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Combat Rules Booklet

Combat! is a solitaire game focused on man-to-man combat in the 20th century, where players control Friendly forces against Enemy forces managed by the game system. The game involves a sequence of play divided into phases, including card play for initiative, assigning orders, and resolving actions through impulses. Key components include character activation, morale checks, and various game components such as maps and cards.

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0% found this document useful (0 votes)
21 views32 pages

Combat Rules Booklet

Combat! is a solitaire game focused on man-to-man combat in the 20th century, where players control Friendly forces against Enemy forces managed by the game system. The game involves a sequence of play divided into phases, including card play for initiative, assigning orders, and resolving actions through impulses. Key components include character activation, morale checks, and various game components such as maps and cards.

Uploaded by

dan
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
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Combat_Rules.

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COMBAT!
TABLE OF CONTENTS
1.0 Introduction 9.0 Enemy Order Phase 17.0 Morale
2.0 Definitions 10.0 Enemy Orders 18.0 Smoke
3.0 Game Components 11.0 Terrain 19.0 Morale Checks,
4.0 Sequence of Play 12.0 Line of Sight and Spotting Rally Checks,
5.0 Friendly Card Phase 13.0 Firing Troop Quality Checks and
6.0 Markers - General 14.0 Weapons Wound Morale Checks
7.0 Friendly Order Phase 15.0 Melee 20.0 Off Board Artillery
8.0 Characters 16.0 Wounds 21.0 Night and Illumination
22.0 Scenarios and Victory Points

1.0 Introduction
Combat! is a solitaire game of man-to-man combat in the 20th century. The player controls Friendly forces and attempts to complete a
scenario against Enemy forces that are controlled by the game system. At the start of each turn the player plays 1 card from his hand to
the Initiative track. This card determines the initiative values for each of the player’s friendly teams and may have other effects depending
on the card. After this the player assigns orders to each character on his side. This determines the actions that the character can take this
turn. Once the friendly characters have orders assigned to them, the player draws an Enemy AI Card for each Alerted Enemy Character.
These cards determine the Initiative value for each Enemy Team and the Order that they receive. The Order determines the actions that
an Enemy Character will take that turn.

The game turn is then played through in 4 Impulses. From the lowest initiative value to the highest, each Team activates in turn and each
Character (Friendly and Enemy) performs the action specified on its Order counter. All Teams will act on Impulse 1 before moving to
Impulse 2, then Impulse 3 and finally Impulse 4. At the end of the turn all Orders are removed and the played cards are returned to the
respective decks.

2.0 Definitions
Activate During the Action Phase each Team will ‘Activate’ and then each Character in turn will be ‘Activated’ and will
perform any action required by his order, make spotting checks if required and may Duck Back at the end of
his activation.
Board The Playing Surface. This will be made up of one of more Maps.
Character The basic unit in the game which represents a single man.
D6 A standard six-sided die.
D10 A ten-sided die numbered from 0-9.
Enemy Forces and units belonging to and controlled by the game system.
Friendly Forces and units belonging to and controlled by the player.
Impulse Each Turn of the game is broken down into 4 Impulses. All Characters will act on Impulse 1 before moving to
Impulse 2, etc.
Initiative Value The numerical value on a Friendly or Enemy Card that determines the order in which teams will activate [see
Rule 5.0].
LDR Range The Leadership Rating of the Character. This is the distance in hexes from a Leader that he may influence.
LOS Line of Sight. A straight line free of obstacles drawn from hex center to hex center such that one Character
may spot another.
Map An individual map section. One or more maps will make up the Board.
Morale Check (MC) A Check that must be taken under certain circumstances - usually when being shot at. Failure of this Check
can cause a Character’s morale to fall [see Rule 19.0].

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COMBAT!
Morale State An indicator of the psychological state of a character. There are seven different Morale States that a character
may be in. These are, from positive to negative: Berserk, Aggressive, Bold, Normal, Cautious, Shaken and Rout.
Player You – the person playing the game.
Rally Check (RC) An attempt to Rally, i.e. improve the Morale State of a character [see Rule 19.0].
Squad All of the Friendly characters will be organized into a squad. The Squad consists of three Teams.
Team Each side’s characters are divided into teams which are used to organize movement order. Friendly Teams are
Able, Baker and Charlie. Enemy Teams are Red, Yellow, White and Blue.
Troop Quality Check Similar to a Morale Check but used when a Character is performing certain actions [see Rule 19.0].
(TQC)
Troop Quality (TQ) A number representing the combat effectiveness of an individual Character.
Turn An entire run through of the Sequence of Play from Step 1 to Step 5 [see Rule 12.0].
Weapon Skill (WS) A number representing a Character’s skill with a particular weapon. This number may be modified by the
Target’s Order, Target’s terrain and the weapon being used. A die roll less than the modified weapon skill is
usually a hit [see Rule 13.0].
Wound A possible effect of a successful hit.
Wound Morale A type of Check that is taken whenever a Character is Wounded. Similar to a Morale Check but the Morale
Check (WMC) penalty is higher [see Rule 19.0].
Soldat German Soldier
Lt. German Leutnant (Lieutenant)
Obfr German Obergefreiter (Lance Corporal)
Hptm German Hauptmann (Captain)

Rule of 0 (ZERO)
Anytime that a Character’s chance of success (against TQ or WS) is less than zero there is still a chance
of success.

The initial die roll must be a zero.

To confirm success, make a TQC. The TQ for this check is modified by the value less than zero that the
initial chance of success was (see example below).

To gain a Morale State increase (for rolling zero) the shot must actually hit – not a MC.

If the chance of success is so low that the modified TQ becomes less than 0 then it is an automatic
failure.

Rule of 0 Example:
A Friendly Character fires his M1 Garand at an Enemy Character with Hide Orders in some rocks 8 hexes
away.
The Friendly Character has a WS of 4 and a TQ of 5.
There is no WS modifier for this range with an M1 Garand but a Hide Order in Rocks is -5. The Friendly
Character therefore has a modified WS of -1. To hit he must roll a zero and then confirm the hit with a
TQC modified by the initial hit chance (-1). The Player must therefore roll a 4 (5 - 1) or less to pass the
TQC and confirm the hit.

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COMBAT!
3.0 Game Components
Each game of Combat! contains:
• 1 Rule Book • 4 Player Aid Cards:
• 1 Scenario Book ∙ Impulse/Turn track - 8.5 x 11
• 4 Maps at 25 x 38 inches each: ∙ Display Mat - 8.5 x 11
∙ The Farmhouse ∙ Weapons Chart - 11 x 17
∙ The Village ∙ Spotting Chart - 11 x 17
∙ The Hill • 2 Decks of Cards:
∙ The Hedgerows • 2 Ten-Sided and 1 Six-Sided Dice
• 6 Sheets Counters - 2 at One Inch and 4 at 5/8 Inch • 1 Box and Lid Set

4.0 Sequence of Play


STEP 1 – Friendly Card Phase [Rule 5.0] i) Perform the action as required on the activated
Character’s Order Marker [see Rule 5.1.1]. If the
a) If the Player does not currently have any cards in his hand
activated Character is an Enemy Alerted Character
he may draw one card from the Friendly Orders Deck [see
without an Order, then instead of performing an action
Rule 5.1].
it draws a card and receives an Order. It will act on this
b) The Player then adds any cards, to his hand, placed aside in in the following Impulse.
the previous turn after a successful Plan Order performed
ii) Make Spotting Checks as required [see Rule 12.0].
by a Friendly character [see Rule 7.12].
These are performed for the active Friendly or Enemy
c) Cards in excess of 5 are discarded – Player’s choice. Character regardless of whether it is Alerted or not.
d) The Player must now play one card from his hand to the iii) The just activated Friendly Character may choose to
Initiative Track [see Rule 5.1]. Duck Back [see Rule 7.19].
e) If the Friendly Order card played has the word “Event” on b) Moving left to right, activate each team on the Impulse
it then the Player immediately rolls 1D10 and consults the Order Track as above.
Scenario Event List [see Rule 22.0].
c) Repeat for Impulses 2-4.
STEP 2 – Friendly Order Phase
STEP 5 – End Phase
a) The Player now assigns Orders to each of his Characters
a) All Grenades now explode – perform Damage Rolls
[see Rule 7.0].
[see Rule 14.2].
STEP 3 – Enemy Card and Order Phase b) Make a TQC for each Character with the Skill of MEDIC
currently in a hex with a wounded Character [see Rule 7.14].
a) If Playing a Large Battle [see Rule 9.2], draw one card for
each Enemy Team and apply it to all Enemy Characters of c) Make a TQC for each Friendly Character that has a Plan
that Team. Place each card as it is drawn in the appropriate Order and if successful place any generated cards to one
box on the Initiative Display [see Rule 9.1]. side (they are not yet in your Hand) [see Rule 5.1].
ELSE d) Add or remove Smoke Counters as required [see Rule
18.0].
b) Draw one Enemy Order Card for each Enemy Character
and, if it is the first card drawn for a particular Team, place e) Any Waiting Characters within 3 hexes and LOS of an
it in the appropriate box on the Initiative Display [see Rule Alert Enemy Character are now Alerted. Place an Alert
9.0]. Assign the appropriate Order to the Character as each Marker on them.
card is drawn. f) Remove all Orders. Reset the Initiative Track.
c) Complete the Initiative Order Track according to Initiative g) Place Enemy Cards that are on the Initiative Track in the
Values [see Rule 9.0]. Enemy Discard pile.
h) Place the Friendly card that is on the Initiative Track in the
STEP 4 – Action Phase
Friendly Discard pile.
a) In Initiative order resolve the Orders of each Character in
i) Reset the Impulse Marker to Impulse 1.
the first Team on the Initiative Order Track for Impulse 1
[see Rule 9.1]. j) If this is the last turn, check the Victory conditions – END
OF GAME.
Each Character in turn performs phase i), ii) and iii) below
until all Team Characters have been Activated. k) Set the Turn Marker to the next Turn.
l) Return to Step 1.

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COMBAT!
Card Text: This determines additional effects that occur during
5.0 Friendly Card Phase the turn.
Discard Cards do not have any effect (other than Initiative
Combat! uses 2 decks of Cards – Friendly Cards and Enemy Cards. Values) when played to the Initiative Track. They may, instead, be
Friendly Cards are held in hand by the Player and are either played discarded during a turn to use the effect described in the text.
to the Initiative Track or used for their ‘Discard’ ability. Enemy
Cards are used to allocate orders to Enemy Characters. Order Cards always apply the text when played to the Initiative
Track and they have an immediate effect.
Step 1 a) If you do not have any cards in your hand, you may
draw a single Card. This is the only way to acquire new Each turn the Friendly Player (You) MUST play a single card from
cards other than using the Plan Order [see Rule 7.12]. his hand to the Initiative Track. This helps to determine the order
that teams perform their actions. A single card’s initiative values
Step 1 b) During this Step add any card(s), acquired from will be used for all 4 Impulses of a turn.
planning and placed to one side last Turn, to your hand.
There are only 2 ways to receive new cards:
Step 1 c) Maximum hand size is 5 cards. Place any cards in
excess of 5 (your choice) in the Discard Pile. If at the start of a turn you have no cards in your hand, you may
draw one card.
Step 1 d) You must now play one card to the Initiative Display.
A Friendly Character who successfully performs a PLAN order
Step 1 e) If you play a card with the word “Event” on it, resolve [see Rule 7.12] will add cards equal to the Character’s LDR.
the event [see Rule 22.0].
Cards generated by PLAN orders are kept to one side and only
5.1 Friendly Cards added to your hand after Step 1 a) is resolved at the start of the
following turn.
There are three types of Friendly Cards: Discard Cards, Order
Cards and Event Cards. Examples of Discard and Order Cards are Example: At the start of Turn 5 you play your last card to the
shown below. Initiative deck – you now have no cards in your hand. During turn 5
you perform a Plan Order with one of your characters with an LDR
The main things to be aware of are the Initiative values and the Value of 1. At the end of Turn 5 [Step 5 c)] you make a TQC for the
card text. Friendly character with a Plan Order and pass. You draw one card
Initiative Values: There are three of these and they apply to the 3 and place it to one side.
Teams that make up your Squad. At the start of Turn 6 you may add a new card from the Deck to your
Initiative is determined in order from low to high. In other words, hand as you do not currently have any cards in your hand. After this
the Team (Friendly or Enemy) with the lowest Initiative will get to is done, add the card that was placed to one side at the end of the
act first during each Impulse. Margin previous turn to your hand, giving you 2 cards in total. You must Margin
play one of these to the Initiative Track on Turn 6.
Card: 88 X 63mm Trim Card: 88 X 63mm Trim
Bleed Bleed
pandagm.com pandagm.com

Bleed: 3mm Bleed: 3mm


‘Friendly’ – shows that this is a card
belonging to the Friendly card deck.
‘Initiative’ – Below this are the words
‘Able’, ‘Baker’ and ‘Charlie’ and 3
numbers. These refer to the Initiative
level for each Team the Player is
controlling.
‘Discard’ or ‘Order’ – Which type of
Bleed: 3mm

Bleed: 3mm

Bleed: 3mm

Bleed: 3mm

Friendly Card it is.


‘Lucky Bounce’ – This shows the effect
of Discarding the Card [see Rule 5.1].
‘Close Call - MC’ – The wound effect.
This one shows a near miss requiring a
Morale Check.
‘4’ & ‘46’ – The number of the card.
‘Bad Wound’ - this text is used only
when drawing for Wounds [see Rule
16.0].
Bleed: 3mm Bleed: 3mm

© 2019 Compass Games, LLC.


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Corner Radius: 3mm Corner Radius: 3mm
Combat_Rules.indd 5 6/26/19 4:11 PM
Margin

COMBAT! pandagm.com
Card: 88 X 63mm Trim
Bleed

Bleed: 3mm

5.1.1 Order Cards The other Event Cards (one Friendly and
Order cards that are played to the Initiative Track generally have one Enemy) behave slightly differently.
an effect for the whole turn. If the Order Card states an effect on a Whenever one of these cards is drawn
random character in a Team, the player assigns equal values to the for any reason (start of turn, successful
members of the team and rolls 1D6 to determine the specific Planning, wound card) pause the game

Bleed: 3mm

Bleed: 3mm
Margin
Card: 88 X 63mm
and roll on the appropriate table. Then
Trim

Character. pandagm.com
Bleed

place the card in the Discard pile and


Bleed: 3mm
Example: The player plays card 25 – an shuffle the Discard pile and the Draw
Order Card which contains the text, pile together to form a new Draw Pile. Margin

“Trip – 1 Random Friendly Character Then draw a replacement card. Card: 88 X 63mm Trim
Bleed

from Able Team may only be given a Hide


pandagm.com
Bleed: 3mm

Order this turn”. The player immediately If one of these cards is drawn as part of a Bleed: 3mm

Bleed: 3mm

Bleed: 3mm
assigns values as follows: player’s initial hand, discard it and draw Corner Radius: 3mm
another card. Once you have collected
1-2 = Sgt Taylor your opening hand, reshuffle the
3-4 = Pvt Crowe Friendly Deck and Discard piles together
5-6 = Pvt Cragg before the start of play. Do not roll for an

Bleed: 3mm

Bleed: 3mm
He then rolls a D6 and rolls a 4. This event in this situation.
Bleed: 3mm
means that Pvt Crowe may only be given
a Hide order this turn. Corner Radius: 3mm

Some Order Cards specify a Friendly or Enemy Event. Roll


immediately on the appropriate table in the scenario and after Bleed: 3mm

resolving the Event place the Order Card on the Initiative Track.
Corner Radius: 3mm
5.1.2 Discard Cards 6.0 Markers - General
As well as playing them as a normal card to the Initiative Track,
Margin
Discard Cards may also be played for a one-off effect.
Card: 88If played to
X 63mm Order markers have four numbers running along the bottom.
Trim

the Initiative Track the player will not be able to use them for their
Bleed
pandagm.com
These represent what the Character can do on each of the four
one-off effect. Bleed: 3mm
Impulses.
If not played for Initiative, they may be
played at ANY time, although many
of them will only have an effect when
appropriate.
Bleed: 3mm

Bleed: 3mm

For Example: Card 42 specifies “Medical • A ‘0’ (in any color) means that the Character may not move or
Marvel – Play to auto pass a Medical Roll”. fire this Impulse. It may still spot and Duck Back as usual.
This card would have no effect unless you
• A ‘1’ (black #1) means that the Character MUST move 1 hex
were about to make a Medical Roll.
during its activation.
Bleed: 3mm
5.1.3 Event Cards • A ‘1’ (blue #1) means that the Character MAY move 1 hex
There are 2 types of Event Card: those with Initiative values
Corner Radius: 3mm and
during its activation.
Margin
Card: 88 X 63mm Trim
those without. They also come in Friendly and Enemy varieties.
pandagm.com • A ‘1’ (red #1) means that the Character MAY fire if it has a
Bleed

loaded weapon and a known target in LOS.


Cards that specify Initiative Values
Bleed: 3mm

are normal Order Cards (see Friendly • A ‘2’ (black #2) means that the Character MUST move 2 hexes
Card 46 here). When played to the during its activation. It may not enter the same hex twice during
Initiative Track, roll immediately on the a single activation.
appropriate table located in the scenario • An ‘M’ means that the Character resolves a Melee attack [see
Bleed: 3mm

Bleed: 3mm

(Friendly Event or Enemy Event as Rule 15.0].


appropriate).

Bleed: 3mm

Corner Radius: 3mm

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COMBAT!
The numbers and/or letters on the right hand side of some markers
are modifiers that apply to the Character with the marker. 7.0 Friendly Order Phase
After selecting and playing a Friendly Card to the Initiative Track,
the Player now assigns Orders to all Friendly Characters. Every
Character must receive an Order. Should you forget a character
and then realize during a later Phase, the Character is automatically
given a Hide Order. If an Order specifies that a Character moves,
then it MUST move on that Impulse. Should a Character wish to
stop moving then it must Duck Back [see Rule 7.19].

Each Order is described below.


‘-A’ means All.
7.01 AIMED FIRE
The white number in a black box is the modifier to the The most accurate of the Fire Orders, this Order will
Character’s Leadership Rating. A value of ‘-A’ means that the be given on many occasions. The Character that it
character has no Leadership Rating. is given to is not required to have a target when the
The white number in the red box is the modifier to the order is given. In this case it is treated as a form of
Character’s Troop Quality. opportunity fire as the Character covers the ground in front of it.
The Order has the numbers 0-1-0-1 on it.
The red number in a white circle is the modifier to the
Character’s Weapon Skills. A value of ‘-A’ means that the This means that on Impulse 1 the Character does not do anything
character may not fire any weapons. in the Action Phase step a (i). E.g. it may not move or shoot on
the first phase. It may still Spot in step a (ii). In step a (iii) it may
The black numbers (4/3, 6/5, 1, 2/3, 5) on the markers shown below remove this order and change it to Duck Back [see Rule 7.19].
are the direction order for enemy soldiers - they are discussed in rule On Impulse 2 the character MAY fire at a single visible, known
9.0 and then under each appropriate move order 10.04, 10.05 etc. target. The target must be visible and known from the start of the
Impulse. If the Character does not have such a target it will do
nothing. Again it may Spot or Duck Back.
Impulse 3 is treated the same way as Impulse 1 – no movement
or firing.
On Impulse 4 the character MAY fire at a single visible, known
target. If it does not have such a target it will do nothing. Again it
may Spot or Duck Back.
To resolve any Firing see Rule 13.0.

7.02 RAPID FIRE


A less accurate version of Aimed Fire – the firer is
concentrating more on putting a maximum number
of rounds down range and less on accuracy.
This order is not available to all Weapons [see Rule 14.0] – such as
bolt Action Rifles.
Rapid Fire has 1-1-1-1 on the marker signifying that a Character
with this order will fire each Impulse if it has a visible, known
target. As with Aimed Fire, this order may be given without a
visible, known target and will be triggered should one become
available later in the turn.
Spotting and Duck Back may occur in each Impulse as normal.
The -2 on the right hand side of the counter shows that a shooting
Character is at -2 WS when firing.

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7.03 SUPPRESSIVE FIRE 7.06 EVADE
Also known as Covering Fire, this aims to suppress A move Order that maximizes a Character’s defense
the target rather than to hit it. but prevents any firing. This marker has 1-1-1-1 on
The counter has 2 sides as some weapons may only it. Each Impulse a Character with this order must
use Slow Suppressive Fire (mainly bolt action rifles). move 1 hex in any direction. It may Spot and Duck
Back as usual.
Suppressive Fire has 1-1-1-1 on the marker,
signifying that a Character with this order will fire The -A on the right hand side of the counter shows that a Character
every round if it has a visible, known target. with this order is unable to fire for the duration of the Order.

Slow Suppressive Fire has 0-1-0-1 on the marker, 7.07 SPRINT


signifying that a Character with this order will fire on Impulses 2
A move order that maximizes speed at the cost of
and 4 if it has a visible, known target.
defense and firing. This marker has 1-2-2-2 on it.
These orders may be given without a visible, known target and will A Character with this order MUST move 1 hex on
be triggered should one become available during the turn. Impulse 1 and 2 hexes on Impulses 2, 3 and 4. A
Spotting and Duck Back may occur in each Impulse as normal. Character with this order may enter Rough Terrain Types but the
Character MUST then Duck Back at the end of the Impulse.
The advantage of this type of fire is that no Order/Terrain effects
apply to each shot. Range and Wound effects still apply normally. Characters with this Order may Spot and Duck Back as usual.
The disadvantage is that a successful hit will automatically result On Impulses 2, 3 and 4 the Character may move 1 hex and then
in only a Morale Check for the target. choose to Duck Back. In other words, it is not forced to move both
hexes if it Ducks Back after the first hex.
7.04 RUN & GUN
The -A on the right hand side of the counter shows that a Character
A combination of movement and fire. Run & Gun with this order is unable to fire for the duration of the Order.
has 1-1-1-1 on the marker. Not necessarily firing
from the hip but more a short dash followed by a 7.08 CHARGE
hasty shot.
A movement order given with the intention of
On Impulse 1 the Character with this order MUST move 1 hex in attacking an Enemy Character in melee. This
any direction. It MAY Spot and Duck Back as usual. marker has 1-1-2-M on it. This Order may only be
On Impulse 2 the Character MUST shoot if it has a visible, known given to a Character if it has a visible, known target
target. If it does not have a visible, known target it MUST move within 4 hexes. In other words, to give this order there must be a
instead. It MAY Spot and Duck Back as usual. Known, Enemy Character that the Friendly Character is capable
of reaching with this order. Note that a Character can enter an
On Impulse 3 the Character with this order MUST move 1 hex in
enemy-occupied hex with any movement order but it receives a
any direction. It MAY Spot and Duck Back as usual.
TQ bonus if charging [see Rule 15.0].
On Impulse 4 the Character MUST shoot if it has a visible, known
On Impulse 1 the Friendly Character MUST move 1 hex. If it
target. If it does not have a visible, known target it MUST move
enters a hex with an enemy Character, it discards this order and
instead. It MAY Spot and Duck Back as usual.
replaces it with a Melee Order [see Rule 15.0].
The -2 on the right hand side of the counter shows that a shooting
On Impulse 2 the Friendly Character again moves a single hex. If it
Character is at -2 WS when firing.
enters an enemy-occupied hex it keeps the Charge Order.
7.05 SNEAK On Impulse 3, if it is not already in an enemy-occupied hex,
the Friendly Character moves two hexes. If it enters an enemy-
The most cautious of the move orders. This marker
occupied hex after moving a single hex, it stops moving. If it enters
has 0-1-0-1 on it. This means that the Character with
an enemy-occupied hex it keeps the Charge Order.
this order MAY move one hex on Impulse 2, MUST
move one hex on Impulse 4 but can do nothing on If, because of enemy movement, the Friendly Character is unable
1 and 3. On all 4 impulses the Character may Spot or Duck Back to enter an enemy-occupied hex by the end of Impulse 3 then the
as usual. Friendly Character MUST automatically change its order to Duck
Back.
The -A on the right hand side of the counter shows that a Character
with this order is unable to fire for the duration of the Order. During Impulse 4 the Friendly Character must melee any one
enemy Character in its hex. It receives a bonus of +1 to its TQ for
this attack [see Rule 15.0].
The -A on the right hand side of the counter shows that a Character
with this order is unable to fire for the duration of the Order.

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COMBAT!
7.09 GRENADE 7.11 RIFLE GRENADE
This order enables a Friendly Character to throw a This marker has 0-0-1-0 on it. As with a Smoke
Grenade at a known Enemy Character. This marker Grenade, a Character must pass a TQC in order to
has 0-1-1-1 on it. This order may be given only if receive this order. A Rifle Grenade Order also requires
there is a known, Enemy Character within 4 hexes of a known, Enemy Character within LOS and range
the Friendly Character. The Enemy Character does [see Rule 14.0]. When placing this Order also place a
not have to be in LOS. When placing this Order also Rifle Grenade Target Marker on the target hex.
place a Grenade Target Marker on the target hex.
The Friendly Character may not move on the first 2
On Impulse 1 place a Grenade Marker on the impulses or on Impulse 4 but may still Spot or Duck
Friendly Character. From this point on the Grenade Back.
is ‘live’.
On Impulses 1 and 2 the player may move the Rifle
On Impulse 2 the Friendly Character has the option Grenade Target Marker 1 hex in any direction by
to EITHER move a single hex OR take and pass a passing a TQC (as long as the new hex is still within
TQC to move the Grenade Target Marker 1 hex. The range). Failure means they cannot move the Rifle
Grenade Target Marker cannot be moved further Grenade Target Marker.
than 3 hexes from the Friendly Character throwing
the Grenade. The Character can do nothing else Note that Rifle Grenades do not ‘Arm’ (the act of
(other than spot) this Impulse. firing it arms the Grenade). If the Character is forced
to Duck Back prior to firing on Impulse 3 the order
On Impulse 3 the Friendly Character will throw a is simply removed. Rifle Grenades also have a Range
Grenade up to a maximum range of 3 hexes. Place Modifier [Rule 14.0] and fire like other Weapons.
the Grenade marker in the target hex and remove
the Grenade Target Marker. On Impulse 3 the Friendly Character will fire the
Grenade up to its maximum range. Place the Grenade Marker in
Roll 1D10. Add 3 to the result if the target hex is not in LOS of the the target hex and remove the Rifle Grenade Target Marker.
throwing Character. If the final result is 9 or more, the Grenade
will scatter 1 hex in a random direction. Roll 1D6 for direction and Roll 1D10. Add 3 to the result if the target hex is not in LOS of
place the Grenade Explosion Marker in the resulting hex. Then the firing Character. If the final result is 9 or more, the Grenade
make a roll against the thrower’s Grenade WS for each Character will scatter 1 hex in a random direction. Roll 1D6 for direction
in the hex with the grenade. Normal Order/Terrain modifiers and place the Grenade Marker in the resulting hex. Then make a
apply to this roll. A successful roll places a Grenade Near marker roll against the firer’s Rifle Grenade WS for each Character in the
on the Character. A failed roll places a Grenade Far Marker. hex with the grenade. Normal Order/Terrain modifiers apply to
this roll. A successful roll places a Grenade Near marker on the
During Impulse 4 the Friendly Character MAY move an additional Character. A failed roll places a Grenade Far Marker.
hex – this is optional.
The Rifle Grenade will land and explode immediately (note that
The Grenade will explode at the end of the turn [see Rule 14.2]. this is different from a regular grenade).
7.10 SMOKE GRENADE 7.12 PLAN
This marker has 0-1-1-1 on it. A Smoke Grenade This marker has 0-0-0-0 on it. Normally a player
works in a similar manner to a Grenade with the may only receive new Order Cards if he has no cards
following differences: in his hand at the start of a Turn.
No known Enemy Character within 4 hexes is required to throw The Plan order allows the player the possibility to draw additional
a Smoke Grenade. Cards. Certain Characters have a Leadership Rating (LDR). These
Before placing this order, the Friendly Character must pass a TQC. Characters may perform a Plan Order. A Character with this order
If the roll is failed, the Character must select a different order. It may not move during any Impulse but may Spot or Duck Back as
may not reroll for Smoke Grenade availability until the next turn. normal.
No Grenade Target Marker is placed; the Player is free to place At the end of the turn during Step 5 c) the Player makes a TQC for
the Smoke Grenade in any hex within three hexes of the throwing each Character with a Plan order. For each Character that passes
Character on Impulse 3. the TQC, the player draws a number of cards equal to that
Once the final target hex has been determined do not roll against Character’s LDR. These cards are placed to one side. They will be
the thrower’s Grenade WS (no Grenade Near/Far Marker and no added to the player’s hand during Step 1 b) of the following turn.
Damage rolls). Example: Sgt Taylor has an LDR of 3 as shown
See the rules on smoke for the effect of a Smoke Grenade [Rule by the white number in the black box. If Taylor
18.0]. takes a Plan Order and passes a TQC during
Step 5 c) by rolling a 6 or less, then the Player
will receive 3 cards. These cards are placed to
one side until Step 1 b) of the following turn.

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COMBAT!
7.13 RELOAD 7.17 RALLY
This marker has 0-0-0-0 on it. During the course This marker has 0-0-0-0 on it. This Order is used
of the game a Character may find itself with a Low to increase the Morale state of a Character. It may
Ammo or a No Ammo marker [see Rule 13.0 – Step only be given to Characters with a Morale State of
8]. The Reload Order allows the Character to remove Cautious or lower [see Rule 17.0].
either of these markers. At the end of the Turn make a RC for a Character with this Order;
A Character may not fire if it possesses a No Ammo Marker. this check is modified by Wounds but not Morale State. The
At the end of the turn any Friendly Characters that still have this Character also receives a bonus of +1 (max +1) to its TQ for this
Order may remove any Low Ammo or No Ammo marker they have. roll if it is within Leadership range of a Friendly Leader. Adjust the
Character’s Morale state according to the roll.
The -A on the right hand side of the counter shows that a Character
with this order is unable to fire for the duration of the Order. Natural 0 = Increase Morale State by 2 (not to Berserk)
<= TQ = Increase Morale State by 1 (not to Berserk)
7.14 MEDICAL AID
> TQ = No effect
This marker has 0-0-0-0 on it. This Order may only
be given to a Character with Medic Skill who is in Natural 9 = Decrease Morale State by 1
the same hex as a Wounded Character (Friendly or
Enemy) at the start of the Turn. Note: If a Friendly Character has a Morale State of Rout then it
may only be given a Rally order if it is in cover, out of the LOS of
A Character receiving Medical Aid may only be given the following all Known, Enemy Characters and it passes a TQC (unmodified).
Orders: Hide, Rally or Plan. If it fails, it must be given a movement order and move in direction
At the end of the current Turn make a TQC for the Character with 5 and/or 6 [see Rule 9.3]. If it enters a cover hex out of the LOS of
Medic Skill. If successful, flip the Wound Marker to its Bandaged all Enemy Characters, it may take a TQC; if the Character passes
side. A Character may only perform Medical Aid on a single this TQC, it may switch to Duck Back.
wound per turn. The -A on the right hand side of the counter shows that a Character
The -A on the right hand side of the counter shows that a Character with this order is unable to fire for the duration of the Order.
with this order is unable to fire for the duration of the Order.
7.18 CARRY/DRAG
7.15 SEARCH
This marker has 0-1-0-1 on it. This Order is used to
This marker has 0-0-0-0 on it. This Order may be carry another Friendly Character. In order to receive
given in order to Search Captured Enemy Officers or this order, a Character must start the Turn in a hex
the scenario special rules may specify other uses. with another Friendly Character. The Character
If searching a Captured Enemy Officer then, at the start of the being carried loses any Order that it had and both Characters
turn, there must be such an Enemy Character in the same hex as are now considered to have Carry/Drag Orders. Both Characters
the Friendly Character performing the search. At the end of the move on the Initiative of the carrying Character.
Turn make a TQC for the Friendly Character. If successful, place a The -A on the right hand side of the counter shows that a Character
Papers Marker on the Friendly Character. with this order is unable to fire for the duration of the Order.
These are usually worth Victory Points at the end of
the Game [see Rule 22.0]. 7.19 DUCK BACK
The -A on the right hand side of the counter shows This Order is special in that it may not be selected
that a Character with this order is unable to fire for during the Friendly Orders Phase. There are 3 ways
the duration of the Order. this Order is placed:
1. Any Friendly Character may remove its Order and replace it
7.16 HIDE with a Duck Back Order at the end of any Impulse in which it
This marker has 0-0-0-0 on it. This Order allows the was active – Step 4. a) iii).
Character to gain the best defensive benefit from the 2. If a Friendly Character fails a MC, its Order is immediately
Terrain it occupies. No movement or firing is allowed. replaced with Duck Back.
A spotted Friendly Character may become Hidden if it fulfils all of 3. If a Friendly Character is hit by Enemy Fire, then its Order is
the following conditions [see Rule 18.0]: immediately replaced with Duck Back (note that this does not
• It has a Hide Order; happen in Melee).
• It is in cover; The next time that a Character with a Duck Back Order is activated
it MUST flip the Duck Back Order to the Hide side.
• It is not in LOS of a Known, Enemy Character; and
Note: if the Duck Back is placed on Impulse 4 it will simply be
• It passes a TQC at the end of the turn.
removed during the End Phase [Step 5d)] and not flipped.
The -A on the right hand side of the counter shows that a Character
with this order is unable to fire for the duration of the Order.
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COMBAT!
8.0 Characters
There are two types of Characters – Friendly and Enemy.
FRIENDLY Characters are controlled by the player and ENEMY Characters are controlled by the game system.

8.1 Friendly 3 – Some Characters have a Leadership 6 – The Troop Quality of the Character.
Characters Value (LDR). In this example Sgt Taylor has
a Leadership of 3. This is used when performing a
Plan Order [see Rule 7.12] or another Character Weapons Skills - These are the Character’s
is performing the Rally Order [see Rule 7.17]. weapon skills and are used when resolving an attack
[see Rule 13.0]. Characters will have different skills
depending on the weapons they are armed with.
IMAGE
A picture M3 – SMG —> 7
of the Grenades —> 4
Character .45 Pistol —> 5

TOUGH – There are 2 additional Skills that


SGT Taylor
Characters may have – Tough and Medic. Tough
The name enables a Character to draw an additional card when
of the wounded [see Rule 16.0]. Medic enables a Character to
Character perform the Medical Aid Order [see Rule 7.14].
Some Characters will have neither of these skills.

Able – This is the Team that the Character belongs to. Sgt Taylor is part of ‘Able’ Team. Teams are Able, Baker and Charlie.

Each Friendly Character is double-sided and shows the Character as either Hidden or Spotted.
Each scenario will specify whether Characters are Hidden or Spotted at the beginning of a
scenario. Hidden Friendly Characters may become Spotted by an Enemy Character for a
variety of reasons [see Rule 12.0]. Spotted Characters may become Hidden if they have a Hide
Order, they are in cover and they pass a TQC at the end of the turn.
Front = Spotted Back = Hidden

8.2 Enemy Characters


4 – The Troop Quality of the Character.
IMAGE
Weapons Skills - These are the Character’s
A picture weapon skills and are used when resolving an attack
of the [see Rule 13.0]. Characters will have different skills
Character depending on the weapons they are armed with.

Soldat Jung Kar 98k —> 3


The name Grenades —> 2
of the
Character
Team – In this example the Rifleman is part of the
14 – The Character’s ID Number. Red Team. Teams are Red, Blue, White and Yellow.

Each Enemy Character is double sided and shows the Character as either Known or Unknown.
Each scenario will specify whether Characters are Known or Unknown at the beginning of
a scenario. Unknown Enemy Characters may become Known when they are spotted by a
Friendly Character [see Rule 12.0].

Front = Known Back = Unknown

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COMBAT!
Margin
Card: 88 X 63mm Trim

pandagm.com
Initiative Track Example [9.1] Bleed

Bleed: 3mm

The Player plays card 06 to the Initiative Track in the Friendly Card Phase.
All firing this turn (Friendly or Enemy) will suffer a -1 to the firer’s WS rating.
Margin Margin
Card: 88 X 63mm Trim Card: 88 X 63mm Trim
Bleed Bleed
pandagm.com pandagm.com
Bleed: 3mm

Bleed: 3mm
White Team Yellow Team
Bleed: 3mm Bleed: 3mm

Bleed: 3mm

Bleed: 3mm

Bleed: 3mm

Bleed: 3mm
Bleed: 3mm

When Corner
drawing for 3mm
Radius: the Enemy forces
during the Enemy Card Phase, the cards to
the right were drawn.

For Initiative values the Friendly Teams


will use the numbers at the top left corner
Bleed: 3mm Margin Bleed: 3mm Margin
of the Friendly Order Card. (4, 24, 60). Card: 88 X 63mm Trim Card: 88 X 63mm Trim
Bleed Bleed
The Enemy Teams will use the number pandagm.com pandagm.com

at the bottom right corner of their cards Blue


Corner Team3mm
Radius:
Bleed: 3mm
Red
Corner Team3mm
Radius:
Bleed: 3mm
(3, 7, 23, 63).

If using the Large Battles Rule, these will


be the only Enemy Cards drawn. If not
playing with the Large Battles rule, these
will be the first cards drawn for each of the
4 Enemy Teams.
Bleed: 3mm

Bleed: 3mm

Bleed: 3mm

Bleed: 3mm
The Teams Initiative Markers are placed
on the Initiative Track as shown below.
In each Impulse the Blue Team will act
first, followed by Able Team, then White
Team, Yellow Team, Baker Team, Charlie
Team, and lastly Red Team. This order will
be reset every turn when fresh Orders are
assigned.
Bleed: 3mm Bleed: 3mm
NOTE: Spaces 8, 9 and 10 are to allow for
possible future expansion.
Corner Radius: 3mm Corner Radius: 3mm

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COMBAT!
9.0 Enemy Order Phase Card: 88 X 63mm
Margin
Trim
Bleed
For each Enemy Character draw an Enemy Initiative Card during this phase and place the appropriate Order Marker on the Character. If
pandagm.com

it is the first card drawn for a Team, place it in the box on the Initiative Display corresponding to the Team’s symbol and color.
Bleed: 3mm
9.1 Enemy Initiative Cards
For each Alert Enemy Character read the line on the card corresponding to the Morale state
[see Rule 17.0] and Cover [see Rule 11.0] of the Character. This will specify an Enemy Order
to give to the Character. Place the appropriate Enemy Order Marker on the Character.
Example: on card 37 shown here, an Enemy Character with Normal Morale in Open Terrain
would receive a Sneak 5/6 Order.
The number in the brown circle at bottom right of the card, is the Initiative value of the Team

Bleed: 3mm

Bleed: 3mm
that drew the card - 25 in the example shown.
Note that the first card drawn for a particular Team will be the Initiative value used by that
Team for the turn.
Even if a Team has no Alert Characters on the board you still draw a card for that Team and
use that Initiative value.
When this is completed, adjust the sequence of Team Initiative Markers on the Initiative
Track according to the Enemy and Friendly Initiative Cards in play. Place the Team Initiative
Marker of the Team with the lowest Initiative in Box 1 – they will act first in all upcoming
Impulses. Arrange the remaining Initiative Markers in numerical order with the highest
number in box 7. This Initiative Order will be used for the entire turn. Bleed: 3mm

9.2 Large Battles


If a scenario specifies that it is a large battle, do not draw an Order Card for each enemy Character. Instead draw a single card for each
Team, assign Orders to each member of that Team from the same card and then place the card in the Corner Radius:
box on 3mm Display
the Initiative
corresponding to the Team’s symbol and color.
When this is completed, adjust the sequence of Team Initiative Markers on the Initiative Track according to the Enemy and Friendly Initiative
Cards in play. Place the Team Initiative Marker of the Team with the lowest Initiative in Box 1 – they will act first in all upcoming Impulses.

Large Battle Example [9.2]


In this example the Player is using the Large Battles Option. The default morale state is considered to be Bold, although Soldat Voigt’s morale
has dropped to Normal, and all characters are Alerted. He draws a single card for the entire Blue Team and draws card 14.
Margin
Each Enemy Character now has its order selected according to its own circumstances.
Card: 88 X 63mm Trim
Soldat Voigt has normal morale and is in Cover so he receives an Aimed Fire Order.
pandagm.com
Bleed

Note: if there had been a spotted


Friendly Character within 4 hexes Bleed: 3mm

he would have had to make a


Grenade Check.
Soldat Wolff and Soldat Bach both
have Bold morale (the default) and
are in the open. They both receive
Sprint - 6 orders.
Bleed: 3mm

Bleed: 3mm

Note: when they Sprint, the first


hex that they enter on Impulse 1
will be hedgerows. Hedgerows are
considered to be Rough terrain and
therefore both Characters will Duck
Back after entering.
Finally, the Unknown Enemy in
hex 14.10 has Bold morale and is
in cover. He will receive a Run & Bleed: 3mm
Gun - 5 order.

Corner Radius: 3mm


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COMBAT!
9.3 Directional Compass move off the map during Impulses 3 and 4, the Order is removed and
replaced with a Duck Back Order.
Each scenario will specify the location and facing of
the Directional Compass Marker. This will specify Example: An Enemy unit has the Order Evade 5/6. On Impulse 1
6 different directions and is used to control the it moves adjacent to the top of the Board. On Impulse 2 it would
movement of Enemy Characters. When an Enemy Character is be required to exit the Board (Direction 6). Because the Character
activated to perform a move Order (Sprint, Evade, etc.) it will move would still be capable of further movement on a later Impulse, it
in the direction specified on its Order Marker that corresponds does nothing this Impulse. On Impulse 3 it will move in Direction 5.
with the same numbered direction on the Directional Compass.
If the Order has 2 directions specified, e.g. 5/6 then the Enemy 9.6 Charge and Grenade Checks
character will move in the first listed direction on Impulses 1 and Some Enemy Orders will also have the letters C or G next to them.
3 and move in the second listed direction during Impulses 2 and 4. These stand for Charge and Grenade respectively. Before assigning
Example: An Enemy Character has an Order of Evade 3. On each an Enemy Character an Order, check to see if there is a Spotted
Impulse that Character will move one hex in direction 3; a total of Friendly Character within 4 hexes (Note that no LOS is required).
4 hexes. If there is, and the Order has one or both of these letters, you must
make a TQC for that Enemy Character.
Example: An Enemy Character has an Order of Evade 5/6. On
Impulse 1 that Character will move one hex in direction 5. On • If the Enemy Character passes and the Order specifies a
Impulse 2 that Character will move one hex in direction 6. On C, then the Enemy Character will receive a Charge Order
Impulse 3 that Character will, again, move one hex in direction 5. instead of the Order on the card.
Finally, on Impulse 4 that Character will move one hex in direction • If the Enemy Character passes and the Order specifies a
6; a total of 4 hexes. G, then the Enemy Character will receive a Grenade Order
instead of the Order on the card.
9.4 Entering Terrain
• If the Order has both a C and a G next to it, perform a TQC
If an Enemy Character enters Terrain that is not defined as Open for the first letter listed.
[see Rule 11.0] and has a LOS [see Rule 12.0] to a Spotted Friendly ■ If the Character passes, apply that Order.
Character, it must make a TQC (not Modified by Wounds and ■ If the Character fails, make a TQC for the second letter
Morale [see Rule 19.0]). and if it passes assign that listed Order.
If it passes, it will change its Order to Duck Back at the end of its ■ If the second TQC is also failed, the normal Order is given
Activation this Impulse. to the Character.
If it fails, there is no effect.
9.7 Prepared/Unprepared
This rule does not apply if the Enemy Order is Run & Gun,
The scenario will specify whether the Enemy are Prepared or
Grenade or Charge, or if the Enemy Character has a Morale State
Unprepared. Prepared Enemy Characters are ready for the
of Aggressive or Berserk.
Friendly Characters and will draw an Order as soon as they are
Alerted (see below). Unprepared Enemy Characters only draw an
9.5 Board Edges
Order at the start of their next activation.
Each scenario will specify which Board edge is the Friendly Board
edge and which is the Enemy Board Edge. The other two sides of 9.8 Alert/Waiting
the Board are considered Neutral.
Enemy Characters may be Alert or Waiting.
An Enemy Unit may move freely off the Enemy Board Edge. If the
The scenario will specify the default state for all Characters starting
Character was Routed when it exited the Board then the Friendly
on the Board. A Character in Waiting state is considered to have
Player may receive Victory Points [see Rule 22.0].
No Order if fired upon [see Order/Terrain Chart].
An Enemy Unit may move freely off the Friendly Board Edge. The
If the default state is Alert then all Enemy characters will activate
Player may lose Victory Points if this happens [see Rule 22.0].
as normal. They will never return to Waiting state.
If an Enemy Character has an Order that would cause it to move
A Waiting Character will become Alert if any one of the 8
off a Neutral Board edge, you will need to check the Order:
conditions below is satisfied:
1. If the Order would mean that the Character would attempt to
1. A weapon is fired within 10 hexes of the Waiting Enemy
exit via a Neutral Board Edge for the rest of the turn, change
Character.
the Order to a Duck Back Order.
2. When activated, it has a LOS to a Spotted Friendly Character
2. If it would be possible for the Character to move, during a
[see Rule 12.0].
later Impulse, such that it would not exit the Board then the
Character will not perform any action this Impulse. It will 3. Another Enemy character within 3 hexes is hit by Firing.
move again when it can move and stay on the Board. 4. An Alert Enemy Character enters the same hex.
Example: An Enemy unit has the Order Evade 1. On Impulse 1 it 5. A Grenade, Rifle Grenade or artillery attack explodes within
moves adjacent to the top of the Board. On Impulse 2 it would be 5 hexes.
required to move off the map. As it would continue to attempt to

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COMBAT!
6. At the end of the Turn the Character is within the LDR close, choose randomly to determine which Enemy Character
Range of a Known, Alert Enemy Officer or NCO. Activates first.
7. There is a Melee within 3 hexes. If an Enemy Character enters Terrain that is not defined as Open
8. At the end of the turn there is an Alert Enemy Character [see Rule 11.0] and it has a LOS [see Rule 12.0] to a Spotted
within 3 hexes. Friendly Character, it must make a TQC (NOT Modified by
Wounds [see Rule 16.0] and Morale [ see Rule 17.0]). If it passes,
The moment an Enemy character becomes Alert, it will change its Order to Duck Back at the end of the Impulse. If
place an Alert marker on that Character. it fails, there is no effect.
Note: a Character in a Waiting State will never receive Each Order is described below.
an Order.
When an Enemy Character becomes Alerted: 10.01 AIMED FIRE
If the Enemy State is PREPARED: This Order works in the same way as the Friendly
version.
• Immediately draw an Enemy Order Card and apply it to the
newly revealed Character. This Order can be given even if the Character has no
Spotted, Friendly Characters in LOS. If the Enemy Character has
• Do not use the Initiative value on the card – the Team’s a Spotted, Friendly Character in LOS during Impulse 2 or 4 of its
Initiative has already been set at the beginning of the turn. Activation it must fire.
• Place the card in the Discard pile. To resolve any Firing see Rule 13.0.
If the Enemy State is UNPREPARED:
10.02 RAPID FIRE
• As above but do not draw the Order card until the next
This order is not available to all Weapons [see Rule
Impulse when that Character would be activated.
14.0] – mainly Bolt Action Rifles. If this Order is due
• When the Order is placed the Character will not begin acting to be given to a Known, Enemy Character armed
on it until the following Impulse. with a Slow Weapon then replace it with an Aimed Fire Order.

9.9 Alert/Waiting Markers 10.03 SUPPRESSIVE FIRE


These are double-sided Markers used This Order works in the same way as
to record the Alert/Waiting State of the Friendly Player equivalents. The
Enemy Characters. counter has 2 sides as some weapons
A Player may either place Waiting Markers on all Characters and may only use Slow Suppressive Fire (mainly bolt action rifles).
then remove them when they become Alert or leave the Markers
off of the Board and only place them when Characters become 10.04 RUN AND GUN
Alert. The Enemy Character will move 1 hex in the first
I usually leave the markers off and place Alert Markers until there direction listed. If it has a target on Impulse 2 it will
are more Alert Characters than Waiting Characters. Then I place fire with a -2 modifier. If it doesn’t have a target it
Waiting Markers on those Characters still in that State and remove will move 1 hex in the second direction listed. It will move again
all of the Alert Markers. on Impulse 3 in the first direction and then on Impulse 4 either
fire (if it has a target) or move 1 more hex in the second direction.
Example: An Enemy Character with the Order Run & Gun 1/2
10.0 Enemy Orders would move 1 hex in direction 1 on Impulse 1. If it had a target on
Impulse 2 it would fire, otherwise it would move 1 hex in direction
When an Enemy Character is assigned an Order place the 2. On Impulse 3 it would move in direction 1 again and finally, on
appropriate Marker on the Character. Impulse 4, it would either fire or move in direction 2.
Note: there are different Versions of certain Enemy Orders that 10.05 SNEAK
involve movement (Sprint, Run & Gun, Evade, and Sneak). If an
Enemy Character receives a movement order that it is incapable If 2 direction numbers are on the Order, the Enemy
of fulfilling due to wounds then it will receive a slower movement Character will move 1 hex in the first direction listed
order that it is capable of fulfilling in the order – Sprint, Run & Gun, on Impulse 2 and 1 hex in the second direction listed
Evade and Sneak. on Impulse 4.
These will have different movement directions on them and dictate Example: A Sneak 5/6 Order would cause the Enemy Character to
the direction that the Character will move. move 1 hex in direction 5 on Impulse 2 and 1 hex in direction 6 on
Impulse 4.
When an Enemy Team is Activated you Activate each member of
that Team from the top of the map to the bottom. If 2 or more The -A on the right hand side of the counter shows that a Character
Enemy characters have the same Row number, you Activate the with this order is unable to fire for the duration of the Order.
Enemy Character closest to a Friendly Character first. If equally
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COMBAT!
10.06 EVADE Note: an Enemy Character can enter a Friendly-occupied hex with
any movement order but it receives a TQ bonus if charging [see Rule
Enemy Characters with this Order will move 1 hex
15.0].
in the direction listed first on Impulses 1 and 3 and
1 hex in the second direction on Impulses 2 and 4. On Impulse 1 the Enemy Character must move 1 hex. If it enters a
hex with a Friendly Character, it discards this order and replaces it
Example: An Evade 3/2 Order would cause the Enemy Character
with a Melee Order [see Rule 15.0].
to move 1 hex in direction 3 on Impulse 1, 1 hex in direction 2 on
Impulse 2, 1 hex in direction 3 on Impulse 3 and finally 1 hex in On Impulse 2 the Enemy Character again moves a single hex. If it
direction 2 on Impulse 4. enters a Friendly-occupied hex it keeps the Charge Order.
The -A on the right hand side of the counter shows that a Character On Impulse 3 the Enemy Character moves two hexes. If it enters a
with this order is unable to fire for the duration of the Order. Friendly-occupied hex after moving a single hex, it stops moving
but keeps the Charge Order. If not, it moves a second hex in order
10.07 SPRINT to try to enter a Friendly-occupied hex; if it does so, it keeps the
Charge Order.
Enemy Characters with this Order will move one
hex in the direction listed first on Impulse 1, two If, because of Friendly movement, the Enemy Character is unable
hexes in the second direction on Impulse 2, two to enter a Friendly occupied hex by the end of Impulse 3 then the
more hexes in the first direction on Impulse 3 and, finally, two Enemy Character automatically changes its order to Duck Back at
hexes in the second direction listed on Impulse 4. that point.
Example: A Sprint 5/4 Order would cause the Enemy Character to During Impulse 4 the Enemy Character must melee any one
move one hex in direction 5 on Impulse 1, two hexes in direction 4 Friendly Character in its hex. It receives a bonus of +1 to its TQ
on Impulse 2, two hexes in direction 5 on Impulse 3 and finally two for this attack if it still has its Charge Order [see Rule 15.0].
hexes in direction 4 on Impulse 4.
The -A on the right hand side of the counter shows that a Character
Sometimes this Order will require an Enemy Character to try and with this order is unable to fire for the duration of the Order.
enter Rough Terrain [see Rule 11.0]. If this happens then you will
need to check the Order: 10.09 GRENADE
• If the Order would mean that the Character would attempt This order can be given to an Enemy Character only
to enter Rough Terrain for the rest of the turn, the Character if it passes a Grenade Check during Enemy Order
enters the Rough terrain and then replaces the Order with a placement [see Rule 19.0].
Duck Back Order.
On Impulse 1 the Enemy Character arms the
• If it would be possible for the Character to move, during a grenade. It will not do anything other than Spot
later Impulse, such that it would not enter Rough Terrain and/or Duck Back. Place a Grenade Marker on the
then the Character will not perform any action this Impulse. Enemy Character and a Grenade Target Marker
It will move again when it can move and enter a different on the closest Friendly Character within 3 hexes
hex. (chosen randomly if more than one).
Example: An Enemy Character has the Order Sprint 1. On Impulse 1 On Impulse 2 the Enemy Character will move a single
it moves adjacent to a Rocky Hex. On Impulse 2 it would be required hex but only if the closest Friendly Character is four
to enter the Rocky hex. As it would continue to attempt to enter this hexes away or the one-hex move would place the
terrain during Impulses 3 and 4, on Impulse 2 the Character enters Enemy Character adjacent to a Friendly Character in
the Rocky hex and the Order is removed and replaced with a Duck a Building hex. If neither of these is true, the Enemy
Back Order. Character will not move. If the Enemy Character
Example: An Enemy Character has the Order Sprint 5/6. On does not move, and there is no Friendly Character
Impulse 1 it moves adjacent to a Rocky Terrain hex. On Impulse 2 in the hex with the Grenade Target Marker, move
it would be required to enter this Rocky hex (Direction 6). Because the Grenade Target Marker one hex. The hex moved
the Character would still be capable of further movement on a later to must be closer to a Friendly Character.
Impulse, it does nothing this Impulse. On Impulse 3 it will move in On Impulse 3 the Enemy Character will throw the
Direction 5. grenade up to a maximum range of 3 hexes. Place
The -A on the right hand side of the counter shows that a Character the Grenade Marker in the target hex and remove the Grenade
with this order is unable to fire for the duration of the Order. Target Marker.
Then roll 1D10. Add 3 to the result if the target hex is not in
10.08 CHARGE LOS of the throwing Character. If the final result is 9 or more the
This Order can be given to an Enemy Character only Grenade will scatter 1 hex in a random direction. Roll 1D6 for
if it passes a Charge Check [see Rule 19.0]. It will use direction and place the Grenade Marker in the resulting hex. Then
all movement to try and enter the closest hex with make a roll against the thrower’s Grenade WS for each Character
a Friendly Character. If several Friendly Characters are equally in the hex with the grenade. The only modifier to this is -3 to the
close, the target will be the Friendly Character with the lowest TQ; thrower’s WS if the target hex is out of sight. A successful roll
in the event of a tie, choose randomly. places a Grenade Near marker on the Character. A failed roll
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places a Grenade Far Marker. 10.13 DUCK BACK
During Impulse 4 the Enemy Character will move 1 hex if it is This Order is special in that it may not be selected
currently in an Open hex. It will move in either Direction 2 or during the Enemy Orders Phase. There are 4 ways
Direction 3 and will move to cover if possible. If both hexes in this Order is placed:
Directions 2 and 3 are the same (both open or both cover), choose
1. Any Enemy Character will remove its Order and replace it
randomly.
with a Duck Back Order at the end of any Impulse in which
The Grenade will explode at the end of the turn [see Rule 14.2]. it enters Cover, has a LOS to a Spotted, Friendly Character
Note: If the Enemy Character is forced to Duck Back before throwing and passes an unmodified TQC [see Rule 19.0].
the grenade on Impulse 3 and the grenade is live, place a Grenade 2. If an Enemy Character fails a MC, its Order is immediately
Near Marker on the Character and a Grenade Far Marker on all replaced with Duck Back.
other Characters in the hex (he has dropped the Grenade at his feet).
3. If an Enemy Character is hit by Friendly Fire, then its Order
is immediately replaced with Duck Back (note this does not
10.10 RELOAD
happen in Melee).
If an Enemy Character has a No Ammo marker [see
4. The Character enters Rough terrain.
Rule 13.0 – Step 8] on it when activated and the
Order card specifies a Fire Order (Aimed Fire, Rapid The next time that a Character with a Duck Back Order is activated
Fire, Suppressive Fire or Run & Gun), the enemy Character will it must flip the Duck Back Order to the Hide side. Note that if
automatically receive a Reload Order instead. the Duck Back is placed on Impulse 4 it will simply be removed
during the End Phase [Step 5f] and not flipped.
At the end of the turn any Enemy Characters that still have this
Order may remove any No Ammo marker they have.
The -A on the right hand side of the counter shows that a Character
with this order is unable to fire for the duration of the Order.
11.0 Terrain
Terrain is divided into 2 main categories – Open and Cover. This is
10.11 HIDE
important for Enemy Character movement and a few other rules.
The Enemy Character with this Order is hunkering
Cover is defined as any Terrain type listed below
down and may do nothing else this Turn.
(Exception: Field); Open is any other Terrain.
The -A on the right hand side of the counter shows
Cover can also be classified as Rough Terrain. Units that enter this
that a Character with this order is unable to fire for the duration
terrain with a sprint order MUST switch it for a Duck Back Order
of the Order.
at the end of the Impulse.
10.12 RALLY A hex with any type of smoke in it is always considered Cover.
An Enemy Character may receive this Order in 2 Cover: LOS traced down a hexside between 2 hexes containing
ways: LOS blocking terrain is considered blocked.
1. It may be given this Order by the Order Cards. If only one of the hexes contains LOS blocking terrain then the
LOS is NOT blocked.
2. It may receive this Order if it has a Morale State of Rout, is
in cover, out of the LOS of all Spotted, Friendly Characters
and it passes a TQC (unmodified). If it fails, it must be given
11.01 Rocks
a movement order and move in the direction specified in the Rocks are Rough Terrain. Rocks are a size
Rout Section of the Order Card [see Rule 9.1]. ½ obstacle and block LOS. If a Character in
a Rocks hex has certain orders (Hide, Rally
At the end of the Turn make a RC for the Character with this
or Reload) then the maximum result that
Order (modified by Wounds but not Morale State). Adjust their
can be obtained against it by direct fire is a
Morale state according to the roll.
Morale Check. Exception: This does not apply to OBA or Grenades.
Natural 0 = Increase Morale State by 2 (not to Berserk)
<= TQ = Increase Morale State by 1 (not to Berserk) 11.02 Building
> TQ = No effect Building hexes are identified by a White
center circle with a red border. Buildings
Natural 9 = Decrease Morale State by 1 are Rough Terrain. Buildings are a size 1
obstacle and block LOS. If a Character in
The -A on the right hand side of the counter shows that a Character a Building hex has certain orders (Hide,
with this order is unable to fire for the duration of the Order. Rally or Reload) then the maximum
result that can be obtained against it is
a Morale Check. Exception: This does
not apply to Grenades thrown into the
Building hex from a range of 1 hex.

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11.03 Trees 11.10 Orchard
Any hex containing 1 or more Trees is Orchards are a size 1 obstacle and block
considered a Trees hex. Trees are not LOS.
Rough Terrain. Trees are a size 1 obstacle
and block LOS.

11.11 Logs
11.04 Marsh Logs are a size ½ obstacle and block LOS in
Marsh is Rough Terrain. Marsh is a size ½ certain circumstances. Logs will block LOS
obstacle and blocks LOS. if either of the two Characters involved have
Sneak, Hide, Rally or Reload Orders and
the LOS passes through the Log Graphic.

11.12 Field
11.05 Hedgerow
Note that a Field is Open Terrain but has
Hedgerows are Rough Terrain. Hedgerows
its own line on the Order/Terrain Table
are a size ½ obstacle and block LOS.
[see Rule 13.0 – Step 2]. Fields are a size 0
obstacle and do not block LOS.

11.13 Foxhole
11.06 Wall Foxholes are usually placed via a scenario special
rule. Foxholes are a size 0 obstacle and do not block
Walls are Rough Terrain. Walls are a size
LOS.
½ obstacle and block LOS.
11.14 Rubble
Rubble is usually placed via an artillery hit on a
11.07 Long Grass building hex [see rule 20.0]. Rubble is Rough Terrain.
Long Grass is a size ½ obstacle and blocks Rubble is a size ½ obstacle and does block LOS.
LOS in certain circumstances. Long Grass
blocks LOS if either of the two Characters 11.15 Crater
involved have Sneak, Hide, Rally or Reload A Crater is Rough Terrain. Craters are a size 0
Orders and the LOS passes through a obstacle and do not block LOS.
Long Grass hex.

11.08 Depression
Depressions are a size -½ obstacle and 12.0 Line of Sight (LOS)
do not block LOS. However, there is no
LOS into or out of a Depression hex if & Spotting
the Character in the Depression hex has
Sneak, Hide, Rally or Reload Orders. LOS is defined as being able to draw a straight line from the
Exception: A LOS always exists to adjacent hexes or if the LOS can center of the Spotter’s hex to the center of the Target’s hex without
be traced through a series of connected Stream/Depression hexes. crossing any Blocking Terrain. The terrain in the Spotter’s and the
Target’s hex is ignored for this trace.
11.09 Stream If a Friendly Character becomes spotted it is immediately flipped
Streams are Rough Terrain. Streams are to its Spotted side.
a size -½ obstacle and do not block LOS.
If an Enemy Character becomes spotted it is immediately flipped
However, there is no LOS into or out of a
to its Known side.
Stream hex if the Character in the Stream
hex has Sneak, Hide, Rally or Reload If an unknown Enemy Character spots a Friendly Character, the
Orders. Exception: A LOS always exists Enemy Character is flipped to confirm that it is not a Dummy
to adjacent hexes or if the LOS can be traced through a series of (which would be removed) and is then flipped back to its Unknown
connected Stream/Depression hexes. side. This does not affect its Alert status.
To Make a Spotting check:
1. Count the range from the Spotter to the Target. Count the
Target’s hex but not the Spotter’s.

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B
H

C D

E I
G

Line of Sight Example [12.0, 12.1]


Soldat Berger is in hex 27.08 which is a Level 3 Hex.
He does have a LOS to hex A. Hex B has an overall height of 1 (Level 0 hex + size 1 tree) and will create 1 blind hex as it is 3 hexes from Soldat
Berger. This is reduced to zero because of the 2 Level difference in heights. Hex 23.06 can also been seen because of this.
He does NOT have a LOS to hex B. Hex 25.07 creates a single Blind Hex.
He does have a LOS to hex C. Hex 22.07/22.08 does not create a Blind hex as they are only created to lower level hexes.
He does have a LOS to hex D, as the LOS is down a Continuous slope.
He does have a LOS to hex E. The one blind hex is reduced to zero because of the 2 height advantage over hex 24.09.
He does have a LOS to hex F. No blind hexes are created by hexes 22.11 and 23.11 because they are the same height as hex 21.12.
He does NOT have a LOS to hex G. The LOS passes through hex 26.09 which creates a blind hex. This is not reduced as the height difference
is only 1.
He does have a LOS to hex H. The LOS crosses no obstacles.
He does NOT have a LOS to hex I. Hex 28.09 creates a blind hex.

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2. Cross reference the Target’s Order with the Terrain it The number of Blind hexes is reduced by 1 for each value of the
occupies on the Spotting Table. This will give a modifier to Height difference greater than 1. For example, a Character on a
the Spotter’s TQ. Level 3 hill looking over a Height 1 obstacle will have no Blind
3. Apply any modifier required for the range calculated above Hexes out to range 5, 1 from 6-10 hexes etc. A Height difference of
[see Spotting Table]. ½ does not reduce blind hexes.
4. Apply any modifiers required for Wounds but not Morale. A Character in a Depression or Stream hex with Sneak, Rally,
reload or Hide Orders is considered to be out of LOS of all
5. Make a TQC using the modified TQ of the Spotter. Characters except those who are adjacent (2 hexes away if the
6. If successful, the Target is spotted. spotter is at Level 2, 3 hexes away if at Level 3, etc.) or who can
trace a LOS to the Character through other Depression or Stream
When a Friendly Character is activated it may make Spotting
hexes only.
Checks for each Unknown Enemy Character it has a LOS to. Once
an Enemy Character has been Spotted it stays that way for the A Character on a hill may see over an adjacent hill hex that is of a
remainder of the game. lower level without creating blind hexes (Continuous Slope).
When an Enemy Character is activated it may make Spotting
Checks for each Hidden Friendly Character it has a LOS to and 13.0 Firing
will make this check regardless of whether it is Alerted, Waiting,
Known or Unknown. If currently Unknown and it successfully To Fire, a Friendly Character must have:
spots a Friendly Character, it is momentarily flipped to confirm
a) A Fire Order (Aimed, Rapid, Suppressive or Run & Gun);
that it is a real Character. If it is revealed as a ‘Dummy’ Character,
it is removed. If not, it is flipped back to its Unknown side and has b) A LOS to a Known, Enemy Character; and
an Alert marker placed on it if it is not already Alert. c) Sufficient range with the Weapon being used [see Rule 14.0].
12.1 Level, Size, Height and Terrain Enemy Characters with a Fire Order will choose their target as
Level is defined as a whole number between 0 and 5 (inclusive). follows:
The base Level of a map is considered to be 0 unless specified 1. The easiest target to hit;
otherwise in the scenario. 2. The closest Friendly Character;
Size is defined as a number between ½ and 2 and may be a whole Ties are resolved by random selection.
number or a fraction. It is applied to Terrain. For example, Trees
are considered to have a Size of 1. During an Impulse where a Character is required to Fire, follow
this procedure:
Height is defined as a number between -½ and 7 and is the sum of
the Level of a hex and the Size of the obstacle. For example, a Size 1. Count the range from the Firer to the Target. Count the
1 tree on a Level 1 hill would have a Height of 2. Target’s hex but not the Firer’s.
The terrain in a hex is ignored, for LOS purposes, if spotting or 2. Cross reference the Target’s Order with the Terrain it occupies
firing into or out of the hex. Exception: Depressions and Streams. on the Order/Terrain Chart. This will give a modifier to the
Firer’s WS. Exception: Not for Suppressive Fire.
Intervening Terrain blocks LOS as described in the LOS rules.
3. Apply any modifier required for the range based on the
Some Terrain only blocks LOS if the firer/observer or the target
Weapon used [see Rule 14.0]. This also modifies the Firer’s
have certain Orders: Sneak, Hide, Reload or Rally.
WS.
The hex behind the obstacle (from the higher Character’s 4. Apply any modifiers to the Firer’s WS due to Wounds and
perspective) is considered a Blind Hex and may not be seen if it is Morale.
a lower height than the obstacle.
5. Roll 1D10.
To see over an obstacle either the firer/observer or the target must
have a Height advantage over the obstacle. 6. If the roll is equal to or less than the modified WS then the
shot has hit; otherwise the shot misses.
The hex behind the obstacle (from the higher Character’s
perspective) is considered a Blind Hex and may not be seen if it 7. If the roll was a natural 0 then increase the firer’s Morale
is a lower height than the obstacle. The number of Blind Hexes State by 1 (Not to Berserk).
created will increase with range: 8 If the roll was a natural 9 then the shot automatically misses.
In addition, place a Low Ammo Marker on the Firing
Range to obstacle Blind Hexes
Character unless it already has a Low Ammo Marker, in
1-5 1
which case flip this to the Out of Ammo side. Characters
6-10 2 Firing pistols are immune from this rule; pistols never run
11-15 3 out of ammo (in game terms).
16-20 4
9. Note that some Order/Terrain combinations will limit the
21-25 5 effect of a hit to a MC. If this is not the case, draw a Friendly
26-30 6 Player Card and consult the result in the red, wound bar [see
Etc. Etc. Rule 5.1].
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13.1 Rate of Fire (ROF) Any Character using Suppressive Fire will use the Slow Suppressive
Fire side of the Marker.
Some Weapons have a ROF greater than 1. For each ROF specified
on the Weapon Card the player rolls 1D10 to hit as above. These There are other Weapons that are Heavy or even Very Heavy.
should be rolled one at a time as the Weapon may run out of A Character using a Heavy Weapon will have an additional -2 WS
ammo mid-burst. penalty if performing a Run & Gun Order and cannot be issued a
Example: Sgt Taylor opens fire with his M3 - Grease Gun on an Sprint Order.
Enemy Character charging towards him. The M3 - Grease Gun has A Character using a Very Heavy Weapon cannot be given a Run
a ROF of 3 so the player will roll for 3 shots. & Gun or a Sprint Order. A Character carrying a Very Heavy
The first roll is a 9 – an automatic miss and a Low Ammo Marker Weapon without an Assistant may move only with a Sneak Order
is placed on the Sergeant. The second roll is also a 9 so as well as [see Rule 14.3].
missing, the Low Ammo Marker is flipped to its Out of Ammo side.
The third die is not rolled as the weapon is out of ammo. 14.2 Grenades
Some weapons allow the player to select the number of shots fired.
This must be done prior to rolling the dice. Maximum Range
If an Enemy Character fires a weapon with multiple ROF settings,
it will always use the highest number. Weapon Name

14.0 Weapons Damage Rolls-


3 Near/1 Far

Weapon Name Frag Roll


Target Number
Weapon Type 4 Near/2 Far

Maximum Range Smoke Markers


of the weapon to be placed

Distance from
target when firing Example: Shown above is the US Mk II Fragmentation Grenade
(left side of display). It has a Maximum Range of 3 hexes. For
Firer’s WS modifier Damage, 3 dice are rolled for Near and 1 die is rolled for Far. The
based on distance Frag Target Number for each roll is 4 Near and 2 Far. One Smoke
from target Marker is placed for this grenade.

Rate of fire Max. Range: All Grenades have a range of 3 hexes.


Weapon Name: The name of the weapon being used.
Example: Shown above is the M3 Grease Gun. It is a Submachine Damage: The number of rolls to make for a Character under a
Gun Weapon Type, with a Maximum Range of 12 hexes, and a Rate Grenade Near Marker (3), or Grenade Far Marker (1).
of Fire of 3. If it was being fired at a target that was 9 hexes away Frag: The target number for each roll made. If the roll is equal to
there would be a -2 modifier to the Firer’s WS. or less than the Frag number, then 1 hit is scored on the target.
The left number is for Grenade Near (4) and the right for Grenade
14.1 Slow Weapons and Heavy Weapons Far (2). This number is modified by the Order/Terrain of the
Some Weapons are Slow, such as the KAR defending Character.
98K shown here.
Smoke: The number of Smoke Counters that will be placed [see
Characters may not use a Rapid Fire Order Smoke – Rule 18.0].
with a Slow Weapon.
Grenades explode at the end of a turn [Step 5a] and all damage
If a Rapid Fire Order is assigned to an rolls are made at that point (Exception: Rifle Grenades explode in
Enemy Character with a Slow Weapon, Impulse 3 when they are fired).
it will be immediately replaced with an
IMPORTANT: Any character in or adjacent to a Grenade when
Aimed Fire Order. Note that an unknown
it explodes must take a MC, whether they are wounded or not. If
but Alert Enemy Character with a Slow
they fail this, they will Duck Back.
weapon may be assigned a Rapid Fire Order
but this order will be replaced as soon as it
is known that the Enemy Character has a
Slow weapon.

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14.3 Belt- Fed Weapons The Assistant is assumed to have the same order as the Operator.
A different order may be given to move, etc. the Assistant but no
Friendly Belt-Fed Weapons are represented by their
benefits for an Assistant are received this turn.
own counter and must be assigned to a Character to
move or fire. The benefits of an Assistant are not gained if the Assistant is killed,
or receives a Bad Wound.
If the enemy draw a Belt-Fed Weapon from the Cup they will
Enemy Belt-Fed automatically receive an Assistant who is placed in the hex with
Weapons are ‘built in’ the Operator.
to the counter. If an Enemy Operator is killed, or receives a Bad Wound and there
is an Assistant present, then at the end of the turn the Assistant
becomes the Operator and vice-versa. In other words, the
To be used effectively there need to be two characters in the hex Assistant takes over firing the weapon. The wound is transferred
with the Belt-Fed Weapon. The character with the higher TQ is to the Assistant.
called the ‘Operator’. The other Character is called the ‘Assistant’.
Example: On Turn 2 the Enemy Operator takes a hit from a Friendly
When firing the weapon, the TQ of the Operator is used as the Character and receives a Bad Wound. At the end of the turn the
WS. If no Assistant is present, the Operator’s TQ minus three (3) Assistant would take over firing the MG. Simply remove the Bad
is used. Wound Marker from the Operator and place it on the Assistant. In
Low ammo is only placed if two 9’s are rolled in a single attack effect the two Characters have changed roles.
(therefore four 9’s need to be rolled to go Out of Ammo). If no Example: On Turn 5 the Operator is hit and killed. At the end of
Assistant is present, a single 9 will trigger low/no ammo. the turn remove the Assistant Character and replace it with the
If no assistant is present, the Belt-Fed weapon may only be moved Operator Character. In effect the Assistant has become the Operator.
by the Operator using a Sneak Order.

Grenade Example [14.2]


For the sake of this example both Enemy Characters
(Wolf and Winter) have been given Grenade Orders.
On Impulse 1 neither Enemy Character will
move but both will have Grenade Markers
placed on them.
Should they get shot before they can throw them in
Impulse 3 the grenade will fall to the ground and explode
at the end of the turn.
On Impulse 2 Soldat Wolff will move 1 hex towards Pvt
Brubaker because he starts at a range of 4 hexes and a
Grenade can only be thrown 3 hexes. Both hexes 14.06
and 14.07 are closer. If one of the two hexes had cover and
one was open then he would move into the cover hex. As
both hexes are open the Player rolls 1D6 with a 1-3 being
hex 14.06 and a 4-6 being hex 14.07. Soldat Winter does
not move as he is already 3 hexes away.
On Impulse 3 both Enemies will throw their grenades
and the Player rolls 1D10 for each. Anything but a roll of
9 will result in the Grenade landing in the hex targeted. If the Player rolls a 9 he will then roll a D6 and scatter the
grenade into an adjacent hex in the direction rolled.
Assuming the grenade lands in a target hex occupied by a Character the Player then rolls against the Enemies
Grenade WS. In both cases above this is a 2 or less. If successful then place a Grenade Near marker on the target and
if not a Grenade Far Marker. Note that if multiple Characters are in the target hex the Player will roll for each and
more than 1 character may end up with a Grenade Near or Grenade Far Marker.
At the end of the Turn the Grenades will explode. For each Character with a Grenade Near Marker the
Player will roll 1D10 3 times. A roll of 3 or less (modified by the targets’ Order/Terrain) will cause a hit.
For each Character with a Grenade Far Marker the Player will roll 1D10 once.
A roll of 2 or less (modified by the targets’ Order/Terrain) will cause a hit.
After rolling for hits a smoke Marker will be placed in each hex.

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15.0 Melee 16.0 Wounds
Should 2 or more Characters from different sides be Whenever a hit is obtained through
in the same hex at any time, immediately remove their firing, explosion or in Melee, the Margin
current Orders and place a Melee Marker on the hex. player draws a Friendly Player Card to Card: 88 X 63mm Trim
see the effect of the hit. Exception:
pandagm.com
Bleed
Exception: If a Character has a Charge Order and it is Impulse Suppressive Fire causes an automatic
2, 3 or 4, this Character keeps the Charge Order. MC. Bleed: 3mm

Exception: If one or more Characters have a Morale State of Rout


then follow this procedure:
a) If a side with Characters having a Morale State of Rout also
has Characters that DO NOT have a Morale State of Rout,
the Characters with Rout replace their Morale State with
Shaken and take part in the Melee as normal. This can apply Check the text in the red

Bleed: 3mm

Bleed: 3mm
to both sides at the same time. stripe along the card. After
resolving the wound, place
b) If only one side has Routing Characters and no non-Routing the card in the Discard pile.
Characters, then they Surrender [see Rule 17.4].
c) If both sides have Routing Characters and no non-Routing
Characters, they will ignore each other and continue with
their Orders.
Characters with a Melee Order will attack in melee on Impulses
2 and 4. Bleed: 3mm

To make a Melee attack, a Character makes a TQC (modified by


Wounds and Morale State): There are 4 possible results:
1. Close Call – MC Corner Radius: 3mm
• If successful, a hit is scored – draw a Wound Card [see Rule
5.1]. Characters hit in melee do not receive a Duck Back a) The target must take a MC.
Marker but will take MCs and WMCs as normal.
2. Light Wound
• If failed, there is no effect.
a) Place a Light Wound Marker on the target.
A Character in a hex with a Melee Marker may not spot outside
of the hex. b) Remove the Target’s Order and replace it with Duck Back.
A Hex with a Melee Marker on it may not be fired into by either c) The Target must take a WMC.
side.
3. Bad Wound
If a Character wins a melee and there are no Enemy Characters in
the hex, it automatically receives a Duck Back Order when it next a) Place a Bad Wound Marker on the target.
Activates. b) Remove the Target’s Order and replace it with Duck Back.
Characters in melee may not leave the melee hex until all opposing c) The Target must take a WMC.
Characters are dead or have surrendered.
4. KIA
An Unspotted, Friendly Character or an Unknown, Enemy
Character making a Melee attack receives a bonus of +2 to their a) Replace the target with a Corpse Marker.
TQ for the first attack. After this Melee attack they lose their
Unspotted/Unknown status. 16.1 Bandages
If a wound is successfully treated by
someone with Medic Skill, flip the
wound Marker to its Bandaged side.

16.2 Death
Should the total TQ modifier of a Friendly Character’s wounds
equal the Character’s TQ (in other words the total modifiers from
wounds take a Character’s TQ to zero), that Character may only
be given a Hide Order (or a Carry/Drag Order if being carried/
dragged by another Character).
This Character may now only be Carried/Dragged or be treated by
another Character with a Medical Aid Order.

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COMBAT!
Should the total TQ modifier of a Friendly Character’s wounds 17.2 Berserk
exceed the Character’s TQ (in other words the total modifiers
Berserk is a Morale State that can only be gained in
from wounds would take a Character’s TQ to BELOW zero) that
one way: If a Character rolls a natural zero when
Character is Dead – remove the Character and any Markers it had
rolling for a MC and has a Morale State of Aggressive.
and place a Friendly Corpse Marker in the hex.
Friendly Characters with a Morale State of Berserk
Enemy Characters are dead if the
may only be given the following Orders:
total TQ modifier of their wounds
EQUALS or EXCEEDS their TQ. • Rapid Fire (Aimed Fire is allowed if the Character is armed
Replace them and their Markers with with a Slow Weapon) if the Friendly Character has a LOS to
an Enemy Corpse Marker. a Known Enemy Character,

OR if no LOS to a Known Enemy Character


17.0 Morale • Charge,
• Sprint (Directions 2 or 3 only),
Each Character can be in one of seven Morale States.
These are (from highest to lowest): • Evade (Directions 2 or 3 only),
1. Berserk • Run & Gun (Directions 2 or 3 only),
2. Aggressive • Melee,
3. Bold • Grenade (All Optional Moves MUST be taken and must be
in Directions 2 or 3).
4. Normal
5. Cautious If wounded and unable to Sprint or Evade but still with a Morale
State of Berserk, a Friendly Character may Sneak (Directions 2
6. Shaken
or 3 only) but only if they do not have a LOS to a known, Enemy
7. Rout Character.

Each scenario will specify a default Morale State If a Berserk Enemy Character is within 4 hexes of a Spotted,
for all of the Characters on the Friendly and Enemy Friendly Character, it will automatically Charge.
Sides. Do not place Morale Markers on Characters Assuming that they do not Charge, Enemy Characters with a
who are at the default Morale State. Morale State of Berserk will always move in the direction specified
on the Order Card for their Team. The type of movement is as
A Character’s Morale State can rise due to: follows:
Rolling a zero when firing (possibly confirmed with • If the Enemy Character has a LOS to a Spotted, Friendly
a TQC [see Rule 19.0]) Character and Wounds allow, it will use a Run & Gun Order
in the direction specified under Berserk on the Order Card.
Rolling a zero when taking a MC
• If the Enemy Character does not have a LOS to a Spotted,
A successful Rally Order Friendly Character, it will use the fastest move Order that
Wounds will allow in the direction specified under Berserk
A Character’s Morale State can fall due to: on the Order Card.

Failing a MC (possibly 2 levels if a 9 is rolled) From fastest to slowest, the move Orders are: Sprint, Run & Gun,
Evade, Sneak.
Rolling a 9 on a Rally Order
17.3 Rout
A WMC (possibly 1, 2 or 3 levels)
Rout is the lowest Morale State. It is obtained
through reductions of Morale as a result of combat.
17.1 Aggressive, Bold, Normal, Cautious,
Shaken Friendly Characters
Each of these Morale States modifies a Friendly Character’s TQ. 1. A Friendly Character with a Morale State of Rout that has a
They have no other effect and a Friendly Character with one of LOS to a Known, Enemy Character will move in Directions
these Morale States is free to select any Order within the normal 5 and 6 using the fastest possible Order from the following
rules. List: from fastest to slowest – Sprint, Run & Gun, Evade,
Sneak. The Character may not voluntarily Duck Back during
Each of these Morale States modifies an Enemy Character’s TQ the Turn.
and is also used to determine the Order that they receive each 2. A Friendly Character with a Morale State of Rout that does
Turn. not have a LOS to a Known, Enemy Character and is in
Cover will make a TQC and if successful the Character may

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select a Rally Order. Should it fail the TQC or if the player normally on the following Turn.
decides not to Rally, the Character will move as 1 above. A Friendly Character may also abandon Guard Status by receiving
Enemy Characters an Aimed Fire or Rapid Fire Order.
1. An Enemy Character with a Morale State of Rout that has As soon as either of these fire Orders are placed draw an Enemy
a LOS to a Spotted, Friendly Character will move in the Card and check the ‘Rout’ direction.
direction specified under the Rout Line on the Enemy Order Immediately move the Enemy Character 1 hex in that direction.
card for the Character’s Team using the fastest possible Order This Enemy Character will receive Orders, as normal, in the
from the following List: from fastest to slowest – Sprint, Run upcoming Enemy Orders Phase.
& Gun, Evade, Sneak.
2. An Enemy Character with a Morale State of Rout that does
not have a LOS to a Known, Enemy Character and is in 18.0 Smoke
Cover will make a TQC and if successful the Character will
select a Rally Order. Should it fail the TQC, the Character Smoke Markers are double-sided.
will move as 1 above. They have the following effects:
17.4 Surrender and Guards • Smoke or Fading Smoke lowers
the LDR Rating of a Character in
Should a character with a Morale the same hex by 1.
State of Rout ever be in a hex with a
Character from the other Side, it will • Any LOS traced into, through or out of a Smoke hex will be
Surrender if there are no non-routing subject to a -4 modifier (WS if firing, TQ if Spotting).
Characters from its own side. • Any LOS traced into, through or out of a Fading Smoke hex
Remove the Rout Marker and replace it with a Shaken Marker. will be subject to a -2 modifier (WS if firing, TQ if Spotting).
Also remove the current order of the Character from the other These modifiers are cumulative for multiple markers.
side and replace it with a Guard Order. The Guard Character is
Smoke can be placed in a variety of ways: Grenades, Smoke
considered to have No Order if fired upon this Turn. It is now
Grenades, Rifle Grenades and Artillery will all place Smoke.
considered a Guard until another Character from its side starts
the Turn in the same hex and takes over the Guard duties. Once a All of these weapons have a Smoke value on their Weapon Card.
Character has surrendered it can no longer be the target of Firing Smoke is always placed it the same manner:
or Melee by the Guarding side (it may still be hit by its own side if
the hex is fired upon in an attempt to remove the guard). i) At the moment a Grenade explodes or Artillery lands, place
a Smoke Marker in the hex. At the end of each subsequent
A Friendly Guard may only be given certain Orders: Evade, Sneak, Turn add 1 Smoke Marker downwind of the previous one
Rally, Plan or Hide. placed.
An Enemy Guard will use Evade if possible (or Sneak if wounds ii) If, at the end of the Turn, Markers equal to the Smoke Value
prevent Evade) to move in the direction specified under Rout for of the Grenade or Artillery have already been placed, flip
its Team. If it leaves the board, the Friendly Character that it is them all to their Fading Smoke side. At the end of each Turn
Guarding is considered to be captured. after this remove one of the Markers (starting with the one
Surrendered Characters are considered to have the Order of their furthest downwind) until all Markers have been removed.
Guard and move with their Guard.
Should a Character with a Morale State of Rout be in a hex with
a Character from the other side but there are also non-Routed
Characters from its own side in the hex then remove its Rout
Marker and replace it with a Shaken Marker. This Character will
take part in any Melee in the hex.
If a Character who has surrendered ever finds itself in a hex without
a Guard, it will Automatically receive a Duck Back Order. At the
start of the next turn it will draw (Enemy) or choose (Friendly) an
Order normally.
If an Enemy Character is Ordered to fire into a hex with a Friendly
Guard and an Enemy Character, it will only do so using Aimed
Fire. If this is not possible due to Weapon limitations, it will treat
the hex as a non-target and fire elsewhere if possible.
A Friendly Character may abandon Guard Status by receiving a
Sneak, Evade, Run & Gun or Sprint Order.
The Enemy Character will receive no Orders this Turn. Draw

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Turn 1 Turn 2 Turn 3 Turn 4

Smoke Example [18.0] Turn 5


In this example a Grenade, an 81mm Mortar and a Smoke Grenade have landed during
Turn 1. The 81mm mortar explodes during the turn and has a Smoke Marker placed on it.
The Grenades will explode at the end of Turn 1 and have Smoke Markers placed on them
then. So at the end of Turn 1 each hex will have a Smoke Marker.
At the end of Turn 2 each Grenade, Smoke Grenade, Artillery Marker will compare the
number of Smoke Markers with its Smoke Rating.
The Mk 2 Grenade has a Smoke Rating of 1 and already has 1 Smoke Marker so this will
be flipped to its Fading Smoke side. The Other 2 Markers have Smoke Ratings higher than
the 1 Smoke Marker on each so will both have an additional Smoke Marker placed in the
direction of the wind (hexes 15.08 and 14.08).
At the end of Turn 3 the Grenade in hex 16.08 will have the Fading Smoke Marker and the
Grenade Marker removed. The 81mm Mortar and the M18 Smoke Grenade will have an
additional Smoke Marker placed in hexes 15.07 and 14.07 respectively.
At the end of Turn 4 the Smoke Markers from the 81mm Mortar Marker and the Smoke
Grenade will be flipped to their Fading Smoke side.
Starting on Turn 5 the furthest Marker will be removed.

19.0 Morale, Rally, Die roll


MC - Morale Check
Effect
Troop Quality, and Natural 0 Increase Morale 1 Level

Wound Morale Checks, <= Character’s Troop Quality


> Character’s Troop Quality
No Effect
Reduce Morale 1 Level
Natural 9 Reduce Morale 2 Levels
At certain times in the game Characters may be required to make
various checks: a Morale Check (MC), a Rally Check (RC), a
Troop Quality check (TQC) or a Wound Morale Check (WMC). RC - Rally Check
All of these Checks are rolled against a Character’s TQ rating. This Die roll Effect
is usually modified by the effects of Wounds and the Character’s Increase Morale 2 Levels
Natural 0
current Morale State. Sometimes an unmodified or partly (not Berserk)
modified TQC must be made. These are mentioned in the relevant Increase Morale 1 Level
rules sections. <= Character’s Troop Quality
(not Berserk)
> Character’s Troop Quality No Effect
Natural 9 Reduce Morale 1 Level

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for this weapon is a 4 unless it lands in a building, in which case the
TQC - Troop Quality Check
Rubble rating is used, which is also a 4. Finally, 4 Smoke Markers are
Also used for Charge and Grenade Checks placed for this weapon.
Die roll Effect
Weapon Name: The name of the weapon being used.
<= Character’s Troop Quality Pass
Max. Range: The Maximum Range the weapon can be used at.
> Character’s Troop Quality Fail
Range is not applicable for Off Board Artillery and is marked N/A.
Damage: This specifies the number of attacks made by the
WMC - Wound Morale Check Artillery against each occupant of the hex.
Die roll Effect
Frag: For each attack a die roll equal to or less than the Frag
Natural 0 No Effect number is a “hit”. This number is modified by the Order/Terrain
<= Character’s Troop Quality Reduce Morale 1 Level Chart like any other attack.
> Character’s Troop Quality Reduce Morale 2 Levels Crater: After completing all attacks roll 1D10 – if the result is
Natural 9 Reduce Morale 3 Levels equal to or lower than the Crater rating then place a Crater Marker
in the hex. This hex is now treated as Crater Terrain. Do not make
this roll if the artillery lands in a Building hex.

20.0 Off Board Artillery Rubble: If the Artillery landed in a Building hex then do not
roll for Crater. Instead roll 1D10 and compare it with the Rubble
rating. A die roll equal to or less than the Rubble rating places a
Off Board Artillery attacks are generated by Random Events Rubble Marker in the hex. All occupants of the hex are killed –
during the game and are out of the control of the player. replace them with Corpse Markers.
When an Off Board Artillery attack is generated the Event will Smoke: This number determines the number of Smoke Markers
have the following attributes: to be placed [see Rule 18.0].
• The type of fire (60mm, 81mm, 105mm, etc.). In this case, Some Artillery is large enough to affect adjacent hexes as well as
Friendly 81mm mortar fire. the target hex. There are now two values for the Damage, Frag,
• The number of attacks that you roll for. For each attack Crater and Rubble ratings separated by a slash:
roll 1D10 for the Initial Hex number and place an artillery • The number to the left of the slash specifies the values to be
Marker of the appropriate size in the hex. used for the target hex.
• Scatter 1D6. For each attack now roll 1D6 for the direction • The number to the right of the slash specifies the values to be
and the appropriate die or dice as specified in the Event. used for each hex adjacent to the target hex.
Artillery will attack all characters in the final hex. IMPORTANT: Any character in or adjacent to any OBA when it
lands must take a MC whether it is wounded or not. If it fails this,
Weapon Name it will Duck Back.

Maximum Range

Damage Rolls-
5 in hex/2 adjacent

Frag Number
5 in hex/3 adjacent

Crater Roll
4 in hex/0 adjacent

Rubble Roll
5 in hex/0 adjacent

Smoke Markers
to be placed

Example: Shown above is the 105mm Howitzer. Its Maximum


Range is N/A (not applicable). For Damage it receives 5 attack rolls
within the target hex and 2 for all adjacent hexes. The Frag Number
is 5 in the target hex and 3 for adjacent hexes. The Crater Rating

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21.0 Night and Illumination
A scenario special rule or option may set the engagement at night. The rule or option will specify the maximum range that Spotting and
Firing can occur (Exception: see Illumination below). It will also specify any modifiers to Spotting and Firing.
Example: At the start of the game roll 1D6 and add 2. This is the maximum range that a target can be seen. There is an additional -2 to all
spotting chances beyond range 2 and all firing beyond range 2.

21.1 Illumination
Some scenarios will allow for the use of flares or have OBA fire as Illumination.
Flare markers may be specified as being available and will be allocated as per the scenario rule. On other
occasions flares will be fired by random event.
A Flare fired by a Friendly Character may be fired a maximum of 6 hexes. An Aimed Fire Order is required to fire a flare. On Impulse 2
place the flare marker anywhere within range and roll for scatter. The Character that fired the flare then immediately receives Duck Back
Orders.
Unless otherwise specified in the scenario, flares will scatter 1D6-2 hexes.
A Flare will flip to its Illumination side after scatter.
All hexes within 3 hexes of an Illumination marker count as daylight, i.e. no -2 modifier to Spotting or Firing, and may be seen from any
hex with an unblocked LOS.
At the end of each turn AFTER the one in which it was fired, roll 1D10. On a roll of 8 or 9 remove the Illumination marker. If the
Illumination marker is not removed, move it 1 hex in the direction of the wind marker.

Margin
Card: 88 X 63mm
Off Board Artillery Example [20.0]
Trim
Bleed
pandagm.com

An 81mm Mortar Strike has been rolled on the Friendly Random Bleed: 3mm
Friendly 81mm Mortar Fire
Event Table (in the Scenario Book). Roll 1D6 – Then roll 1D10 that many
The Player rolls 1D6 to see how many artillery strikes are times and place an 81mm Mortar marker
received. For the sake of this example he rolls a 1. in each hex rolled. Scatter 1D6.
Bleed: 3mm

Bleed: 3mm

He then rolls 1D10 and gets a 9. An 81mm Mortar Marker is Roll Hex # Roll Hex #
placed in hex 12.10. 0 20.07 5 28.07
The Event specifies a scatter of 1D6. Therefore the Player rolls 1 27.11 6 19.14
1D6 for the direction and 1D6 (the specified distance) for the 2 20.14 7 24.13
distance. Bleed: 3mm
3 27.16 8 23.06
Assume that he rolls a 2 for direction and a 3 for distance. This 4 30.12 9 12.10
means that the artillery Marker will end up in hex 15.09. Corner Radius: 3mm

The Player now consults the Weapon Display for the 81mm
mortar.
If the attack had landed in a building hex the
player would roll 1D10 to see if it was rubbled.
It would rubble on a roll of 1 or less.
As it is not a building hex the Player rolls to see
if a crater is formed. He would need to roll 2 or
less for this to occur.
If the hex was occupied the Player would
make 4 rolls (Damage Rating) needing a 5 or
less to inflict a wound. This last roll would be
modified by the Order/Terrain of the target.
Finally a Smoke Marker is placed in hex 15.09.

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22.0 Scenarios and Victory Points
All scenarios are laid out in a similar format.
1. Date: June 1944
Rough date of the scenario.
2. Location: France
Err...the location of the battle.
3. Map: The Farmhouse
Map or Maps to use.
4. Enemy Forces – Place the following Enemy Characters into the Cup:
The numbers of each enemy Character, of each of the 4 teams, that will be placed in the Cup at the start of the game. All enemy forces
will be drawn from the Cup.
5. Setup – Draw Enemy Characters from the Cup and place, facedown, in the following hexes:
One at a time draw an Enemy Character from the Cup and place them in the hexes specified.
6. Friendly Forces (See Setup Instructions below):
The make-up of friendly forces. To obtain the exact Characters in your squad roll 1D6 and consult the table below:

Die Roll Squad Members


Able: Sgt Taylor, Pvt Cragg, Pvt Brubaker
1 Baker: Pvt Johnson, Pvt Peters, Pvt Miller
Charlie: Cpl Thomas, Pvt Butterman, Pvt Walsh, Pvt Stubbs, Pvt Kowalski, Pvt Temple
Able: Sgt Mayfield, Pvt O’Connell, Pvt Crowe
2 Baker: Pvt Goldstein, Pvt Donahue, Pvt Woodruff
Charlie: Cpl Stinson, Pvt Connor, Pvt Dougless, Pvt Lozano, Pvt Maloney, Pvt Meeks
Able: Sgt Taylor, Pvt O’Connell, Pvt Brubaker
3 Baker: Pvt Johnson, Pvt Donahue, Pvt Woodruff
Charlie: Cpl Stinson, Pvt Butterman, Pvt Dougless, Pvt Stubbs, Pvt Maloney, Pvt Temple
Able: Sgt Mayfield, Pvt O’Connell, Pvt Brubaker
4 Baker: Pvt Goldstein, Pvt Peters, Pvt Miller
Charlie: Cpl Thomas, Pvt Connor, Pvt Walsh, Pvt Lozano, Pvt Kowalski, Pvt Meeks
Able: Sgt Taylor, Pvt Cragg, Pvt Crowe
5 Baker: Pvt Johnson, Pvt Peters, Pvt Miller
Charlie: Cpl Thomas, Pvt Butterman, Pvt Dougless, Pvt Stubbs, Pvt Maloney, Pvt Temple
Able: Sgt Mayfield, Pvt Cragg, Pvt Crowe
6 Baker: Pvt Goldstein, Pvt Donahue, Pvt Woodruff
Charlie: Cpl Stinson, Pvt Connor, Pvt Walsh, Pvt Lozano, Pvt Kowalski, Pvt Meeks

Special Rules:
Each scenario will specify:
1. Which Event Table to use – either the Generic Attack and Defense ones or scenario-specific ones.
2. The Enemy Default Alert Level – Waiting or Alert.
3. The Enemy Default Morale Level – Shaken, Cautious, Normal, Bold or Aggressive.
4. If the Enemy are – Unprepared or Prepared.
5. The Friendly Default Morale Level – Shaken, Cautious, Normal, Bold or Aggressive.
6. The Player’s Starting Hand Size.
7. The location of the Compass counter and the hex that the ‘1’ Arrow points towards.
8. Friendly Character setup information.
9. The Game Length in Turns.

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Victory Conditions: Optional Rules:
The player will gain or lose victory points for certain actions Many scenarios will also have Options. These are optional effects
specified in each scenario. that may be chosen by the Player before the game starts to modify
At the end of the game the player counts up his points and checks the scenario. A Player may choose more than one option but may
them against the table provided. not choose two options that both modify the Victory conditions.

Example:
15+ Superb Victory – a commendation for this action has been
noted in the soldier’s 201 files
12-14 Good Victory
9-11 Just scraped the win
6-8 Not Good Enough
1-5 Poor Performance
<=0 Court Martial

Index
Note: For multiple references, the primary section is in bold text.
Players are encouraged to use open rows for their unique references.
A Crater—Off-Board Artillery: 20.0
Action Phase (Sequence of Play, Step 4): 4.0; 5.1.1; 7.19; • Target Hex/Adjacent Hex: 20.0
9.1; 12.0
Activate: 2.0
Aggressive—a Morale State: 17.1 D
Artillery—Off-Board: 20.0 D6/D10: 2.0
• Smoke: 18.0 Damage Roll
• Grenade—Near/Far: 14.2
• Off-Board Artillery—Target Hex/Adjacent Hex: 20.0
B Death of Character (KIA): 16.2
Bandages: 16.1 Directional Compass: 9.3
Belt-Fed Weapon Operators: 14.3 Discard Cards: 5.1; 5.1.2
Berzerk—a Morale State: 17.2
Blocked LOS: 12.1
Board Edges: 2.0; 9.5; 22.0 E
Bold—a Morale State: 17.1 Enemy Card & Order Phase (Sequence of Play, Step 3): 4.0; 9.0
End Phase (Sequence of Play, Step 5): 4.0; 5.1; 7.14;
9.8; 14.2; 18.0
C Enemy Movement: 9.0
Cautious—a Morale State: 17.1 Event Cards: 5.1.3
Character: 2.0
• Friendly: 2.0; 8.1; 22.0
• Enemy: 2.0; 8.2 F
Character Actions during Impulse: 6.0; 7.04 Fading Smoke: 18.0
• –A (red 'A'): May not fire Flow of Cards described: 5.0
• 0 (any color): May not move Flares: 21.1
• 1 (black #1): Must move 1 Hex Firing Procedures—Friendly and Enemy Characters: 13.0
• 1 (blue #1): May move 1 Hex Frag (Fragmentation)—Grenade: 20.0
• 1 (red #1): May fire weapon Frag—Off-Board Artillery: 20.0
• 2 (black #2): Must move 2 Hexes • Target Hex/Adjacent Hex: 20.0
• M—Resolve Melee attack: 15.0 Friendly Discard Cards: 5.1.2
Character Status Friendly Card Phase (Sequence of Play, Step 1, a–e): 4.0; 5.0
• Alert/Waiting: 9.1; 9.8; 9.9 Friendly Cards: 5.1
• Enemy Unit becomes Alert: 9.8 Friendly Card Text: 5.1
• Hidden/Spotted: 8.1; 12.0 Friendly Event Cards: 5.1.3
• Known; Unknown: 8.2; 12.0 Friendly Order Cards: 5.1.1
• Prepared/Unprepared: 9.7 • Orders described: 7.0
Charge (C) and Grenade Check (G) by Enemy: 9.6 • Order Markers described: 6.0
Cover: 11.0 Friendly Order Phase (Sequence of Play, Step 2): 4.0; 7.0

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G O
Guards: 17.4 Order Cards: 5.1.1
• Smoke Grenades—effect on Guards: 18.0 Order Markers: 6.0
German Soldat Ranks: 2.0 see Character Actions during Impulse
Grenades: 7.09; 10.09; 14.2 Order Modifiers: 6.0
• Near/Far Damage Rolls: 7.09; 10.09; 14.2 • A (white 'A') inside black box: All
• Rifle Grenades: 7.11 • n (white number) in black box: Modifies
• Smoke Grenades: 7.12 18.0 Leadership Rating (LDR)
• A (white 'A') in black box: Character has no LDR
• n (white number) in red box: Modifies Troop Quality (TQ)
H • n (red number) in white circle: Modifies Weapon Skills
Height of Terrain: 12.1 • A (red 'A') in white circle: May not fire Weapon
• Black 4/3, 2/3, etc.—Direction for Enemy
Movement: 9.0; 10.0
I Orders—Differences between Friendly and Enemy: 10.0
Illumination: 21.0 Orders—Enemy: 10.0
Impulse: 2.0; 4.0; 5.0 • Aimed Fire: 10.01; 13.0
Initiative Cards—Enemy: 9.1 • Charge (C): 9.06; 10.08; 15.0; 19.0
Initiative Value: 2.0; 5.1 • Duck Back: 10.13; 19.0
Initiative Track example—Enemy: 9.1 • Evade: 10.06
• Grenade (G): 10.09
L • Hide: 10.16
Large Battle: 9.2 • Rally: 9.1; 10.17
Leadership Rating (LDR): 2.0 • Rapid Fire: 10.02; 13.0; 14.0
LDR Range: 2.0 • Reload: 10.13; 13.5
Level of Terrain: 12.1 • Run & Gun: 10.04; 13.0
Line of Sight (LOS): 2.0; 12.0; 13.0 • Sneak: 10.05
• Sprint: 10.07; 11.0
• Reload: 7.13 • Suppressive Fire: 10.03; 13.0
• Rifle Grenade: 7.11 Orders—Friendly: 7.0
• Run & Gun: 7.04 • Aimed Fire: 7.01; 13.0
• Search: 7.15 • Carry/Drag: 7.18
• Smoke Grenade: 7.10; 18.0 • Charge (C): 7.08; 15.0
• Sneak: 7.05 • Covering Fire: 7.03
• Sprint: 7.07 • Duck Back: 7.19
• Suppressive Fire: 7.03 • Evade: 7.06
• Grenade (G): 7.09
• Hide: 7.16; 18.0
M • Medical Aid: 7.14; 8.1; 16.1
Medic Character Skill: 7.14; 8.1 • Plan: 7.12
Melee Procedures: 7.08; 7.19; 10.08; 10.13; 15.0 • Rally: 9.3; 7.17; 17.0; 17.3
Morale Check (MC): 2.0; 16.0; 17.0; 19.0 • Rapid Fire: 7.02; 13.0; 14.0
Morale State: 2.0; 17.0 • Reload: 7.13
Move Orders—Slowest to Fastest: 17.1; 17.3 • Rifle Grenade: 7.11
Movement—Enemy • Run & Gun: 7.04
• see Terrain—Enter non-Open • Search: 7.15
• see Board Edges • Smoke Grenade: 7.10; 18.0
• see Charge (C) and Grenade (G) Check by Enemy • Sneak: 7.05
• Sprint: 7.07
• Suppressive Fire: 7.03
N
Night—Spotting/Firing: 21.0
Normal—a Morale State: 17.1 P
Papers Marker: 17.15; 22.0
Plan Order—Cards generated by a: 5.1; 7.12

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R • Marsh (Rough Terrain): 11.04
Rally Check (RC): 2.0; 19.0 • Orchard: 11.10
Rate of Fire (ROF): 13.1; 14.0; 14.1; 14.2 • Rocks (Rough Terrain): 11.01
Rout—a Morale State: 17.3; 17.4 • Rubble (Rough Terrain): 11.14
• Rout effect on Melee: 17.0 • Stream (Rough Terrain): 11.09
Rubble Off-Board Artillery: 20.0 • Trees: 11.03
• Target Hex/Adjacent Hex: 20.0 • Wall (Rough Terrain): 11.06
Rule of 0 (Zero): 2.0 Terrain—Enter non-Open: 9.4; 11.0, 12,0, 19.0
Tough Character Skill: 8.1; 16.0
Troop Quality Check (TQC): 2.0, 19.0
S • see Rule of Zero (0)
Scenario Layout and Rules: 22.0 Troop Quality: 2.0; 17.1
Sequence of Play: 4.0; 5.0
Shaken—a Morale State: 17.1
Size of Terrain: 12.1 V
Smoke: 18.0 Victory Conditions: 22.0
Soldat: 2.0
Spotting Check: 12.0
Squad: 2.0 W
Surrender: 17.4 Weapons—description and example: 14.0
• Belt-Fed Weapon: 14.3
• Grenades: 14.2
T • Range: 13.0; 14.0
Team: 2.0 • Slow and Heavy Weapons: 14.1
• U.S.—Able, Baker and Charlie: 8.1 Weapon Skills (WS): 2.0
• German—Red, Blue, White and Yellow: 8.2 • Character Weapon Skills: 8.1; 8.2; 13.0
Terrain • see Rule of Zero (0)
• Building: 11.02 Wound: 2.0; 16.0
• Crater (Rough Terrain): 11.15 • Close Call—Morale Check: 16.0
• Depression: 11.08 • Light Wound—Wound Morale Check (WMC): 16.0
• Field: 11.12 • Bad Wound—WMC: 16.0
• Foxhole: 11.13 • KIA: 16.0; 16.2
• Hedgerow (Rough Terrain): 11.05 Wound Morale Check (WMC): 2.0; 16.0; 19.0
• Logs: 11.11
• Long Grass: 11.07

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