AIRE ee Bi BATTLE
 
et ee sey
 
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THE| INTRODUCTORY WARGAME;
AIRFIX BATTLES is a game of tactical land combat in the Second World War. It uses a
map with @ square grid fo show the local terrain and the position of troops. Unit cards
describe the troops and their abilities, and players use elther die cut cardboard counters or
AIRFIX miniatures to represent them on the map. AIRFIX BATTLES has many different maps
cand scenarios, and players can also design their own. The game presents varied tactical
challenges to players and yet it is easy and quick to learn,d
  
For the fist scenario find the Forest Map and lay it cut on the table. Then take 4 pieces of Square Cover and 4 pieces of Rough
Terrain from the counter sheet and trange them on the map as shown’
ALLIED DEPLOYMENT ZONE
ws
  
Players choose which Force
they will command, Axis
or Alles, and take the
corresponding Force deck
Force decks describe the
troops available to each
player's Force. You may only
select froops from your side's
Force deck.
In this Introductory Wargame for Airfix Bates, the Allies are
represented by the U.S.A. and the Axis by the Germans.
For the first scenario take the following 4 Unit cards from both
the Axis and the Allied Force decks. These will be each side's
starting Units:
= 1 Captain
x 1 Votorans
m2 Infantry Squods / Grenadiers
Each Unit card states the number of soldiers inthe Unt ust
below the name of the Unit. For example, a US Infantry Squad
has "10 Men with 2 Bazooka’. If you are using he Infantry
‘counters provided inthis box, choose enough counters for your
Units end place them by each Unit card, ready for deployment
to the map. You may use Airfix figures to represent your Units
instead, if you have them. Don't worry if your figures dent have
 
 
 
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TERMINOLOGY
We have used the term ‘Squads’ throughout for
convenience. We recognise that the terminology
is different for different nationalities — Squad for
U.S.A., Section for British, and Gruppe for German
— and that there are also varied terms for groups of
Vehicles and specialists.
 
ed
exacly the right weapons, ais only the numberof figures that
court All other information (weapen stats and Unit abiltios)
comes from the Unit cards.All your Infantry (& ), Vehicles (Tracked ali and Wheeled
(ig ), Towed Guns ( AF}, Commanders and Attachments
‘are Units and ore described by their Unit cards
‘A Unit isa group of soldiers that moves and fights ogether. It is
represented by one or mere Unit cards, which you keep in front
cof you, and by lnfanity counters ot figures on the map. A Unit
‘occupies one square on the map, and a maximum of 1 Unit can
‘eceupy any one square.
‘The Unit cards let you build the Force you want, ether using the dia
cut cardboard Unit counters, or the figures and models you own,
Each card has an overall colour, s0 you can easily recognise
its type:
(Gh ster 4) 2 towed Gun | A) Squads ren
Wheeled ( ®ity ) & Tracked Vehicle (li
Squads (red).
 
Commanders (orange). These cre officers of different
ranks that command one or more of your Squads. They
callow you te purchase « number of Units and may have one or
more Attachments, indicated by the coloured tabs atthe right
‘edge ofthe cord. They increase the number of Command cards
you can have in your hand ond the number of Orders that you
an give in a Round
etree rch es sect ps once
{le} fo Commander. Atachments are cays in the
some square os the Commander and form part of his Unit.
Ce eee a
and are used fo purchase the Unit in
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number of Stars. For example, in
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and quality. You take actions such
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tal
Inthe first scenario you have some Veterans. They must be
attached to your Captain, and together they form a Sman
Unit Your & Captain cannot be assigned to an Infantry Squad,
because with hie Vetorans Atachment ho forms o fll Unit
The Commander and his Atachmens count as one Unit
and carry ou etions logeler. Fan & Commander has no
AMfochmets, he must be asignd fo a Squad. An assigned
Commander becomes art ofthe Uni insead of acting on his
con. Hover, Cormmncos have tet own personal woop
and cannot ss the assigned Squads weapons. Some snkor
Commanders require an Aachen and cannot be assigned 1
a Sqvod a the srt oF game,
Hond ond Play values appear on Commanders and a few other
cards, reflecting that individual's role in leading your Force.
A the start ofthe scenatio, add up the Hand values for all the
Unit cards in your Force, then add 1 to get the total Hand value
of your Force, Do the same for the Play value.
IF Unit wth Hand oF Play values is destroyed, then, during
CleanUp {see page 5), reduce your Hand and Play values by
the emoun! listed on the Unit's card. I all your cards of his type
are destroyed, but you still have Units left, your Hand and Ploy
valves will both be 1
Oe ae
os
Ce ay
belongs to and which Force deck
Sree
Se ee ge
number of Command cards you may
se for giving Orders each Round.
Your Force's Hand valve is the
maximum number of cards you may
have in your hand.
Hero Ifhit alvoys get 0 Seve
This shows the Unit fy wi is ie
Movoment Points (® ).
The way the card is rotated shows
Cece ats
(eet)
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Pee eres*
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D CAR
D CAR!
 
Shuffle the Command cards to form the Command deck. Then
deal beth players a number of Command cards equal to their
Force's Hand value — in Scenario 1, five cards each. Put the
‘Command! deck conveniantly to one side of the map and leave a
space for a discard pile
 
You may look at your Command cards before you deploy your
Units
Before you start, both players roll a dice to see who places the
frst Unit. The player withthe highest score (rerell any fis] ean
choose whether to start or to allow their opponent fo start. The
player who los this rol fokes the Volour counter. Place your Units,
into your deployment zone, taking it in turns to deploy 1 Unit
‘each, until all Units have been deployed,
Find two different pairs of matching ID
counters, one pair for each Unit, for each
player. Keep one ID counter on the Unit card
‘and keep the matching counter (with the same
number) with that Unit's K counters or figures
‘on the map. These will help identify which
Units belong to which cards
‘The counters or figures represent the number of men in your
Unit, not the dotails of heir weapons. For instance, when using
counters you can mix counters of grenadiers, riflemen, and
bazookas to make up your K Unit. The Unit card describes the
Unit in detail, while the counters and figures are only used to
show how many men are lft in your Squad
Ifyou are using & on bases with more than 1 figure on each
base, you can use the damage counters on the back of he Infaniry
counters to show how many casualties each base has received.
ID COUNTERS EXAMPLE
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VALOUR COUNTER
Ce aC eee ee
re-roll any single dice roll or set of dice rolls that you
(Speer ee mee
your Unit's firing, or Morale Checks as a result of hits
to one of your Units). You must decide whether or not
to use the Valour counter immediately after you have
rolled the dice. If you use the Valour counter, you must
‘accept the re-rolled results, and then give the Valour
counter to your opponent, who now gains
Pec aes rg
Pee ee cy
many times during the game.
  
 
 
have made
 
  
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The Axis player deploys Units into the grey squares tthe Axis,
deployment zone) on the map, and the Allied player deploys
Unis into the green squares (the Allied deployment zone).
Each square can have only 1 Unit in it, even if the Unit is down
fo just 1 man,
The A Coplain and his Veterans count as 1 Unit
AIM OF THE GAM
You win the first scenario by destroying atleast 3 Stars of enemy
Units (as noted on the Unit card's upper left corner). When
‘of your Units is routed or eliminated, hand its Unit card to your
opponent. You keep track of how close you are to winning by
counting the Stors on the cords you've collected
 
 
SEQUENCE OF
Airx Bales i played in @ rumber of Rounds, each of which
has the following Sequence of Play
Y
 
 
1. Draw Command cards
2. Rall fr Initiative
Play Command cards
4. Cleanup
Continue playing Rounds unil one of you hos destroyed at least
3 Stats of enemy Units.
D
 
 
Ath start of« new Round (except for the first Round) both players
caw Command cards, s0 that each player's hand size is back up
to their current Hand value. Before you draw, you may optionally
discard as many Command cards Fem your hand as you wish.
 
 
nitiative
Before rolling, each player may discard one or more Command
cards to add +1 per discard to their Initiative rol. you discardyour hand size will be reduced for the Round. The player
currenily holding the Valour counter isthe firs fo choose how
many cards fo discord.
Both players roll @ dice and add 1 for each Command card
discarded. The player with the highest total wins the Initiative
‘and chooses which side will play the first Order card, In the
‘event of ati, roll again with no modifiers.
Play Command Cards
‘Command cords come in two varieties — Orders and Interrupts,
Players take lus to play an Order or, cliematively, may pass. If
you have played « number of Ordors equal to your Force's Play
value or have no cards lef, then you must pass. Once you have
passed, you may not play any more Orders. You may sill play
Interrupts. IF both players pass, the Round ends
‘When you play an Order card, you give Orders to one or more
cof your Units. Your ordered Units thea taka one ot move Actions
«a described on their Order card. Each Unit can raceive only
‘one Order per Round, although « single Order may enable a
Unitto take more than ane Action.
Each Command card you play os an Order counts against
yur Play value. Put each played Order card next to or slightly
‘overlapping the Unit cards given the Orders, so that you ond
your opponent can see which Units have received Orders, and
how many Order cards you've played this Round.
‘A Unit given on Order cannot be given another Order this
Round, but can use Interrupt cards
‘Once you've played « number of Order cards equal fo your Play
value, you can't play any more Order cards fill he next Round.
You can sil ply Interrupts
Clean-up
Put any Command cards used in the Round, including any
(Orders with lasting effects that have expited, into the discard
pile. IF you've lost any Units with Hand or Play volves, adjust
those values for your Fores. Then start a new Round with ‘Drow
‘Command cords’.
PLAYING COMMAND CARDS
You play Command cards to give your Units either Basic
‘Orders or Special Orders in your own tur, of in some cases os
Interrupts in your opponent’ turn. Any Command card can be
played for any one (and only one) ofthe following Bosic Orders
Basic Orders
Basic Orders allow Units to take one of the following aictions:
= Move
& Fire
1 Reinforce (see Reinforcements page 17. For the firs ime
playing Scenario 1, play without the Reinforcements rules)
‘Any Command card, including
Interrupts, can be played as a
Basic Order. The Basic Orders
‘ate shown on the back of the
card as 6 reminder. When you
play Basic Order, choose one
‘of your Units that hasn't already
had an Order, and take the
‘Move, Fite, oF Reinforce Action
with i, You can't use the Special
‘Orders or Interrupt on the fron
cof the card if you play i for a
Basic Order,
 
   
Each Unit can be given enly one © tomb
‘Order per Round. When you've
played a card for a Basie Order,
place it face down overlapping the Unit card
tht received the Order. This will remind beth players that this,
Unit has used « Basic Order, and tha this Order card counts
against your Play valve.
 
 
Move Actions
Each type of Unit has @ number of that it can vse when it
is given @ Move Action. Alll your Units in Scenario 1 are
Units, 0 hove 2 1. Units Move horizontally or vertcaly on
the squared grid, never diagonally. The squares onthe Forest
Map are Open Terrain and cost only 1 to entor. Squares
containing Square Cover ond Rough Terrain pieces cos!
20 for K
See Movement for details [page 7). Soe Movement Table on
back of rulebook for I costs
 
Fire Actions
‘You use a Fire Action to shoot ct one enemy Unit with one of your
Units using ene of the weapons types listed on your Units car.
 
For example, an Infantry Squad in Scenario | will use its rifles/
IMGs (these joinlly count as one type of weapon). The enemy
Unit must be in range and line of sight.
See Combat for details [page 7)
1 Small Arms ( {Ul} Each counter or figure in the Unit moy
Fire using 144. Small arms include Rille/IMG, Rifle, Asaul
Rifle, Sniper Rifle and SMG.
= Crewed Weapon ( ¢/ }« Each non small cms weapon
requires 1 man inthe Uni fo Fire if there are mulple
‘weapons in Unit, you may Fite each one wit ther full srs
a long as you have a man for each weapon.
For example a US infanty Squad may Fre 2 bazookas as
Jong as a least 2 men are left in the Unit. fit has only 1 man
lef, it may ony Fite 1 bazooka oI ile/MG.
Vehicle Weapon ( 4 ). May Fire as long as the Vehicle is
not destroyed
© Grenade ( (§ }. Grenades have their HE or AT effect
regardless ofthe numberof men inthe Unit. (See Weapons
Table on poge 7}EXAMPLE SPECIAL ORDER:
INFANTRY ASSAULT
Cea!
paragraph, this Order card
eet tee ars
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So eer ear aad
Prey ae
Se Erety
Py ae eT
eer
carry out the Actions after
which they will count as
Cree a era
may choose to skip over
parts of a Special Order. For
eer
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carry out the second part of he card ‘1 Unit may
Fire then Move’. You could even choose to carry out
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Fire Action and just Move on Unit.
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‘The front of each Command card describes Special Orders and
Interrupts that are more powerful than the Basic Orders,
 
Each Command card describes ils type [Special Orders or
Interrupt), the Unit or Units you can usa when you play it, and
‘what Actions the Units can take.
 
You play Special Orders on your Units during your own turn
Interrupts ollow you to use a Unit during your opponent's urn.
‘Whenever you play a card for its Special Orders, it counts
‘agains! your Play value. Interrupt cards do not count against
your Play value. Once you've played a number of Order cards
(Bosic or Special) equal to your Play value, yeu ean? play any
more Order cards till the next Round, but you can sill play
Interrupts. A Unit that has only been used with an Interrupt card
can still be given Orders,
 
 
Some cards have two alternative Special Orders paragraphs. You
may only pick one Special Order from the Command card. Wh
you play a Command card, you may ignore any Move or Fire
instructions that your Units cannot do, that you do not wish them
to do, See Example Special Order: Infantry Assault sidebox.
 
tion
‘The text of a Spacial Order describes the Actions that you can take
‘and the Units to use, Follow the Actions in the sequence given,
IF 0 Special Order card specifies more than one Unit, you con
divide up the Actions and give them to different Units or apply
them to the same Uni, if pecmited by the card. Units which
have previously received Orders in this Round may not be given
 
Orders inthis way. Before you carry out the Actions onthe card,
specify all the Unit that you are giving Orders to withthe card,
One Order cord could result in several ordered Units; none of
these Units can be given Orders again this Round.
When you've played an Order card, place it face up
overlopping the Unit card that received the Order. Ths will
remind you that those Units have used a Special Order, and that
this Order card counts agains! your Play value
Order Cards With Lasting Effe
Most Special Orders only have effects immediately when you
play them. Some cords [for exampla, Dig In and Stay Frosty)
have lasting effects, which are stated on the card. Tuck the
Order card under the Unit card it is afecting, so that you and
your opponent can 888 the name of the Order card,
These Order cards stay in effect and grant the Unit the bonus
described on the card until one of the cara!s discard conditions
cccurs. At that point, put the Order card in the discard pile
Ploying an Order card with a lasting effect counts as the Uni’
Order forthe current Round, but the effect can be used without
further play of eards
nterrupts
You use Interrupt cards only
during your opponent's turn,
They ean be used on «Unit
regardless of whether or not
it has been given an Order
already.
ae a
1 ity Fie drng
sxe in
5 pth ee
Unt ft Hoe”
These cards don’t count as your
Order for your urn, and they
do not count against your Play
value, Each Interrupt card states
fon it when you can use it and
the Actions you can carry out
IF you want to use on Interrupt
card, ask your opponent to
pause their tur, then resolve the card. Put the used
card in the discard pile. Your opponent then continues their turn
from whare thay paused.
aimed
You normally resolve an Interrupt card before either player
may use any other card. The only exception to this is Interrupt
Counterinteligence, which cancels an Interrupt card. Interrupt
Counterinteligence may not be countered by another Interrupt
Counterinteligence card.
|MOVEMENT
Each Unit ype hos @ number of Movement Points (3 tht i
can use when its given @ Move Action. As it moves, i! uses up
I> to ontor adjacent squares and must stop when it has no more
points left. The number of for each Unit type, and the cost of
crossing various terran, ore given in the Movement Points Table
below. Ifa Unit hasn't got enough IB to enter a square you want
fo Move ito, then it must stop,
Basic numberof > 2
Tate =
pen Terrain >
Rough Terrain a 2
Road
Square Cover W /River Crossing >
‘The following rules effec all ground Unit:
1 Units can only Move into horizontally or vertically odjocent
squares. No Units can Move diagonally.
x Units may Move through @ square occupied by « fiondly Unit
x Units cannot end their Move in on occupied square
Units cannot enter or pass through a square occupied by
‘enomy Units
    
Infantry Movement
 
All figurs in o K Unit mus! Move together into he same square.
Reminder you came end a Unis Mave na equare occupied
by encther Uni
Terrain Definitions
Square Cover and Rough Terrain counters have icons to indicate
tana that has a game ef.
= Rough Terrain ( a@ )- K uso 2.00 to oner.
Square Cover (1 )- K use 2 to enter. Vehicles
cannot enter
 
Rifle/IMG, Asscul Rifle N/A
 
Sniper Rifle, SMG
Machine Gun usp)
Anvitank ATIC)
High Explosive HEDK+]
Assault (bayonet, ec) N/A
Grenades HEDK+] or ATIX)
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The A Unit can use 2.9 to enter the 2 open terrain
paren nicer sir pee none reper
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You use « Fire Action fo shoot at an enemy Unit, following
these steps:
1. alec he firing Unit and choose a target Unit. Unless the
Command card specifically states otherwise, you may only Fre
cone ype of weapon ato target, but you Fire cll ofthat type
in your fing Unit. Refer to the Weapons Table below to verify
your chosen weapon can target the selected Unit, and check
60 the Unit card ofthe firing Uni for the number of dice forall.
2. Check that the target Unit is within range ofthe Fixing
weapons and that the line of sight is not blocked. All Units
can Fire in any ditection, regardless of focing, unless stated
otherwise on their Unit card
Roll the number of dice indicated (see Weapons Table
below]. Each result equal to or higher than the fring Unit's
valve isa hit on the target.
 
 
KA crow
KH crew,
Soft Skinned Vehicles
1a
Roll X 3
all x3
Rell for each & and
Soft Skinned Vehicle in target
square. Hits on « rol of X.
aia
Grenades have their HE or AT effect regardless of the
number of men in the Unit.
Armoured Vehicle
KS crow,
Soft Skinned Vehicles
Kk, AE crow,
Soft Skinned Vehiclescope
Work out the effects of ony hits, which are datctibed below
in more detail
Finally check to see whether the target Unit has to make
Morale Check (eae Morale on page 9).
 
‘When measuring the range { @), count the number of squares
from the firing Unit othe target Unit. Count the squares
horizontally and vertically, not diagonally (see diagram). the
range of the firing weapon is less than or equal tothe distance,
‘and the line of sight isnot blocked, then the Unit can Fire.
 
MEASURING RANGE EXAMPLE
"2 |
maa?
In this example, the target soldiers are 5 squares from
the firing Unit, but unfortunately the firing Units rifles
only have Range 4, so they cannot attack.
 
 
‘Some squares between the firing Unit and the target may
coniain obstructions, such as buildings, walls, forests, or hedges,
represented by Square Cover counters. Any obstruction is
presumed to occupy the whele square,
To determine if line of sight is blocked, look along a straight line
starting from the centre ofthe firing Unit's squore and ending in
the centre of the target Unit's square. Ifa square containing an
cobsiuction is on this line, but not in or on the edge of a square
containing ether Unit, he line of sight is blocked. IF the line of
sight is blocked, the firing Unit cannot Fire atthe target. Soe
Effects of Square Cover Examples below.
IFthe line of sight crosses single comer of an obstruction
outside ether Units’ square, then the obstruction provides Cover,
to Units along the line of sight [see Effects of Square Cove
Examples — Diagram 8}
 
Units do not block line of sight
Ifo target Unit sin @ square containing Cover, then the forget
is in Cover. Firing Units can Fire out of Square Cover in their
square. See Effects of Square Cover Examples below.
See page 12 for Edge Cover rules.
 
The player of a target K Unit in Cover rolls a Cover Save for
the Unit Rell a single dice for each
Save is equal fo or greater than the larget Unit’ 39 value, the
hit is negated.
  
each hit
 
EFFECTS OF SQUARE COVER EXAMPLES
In Diagram A, Unit 2 is in , so it gains Cover from whoever Fires at it. Unit 1's line of sight to Unit 3 is blocked by the
and would sil be blocked #f Unit 3 had been one square fo the lft. Unit 1's line of sight fo Unit 4 (Diagram B) is not blocked
[i Sorichh timo ia csenpon ce pete een a eh eco oes
ore ee ee eect Poet oatHits on Infantry
For each hit inflicted and not Saved, the defending player
chooses and removes a figure. Everytime an ff Unit akes @
casualty, place the los igure off the map nex fo is Unit card, so
you can keep track of how many men from each Unit have been
killed. See Firing into Cover Example opposite
 
Ife Commander is assigned to 4 Unit, oF forms a Unit himself
with Attachments, he fokes no hits until the other figures in the
Unit have been eliminated
 
All Units start with good morale, called “AOK" (Morale Level 3)
However, your Units’ morale willbe affected by the lighting, and
‘you may find thet they will net always obey your orders
x You must make © Morale Check for @ Unit when it takes 2 or
more hits from one aftack (casualties do not have to be caused)
x You must also make & Morale Check for a Unit when it suffers
1 or more casuattes (not just hits| that reduce ito half strength
‘or are suffered when itis already at or below half strongth,
 
Cheek
Roll @ dice agains the Unit's 3M valve. If he Unit is within range
‘ofa Commanders Play valve in squares, you may choose to use
his 3M value instead of the Unit’s own. If the roll is less than the
$B valve, then the Unit drops one Morale Level
Making a
 
IF Unit takes 2 or more hits and suffers casualties at er below
half stength from the same Fire Action, then it must roll 2 Morale
‘Checks at the same time, This means itis possible for @ Unit to
drop two Morale Levels from one Fire Action.
Morale Check Results
Ife Unit succeeds with a Morale Check, it is unafacted. fa Unit
fails @ Morale Check, its cuttent Actions (f any] end, its Morale
Level drops by one, and the Unitis immediately afected, as
described below.
 
You cannot give Ordars to a Unit that is not ACK until i
succeeds at a Rallying test (see below). In addition, it cannot
1, of Move or Assault using Interrupts, However, i
‘other Interrupt
   
 
K — Morale
A.Unit with morale A-OK that succeeds with @ Morale Check
remains ot AOX, All Units start a! Morale Level 3 and their Unit
‘card in cn upright orientation (with the Unit name ot the top,
 
Pinned — M
 
rale Le
 
‘Tur its Unit cord sideways to show that the Unit is pinned.
You cannot give Orders to a Unit that is pinned until it succeeds
cata Rallying test [see below). In addition it cannot Fire, or Move
‘or Assault using Interrupts. However, it can use other Interrupts.
meee
FIRING INTO COVER EXAMPLE
Aull strength US Infantry Squad Fires af a German
Captain and attached Veterans in @ . The US player
chooses to Fire with the Squad’ rifles/LMGs. The range
eee ert ae
Summary Table, unsurprisingly rifle/LMG can Fire at the
German Unit, because its infantry. The US Squad is at
full strength, so the US player will roll ten dice, plus one
extra dice for the Squad’s American Firepower ability
Scheer eee ree ee
infantry). The US player rolls 1, 3, 3,3, 4,4, 4,5, 6
6, 6 for four hts, as the Squads i valve is 5+. The
German player must roll four Cover Saves and rolls 2,
2, 2, 6, saving only one of them. The German playe
removes three figures from the Veterans and puts them
on the Veterans Unit card. Now, the German player must
Preyer ees
 
Turn the Unit card to face the owning player (so that iis upside
down to show thatthe Uniti retaating.
{A retreating Unit must immediately Move two squares away from
the nearest enemy, ending this movement at least one square
further away trom the nearest enemy. Relreating does not use
movement points. Vehicles can reeat using reverse geor, ond
therefore remain facing the enemy.
IF enemy Unite or impassable terrain are blocking, and this
retreat is net possible, then the Unit mus retreat lowards its sis
starting area
Ifthe Unit can retreat into Cover from, or out of line of sight
‘of, all enemy Units, then it can stop affer one or two squares
of retreating, and its morale recovers automatically o Pinned
(Morale Level 2). Tun its Unit card sideways to show th
Unit is now only pinned.
the
 
You cannot give Orders to retreating Unit unit succeeds at
Relying tos [see below). In adcliion it cannot Fire, ot Move or
Assault sing Interrupts. However, it can use other Interrupts
A Unit that cannot retreat or rereats off the mop is destroyed,
Remove it from the map and give its Unit eard to your opponentMORALE EXAMPLES
Continuing our combat example, the German Captain and
sole surviving Veteran must fake a Morale Check, because
they've taken 2 or more hits (in this case 4 hits and 3 of
them were casualties) In addition, the whole Unit of 5 men
(Captain plus 4 Veterans) has suffered casualties that have
‘taken it fo at or below half strength, so they must fake
another simultaneous Morale Check. The German player rolls
Peete eer ae ted eed
the Unit is Pinned and both its Unit cards are tured sideways
ne
  
orale Level 0
Give the Unit card to your opponent
‘The Unit's morale has collapsed, and it flees. Remove it from
the map,
Rallying
If Unit has any Morale level except "AOK", you can atlempt
to rally tin one of two ways,
‘When itis your tum, you con play any Basic Order or Special
‘Orders cord on the Unit to. attemp fo rally it. Make @ Morale
Check against the Unis 39 value. Ifyou succeed with the roll
the Unit has been rallied. Return is Unit card to upright AOK
ctientation. You may immediately use the actions stated on
the Order card as normal. f you failed the roll, the Unit isnot
rolled, the Order card is sill used up but does nothing, and the
Unit, end any ether Units nominated for actions with that Order
card, count as having been given Orders,
During your opponent turn, you cen play an Interrupt Rally card
‘alter rezolving any set of Morale Checks forthe Unit. As long
1s it wasn't routed, the affected Unit rallies without needing «
‘Morale Chack. Return i Unit card to normal orientation
 
  
‘A.Unit may alloc a forget Unit in an Astaul, alempting to
‘overrun its postion in close combat
10
Later in the game the unfortunate German Captain is shot
at again, while his Unit is Pinned and takes 2 more hits. The
Captain passes his Cover Save and survives. However, the
Pee een eet eee
‘Veteran Unit card to his opponent. The German Captain must
again take 2 Morale Checks, one for taking 2 or more hits,
BrP te eee ae ees
or below half strength. He can only muster @ 1 and a 2 for
PS eet et ccna oa ee
luck has run out. Dropping two Morale Levels would result in
en ed)
 
 
Declare that your Unit is Assauiting ond follow these steps:
1. Play an Order wih a Move Action on an A’ Unit (the
‘Attacker that ie abla lo Move adjacent tothe target Unit (he
Defender). Any Order with an &f Move Action wil do, not
necessarily an Order that sates “Assaul inthe card text. If
the Altacker is not already in a square adjacent fo its target
Unit, spond WP to Move i ther. Fit cannot each a square
cdjacant to the terget Unit it cannot Assaul
 
The Defender gets a Defensive Fire (a ree Fite Action with is
chosen weapon type). Units that are not "A-OK" may not use
Defensive Fir The Attacker gets no Cover Saves. No Morale
Checks are made at ths stage
The Attacker then cortios out an Assault with 1 ll pec figure,
Using the Unis normal 399 value and no revols. Defending
A Units and ABP” crews get no Saves.
The Defender (at any Morale Level then carries out « counter
Assault, using 1 il per sueviving figure
After both sides have Asscubed, count up ony hits as @ result
of the Defensive Fire and Assaults. Both sides meke any
Morale Checks required
6. IFthe Attacker destroys the Defender or forces the Unit to
retreat, and the Attacker is AOK, then the AMiacker may
immediately occupy the square vacated by the enemy. This
does not cot! any movement points. Otherwise both sides
stoy in their current squares
The Attacker's Order ends; an Assauting & Unit may not do
anything ele after the Asscull, except Interrupts, this RoundMTC LT
SU ONS
(Our German players feling bold and
eg ates 3 3
ney yet Tey a
Sea EG
ea pee
f perme Ae et eed
ua cli 1 different & Unit may Fire then Move. , #
on
ise Pee et ea ed
‘
‘Squad by firing at them. He kills 2 p [US Counter’Assault 3M roll]
teking them to 6 men, but they pass oe
their Morale Check and are not Pinned. BY Lt
He decides to Assault anyway, having
cetera h The US Squad gets to counter Assault and roll 3 War Dice
Pee
‘The German Squad has 8 men, the US Squad has 6. The
German player uses the Move Action to begin his Assault. The total hits are then counted up for both sides. The US
scored 2 in Defensive Fire and 1 during counter Assault,
Se eee en ee eee]
Cee eee od eed ed ee ond
pee ee cet ee ee ee
Pen ee aa
The Germans scored more than 2 hts in their Assault and
took the Americans to below half strength. They must toke
See Pe ee Re Ea Rcd
‘ ae
Se PT Pt)
‘The US Squad gets Defensive Fire and rolls 2 hits reducing the
eee ee one ae eet)
Do ee et
h
Se ee ee ee ee
taking the US Squad down to 3 men.
YOU NOW KNOW EVERYTHING YOU NEED TO PLAY SCENARIO 1!Setting Upa
Scenario
Now that you have played the first scenario you are ready to
{ake on more advanced challenges. To do this you will need to
know how to set up each game.
Firs, joinly choose one of the scenarios to play ond selec! sides,
either Allos or Axis,
SET UP THE MAP
“Tha adenanelalk yauwhieh repos une andl shane any cars
pleces tobe place on
For a standard batle each player chooses a table edge, usually,
‘opposite each other fortwo players.
CHOOSE YOUR FORCES
Each Unit costs a number of Stars, and each scenario says ether
‘which Units ore available or how many Stars each side can
spend. Ifyou are ereating your own scenario, agree how many
Stars each side can have (see Building Your Force, poge 16).
Select Units, making sure that you don’t spend more Stars than
the scenario allows.
PLACE OBJECTIVES
For many scenarios you will place Objective counters on the
map. These scenarios will explain where to place them.
DRAW YOUR HAND OF
COMMAND CARDS
Shuffle the Command cords fo form the Command deck. Then
deal both players a number of Command cards equal to their
Force's Hand value. Put the Command deck convenionily to one.
side of he map and leave o space for a discard pile.
COVER PLACEMENT EXAMPLE
 
a
ROLL FOR INITIATIVE FOR PLACING
EDGE COVER AND DEPLOYING UNITS
Each player rolls @ dice to determine who starts placing Edge
Cover piaces. The player with the highast score {reroll any ies)
can choose whether fo start orto allow their opponent to star
The player who los this rll takes he Velour counter.
PLACE COVER
The game comes with a number of reciangular strips called Edge
Cover, which must be placed along the edge of a square and
must overlap the squares on either side, providing Cover to both
squares. The scenario wil sate how many Edge Cover pieces
you wil place.
 
  
You may lock ot your Command cards before you place
Cover pieces.
Take turns fo place an Edge Cover piece unt all he required
pisces have been placed. You can place Edge Cover pieces
‘on any side of any square, except that you may not place them
‘across @ road, river, or seam.
DEPLOY UNITS
Each square can contain only ene Unit. You may put each of
your Unite in any of the equores in your deployment zone, one
Unit par square. Scenarios may deline specific squares that
‘your Units may startin. Ifyou have more Units than deployment
Squares cvoilabe, keep the undeployed Units off the map. You
will deploy them ds reinforcements later in the game.
EDGE COVER IN PLAY
Movement
Edge Cover cosis no extra i for K to cross.
Combat
Firing Units can Fire over Edge Cover on the edge of the square
they occupy.
Ifa target Unit occupies « square containing an Edge Cover piece
located between the Firer ond the target, the target has Cover
If, when determining line of sight, an Edge Cover piace intersects
the line of sigh! but is not on the edge of a square containing
either Uni, line of sight is blocked.
Ifthe line of sight erostos a single comer of Edge Cover outside
‘thor Unis’ square, then the Edge Cover provides Cover to Units
 per square. Reminder: you eannot end
‘4 Unit's Move in a square occupied by another Unit, but you can
‘Move through a square occupied by a friendly Unit
 
Vehicles may not enter Square Cover. Tracked Vehicles can cross
Edge Cover for no extra cost. Wheeled Vehicles cannot cross
Edge Cover.
FIGHTIN
VEHICLES
Vehicles count as obstacles and block line of sight jst like
Square Cover, end for this purpose they are presumed to occupy
the whole square. However, destroyed Vehicles are removed
from play and have no furher effect
 
    
 
Shooting at armoured Vehicles follows the same steps os
shooting at K Units, excopt that the affect of his is diferent.
‘Armoured Vehicles can only be shot by AnticTank (AT)
‘weapons. On your Unit cards these ore denoted as AT(K)
 
Ae eet Ceo
Ci
De ee So ee eee ae
paaarient ty Sey eer ene peg ae thy
torn othe right, and finally « 4th We fo Move int the fina
ne ere San
couldn't enter the %, because Vehicles are not allowed in
Cy ticles ent ae ent ree
tank could Move through, but not stop in that square.
 
 
where X is the number of dice you roll to hit the armoured
Vehicle using your 3M. Armoured Vehicles may be hit, but can
function as normal with no damage, or with partial damage,
owing to their ermour.
{A Vohicl's intial Hit Dice is shown on its card as an Armour
rating. When you deploy the ormoured Vehicle, place a dice
next to the Vehicle with this value showing — ths is the Vehicle's
Hit Dice. Keep the Hit Dice with the Vehicle as it moves.
For each hit the crmoured Vehicle takes, the attacker must make
‘Penetration Rell. This roll must be equal to or greater than the
number currently showing en the Hit Dice of he target Vehicle to
damage it For each Penetration scored, decrease the Hit Dice
by 1. When the Hit Dice reaches 0, the Vehicle is destroyed.
 
If more than one hits indicated, rol all he Penetration Rolls
simuoneousy. The atacker determines the order the dice are
assigned, so tht he hits have maximum effect.
IF your Vehicle is destroyed, remove it from play, and hand its
Unit card to your opponent. Catton wool can also be used to
indicate smoke from a destroyed Vehicle for @ bi! of added
realism. The destroyed Vehicle has no further effect on play.
 
EAR HITS
IF you shoot an armoured Vehicle rom the flank, you get extra
{AT dice for each weapon Fired. IF you shoot an armoured Vehicle
from the rear, you get 2 extta AT dice per weapon.
EDGE COVER
Reduce the number of AT dice by | ifthe attack crosses Edge Cover
Mol
Vehielet can rtreat using reverse gear, and therefore remain
facing he enemy.
 
mmAS eM MN aa
|
oe al
 
Vehicles count as fuly effective until destroyed, so they never
take the Morale Checks relating to half strength or less
Hits on Soft Skinned Vehicles
Soft Skinned Vehicles can only be targeted with MGs and HE
‘weapons, but do net make a Penetration Rell instead a hit
destroys the Sof Skinned Vehicle.
MFthere are & or APT crew in the same square as the Soft
Skinned Vehicle, the defending player may choote and remove
‘either a figure or the Vehicle (which could be a JA )
Wrecked Vehicles and Destroyed Heavy Weapons
Remove wrecked Vehicles and destroyed heavy weapons from
the map. Alterntively, you may mark them with coon wool
smoke or otherwise indicate they have been destroyed. The
Vehicles have no further effect on play.
 
STD LU Coa
ARMOURED VEHICLES
ASSAULTING INFANTRY
‘Vehicles with weapons may Assault adjacent K or .SF Units,
Using similar slope to Infantry vs Infantry (eee poge 10).
Declare that your Unit is Assauiting and follow these stops:
1. Play en Order with a Move Action on an armoured Vehicle
Unit (the Attacker that is oble lo Move adjacent to the forget
K Unit (he Defender). Any Order with « Vehicle Move Action
will do, nat necessarily one that states ‘Assaul in the card
tox. Ifthe Attackar isnot already in « square adjacent to its
target Unit, spend WP to Move it there.
2. The Defender gets one Defensive Fire (a free Fire Action)
cogcinst the Vehicle's front using AT weapons. Units that are
not “AOK" or have no AT weapons may not use Defensive
Fire, No Morale Checks are made at this stage.
3. Ifthe Vehicle survives Dobe Fico, then the Attacker mokes
cone Assault attack using its MM valve against every member
of the defending K Unit or oP crew. The Defenders may.
temp! a Cover Save at thay dive out ofthe way (his it nat
a Move).
4, The Defender (at any Morale Level) then carries out an
Assault attack agains! the Vehicle’ flank, using AT weapons.
‘fer both sides have Assaulted, count up any hits aso result
ofthe Defensive Fire and Assaults. Both sides moke any
Morale Checks:
6. If there are remaining AOK defenders in the Assaulted
square after Morale Checks, the Vehicle stops in place, does
not enter the enemy oecupied square and ends ils action
immediately. any remaining Defenders are pinned, they
are displaced to « horizontally or vertically adjacent square
(defending player's choice). Once all Morele Checks have
been made, ifthe Defender’s square is emply and the Vehicle
is AOK, it may pay any remaining normal movement points
fo enter the square and keep moving. t may make more
Assauils, provided it has sufficient remaining movement points
to do 40, Otherwise both sides stay in their current squares.
7. Ifthe attacking Vehicle is no longer AK, then the Attacker's
‘Action ends, and the Unit may not do anything else offer the
Assault, except Interupt, this Round.
 
YOU ARE NOW READY FOR SCENARIO 3!Some scenarios enable you
to build your own Foree from
the Uni Cards aval n
your Force dock Each Unt
Ker numberof Sr ne
top left comer. This is the
coat to buy the card The
feanaio wil el you how
many Sirs you con spond 10
build your Fores. IF you are
Hsing tockn gone
Feranl yur oneoen
Tray ogres to Ue oy
number of Start! vem
a BD cppropricte
Begin by chooting your Commanders. The Commat
choose will strongly influence the composition of your Force and
its resilionce in battle, They also have « Hand value and « Play
value that add to the size of your hand of Command cards and
the number of Orders that you can give each Round
SU Nt)
eed
Perron
 
 
you
Each Commander enables you to add Squads, Vehicles, and
‘Attachments to your Force. You may choose Unis from any
nafionalty within the available cards af your Force deck. IF both
players agree, you may opt to limit your telection to only one
national Force (for example, US @ or British BSE forthe Ales),
Firs, choose limited number of Commanders, then any
mandatory Units required by these Commanders. Then choose
any optional Units your Commanders allow. At each stage,
make sure tha! you haven't spent more Stars than permited by
the scenario. You may wish to ry out several Force compositions
before you decide on your final Force for the batle,
Each Commander has @ number of tabs along the right hand
‘edge of his card. Each tab is filled with @ colour and a number
(of Stars. The card you choose must have the same number of
Stars of les on i for your Force to be fair and legal
 
LU)
re Ss
res
Er
eee
area
je cretion td
ces
Red tabs are used to buy
Vehicles
Ce er Ld
ee eee
 
EXAMPLE OF A FREE-FORM
SCENARIO FORCE
eee ee
en
Peony
& Veterans (1 Stor)
pe er ea)
Lieutenant (1 Star)
ere on)
ere eo)
Core)
 
Some Units have the ‘Motorised! bility, which allows you to buy
« Transport Vehicle without using an Armour choice from your
Commanders. You must sill pay the Stars for the Vehicle, but it
enables your Infantry Commanders to buy Transport Vehicles
even though they don’t have Vehicle tabs
YOU ARE NOW READY FOR SCENARIO 4!Tee a CSU eu
Reinforcements
Some ssonarot may state in their stp that a minimum number an emp square in your starting orea. This counts atthe Units
of Stars worth of your Force must be held in Reserve. Resarve ‘Order for the Round. This costs 1 Play as usual
Unite de ot str the bale on the map, but are brought on to the
map by playing the Basic Order — Reinforce. When you play a You may placg | Transport with an embarked Infantry Squad or
Reinforce Order, you may place one of your offmap Units into