Company of Heroes - Rulebook 2.059
Company of Heroes - Rulebook 2.059
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TABLE OF CONTENTS
7.0 - Supply Phase - Overview Pg. 23
5.7 - Heavy Vehicle Static Frontal Armor - Full Rules Pg. 21 CONJUNCTION WITH
6.0 - Assault - Full Game Rules Pg. 22 THE TUTORIAL VIDEO
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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
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12 Commander Cards
40 White Cubes
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76mm / Easy Eight
1.1 - COMPONENTS 2 PLAYER CORE SET MINIATURES Sherman Turrets
M7 Priest
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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.
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.
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.
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.
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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.
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.
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.
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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
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.
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.
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.
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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.
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.
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.
In this example, the tank moves forward and then rotates one ‘hex
tick’ to the left by spending one CP.
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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)
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.
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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.
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.
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.
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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.
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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.
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.
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”.
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.
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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.
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.
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.
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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.
Light Cover -
Bushes and Trees:
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.
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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.
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.
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 tower is the only part of the Cathedral that can be destroyed.
The tower is a Special building with a default health of 2.
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
IO N
EDIT
2ND (Greyed out text indicates rules only needed in the Full Game Rules)
LES
Anti-Infantry
RU
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.