Lost Brigades spawn from the
The second tier of Spearhead Doctrine ability specifies that Mortar Teams XP Spawn Area. Purchase cost
Flame upgrade now only costs 1 XP, which means it applies to future upgrades.
The third tier is a “Tactic” ability activated during the Maneuver Phase.
This damage is applied simultaneously with other damage during the
10.0 FULL GAME MAP FEATURES
Damage Phase. Damage Assigned from Commander Tactics damage Some maps have unique features on them which are detailed in this section.
any and all units on those hexes.
This does not award XP if they are the only damage dealt to an
enemy unit. This damage has no direction and does not trigger non-
10.1 FULL GAME MAP FEATURES - Bunkers
Bunkers are a Special building that has 4 health and
building Cover or Heavy Vehicle Frontal Arc defense. Infantry inside have +1 Armor Piercing Damage when
Lastly, Tier 4 provides access to Tiger Tanks with the first spawning attacking a unit outside of the bunker. Place a white AP die on it as a
for free when the Tier 4 Commander tier is unlocked. reminder, even if you do not have TP 2 / 4 Bunkers. All Bunkers are
destructible, including Multi-Hex Bunkers, unless specified otherwise
If a card has a different rule than that in the rules, the card takes precedence. on a map. For TP4 - Megabunker see p. 31
See the Commander FAQ in the Faction Overview booklet for specific questions. When destroyed, they no longer provide +1 Armor Piercing Damage.
27
10.2 - FULL GAME MAP FEATURES - MULTI-HEX BUILDINGS AND CATHEDRAL 10.3 - FULL GAME MAP FEATURES - TERRAIN PACK 3 COVER
Multi-Hex Standard Buildings Terrain Pack 3 (TP3) - Destructible Cover
Terrain Pack 3 Cover by default is treated very similar to Sandbags in
Multi-hex buildings, are the only structures opposing teams can enter
normally at the same time. They provide Cover to the units inside from that all Infantry can “take Cover” behind any Cover on the map for 0 CP
outside units, but do not provide Cover from other units inside the building. during the Maneuver Phase, no Wrench is required, and the matching
Cover miniature model is added to the board. It is destructible exactly
By default adjacent buildings on a map are treated as Multi-hex buildings. as Sandbags and follow all of the rest of the rules, see Sandbags p. 11
Each hex in Multi-hex buildings is destructible by default. Once destroyed, mark it with a white cube on the hex, all printed
Units have line of sight to any hex inside or outside a multi-hex building Cover on that hex is destroyed for the rest of the game.
as long as their line of sight does not pass through two grey Cover lines All other TP3 models, including those for Impassable Terrain (red
(green 1st ed). Destroyed buildings, shown by purple lines are always treated lines) are indestructible and placed during setup.
as a single hex building, even if they were once part of a Multi-hex building.
Variant - Indestructible Cover - Place as much Cover as you can on the
map during setup focusing on the key central points, it is indestructible.

TP3 - Impassable Terrain, Light and Heavy Cover

Light Cover -
Bushes and Trees:

2E Multi-hex Example: Notice 2E Destroyed Building Multi-hex


here the 2e maps for Multi-hex Example: Notice the destroyed
buildings do not show lines around Multi-hex buildings show lines
Heavy Cover -
each entire hex. However note 1E around the entire hex, helping
green lines commonly do. show it blocks line of sight. Stone Walls:

Cathedral Special Building


The Cathedral is an indestructible Multi-hex Special Building.
This Cathedral diagram reflects line of sight, following the “does not Impassable -
pass through two dark grey (green 1st edition) Cover lines” rule. Rock outcroppings:

Substitute Cover -
Fence and Rocks:

The fence and rocks models may be used to substitute for light or heavy cover
based on the map. Snow maps for instance only feature light Cover.
TP3 - Indestructible Infantry Foot Bridges
Foot bridges used on Moro River, which prevents vehicles from crossing:
If you own Terrain Pack 2, the Cathedral has a
destructible Lookout Tower, for more details see Full
Game Modes / Varients please go to p. 31, otherwise just
use the rules mentioned above for the Cathedral.
28
10.4 FULL GAME MAP FEATURES - ICE RULES 11.0 - ODD NUMBER / THREE PLAYER GAMES
Three and five player games have the option to play Free-for-all
Snow Maps - Ice Tiles / Frozen River mission setups or still require two teams, thus one player will field two
Some maps feature ice tiles. When attacked on the ice, units have a factions. Alternatively we suggest using an AI player found in the Solo/
chance to fall into the river and be instantly destroyed. The chance is determined Cooperative Expansion to team balance. In Free-for-all games
by the damage type and the defending unit type as shown by the Ice Matrix. everyone who Assigned damage gains VP when a unit is destroyed.

The ice icon means the unit rolls an ice check. This occurs after damage
is assigned to a target on ice, but before any HE or Defense dice are 12.0 - FULL GAME - MODES / VARIANTS / TERRAIN PACKS
rolled. The defending unit rolls a white die for each ice icon shown.
Real Time Mode allows for a faster pace, but otherwise plays as normal.
Multiple damage sources do not stack, use the highest icon source The Operations deck is used with RTS mode, with the only change being
total. The same ice check is made when assigned 1 HE or 2 HE that the chosen amount of turns is revealed immediately, and both players set
damage, or 2 HE and 1 AP. If any roll fails (a red symbol) they sink aside the selected total amount of CP cubes to use. In this mode players
into the river and are destroyed. If HE Splash effects multiple units maneuver simultaneously, by placing a CP in a hex adjacent to a unit
across multiple ice hexes, each unit individually rolls an ice check. then move the unit, or in it’s own hex for an abilities or building Battlefield
Defenses. Each CP placement and move must be performed one at a time,
The unit awards XP to the attacker for assigning damage (whether three cubes can not be placed down at the same time to move a unit 3 hexes.
it falls through or not, including flame to Heavy Vehicles), VP for Retreating Infantry may still be resolved at the end of the Maneuver Phase.
destroying an enemy unit, and an XP to the player losing the unit.
Nothing happens to the hex itself. Ice tiles are illustrated visually, if the majority Placement Ties
of a hex consists of ice, then it is an ice hex. 2E maps have the icon on the hex. If two opponents place a cube in the same hex at the same time, the
tie goes to the first player/team this round. If a possible conflict is spotted
the first player/team should verbally announce it, even before timer starts.

This diagram is Timer


also on the back of The Core Set includes two 3 minute timers. 3 minutes is how long
this book, as well each Maneuver Phase lasts. Once the timer is out, any player can call
as on the back of time, and one last move per player in turn order can be initiated.
the Tier 3 building
boards.
Soft Timer Play (non-RTS mode)
A timer is recommended for speeding up the game and ensuring
its clear whose turn it is. After a team spends their 3 CP during the
Maneuver Phase, or purchases a unit during the Supply Phase, a
player flips a timer and informs their opponents that it’s their turn.
As noted in the last
sentence above, 2E maps Tournament Play - Blitz Mode
have an ice icon on the Official tournament play should consist of the following: Players draw
side of hexes that are Ice 4 commanders, and immediately ban 1 of their opponents. 90 minute
tiles. These are on snow time limit. Blitz Mode with - 1 minute each turn in the Maneuver
maps such as Ardennes Phase, no timer for simultaneous damage assignment or resolution
Forest and Stalingrad. (no delay over 1 minute is allowed), and a 1 minute timer to make 1
Supply Phase purchase or pass, including placing the purchased unit
/ upgrade on it’s location. Once one player / team has passed during
the Supply Phase, the other team gets 1 final minute to make any
remaining purchases. At the end of the 90 minutes if the game is not
completed, the current Round is completed and the end game trigger
3VP is awarded as in the normal rules, with final tie breaker as the
normal rules going to the first player/team.
Find the official Companion’s timer at : https://coh-bg-comp.web.app/
29
12.0 - FULL GAME - MODES / VARIANTS / TERRAIN PACKS TERRAIN PACK 1 FEATURES
STURDIER BUILDING MODE - MAIN GAME VARIANT Terrain Pack 1 offers unique gameplay options. The Buildings are
rectangular and have a back wall that can be slid in or out. The
Standard Building Health is 3 instead of 2, and 6 for Bunkers instead of 4. other Terrain Pack 1 components, i.e. the flag, flagpoles, sandbags,
tank traps, and razor wire are functionally the same as their token
alternatives found in the core box set.
ADVANCING SPAWN MODE - MAIN GAME VARIANT
Advancing Spawn Mode is a mode to create even bigger climactic Variant - Fog of War Buildings
finishes. Based on the game length selected, player Spawn Areas Remove the slide-outs to create a gap that units can be placed
increase size in all directions by 1 hex (including forwards towards the into when entering Buildings. When placing a unit inside a Building
center of the board) during Supply Phasea Step 4 - Purchase. rotate the Building so that the empty gap faces your team. The
To track the Rounds during game setup after shuffling the Operations opposing squad cannot see this unit, check its health level, its facing,
deck, draw and set aside 2 sets of cards to track the rounds played. upgrades, or anything else about the unit unless one of their units has
The first set is to track the rounds until the first advance occurs, and visible sight of the Building. When an enemy unit is within sight or an
the second set is the additional rounds until the second advance occurs. enemy has the Building in sight, reveal the unit by placing it on top of
the Building. These units can be placed back down below once the
Short Games - Rounds 2 and 4 (First set 2 cards, Second set 2) Building is no longer visible.
Medium Games - Rounds 3 and 5 (First set 3 cards, Second set 2)
Long Games - Rounds 3 and 6 (First set 3 cards, Second set 3) You may be surprised how much information this deprives the enemy!

Recommended End Game Trigger (same as base game):


1 vs 1 End Game Trigger below, add +3 for 2 vs 2+ games.
End Game Short Medium Long
Trigger: 15 18 21

PURIST MODE
Purist Mode is a direct adaptation of the video games that does not grant
Victory Points for defeating units, only by capturing victory control points.
Recommended End Game Trigger:
1 vs 1 End Game Trigger below, add +3 for 2 vs 2+ games. Standard Buildings. If you decide to not play with the Fog of War
Bonus 3 VPs are still awarded at the end to the player / team with the leave the back wall slides in place forming a solid Building, for
most Victory Capture Points. In this mode Heroic Sacrifice gives the cosmetic purposes.
player losing the unit 3 XP instead of 1 XP. Building Health. Use the dice tray to track damage done to the
End Game Short Medium Long Building. The default health of a Building is 2 unless a map / scenario
Trigger: 15 18 21 specifies otherwise. For convenience, we recommend only placing
health dice on a Building once it has received damage. The amount
shown on the die should represent its current health.

TERRAIN PACK 3 FEATURES


Terrain Pack 3 Factories

OR
can be used on any map as
either standalone Buildings
or 2 hex multi-hex Buildings.
With the top story section
removed, they are able to be
used as Destroyed Buildings.
30
12.0 - FULL GAME - MODES / VARIANTS / TERRAIN PACKS TERRAIN PACK 4 FEATURES
TERRAIN PACK 2 FEATURES Terrain Pack 4 Mega-bunker is modular and can be used on specific
Terrain Pack 2 features a massive cathedral model that offers maps that use the Mega-bunker, or on any map that uses bunkers
some gameplay changes. Other components include Bunkers and as it is modular. The Mega-bunker as noted in the bunker section of
Destroyed Buildings which are used to mark those structures on the multi-hex bunkers is not indestructible, as due to its modularity it is
map cosmetically. able to allow for specific sections to be destroyed. This should be rare
due to bunkers having 4 health.
Cathedral Special Building - Lookout Tower -
Requires Terrain Pack 2
The tower is positioned directly over four cathedral hexes. The tower
is considered adjacent to these four hexes. Units can move into the
tower through any one of these hexes.

Units in the tower receive +4 Sight in addition to any sight bonuses they
have allowing them to spot enemy units 6 or more hexes away for their
team, depending on the unit’s base sight. Buildings do not block line of sight
for units in the tower. MGs (and Raketenwerfers) can only setup facing
their Firing Arc to the sides for simplicity and to have a normal Firing Arc.

The 3 Defense die building Cover bonus in the tower is triggered


even when attacked from other units inside the rest of the Cathedral.
Assaulting the tower does not trigger its Cover, as per normal Assault rules.

The tower is the only part of the Cathedral that can be destroyed.
The tower is a Special building with a default health of 2.

When the tower is destroyed, remove the initial


tower piece and replace it with the destroyed
READY FOR YOUR FIRST COMMAND!
tower piece. Any units in the tower Retreat You are now ready to play the Company of Heroes Board Game!
to the nearest empty hex towards a Retreat Afterwards, return here for how to expand your game experience.
Point. Units can no longer occupy the tower. Any Many Commanders require the Full Game Rules to use, as well as
Resource points in the tower are Neutralized. other symbols which should be ignored that have not been identified.
They are, along with Retreat Points, found in the Full Rules.
31
Capture To take control of a control point. Occurs at the
13.0 - GLOSSARY beginning of the Supply Phase. Only Infantry (green) units or
units with the Capture ability can Capture control points. Pinned
or retreating units cannot Capture. Note most tier 1 Light Vehicles have the
Capture ability. p. 13
+1 Health When a unit upgrades to an additional health, the unit’s Close Range Firepower A special ability that adds +1 AI
maximum health goes up by one and the unit’s current health goes damage with a range of one, this includes using it in Assaults. (This
up by one. This is represented by adding an Infantry figure to the tray. ability is not affected by range upgrades.) Sturmpioneers only do 2 AI at
Track with +1 Health green die, or Veterancy blue die. For + 2 Health, range 1, while 1 AI at range 2.
add 2 figures, and use 2 dice.
Commander/Doctrine The terms Commander and Doctrine are used
Ally Any other unit of yours or of a teammates, other than the unit itself. interchangeably. Represented by Commander Cards that unlock
additional abilities and units. p. 26 - 27
Assault Full Game rule that allows units to move onto an enemy
unit’s hex, declaring an Assault. p. 22 Commander Tiers Commander tiers are unlocked by spending
experience. They are unlocked from left to right and tracked using the
Adjacent When an ability specifies adjacent hexes, all of the hexes commander tier track on the HQ board. p. 26
must be touching each other. This is different from consecutive hexes
(see later). Mortars and Snipers cannot target adjacent hexes. Consecutive Hexes When an ability specifies consecutive hexes it
means that are in a straight adjacent line.
Anti-Infantry Damage (AI) A type of damage effective vs Infantry,
less effective vs Light Vehicles and emplacements and that Control Point Missions use the triangle resource tokens to identify
has no effect vs Heavy Vehicles. p. 19 where resources and Victory Points are setup. (See Capture.)

Armor Piercing Damage (AP) A type of damage that is less Cover, Heavy Provides +2 bonus defense dice to Infantry
effective vs Infantry but effective vs all other units (p. (green) units. p. 21
14). AP damage triggers a Heavy Vehicle’s frontal armor
defense if it crosses their Frontal Arc. *p. 21 Cover, Light Provides +1 bonus defense die to Infantry
(green) units. p. 21
Assign Damage All damage assigned to a unit in the
Damage Phase is resolved together, regardless of source. Overwatch Damage Dice Also referred to as upgrade dice. White dice
damage is automatic guaranteed Manever Phase Damage (p. 13). with the four damage type symbols on it as well as speed and speed
Damage assigned in other phases from rare Commander abilities is spent symbols.
resolved together with other assigned damage. Defenses, Static In addition to the defenses identified on the Defense
Battlefield Defenses Includes Sandbags (First Game Rules), along Matrix, units can receive extra defense rolls from Cover, frontal armor
with Barbed Wire and Tank Traps. All Battlefield Defenses have 2 “Flat” defenses, and unit upgrade defenses. p. 21
Health which means if 2 or more damage is assigned to the hex in the Defense Matrix The all-important chart found on the back of your tier
Damage Phase all Battlefield Defenses are removed at the end of the 3 building board. Identifies relevant damage types and defense rolls,
phase. Health is not tracked if only 1 is assigned. p. 11 Only HE dice that successfully “hit” are rolled for defense. p. 19
Buildings / Destroyed Standing provide 3 static Defense dice. Emplacements Units identified with a purple health symbol.
Destroyed Buildings provide only 1 static Defense die, but for all They are immobile and are built adjacent to Infantry with a
purposes are “Standard Buildings”. Indestructible in the First Game Wrench icon. Resistant to AI and AP damage. p. 11 - 12
Rules, see p. 20.
Experience (XP) A resource earned during the Damage Phase.
Bunker A Special Building that has 4 health, and grants Infantry Players receive one free each Round, an additional one for each
inside an AP damage die when targeting units outside of the bunker. enemy unit they assign revelant damage to (unlimited, 1 each
*p. 27, 30 enemy), plus 1 for each of their units that are destroyed. Tracked with
Cathedral A Special Building that is indestructible except for the tower white cubes in the experience cutout of the HQ board. Spent on unit
which has its own special rules. *p. 28, 31 upgrades and commander tiers. p. 25 - 26

Camouflage Camouflaged units cannot be targeted by any ability or attack Firing Arc The arc, composed of the units hex, then expanding out
unless there is a spotter adjacent to them or they are spotted by a unit with from the hex in front of the unit, then in a cone out forward all 3 hex
Spots camo (+2 Sight) or a Recon plane Commander ability. p. 16 directions, used to determine which hexes Weapon Teams, and fixed
guns (non-turreted attacks) can hit. The Firing Arc also determines
whether AP damage triggers the Frontal Armor Defense on Heavy

32
Light Vehicle Units identified with a yellow health symbol.
13.0 - GLOSSARY Most spawn with a speed die giving them a free extra move
per Round. Resistant to Anti-Infantry (AI) and High Explosive
Fixed Gun The forward arrow means this attack is non-turreted (HE) damage. p. 13
and can only attack targets in the unit’s forward Firing Arc.
Upgrades to fixed damage types are also considered fixed. *p. 14 Neutralize All units can Neutralize an enemy Capture point, removing
their flag and control. This occurs during the Assign Damage step 2
Flame Damage Ignores defenses, including all Cover and of the Damage Phase unless that unit is retreating, there is an active
upgrades. This means that units take damage from flame Assault, or that unit is an Infantry that is Pinned. p. 15
damage automatically before rolling any defense dice.
Heavy Vehicles are immune to Flame damage. Flame and Non-Turreted / Turretless See “Fixed Gun”.
HE are the only damage types that damage Buildings. p. 20
Packed Up / No Fire Unit condition that prevents them from
Friendly Fire No damage type hits friendly units with the exception of firing until they spend a CP to toggle to fire or Setup.
Splash damage and Commander abilities that target a hex. Represented by the “No Fire” die. Used for Weapon Teams, some
Emplacements, units like the Soviet T-70, and some Commanders. p. 12
Frontal Armor Defense Similar to heavy Cover for Infantry, a
Heavy Vehicle receives 2 total defense dice when hit by Armor Passive Ability/Upgrade Effects that remain in once purchased. p. 26
Piercing damage in its Frontal Arc, regardless of the amount of AP.
This represents the increased forward armor of Heavy Vehicles Once Per Round An ability found on Commander Cards that requires
and creates the need to flank tanks and other armor for maximum a payment each time and can be used once per Round per unit. p. 26
damage. Frontal Armor has the same arc as Firing Arcs. *p. 21
Range (Attack Range) How far a unit can shoot. The range of
Heavy Vehicle Units identified with a red health symbol. A a unit is identified on its Building board or Commander card.
unit type representing tanks, tank destroyers, assault guns, Range Upgrades are noted by this icon. p. 16
and other armored vehicles. Heavy Vehicle movement is
Reinforce To heal an Infantry unit. Occurs at the end of the
restricted but they have the most defenses in the game with immunity
Supply Phase. The team’s retreat and reinforcement point and
to Flame damage, Anti-Infantry damage, and are resistant to HE
some units heal all adjacent friendly Infantry units. Units can
damage. They also have frontal armor defense against AP damage.
Those with two damage types may split their damage by assigning reinforce an ally from inside or into a Building or Transport Vehicle,
one type to each enemy. p. 14, 21 even inside of that Transport, Infantry with Reinforce do not heal themselves. p. 25

Heroic Sacrifice Units with this ability do not provide a Relevant Damage Any damage type that is able to inflict damage
Victory Point to the opposing team when destroyed. p. 16 on the targeted unit, i.e. Flame damage assigned to a Heavy
Vehicle is not considered relevant damage unless it is on Ice. p. 17, 19
High Explosive Damage (HE) The only damage with
variable damage. HE can miss, hit, or crit, causing 0, 1, or 2 Repair / Build Most tier 1 Regular Infantry have the Wrench
points of damage. Vehicles are resistant to High Explosive ability as identified by the wrench icon. Units with this ability can
damage, they roll 1 Defense die for each Hit or Crit. Misses repair a single adjacent vehicle or emplacement 1 health at the end
are not rolled. For example, if a defending unit has 1 HE assigned to of the Supply Phase for each Wrench. Units with this ability can construct
him and the attacker rolls a crit, the defending unit rolls 1 Defense die. Battlefield Defenses during the Manuever Phase, as well as build any
HE also damages Buildings. p. 18 - 19 available and unlocked emplacements during the Supply Phase. p. 11, 24

Ice Rules Rules for tiles on maps that consist of mostly ice. Units on Resources Manpower, Munitions, Fuel, and Experience are the
those hexes when assigned damage of specific damage types roll primary resources spent to purchase and upgrade units and construct
dice according to the chart on the back of the book as well as on the Buildings. Missions identify the default resource incomes of a team
back of each faction’s Tier 3 Building. If they fail they fall through the but incomes can be increased by capturing resource control points.
ice and are destroyed without rolling for damage. Victory Points are treated like a resource but are never spent. p. 23

Impassable Terrain Red lines are used to note where units cannot Retreat Point The location that retreating units must reach. By default
move through, Repair, Reinforce, Spawn, or construct Emplacements entire Spawn Areas of each team are Retreat Points. Alternatively,
across. p. 10 hexes adjacent to units with this ability are Retreat Points, including
teammate units. Those units are indicated by the flag symbol. p. 25
Indirect Damage that can ignore line-of-sight to shoot over
Buildings and smoke. p. 14 Setup A status that allows units like Weapon Teams and some
Emplacements to fire. It costs one CP to Setup from packed
Infantry Units identified with a green health symbol. Includes both up. When setup the unit chooses a direction for their Firing
standard Infantry and Weapon Teams. When an effect specifies Arc. Changing the firing arc requires the unit to pack first, then
Infantry it applies to both types. Resistant to AP damage. p. 10 - 12, 19 setup again (2 CP total). p. 12
33
13.0 - GLOSSARY Timer Even turn-based games can use soft timers. When your team
has completed their turn flip over the sand timer to put the others on
the clock. This is primarily useful as a definitive signal that it is their
Sight Range The range that a unit can see, by default two. turn.
If a unit has a range longer than their sight they will require
an allied spotter to make use of their full range. p. 16 Transport (Vehicle) A Vehicle that can Transport Infantry.
Infantry from an adjacent hex spend 1 CP to move into the
Sight and Attack Range Icon used to show both a +1 sight Transport Vehicle.
and +1 range upgrade. Infantry can also leave the Transport spending 1 CP in the same
manner. CP spent on the Vehicle move both units together. The
Infantry inside is not directly targetable, cannot Retreat, and is
Slow Slow units may only spend 2 CP per Round, Double destroyed if the Transport is destroyed, awarding a VP for both the
Slow units may only spend 1 CP per Round. p. 14 Vehicle and the Infantry.
Since it is not targetable only the vehicle itself awards XP for the
purposes of assigning damage. p. 12 - 13
Smoke If a unit is in a smoked hex, that unit cannot spot, Turn A division of the Maneuver Phase. Players spend or forfeit 3 CP
can only attack adjacent units, and can only be attacked by per turn.Turns alternate between teams. Turns are different from a
adjacent units. Adjacent units do not spot smoke hexes for Round which is the full cycle of all Phases.
other allies. Units cannot see or attack past a smoked hex.*p. 16
Turreted Found on Heavy Vehicles, these attacks have
Sniper A reference to a type of unit that has a default range of 3, a 360° firing arc. Upgrades to turreted damage types are
cannot attack at range 1 or 2, sight of 3, and Camouflage. also considered turreted. p. 14
Spawn Adding a new unit to the board, usually into your team’s Vehicle Trays Large plastic trays that hold vehicles. An optional
Spawn Area. p. 7 tool when your vehicle gets crowded with upgrade dice and damage
cubes.
Speed A die that is used for a free move. This free CP must
be performed before any CP cubes are spent and does not Very first X CP and Y Munitions This expression is used to
count towards any CP maximums for the unit or player. A represent Commander abilities that require a specific amount of
Speed die may be used to Building field defenses or use an player’s very first Command Points and Munitions at the start of that
ability. When used the die is flipped over to show the “spent speed” player’s first turn during a Maneuver Phase.
side. p. 13 - 14
Veteran Some special units and upgrade abilities do not have
Splash Damage Converts all High Explosive HE damage a specific dice icon, so the generic veteran green dice icon is
to now deal 1 point of rolled HE damage to the target used to track them. p. 24
hex and all hexes surrounding the target hex, including
the target itself, any other unit on the hex and any Victory Point The objective of the standard game. Collected each
Battlefield Defenses. Splash damage is assigned to all Round from Captured Victory Control Point locations on the map and
allied units and enemy units that are in vision. Camouflaged units from destroying units. p. 6, 23
require a spotter. Defense dice are rolled against this damage which
is combined with all other damage that that unit is receiving this Round. Weapon Team A sub-type of Infantry units with special movement and
This damage also ignores all non-Building Cover. p. 18 firing rules. It can only fire when deployed, and can only move when
packed up. All Weapon Teams have a firing arc that is chosen when
Spotter / Spotting Units automatically spot for all friendly units. If a Setup. All Mortar teams and most AT guns cannot setup in Buildings.
friendly unit can see a unit or a hex then it is visible to all other units. All Infantry, including Weapon Teams can enter a transport vehicle, but
This includes Recon plane Commanders which share visibility to all Weapon Teams can not setup while in a Vehicle. p. 12
friendly units, even spotting Camouflage units. p. 16

Spots Camo This symbol is used to show that this unit


Spots Camouflaged units, which is shown for all units with
4 sight range, as well as Recon Plane abilities. p. 16

Status Dice The red dice that show whether a unit is


Pinned, slowed, packed up, deployed, retreating, or dealing splash
damage.

Strategizing Teams may communicate freely throughout the game.


34
FIRST GAME ICONS REFERENCE

IO N
EDIT
2ND (Greyed out text indicates rules only needed in the Full Game Rules)
LES

Anti-Infantry
RU

Defense Pinned +2 Health


Damage (AI)
Armor Piercing
Smoke Slow +1 Health
Damage (AP)
High Explosive Setup
Sight Heroic Sacrifice
Damage (HE)
Flame Sight and No Fire Close Range
Damage Range Firepower

Speed Retreat 2 Close Range


Camouflage
Firepower
Spent Splash Veteran
Range
Speed Damage

Manpower Repair Capture Infantry


G

Fuel Reinforce Transport Light Vehicle


Y

Munitions Turreted Retreat Heavy Vehicle


Attack Point R
Victory Non-Turreted Experience
Points Emplacement
Attack Cost P

Maneuver Phase Damage Phase Supply Phase


1. Turn Order - Alternate First Team each Round 1. Machine Guns Assign Damage and Pins 1. Neutralize, Capture flags and adjust incomes
and First Team draws and picks Operation 2. Neutralize, Assign all damage, Collect 2. Collect resources according to income levels
(Skip in First Game Rules) Experience (XP) 3. Check for Victory Point End Game Trigger
2. Spend three CP for each player on a team 3. Defender rolls applicable defense dice 4. Spend resources, Spawn units, Purchase
alternating between teams until all twelve (or 4. Apply resulting damage upgrades, Unlock Tier buildings
chosen Operation amount in Full rules) are 5. Remove destroyed units, Collect Experience 5. Remove Retreat and Pin dice, Perform
spent or forfeited (XP) and Victory Points (VP), and Repairs and Reinforcements
Each hex movement costs one CP resolve Assaults (Skip in First Game Rules)

3. Perform Infantry Retreats in team order


(Skip in First Game Rules)
35

Common questions

Powered by AI

HE damage is unique in its capacity to affect multiple units and buildings within its impact area due to its Splash Damage effect, making it particularly effective against clustered units and structures. Unlike other damage types, HE Splash Damage can ignore certain building Cover defenses and impacts all visible units, although units can still defend with Resistance and Static Defenses. This makes HE damage highly strategic when targeting area-based objectives but also requires careful positioning to avoid friendly fire. Buildings take HE damage directly, affecting their structural integrity and forcing occupants to retreat if destroyed.

The 'Neutralize' and 'Capture' actions are pivotal in disrupting and securing resources, respectively. Neutralizing an enemy's resource hex immediately stops their resource inflow, disrupting their economy and potentially forcing strategic alterations. Capturing allows teams to gain or reclaim control over resources and increase their strategic advantage. These actions directly affect income levels, impacting purchase options during the Supply Phase, and influence Victory Points, thus determining the game's outcome. Resource management via these actions is crucial for maintaining operational momentum and limiting enemy advancements.

The Resistances Defense Matrix provides units with varying levels of resistance to different types of damage, allowing for specific damage types to be reduced based on unit type. In contrast, Static Defenses provide a fixed amount of Defense dice that stack with any Resistances and apply regardless of the damage type. While Resistances may vary and are tailored to specific damage types, Static Defenses are a consistent form of protection, particularly useful against multiple attackers or when facing unspecified damage types.

Buildings provide significant Cover and defense for Infantry by allowing them to roll additional Static Defense dice when attacked, which can greatly enhance survivability against incoming damage. Infantry inside buildings cannot be Pinned, and the structure itself offers high resistance to direct damage types like AP or AI, unless it's by HE or Flame damage. Buildings serve as both a defensive bulwark and station for strategic positioning, enabling players to hold or contest resource points while providing reduced exposure to enemy fire. However, if damaged or destroyed, Infantry within must retreat, thus impacting strategic positioning.

HE Splash Damage affects both friendly and enemy units by applying damage to all units in the targeted hex and adjacent visible hexes, potentially impacting many units simultaneously. The indiscriminate nature of Splash Damage means it can harm allied units if they are within the affected area, thus requiring careful consideration when deploying such attacks to avoid significant friendly fire. Although defenses like Static and Resistance Defenses can mitigate some effects, Splash Damage bypasses certain Cover types, making it a powerful but potentially hazardous tactic.

Placing starting Infantry within 3 hexes of Control Points is strategically significant because it allows players to quickly position their units to capture and control these points, which are critical for gaining resources and Victory Points. This placement also enables players to react swiftly to enemy maneuvers and exert control over key areas of the map, thus increasing their tactical advantage from the beginning of the game.

During the Supply Phase, teams strategically manage resources by capturing and neutralizing resource hexes to adjust their income and spending carefully on unit upgrades, reinforcements, and new units. Players must prioritize which upgrades to purchase and when to reinforce or repair units based on their current needs and future strategies, ensuring efficient resource allocation. The phase's turn order further encourages strategic planning, as players can influence opponent decisions by gauging enemy movements and purchases. This requires foresight and adaptability to maintain a resource advantage.

The Operations deck introduces variability in terms of the number of turns and Command Points (CP) available in each round. By allowing teams to select different numbers of turns from the deck, it adds an element of unpredictability to the game's pace and resource management. This mechanic requires players to adapt their strategies based on the available number of turns and CP, ensuring dynamic gameplay that changes from round to round. This variability challenges players to make more strategic decisions regarding unit movements and the timing of retreats.

When spawning new units, players must consider their placement within their Spawn Area to ensure optimal positioning for capturing control points or defending key strategic locations. The unit type and specific battlefield needs dictate spawn placement, whether it's placing Infantry near Control Points for quick capture or emplacements at choke points for defense. Additionally, players need to coordinate spawning with ongoing strategic objectives and current battlefield conditions, potentially reserving units for surprise deployments that respond to enemy threats or exploit weaknesses.

Using the Operations deck involves strategic foresight as it dictates the total number of turns and CP available in a round, compelling players to adapt their tactical maneuvers based on these constraints. Players must weigh the advantages of shorter or longer rounds, such as concentrating efforts on quick assaults with fewer turns or favoring methodical development with more CP. This involves anticipating enemy responses and deciding if rapid action or prolonged preparation best suits their strategy, leading to varied game dynamics each round and enhancing replayability through adaptable tactics.

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