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The Advanced Panzer Blitz Rules Book

Nov 22, 2014

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-0

Volume 1: Rules Book

-i

THE ADVANCED PANZER BLITZ RULES BOOKTABLE OF CONTENTS

INTRODUCTION I. INTRODUCTION General Components General Outline of Play Game Counters Chart Map Boards Play Pieces Factor Definitions BASIC RULES II. SEQUENCE OF TURNS III. MOVEMENT General Terrain Features How To Move Units Transporting Other Units Jeeps C* Class C** Class ARV Limbers Road Movement IV. STACKING Facing V. COMBAT How to Have Combat CRT DRM Chart The Combat Results Table Modifying The Die Roll Combat Procedure Using The Weapons Effectiveness Chart The Weapons Effectiveness Chart VI. TERRAIN The Three Dimensional Map Board Woods Slope Multi Terrain Levels Desert

1 2 2 2 3 3 4 4 4 6 7 7 7 8 8 9 10 10 10 10 11 11 12 12 13 13 13 14 14 15 16 17 18 18 18 18 19 19

- ii Sand Slopes Beach Man Made Features Bridges Roads Woods Roads Elevated Roads Sunken Roads Secondary Roads Town Water Obstacles Shallow Streams/gullies Deep Streams/gullies Swamps River Ponds/Lakes Wet Marsh Canals Canal Hexes Moraine Hexes Cuts Bridges Banks of the Canal Combat in a Canal Terrain Additions to defence Terrain Effects Chart Hulldown VII. LOS/LOF General The Elevation Chart LOS/LOF Obstructions The Sighting Chart VIII. SPOTTING IX. DIRECT FIRE ATTACKS ADVANCED RULES X. INDIRECT FIRE ATTACKS General Scatter Chart Drift Chart Neutralisation Attacks Destruction Attacks 20 20 20 20 20 20 20 20 20 20 21 21 21 21 21 21 21 21 22 22 23 23 24 24 24 25 26 27 27 28 28 29 30 30 33 34 34 34 35 37 37

- iii Interdiction Attacks Smoke Shell Concentrations XI. CLOSE ASSAULT TACTICS XII. OVERRUN ATTACKS XIII. OPPORTUNITY FIRE ATTACKS XIV. FIELD DEFENCES AND WRECKAGE Neutral Counter Chart Wreckage Fortifications Improved Positions Minefields Blocks Trenches Bridges Wire Fascines Tracks and Track Laying EXPERT RULES XV. ANTI-TANK OPERATIONS Wire Guided Missiles Missile Passengers Missile Reloads XVI. ARTILLERY OPERATIONS Artillery CP OBA Preregistered Fire Intensive Fire Counter Battery Fire Observation Posts Dual Function Guns Field Of Fire Limitations Artillery Missiles Improved Conventional Munitions Artillery Scatterable Mines Laser Guided Artillery Munitions BEEHIVE Munitions Anti Personnel Munitions Remotely piloted Vehicles XVII. ELECTRONIC WARFARE OPERATIONS Signals Units Direct Support Signals Units 38 40 41 43 45 48 48 48 50 50 51 52 53 53 54

56 57 57 57 58 59 59 59 60 60 60 61 61 62 62 63 63 63 63 64 64 64 64 65

- iv Radio Re-broadcast Signals Units Radar Units Artillery Locating Units Air Defence Radar Electronic Warfare Units Jamming Units Direction Finding Units Electronic Counter Measures XVIII. INFANTRY OPERATIONS Panzer Blitz Assault Flank Attacks Mounted Infantry Fire Bailout Quick March Commandos Partisans Ski Troops XIX. MOTORIZED OPERATIONS Chenillettes Cross Country Penalty Infantry Tank Movement Merkavah Tanks Laser Range Finder Detectors/Jammers Captured Carrier Units Split Move and Fire XX. ENGINEERING OPERATIONS Combat Engineers Building an Improved Position Creating a Minefield Creating Tracks Creating Blocks Bridge Demolition Building with Demolition Assault Bonus Construction/Pontoon Engineers Construction Rules Building Cuts Building Bridges Moving Bridges Overland Building Infantry Bridges 65 65

66 66 66 66 67 67 67 67 68 68 68 69 69 69 69 69 69 69 69 70 70 71 71 71 72 72 72 73 73 73 73 73 74 74 74

-v Engineering Vehicles Mine Clearing Vehicles Flamethrower Vehicle Mine Laying Vehicles Armoured Vehicle, Launcher, Bridge (AVLB) Armoured Engineer Vehicle Demolition Gun Type Demolition Charge Layer Fascine/Carpet Layer Bull Dozers XXI. AIRBORNE OPERATIONS Troops Drift Diagram Wind Speed Selection Wind Speed Chart Para Dispersal Pattern Chart Gliders Cargo Aircraft Cargo Extraction XXII. AIR OPERATIONS General Movement Types of Combat Aircraft VTOL Aircraft Observation Aircraft Helicopters Flight Levels LLAD MLAD HLAD Air Strikes Air Strike Munitions Guided Munitions Unguided Munitions Carpet Bombing Air Strike Chart Air Strike Missions Fighter-Bomber Tactical Air Support Battlefield Interdiction Air Superiority 75 75 75 75 76

76 76 77 78 78 78 79 80 80 81 81 81 81 82 82 83 85 85 85 85 85 86 86 87 87 88 88 88 88 89

- vi Strategic Interdiction Helicopter Close Support - Tank Killing Close Support - General Battlefield Interdiction Aircraft Attack Tactics Dive Attack Strafing Attack Level Bombing Toss Bombing XXIII. AIR DEFENCE OPERATIONS AA Attacks Air Defence Levels Air Defence Missile Systems MANPADS Air Defence Gun Systems XXIV. AMPHIBIOUS OPERATIONS General Beach Landings Defending Fire DD Tanks Amphibious Tanks Ferries LVTs LCIs LCACs Infantry Bridges Assault Boats XXV. SEA OPERATIONS General Ship types Submarine Patrol Boat Destroyer Escort Destroyer Frigate Light Cruiser Cruiser Battle Cruiser Battleship Light Aircraft Carrier 89 89 89 89 89 89 89 89 89 90 90 90 91 91 91 92 92 92 92 93 93 93 94 94 94 95 95 95 96 96 97 97 97 97 97 97 97 97 98 98 98

- vii Aircraft Carrier Nuclear Aircraft Carrier Landing Ship, Tank Amphibious Assault Ship Transport Ship/Oiler Ship Movement Naval Combat Ship Combat Systems Surface to Surface Missiles Surface to Air Missiles Surface to Land Missiles Gun Systems Torpedoes Hedgehog ASW Depth Charges ASW Mortars Anti-Submarine Warfare Sea Operations Chart Shore Bombardment Naval Radar Systems Passengers Docking XXVI. NIGHT OPERATIONS LOS/LOF at night Illumination Night Observation Devices Light-Gathering Thermal Noise XXVII. HIDDENPLACEMENT/CONCEALMENT EXPERIMENTAL RULES XXVIII. WEATHER Spring/Fall Winter Summer Visibility Limits XXIX. COMMAND POSTS XXX. MORALE Morale Levels The Morale Chart Fanaticism 98 98 98 98 99 99 99 99 99 99 99 100 100 100 100 100 100 101 102 102 102 102 103 103 103 103 103 104 104 105 106 106 106 106 107 107 108 108 109 109

- viii XXXI. SUPPLY Air to Ground Resupply Supply Park Units XXXII. MARCO GAME The Map board Sector Boundaries Victory Conditions Order of Battles XXXIII. DESIGNER NOTES 110 111 112 112 113 113 114 114 115

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INTRODUCTIONAdvanced Panzer Blitz is a tactical level simulation of mechanised warfare in the twentieth century. These rules are a rationalised approach to the combined rules of "PANZER BLITZ", "PANZER LEADER", and "THE ARAB-ISRAELI WARS". Advanced Panzer Blitz is for the experienced war gamer that has found the above-mentioned games no longer offer the challenge they once gave. Advanced Panzer Blitz goes farther in simulating warfare than the previous games. Many rules have been combined and updated; many more are left unchanged. This is the beauty of this rulebook - a new game with old counters (some new as well) that is detailed and easy to play. As well, most of the once optional rules have been added as part of the game. Players will find that Advanced Panzer Blitz is challenging, realistic and fun. Players are advised to replay all the scenarios they have on hand to grasp these rules fully.

IMPORTANT: READ FIRST BEFORE EXAMINING THE RULESA NOTE TO NOVICE PLAYERS The rules provided herein are intended to simulate tactical level mechanised combat by translating historical events into a manageable symbolic format which allows these events to be "replayed" in a two or more player game. The rules are basically common sense backed up by historical fact, military practice and game theory. A NOTE TO VETERAN PLAYERS The rules in this folder may seem the same but many deletions and additions have been inserted. This may change the basic format of the previous games (but not the flavour). I advise you to read through these rules before play and refer to them frequently during play. A NOTE TO MINIATURES PLAYERS This game is perfectly suitable for play with miniatures only a few substitutions need be made. Keeping in mind that this a platoon scale game (that is one miniature unit is equal to a platoon or troop). First the hex pattern must be substituted for measurement: a. Use one-inch equals one hex for 6mm models. b. c. d. Use two inches equals one hex for 10mm models. Use three inches equals one hex for 15mm models. Use four inches equals one hex for 20/25mm scale models.

Second, you must keep a counter of each type of miniature unit you are using off to the side of the games board. This will allow you to refer to the counter to resolve the game functions. COMPONENTS In this package, you should have the following: a. A Rules Booklet

-2b. 2 Player Aid Charts c. Lots of counter sheets of new unit counters GENERAL OUTLINE OF PLAY Each side manoeuvres its forces (playing pieces) on the terrain map seeking to destroy the opposing sides units and/or fulfil certain specified territorial objectives as outlined in one of the scenario cards. Players move their pieces and have combat by following a set turn procedure. Each complete turn represents six minutes of real time. GAME COUNTER CHART MARKER NAMENorth

USEPlaced to indicate the direction of north on map board.

Turn Now

Placed on turn record track to indicate the turn.

Dispersed

Placed on units dispersed by combat

Spotted

Placed on units that are spotted in town or woods hex.

Interdiction Fire

Placed to mark the location of an interdiction indirect fire attack. Remains on board for complete turn.

Smoke

Placed in the location with smoke has been generated. Remains on board for two turns.

ATGM Reload

Placed on sagger unit to indicate spare ammo. Is removed when sagger attacks.

Down

Placed on a landed helicopter unit

Opportunity Fire

Placed on units that have opportunity fired in the game turn, either in the enemy movement phase or enemy air phase.

-4The forces in a given situation may be unequal and one side may have a better chance to win than the other but the game is primarily one of skill. The players' ability is the ultimate decider of the game's outcome. The chance element is introduced by the use of the die roll/combat results table combination. This gives a degree of chance to either player as with the real life event. The probabilities of combat outcome have been worked out, using historical and technical data, by probability theory. MAP BOARDS Most veteran players have since graduated to their own hand-made maps. However, supplied with the various games are map boards which when combined make for lots of interesting play. Game map boards are "geo-morphic" and thus capable of creating thousands of combinations when switched around. The long edge of each two-panel section will line up with the long edge of any other to panel section. The short edge will mate likewise. THE PLAYING PIECES The square, cardboard pieces represent platoon or company sized military units of several different types (infantry, artillery, armour, headquarters, etc.), which are the playing pieces of Advanced Panzer Blitz. Hereafter, we shall refer to them as "units". The numbers of the units represent their military capabilities; such as movement, attack and defence strengths, and weapon ranges. Also included is information on the type of unit, class of weapon, and historical silhouette. Notice that all vehicle units are symbolised with an appropriate silhouette and all other (non-vehicular) units are symbolised with standard military-planning symbols.

FACTOR DEFINITIONS MOVEMENT FACTOR (MF) - the basic, maximum number of hexagons (hexes), which a unit may move in one turn. This capability can be reduced or increased by terrain features. ATTACK FACTOR (AF) - the basic offensive power of a unit, if a COY appears underneath then the unit is company size. DEFENCE FACTOR (DF) - the basic defensive power of a given unit. RANGE FACTOR (RF) - the maximum effective distance (in hexagons) that a unit's attack factor can be projected against enemy units. WEAPON'S CLASS (WC) - different weapons are designed for different purposes as specified below: A - armour piecing for attacking tanks primarily. AA - anti-aircraft for attacking planes; may be used against ground

-5targets as well C - carrying unit with no attack factor. C* - carrying unit with no attack factor and no movement factor when not loaded with a passenger G - wire guided missiles designed for anti-tank/anti bunker attacks. H - direct fire howitzers such infantry guns and anti-aircraft guns. (H) - Indirect fire systems such as guns, howitzers, and multiple rocket launchers. I - infantry weapons such as rifles and machineguns. M - mortars also an indirect fire weapon. R - radar systems which assist firing units in accuracy or radar directed weapons systems. S - Supply units that are used in conjunction with the supply rules. * - Aircraft units which use air strike ordnance as an attack strength. See the Unit Function Table for specific unit factors. The playing area should be set up like so:

-6 SEQUENCE OF TURNSGENERAL Combat is a struggle of reflexes, to introduce such reflexes we rely on the die. In each phase of a game turn each player rolls one die, the highest number rolled is the player to go first or the phasing player; the player moving second is known as the non phasing player. The die roll is subject to a die roll modifier based on the training level of a particular nation's armed forces. For die roll modifiers, see the Player Quick Reference Card. At the start of the game players must roll for wind direction, wind speed and visibility (this must be done every seventy-five turns until the end of the game subject to the Scenario Special Rules (SSR). There are five phases to a game turn, in order they: a. GROUND COMBAT PHASE - The phasing player executes all attacks by ground units against opposing ground units subject to the rules and writes orders for indirect fire for next turn. Identify fired units with opportunity fire counters. The non-phasing player checks morale, supply and command of his units being attacked. Next the non-phasing player becomes the phasing player. b. AIR PHASE - The phasing player moves all his aircraft and executes air strikes (Air to Air, then Air to Ground, then all helicopter strikes, in that order). The non-phasing player executes AA attacks against the phasing player's aircraft as they move along their flight path and come into range of individual AA capable weapons. Next the non-phasing player becomes the phasing player. c. SEA PHASE - The phasing player moves all his sea borne units and executes attacks from sea borne units to enemy sea borne units. Units, which have fired at ground units in the preceding ground combat phase or have fired at aircraft in the preceding air phase, may not fire in this phase. Once the phasing player is finished the non-phasing player may take his turn. d. MOVEMENT PHASE -The phasing player moves all of his ground units, which have not fired in that turn (subject to rules). The non-phasing player may execute opportunity fire attacks against any moving opposing unit (subject to rules). Next the non-phasing player becomes the phasing player. Remove all opportunity fire counters and the end of this phase. e. CLOSE COMBAT PHASE - The phasing player executes and resolves CAT attacks resulting from the movement phase. Any surviving units of the non-phasing player, which are capable, may now CAT. The both players end the turn by checking the morale of all their dispersed units to see if they become undispersed in that turn.

MOVEMENTGENERAL During the movement phase of a player's segment, he may move as many uninverted units as he wishes. Each unit may be moved as many or as few hexes as desired subject to its' movement allowance, terrain restrictions, and combat/results firing. (See the terrain effects chart). TERRAIN FEATURES

-7The hexagonal grid superimposed upon the map board is used to regulate movement and combat. A hex is considered to be a given type of terrain if all or most of the hex contains that terrain feature. The only exception to this is town hexes where slight overlap into non-town hexes is ignored. Terrain affects movement and defence as outlined in the Terrain Effects Chart (TEC). The heavy hex side symbols (different coloured bars superimposed upon some hex sides) are explained in the Obstacle and Elevations section of the rules. Sea, pond, lake and canal hexes may be entered only by units presumed to have an amphibious capability. The half hexes are considered playable and may be utilised as if they were complete hexagons.

Movement Numbers in the hexes refer to movement point costs incurred when moving into each particular hex. Note that movement at road rate is allowed when moving through hex containing one wreck, but not allowed when moving into a hex containing three wrecks.

HOW TO MOVE UNITS Movement is calculated in terms of hexes. Basically, each unit expends one movement point (MP) of its total movement allowance for each hex that it enters. To enter some types of hexes requires the expenditure of more than one movement point for each hex entered. A complete list of these entry costs is found on the Terrain Effects Chart (TEC). In any one turn a player may move as many or as few of his units as he desires. Movement is voluntary, never required. Units which have fired (use their attack strength) in the combat phase of a player's segment may not move in that movement phase unless they are split move and fire (SMF) capable (see How To Have Combat and the Unit Function Table). Each unit is moved individually, tracing the path of movement through each hex in turn. Once a

-8unit has completed its movement, it may not be changed, repositioned, or realigned. (A units movement is considered completed when the player begins moving another unit). A stack of units cannot move together; the units in the stack must move one at a time. Units may move through hexes containing other friendly units. Units may not, however, enter or move through hexes containing the maximum allowable number of units (see STACKING below). Each unit's movement is traced from hex to adjacent hex. A unit may enter more than one hex during a movement phase but in each case the hex entered must be adjacent to the hex the unit is leaving. If a unit cannot expend the points required to cross a hex side and enter a hex, then that unit cannot cross that hex side and enter that hex, except units with a movement allowance of 1 they may move one hex per turn unless the hex is prohibited because of cliff or water hex side. Once a unit has begun moving it must complete its' movement and be inverted before another unit may be moved. Conversely, a moving unit's movement is finished for that movement phase once another unit begins moving. Units may not enter or pass through hexes containing enemy units (Exception: see Overrun Attack rule). No enemy movement is allowed during a friendly movement phase. No combat, enemy or friendly, takes place during the movement phase (Exception: see Overrun Attack rule and Opportunity Fire rule). Additionally, no vehicle unit may cross a green hex side. They may enter a woods hex only at a hex side that is not superimposed in a thick green line. This includes all vehicles except horses and motorcycles. TRANSPORTING OTHER UNITS Certain units can be "loaded aboard" other transport ("C" and "I" Class) vehicular units. Units that can be transported include all weapon units with a zero movement factor and infantry type units with a movement factor of one. As well, any unit specified in scenario rules may be transported. Each transport unit may carry one "passenger" unit at a time (Exception: See Missile Passengers rule). Only "truck", "WWII half tracks", Limbers and "wagons" may carry towed guns (units with MF=0) subject to the limitations in these rules below. JEEPS - Jeeps (and all jeep type vehicles) that are marked as "C" class may carry only light weapons (such as AT guns less than 60 mm, AA guns less than 21 mm, other guns less than 76 mm). They may only carry CP and OP type infantry units. C* CLASS - Units with a C* may not move when not carrying passengers. These units are depended on their passenger to drive them. C** CLASS - Units with a C** are designed to carry pack loads and supply counters only they may not passengers except as outlined below:

-9a. All howitzers (75mm or less), AT guns (45mm or less), recoilless rifles (107mm or less), mortars less than 120mm and AA guns (15mm or less) may be carried on such a unit. b. Supply counters may be carried on such a unit but an infantry or supply park unit must accompany the loaded supply counter. c. C** class units may not move unless loaded subject to the rules above.

ARV ARVs are a very specialized type of passenger carrier with only limited use in this game. There is no immobilization of vehicles in this game, so ARVs are not used to tow disabled vehicles. Where they are useful is in removing wrecks. Any ARV may move a wreck at the rate on one half its movement allowance each turn. ARVs can be either tracked or wheeled vehicles and are subject to all terrain rules.Transport Truck, with 75mm unit as passenger, expends half its movement allowance in movement, then expends the other half unloading passenger, (It could have moved and loaded instead. If it had expended more than half its movement allowance, it could not have unloaded the AT unit.

LIMBERS - Limbers may never carry any passenger other than a towed gun with a movement allowance of zero. Other classes of units may never be carried as passengers on limbers. A passenger unit is considered to be "loaded aboard" a carrier unit when the passenger unit is positioned directly underneath a carrier unit in the same hex. When a passenger unit is "loaded aboard" a carrier unit, the passenger unit is ignored in all functions of the game (Exception: Mounted infantry fire and portee units). a. The carrier unit is not affected in any way. It expends its' movement allowance normally, moving normally, it counts for stacking normally, it attacks and is attacked using its' own combat strengths. b. The passenger unit is considered to be part of the carrier unit; together, they count as one unit, the carrier unit, with its' passenger being ignored. The passenger unit does not count for stacking, it cannot expend its' own movement allowance, nor can it attack or be attacked. c. When the carrier unit moves, the passenger unit moves along with it, moving at the same time. While loaded, the passenger unit always stays with its' carrier. d. In combat, only the carrier unit may attack or be attacked. If the carrier unit is eliminated, the passenger unit is automatically eliminated. The same can be said of "dispersal".

- 10 e. Whenever a carrier unit is inverted its' passenger unit is also automatically inverted; whenever a carrier is turned face up, the passenger is turned face up. Passenger units that are not loaded may be loaded onto a carrier, and loaded passenger units may be unloaded. Loading and unloading of passengers takes place as part of the movement of the carrier unit, during the friendly movement phase. a. To load, a passenger must be in the same hex with the carrier unit. b. When it is unloaded, the passenger unit remains in the same hex where the carrier unit is when the unloading took place. c. Loading or unloading an infantry class passenger costs a carrier unit one half of its movement allowance (keeping any fractions). This is an addition to any movement points the carrier expends in moving from hex to hex; if the carrier cannot load/unload it must wait until next turn to do so. d. Loading or unloading a towed gun class unit costs a carrier unit all of its movement allowance; a carrier unit cannot move in the same turn it loads or unloads a towed artillery passenger. e. A passenger unit must always be face up and undispersed at the moment of loading or unloading. If it is being unloaded, it is inverted with the carrier, at the end of the carrier unit's movement (Notice that this means a passenger unit cannot move by itself, nor attack in the same turn that it loads or unloads). Unloaded passenger units are normal units for all purposes in the game including stacking. This is true as soon as loading or unloading begins; thus a carrier unit may not unload a passenger in a hex if the unloaded unit would violate stacking limits, and a carrier unit cannot enter a hex to load if it would cause over stacking before the passenger is loaded. Cavalry units may not be transported by "C" class units or armoured units. World War Two Western Allied units may not transport infantry on tanks or self-propelled guns until 1944. Armoured units transporting infantry may fire normally. ROAD MOVEMENT A unit moving along a road may do so using the road rate for movement. A unit is considered to be moving "along" a road if it meets the following conditions: a. The unit is leaving a hex side containing a road. b. The unit is entering a hex side containing a road c. The hex being entered contains no more than one stacking point. If the hex contains two or more stacking points the unit may not use the road rate in that hex. d. The player who is moving the unit chooses to move along the road.

- 11 If any of the above conditions is not met, the unit may not use the road rate to enter that hex. The unit may still pay normal terrain costs to enter that hex. A unit that is moving "along" a road (at the road rate) expends one half of one movement point for each hex it enters while moving along the road, regardless of terrain. A unit may combine road movement and non-road movement freely in the same movement phase, expending movement points at the road rate when moving along a road and paying normal terrain costs when not moving along the road. Fractional movement points are not lost when a unit leaves the road - the moving player can keep track of them and use them if the unit moves back onto a road that turn. Roads do not alter the defensive effects of other terrain in the hex. Town hexes count as road hexes. Block, Fortification, minefield, trench, wreck, and improved position negate the road movement bonus of a road hex they are placed in. Bridges qualify for road movement bonus.

STACKINGAll sides may stack three units in one hex; except for WWII Russian units and 1940 French tank units, who may stack only two units (they are of company not platoon strength). French APC and Armoured Car units are able to stack three to a hex. When another unit is transporting a unit, the passenger and carrier are considered as one unit for stacking purposes. Minefield, bridge, improved positions, and trench counters do not count for stacking purposes. Block, fortifications, and wrecks do count for stacking purposes. Stacking limits apply at all times (Exception: Units may overrun enemy stacked hexes). Units may not enter or move through hexes containing three units (friendly unit or any combination thereof). See Unit Function Table for exact stacking restrictions of all units FACING All units are considered to be facing toward the top of the counter. All units must fire through the direction of their facing, as in the rule on artillery field of fire (Exception: SMF capable units and AA capable units may fire in any direction). Units may spot other units in any direction Units that have a movement allowance may change facing one hex side during the combat phase and fire without penalty during their combat phase (Exception: Ships). Units which have a movement allowance may change direction two to three hex sides and fire at half strength during their combat phase (Exception: Ships).

- 12 COMBATHOW TO HAVE COMBAT Combat takes place when a player decides to have one (or more) of his units attack one (or more) enemy units. a. For each attacking unit the Weapons Effectiveness Chart is used to convert the units' attack strength to an effective strength for this attack. (See using the Weapons Effectiveness Chart below).

COMBAT RESULTS TABLE DIE ROLL MODIFIERS AND FACTOR MODIFIERS +1DRM -If capturing a carrier unit in the defending hex. -For "G" attacks on Israeli armour units after 1980. -For hull down WWII USSR, Allied and all Arabs (See UFT) -For defender in town, swamp, stream or gully hexes. -For defender if attacked across a hex side one level below them. -For DF/IDF against a defender in a beach hex. -If target is a Patrol Boat. -For WWII German or Israeli hull down units. -For amphibious units in water. -For fort or improved position counter occupation. -If defender is depersed. -If attacker has laser sight equipment -For a CAT attack. -If using Beehive ammo against infantry. -If using an AA capable weapon with AD radar. -If attacking with opportunity fire against a quick marching unit. -For a CAT attack including an attacking engineer unit plus shift CRT odds one column to the right. -For Overrun attack plus shift CRT odds column one to the right. -For all tank buster aircraft using a dive attack against armour. +10 - Defence Factors for a fort counter x.5 - Attack factors if attacking from a slope hex to a hilltop. - Defence Factors during a Quick March. +5 - Defence Factors for a town hex occupied.

+2 DRM

-1 DRM

-2 DRM

Factors

b. The effective attack strengths of the attacking units are totalled and then compared to the total of the defending units' defence strengths. The comparison is stated as a ratio of the attacking total to the defending total and this ratio is then rounded down (in the defender's favour) to the nearest "combat odds" ratio listed on the Combat Results Table (CRT). Example: 11 to 3 rounds down to 3 to 1, while 3 attacking 11 rounds down to 1 to 4. Roll the die, cross-index the roll with the odds ratio on the CRT to find the combat results and apply those results to the units defending in that specific combat. The die roll may be modified due to terrain effects (see Terrain Effects on Combat, below). The possible combat results on the CRT: a. "-" no effect on the defender. b. "x" defenders' eliminated. Remove the defending units from the board for the

- 13 remainder of the game and count them as eliminated for victory point purposes. c. "D" defenders' dispersed. The defending units remain on the board, but they are turned face down and a dispersed counter is placed on top of them. These units are said to be dispersed. Dispersed units may not move, change facing or fire until they are rallied with a morale check. d. "DD special dispersal. Among the defending units in this combat, any units that were already dispersed are now eliminated. Any other, undispersed, defending units are now dispersed. e. R reduced. A unit is Reduced when it has been attacked, or attacks, and get a R result on the CRT. The player of the reduced unit simply flips the counter and continue to use it on the side. Units reduced simulate the effect the loss of combat capacity caused by the enemy fire on the unit, but the unit keep its firing and movement capacity, although with reduced efficiency due to the losses taken in combat (see rule on reduced units).COMBAT RESULTS TABLE COMBAT ODDS 1-4 X/X R/X D/D ----------------1-3 R/X R/D D D/D --------------1-2 R/X R/D DD D/D D/D ------------1-1 X R R/D DD D/D D ----------2-1 X X X R DD/D DD/D D/D D ------3-1 X X X X R DD DD/D D/D D/D ----4-1 X X X X X X R R D/D D --7-1 X X X X X X X R R DD D

DIE ROLL RESULT -2 or less -1 0 1 2 3 4 5 6 7 8 NOTES

-Odds less than 1-4 are treated as 1-4. -Odds greater than 7-1 is treated as 7-1. -Effects on attacker are used only when in close combat or adjacent hexes.

MODIFYING THE DIE ROLL The die is rolled once per each combat. Results are applied against each defending unit in turn. The die roll modifications appropriate for that unit are made to the die roll - additions and/or subtractions and the result is applied to that defending unit. The CRT is consulted for each defending unit separately. It is possible for different defending units in the same attack to have different die roll modifications; these modifications apply only to the associated unit. a. Die roll modifications due to type of attack; terrain additions to defence and positional defences apply equally to each defending unit.

- 14 b. Die roll modifications due to a unit being dispersed or due to HULL DOWN shielding can vary from unit to unit within the same attack, depending on the defending unit and its' condition in the game. For each defending unit the die roll modifications are cumulative (die roll modifications are NEVER transferable from one unit to another). The die roll additions and subtractions applicable to the unit are summed and the final result is used to modify the die roll. Factors that affect the die roll: a. A unit that is attacked while dispersed lowers the number rolled by one. b. Each unit in a woods or town hex adds one to the die roll when attacked. c. Each unit in the same hex, with an improved position or fortification counter, gets two added to the die roll. d. A unit shielded behind an adjacent elevation hex side (see HULL DOWN below) get one or two added if it is a gun vehicular unit. This applies only to direct fire attacks. e. Each unit subtracts two if defending against an overrun attack. f. Each defending unit subtracts two if defending against a CAT attack; if the attacking units include one or more engineer units each defending unit subtracts an additional one for a total of minus three during a CAT attack. UNIT REDUCTION A unit is Reduced when it has been attacked, or attacks, and get a R resultss on the CRT. The player of the reduced unit simply flips the counter and continues to use it on the strength side. Units reduced simulate the effect the loss of combat capacity caused by the enemy fire on the unit, but the unit keep its firing and movement capacity, although with reduced efficiency due to the losses taken in combat. Combat unit reduced can move and attack normally, make overrun attacks and CAT attacks at its reduced rate. Reduced unit that get another R or DD result is eliminated from the board. Reduced unit that get a D is simply dispersed. Reduced tank units indicate on the map the loss of some of its tanks with a wreck counter. Reduced engineer unit keep all functions of normal engineer units, but spend double time in completing all actions. Stacking value for a reduced unit is unchanged. Reduced unit of the same type and class can combine themselves to re-form a full strength platoon in the same way that a para unit reforms.

- 15 Unit reduction does not affect units with a zero attack strength factor. Reduced strength passenger carrying units continue to be able to carry 1 stacking point of passengers just in a more crowded space. COMBAT PROCEDURE There are six types of combat possible in "Advanced Panzer Blitz"; Direct Fire, Indirect Fire, Overrun, Close Assault Tactics (CAT), Opportunity Fire, and Air Attack (includes anti-air attacks). The number of attacks a player can execute is limited only by the availability of attacking units and targets. A player can choose to make no attacks at all. In order to attack a specific unit, an attacking unit must meet certain conditions. conditions are not met the attacking unit may not attack that defending unit: If these

a. Units that are inverted, has fired previously, or dispersed cannot attack in any way. b. The range in hexes from the attacking unit to the defending unit must be equal to or less than the range factor printed on the attacking counter or the defender is "out of range" and cannot be attacked.

c. The other conditions deal with the positions of the attacking units and the defending units on the board. These conditions differ with each type of attack and are explained in the rules for each type of attack. In all attacks, the attacking units are marked by an opportunity fire counter as soon as the attack is resolved on the CRT. Once done, it cannot attack again until after it is turned face up at the end of the next friendly movement phase. In any one attack all of the defending units must be in the same hex. Defending units in separate hexes cannot be attacked together in one attack. a. In some types of attacks it is possible to attack some units in a hex and leave other unit unscathed or attack them separately. b. In other kinds of attacks it is necessary to attack all of the units in a hex together as one combined defence factor. Check the specific rules governing each type of combat. c. In any case, only the units attacked are affected by the combat results. For each type of attack, all the fire directed at a target (defending unit or units) must be combined into one attack. A defending unit cannot be involved in two or more attacks of the same type in the same turn. Attack and defence strengths are not transferable from one unit to another. A unit's defence

- 16 strength is used only in that attack in which that unit is defending; likewise for an attacking unit. USING THE WEAPONS EFFECTIVENESS CHART Each unit in the game has a weapon class (A, AA, G, I, H, (H), M, or R) and a target type (armoured, non-armoured, or aircraft). a. The weapon type represents the main armament carried by the unit and is indicated by the letter printed on each counter. Weapon types are also given on the Unit Function Table. b. Target type indicates the type of defensive protection a unit carries. The target type is given on the Unit Function Table as well. In an attack the effectiveness of each weapon changes depending on the type of attack being executed, target type of the defenders and the range to the target. These changes are reflected in the Weapons Effectiveness Chart by doubling, halving, or quartering a unit's attack strength versus the target type and the terrain the target is in appropriately. The Weapons Effectiveness Chart is divided into fifteen "blocks" by lines. Horizontally, it is divided into three blocks by target type. Vertically, it is divided into five blocks by the type of attack being made - direct fire/opportunity fire, indirect fire, overrun, CAT attack and air attack. The attacker cross-indexes the type of the defending units to find out which WEC block will be used to calculate the effective strengths of the attacking units. a. If an attack is being executed against defending units that have different target types, then a target must be determined for all the defending units as a group. The group target type is the target type in the majority among the defending units. Note that it is the majority of units, which determines the groups target type - combat factors are irrelevant for this purpose. b. If there is no majority among the target types each attacking unit in turn treats the defending group as the target type least favourable to that attacking unit. Thus, in an attack against a balanced group a "G" class attacker would treat the group as infantry while an "I" class attacker would treat it as armoured in the same attack. Once the WEC appropriate for this attack has been determined each attacking unit's effective strength is calculated in turn, using that block. a. Within the block, each attacker's weapon type is cross-indexed with the range in hexes from that attacker to the defender. b. The cross-indexed result is the effect on that attacking unit's attack strength. "x2" means that the units' attack strength is multiplied by two to get its' effective strength to resolve combat. c. "x1/2 or x.5" means the attack strength is divided by two retaining all fractions. d. "N/A" means that the attack may not take place. The units' effective strength is zero in that combat and no attack takes place. e. If a weapon is not represented in the WEC block governing the attack, then units with that weapon type cannot make that type of attack. EXAMPLE: there is no line for "G" class weapons in the WEC block covering overrun attacks. "G" class weapons cannot make overrun

- 17 attacks. f. Follow this procedure for each attacking unit in that attack. g. The effective attack strengths of the units making the attack are then totalled and combat is resolved as described above. The extra column on the right of the WEC gives additional information for easy reference during play. a. The "PROXIMITY AND SIGHTING" column notes the range and sighting requirements that attacking units must meet to make each type of attack. Further explanations and notes are given on the WEC itself.WEAPONS EFFECTIVENESS CHART RANGES OF TARGETS 2 ATTACK TYPE1 WEAPON CLASS ARMOUR TARGET 1-2 DF/OF I A H,M,(H) G AA IDF13 OR4 M,(H) A I CAT AA I A G H (H) KEY 1/4 - ATTACK FACTOR QUARTERED 2 - ATTACK FACTOR HALVED x1 - NORMAL ATTACK FACTOR x2 - DOUBLED ATTACK FACTOR x3 - TRIPLED ATTACK FACTOR NOTES 1. In all types of attacks the defending units must be within each attacking unit's range or that attacking unit may not attack. 2. Die roll modifications due to (the defending unit occupying) town hexes, woods hexes, improved positions and fortifications are in effect for all types of attacks (the die roll must be modified when the defender is an aircraft target or the defender is in the process of overrunning. See note 4 and 8 below). The CRT die roll is always +1 if the defender is attacked while dispersed. 3. Infantry units making opportunity fire attacks use their CAT multipliers to calculate their effective attack strengths if and x13

NON-ARMOR 7+ N/A 1-4 x1 x1/2 x2 N/A N/A x1 x1 x1 x1 x1 N/A x1 x1 5+ x1/2 x1/4 x2 N/A N/A x1 N/A N/A N/A N/A N/A N/A N/A 1-4 x1

AIRCRAFT TARGET8 5-6 x1/2 x1/4 x1/211

SIGHTING LOS/LOF LOS/LOF LOS/LOF LOS/LOF LOS/LOF LOS/LOF SPOTTING ADJACENT9 ADJACENT9 ADJACENT9 RANGE RANGE SAME HEX SAME HEX

3-6 N/A x1/x2 x1/26 5

7+ x1/2 N/A x1/411

x2 x1 N/Ax1 N/A x1/2 x1 N/A x2x3 7 x2 x1 x1/2 x1/2

x1/2 x1/2 x1 N/A x1/2 N/A N/A N/A x1/2 x1 N/A N/A

x1/2 x111

x1 N/A x1/2 N/A N/A N/A x1 x1 N/A N/A

N/A x1 N/A N/A10 N/A10 N/A10 N/A N/A N/A N/A

N/A x1 N/A N/A10 N/A10 N/A10 N/A N/A N/A N/A

N/A x1/2 N/A N/A10 N/A10 N/A10 N/A N/A N/A N/A

- 18 only if they are firing at adjacent units that are in the process of overrunning those same infantry units. 4. Towns, woods, and improved positions do not modify the CRT die roll if the defending unit is attacked by opportunity fire just as it expends the two movement points to execute an overrun attack. Also, overrunning units do not get HULL DOWN SHIELDING from attackers in the hex being overrun, although the overrunning units do get normal HULL DOWN SHIELDING from other attackers. Note that the overrun attack is modified normally - it is only in opportunity fire attack that towns, etc do not modify the die roll. 5. In situations after 1960 Israeli units are doubled. In situations after 1967 Jordanian units are doubled. 6. TOW units are the only "G" class units that can fire at a range of 1 or 2 hexes. 7. In situations after 1970 Egyptian units are tripled not doubled. 8. Towns, woods, fort and improved positions never modify the CRT die roll if the defending unit is an air unit (nor does the air unit get any additions to its defence strength). 9. Not allowed to or from canal hexes. 10. Only down helicopters can be attacked by these attacks. Treat the down helicopter as the target type most favourable to the attacker. 11. Must be AA fire capable. Check the UFO. 12. Egyptian infantry after 1980. 13. World War II Artillery is halved in all situations.

TERRAINTHE THREE DIMENSIONAL MAP BOARD The map board is a two dimensional representation of a three dimensional area of ground. The various types of terrain (see the TEC) affect movement, block sight and fire, conceal units so they must be "SPOTTED" before they can be attacked, and shields units by making attacks against them less effective. Terrain effects on movement have already been explained under "MOVEMENT", above; terrain effects on combat are explained below.

Ground level is clear. Clear terrain hexes represent open areas free of concealing obstacles. Canal and water hexes do not offer an obstacle to LOF/LOS and are considered clear for sighting purposes.

WOODS - Woods hexes and hex sides act in the same as towns.

- 19

FIELDS Fields are yellow in colour and do not present an obstacle to LOF but are an obstacle to LOS. Units firing at enemy units inside a field must reduce their attack strength by fifty percent. Units must be adjacent inside a field to spot one another. Fields are not an obstacle to movement. Fields are negated during winter weather and are considered open ground.

SLOPES - Slopes are brown. Slope hexes present a sighting obstacle when the LOF/LOS crosses an orange or yellow hex side. Slope hexes represent extremely irregular terrain, ranging from hills at the slope elevation to gullies at the ground level. All are contained within the same slope hex. a. The highest elevations of the slope hex are indicated by the crest (red) hex sides along the side of the hex. These crest hex sides are explained below. b. Units can sight through slope hex sides as long as their line of sight does not cross a crest hex side (or any other blocking terrain). It is assumed that they are sighting through the ground level gullies in the slope hex. Units in slope hexes are always assumed to be occupying the highest sections of the slope hexes. From this elevated vantage point units on slope hexes can see right over ground level obstructions. a. Crest hex sides are red in colour and are at the same elevation as the slope terrain; consequently, crest hexes always interfere with sighting between units, whether the units are at ground level or on slopes. b. Units at the slope elevation can see over ground level obstructions, but they still cannot see enemy units in concealing terrain. Thus a unit on a slope can see over towns and woods but it still cannot see units in those towns or woods. Such concealed units must be "SPOTTED" to be attacked.

- 20

c. Units on slopes can only see one hex onto plateaus above them. Plateaus are considered to be an area of clear hexes surrounded on at least three sides by slopes.

d. Broken crest line hex sides indicate a cliff that is impassable to units without climbing gear (specified by SSR only).

MULTI-TERRAIN LEVELS - It is possible to have woods on top of hills and hills on top of hills. Each of these terrain features piled on top of each other present a new dimension to LOS.

LOS can be traced to a level lower than the level occupied by a unit provided the LOS is not traced through a blocking terrain feature (and vice versa).

A unit cannot trace LOS to a unit on the same level of a terrain feature if the next level is part of

- 21 the LOS.

DESERT - Sand dune (yellow), ridge (orange/red), and moraine (brown) hex sides all represent some kind of ground level obstacle that interferes with sighting. a. Sand dune and ridge line hex sides represent the tops of small sand dunes and rocky outcroppings that are tall enough to block sighting, unless units move close enough to the top of the obstacle to look over and down to the other side. Close enough is considered adjacent to the hex side.

SAND SLOPES Sand slopes are large dunes of sand found in the desert. Sand Slopes combine the effects of a beach with the effects of slope. Regardless of the combined effect all units with a movement allowance may move one hex.

BEACH - Hexes bordering a lake or seacoast are considered beach hexes. MAN MADE FEATURES

BRIDGES Bridges should be considered a main road for movement purposes. Units are considered to be using a bridge if they enter via a road hex; otherwise they pay the cost of the terrain in

- 22 the hex.

ROADS - Roads are the purple lines on the map; secondary roads are brown lines on the map. The special features of roads were covered under movement.

a. WOODS ROADS - Woods Roads are roads running through a woods hex. Woods roads are considered clear for movement purposes (provided all rules concerning movement along roads are observed). i. For purposes of LOS, no unit can be spotted moving on a woods road, unless the spotting unit is adjacent. Woods road hexes can only hold one stacking point of vehicle units. ii. Units attacked in a woods road hex receive all the benefits for being in a woods hex and all the disadvantages of being on a road.

b.

ELEVATED ROADS elevated roads run along the top of a narrow hill or ridgeline. If a unit enters via a road hex he pays the road cost. If a unit enters via another hex side he pays the slope cost of movement.

- 23

c.

SUNKEN ROADS Sunken roads run between top crest or dune ridgelines in the same hex. As with elevated roads the unit pays road cost if moving along the road and terrain cost if entering otherwise.

d.

SECONDARY ROADS Secondary roads negate the cost of terrain in the hex if moving along the road. Secondary roads allow units in move at the cost of one movement point per hex entered.

TOWN - The hexes crosscut with numerous black lines and regular shapes are urban areas such as towns and cities. Along with woods, town hexes are tall enough and close enough together to conceal units in those hexes and to block sighting through those hexes unless units are on the edge of a town. WATER OBSTACLES Gullies and streambeds shown on the map board are depressions in the ground. Gullies are grey colour and streambeds are blue.

SHALLOW STREAMS/GULLIES - Shallow streams/gullies run through the centre of a hex.

- 24 These features can be occupied by infantry type units and may be used as cover. Vehicle units may enter shallow streams at half their movement allowance and are considered hull down in a shallow stream hex. a. Units in gullies or streambeds may not direct fire or be fired on by units at ground level or in other gully/streambed hexes unless they are directly adjacent. b. Units in gullies may fire at and be fired at by units on slopes and hilltops. In these cases treat the unit in gully/streambed as if it were at ground level for terrain effects purposes. Hexagons containing part gullies/stream beds are treated as that terrain type.

Fords are exposed sections of a gully or streambed that a vehicle may cross. Fords are represented by grey lines cutting across a gully or streambed. Treat fords as clear terrain for terrain movement purposes in a shallow stream/gully hex.

DEEP STREAMS/GULLIES - Deep streams/gullies run along the hex sides of the hex grid. Deep streams/gullies have steep sides and deep-water (4-6 feet) which make them an obstacle to movement rather than a place to hide. Infantry crossing a deep stream at any place other than a bridge or ford must pay one full movement point.

Vehicles may cross only at a ford or bridge. Fords in a deep stream are treated as two ridge hex sides for the purposes of movement requiring units to pay the cost of crossing a ridge twice (to maximum of their movement allowance in

- 25 any one turn).

SWAMPS - Swamps represent areas of ground too wet for vehicular traffic. They are green with black marsh grass symbols in them. They present an obstacle to sight through.

RIVERS - Rivers are indicated on the map by wide blue bands, which can be a single hex or multi-hex in width. Rivers can only be crossed by infantry type units in assault boats or vehicles with an amphibious capability.

PONDS/LAKES - Ponds and lakes are treated just like deep rivers.

WET MARSH Wet Marshes are treated as ponds and lakes.

- 26

CANALS - These rules were originally designed for operations in the Suez Canal Zone, however they can be applied to any canal with a built up moraine on the banks. The Suez Canal itself is an obstacle and in addition there are built up moraine along the banks. These moraines are higher on the West than the East Side of the canal, but both block sight.

The 2 moraine hex sides that are directly across from each other in the Suez Canal hex are the entry hex sides for that Suez Canal hex. The Bank hexes, which contain these entry hex sides, are the debouchement hexes for that Suez Canal hex. Example: the Suez Canal hex marked "A", the entry hex sides are marked "a" and the debouchement hexes are marked "(A)". The trench counter in A transforms these entry hex sides into sand dune hex sides.

CANAL CHART CANAL HEX CONTAINS Empty Assault boats Cut3

UNITS ALLOWED IN HEX1 None 4 infantry class 1 amphibious5 4

MORAINE HEXSIDES2 OVERRUN/CAT ALLOWED No No No EFFECTED All All 2 entry CROSSING No Load or unload Clear5

SIGHTING EFFECTS None None Entry hexes are sand dune As above7 as above none LOS ok is slope hex7

TURNS TO BUILD ----40

Ferry Bridge8

Any 1 unit Any 1 unit8 6,9

No no8

2 entry 2 entry 2 entry all all

Clear5 clear clear no no10

--60 5 --30

Foot Bridge Fort Improved Position NOTES

1 infantry class

no no overruns allowed yes

normal stacking 2 infantry, 1 non infantry

10

1. If there is more than one type of neutral counter or transport in a canal hex, each type can have its' full load of units in that hex, up to a lit of four stacking points in that hex. 2. Unaffected moraine hex sides block LOS/LOF, prohibit combat, and cannot be moved across. 3. Each Assault Boat has a defence strength of 1. 4. Unit cannot be attacked while it is a passenger, but it is destroyed if its carrier is eliminated. 5. Carrier unit remains in the Canal hex during loading and unloading. 6. Unit's defence strength is halved while it is in a canal hex. 7. These sand dune/moraine hex sides can confer hull down shielding. 8. The bridge is not a road hex, infantry class units may quick march across a bridge. 9. Includes wrecks. 10. Use the canal hexes section of the chart to determine which hex sides may be crossed.

- 27

CANAL HEXES - No combat unit may enter an empty canal hex. A trench counter is the only counter that may be placed in an empty canal hex.H4 identifies the Suez Canal hex. The arrow indicates the entry hex sides into that hex. H3 and H5 indicate the two Debouchement hexes for H4

MORAINE HEXES - The hex sides that run along the canal are brown in colour and represent moraines (embankments). Moraine hex sides represent the man-made embankments that line a canal and present an obstacle to sight into or through a canal hex.

a. Every hex side that lies between a canal hex and a non-canal hex is a moraine hex side. b. The entire hex side is considered to be a moraine hex side. No unit may cross a moraine hex side. LOS/LOF cannot be traced through a moraine hex side if both the attacking and defending units are at ground level. a. Moraine hex sides block LOS even between units that are adjacent. b. Moraine hex sides do not block LOS/LOF if either the attacker or defender is on a slope hex.

- 28 CUTS - Passageways are cut through the moraines to allow access to the canal hex. Pontoon and construction engineers build such cuts. Cuts must be made on both sides to allow an entrance and an exit. A trench counter in a canal indicates the point where cuts were made on both sides of the canal. a. In that hex, the two moraine hex sides are considered transferred into sand dunes for game purposes. b. Note that movement is possible across the cut moraines. A trench counter in a canal hex allows a bridge counter to be placed in that hex. No other unit may be placed in a canal hex containing only a trench. Trench counters are placed during initial placement or as part of engineering operations. a. Only one trench can be placed per canal hex. b. Once placed trench counters may not be moved or removed. BRIDGES - Only one bridge counter can be placed in a hex. A bridge counter must be placed in a canal hex that has a trench counter in it. All rules on bridges apply to canal bridges. THE BANKS OF THE CANAL - The two rows of hexes adjacent to the canal are called banks. Each bank hex has a moraine hex side. Fortifications and improved positions on bank hexes have special effect on the moraine hex sides. a. All units on a fortification counter in a bank hex trace LOS/LOF as if the moraine hex side were a sand dune. Thus LOS/LOF may be traced across the hex side if the unit is adjacent. b. All non-infantry units may trace LOS/LOF across the moraine as if it was a sand dune but the moraines remain impassable. An improved position on a bank hex transforms that hex into a slope for LOS/LOF purposes. a. All moraine hex sides remain impassable. b. Only two infantry class and one non-infantry class unit may occupy an improved position on a bank hex.

c. The improved position has its normal effects on combat. COMBAT IN THE CANAL - A unit in a canal hex is spotted if it is in the LOS/LOF of an undispersed enemy unit. Units in canal hexes cannot execute CAT or Overrun attacks.

- 29 Units in canal hexes cannot be attacked by Overrun or CAT attacks. Each unit's defence strength is halved while in a canal hex. (Exception: Bridges, naval and air units).TERRAIN EFFECTS CHART MOVEMENT COSTS TERRAIN IN HEX TRUCKS HILLTOP CLEAR WOODS SLOPE SLOPE/WOODS TOWN As per other terrain in hex 2 3 4 A/CARS As trucks 1 2 3 OTHER As trucks 1 1 2 TERRAIN EFFECTS SIGHTING On adjacent +1 hex over crest --Level 1 LOS Obstacle LOS to units on slope only As above Level 1 LOS Obstacle COMBAT 2 attack strength --+1 CRT No HULL DOWN to ground unit As above See CRT DRM Chart Cannot CAT or Overrun from See CRT DRM Chart See CRT DRM Chart +1 CRT DF/IDF ---

This hex has the combined effect of woods and slope hexes 2, Road bonus if entered from road 2 0, trucks may not enter 0, Vehicles at ford/bridge if deep; as woods if shallow 6 Treat as a clear hex 1or road bonus 2 0 0, same 1 or road bonus 2 2 0, same

ROAD SWAMP STREAM/GULLY

Must enter at road hex side Level 1 LOS Obstacle Must be at hex side to spot when in -----

BEACH FORD WATER HEXSIDES RIDGE(ORANGE) SAND (YELLOW) CLIFF (ORANGE DOTTED LINE)

4 1

1 1

Amphibious units only in full water hexes //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////// 2 Treat as ridge 1 1 1 1 Must be adjacent Must be adjacent LOS from the height to adjacent ground hex but not reverse Level 1 LOS obstacle Level 1 LOS obstacle HULL DOWN HULL DOWN No CAT/Overrun attack across a cliff must be "cut" See CRT DRM Chart

Only infantry after die roll of 1

MORAINE (DARK BROWN) WOODS (GREEN)

Must be "cut" then as a sand dune Vehicles cannot cross green hex side

TERRAIN ADDITIONS TO DEFENCE A unit (or units) that is attacked while in a town or a woods hex gets certain defensive advantages: a. One is added to the CRT die roll when reading off the results for units defending in a woods or town hex.

- 30 b. In each attack against units in a town hex, the total defensive strength is increased by five points. Notice that the defending units get five points per attack - not five points per unit. c. Units defending in woods hexes get no special addition to their defence strengths. These additions to defensive strength and die roll are in effect for all types of attacks. These additions to die roll and defensive strength are not in effect if the defending units are aircraft, including helicopters that are not "DOWN". These additions to the die roll and defensive strength are not in effect if the defending units are being attacked by opportunity fire just as they expend two movement points to make an overrun attack. Hull Down When the LOS/LOF from an attacking unit to a defending unit passes through an elevation hex side that is part of the Defender's hex, the defending unit is considered to be "HULL DOWN" and partially shielded.Unit B has positioned itself immediately behind the sand dune with respect to Unit A; unit B sticks up over the sand dune, so the line of sight between them (solid line) is not blocked, but unit B is "Hulldown" and partially shielded. Units A and C are distant from the sand dune and do not stick up over it; the line of sight between them (dotted line) is blocked. The same situation as represented on the map board.

a. The LOS/LOF is not blocked by that hex side. b. The defending unit is shielded if the LOS/LOF passes through any part of an adjacent elevation hex side, even the hex sides ends. c. The defending unit is shielded if the LOS/LOF of any of the attacking units crosses such a hex side - even if other attacking units have LOS/LOF that are completely unobstructed. d. Hull Down shielding applies even if the defender and attacker are adjacent. e. When the defending unit is hull down the CRT die roll is increased as follows: i. One is added to the die roll for all WWII Russian and Post WWII Arab armoured vehicles. This represents the poor historical tactical use of the ground by these forces. ii. One is added to the CRT die roll for all WWII Western Allied armoured vehicles. This represents the high silhouette of these vehicles. iii. Two is added to the CRT die roll when the defending unit is WWII German or Post WWII Israeli armoured vehicles. Hull down shielding does not affect the die roll for some kinds of attacks:

- 31 a. Hull down shielding does not affect the die roll in indirect fire attacks, overrun attacks, CAT attacks or air strike attacks. b. Hull down shielding does affect the die roll in direct fire and opportunity fire attacks. Under certain circumstances elevation hex sides do not confer HULL DOWN shielding. a. If either the attacking unit or the defending unit is on a slope hex, the defender is HULL DOWN shielded only if the LOS/LOF between them passes through a crest hex side that is part of the defender hex. Attacking units firing from slope hexes or to slope hexes ignore ground level elevation hex sides. Ground level elevation hex sides still cause HULL DOWN shielding between ground level attacking and defending units involved in that attack. b. Units making an opportunity fire attack ignore HULL DOWN shielding if: i. They are being attacked by an overrun attack. ii. They attack enemy units that are making that overrun attack just as the enemy units expend the two movement factors to execute the overrun attack.Hull Down Shielding Slope Hexes Attacker A, on a slope, can fire at defender D without HULL DOWN shielding. If Attacker B (at ground level) joins in the attack, however, the elevation hex side does confer HULL DOWN shielding from that attacker so the defender gets the benefit of shielding in the attack.

c. Notice that in cases "a" and "b" above, certain elevation hex sides are ignored only for LOS/LOF between certain attacks and defenders. These same elevation hex sides are not negated for other attackers and under the above, if the defender is hull down shielded from any of the attackers it gets the benefit of hull down shielding added to the CRT die roll.

LINE OF SIGHT/LINE OF FIREGENERAL Line of sight and line of fire (LOS/LOF) are interchangeable terms that refer to the straight line between an attacking unit and a defending unit. If the straight line crosses any obstacle that blocks vision, then the line of sight/line of fire is blocked; if the straight line is free of obstacles then the LOS/LOF is clean, and the attacking unit has a clear view and clear shot at the defending unit. In the game the LOS/LOF is used to determine whether an attacking unit can attack a particular defending unit. In the game the LOS/LOF between two units is a perfectly straight line from the centre of the attacking unit's hex to the centre of the defending unit's hex. There is a dot in the centre of each hex on the map board; to test for LOS/LOF, place a straight edge on the board so that the edge goes through the attacking units hex dot and the defending unit's hex dot. If the straight edge passes through any blocking terrain (blocking terrain is explained under

- 32 LOS/LOF OBSTRUCTIONS below), then the LOS/LOF is blocked and there is no clear LOS/LOF; the attacker cannot see the defender. If the straight edge does not pass through any blocking terrain, then the attacking unit has a clear LOS/LOF to the defender, and has a clear view and a clear shot.

LOS/LOF ELEVATION CHART Defender is a ground unit or down helicopter Attacking unit is: Flying flying Ground unit in a slope hex Ground unit in a nonslope hex NOTES 1 bank hex with Improved Position counts as a slope hex Aerial Aerial Aerial In a slope hex1 Aerial Slope level Slope level in a non-slope hex Aerial Slope level Ground Level

LOS/LOF OBSTRUCTIONS If neither the attacking unit nor the defending unit is on a slope hex (i.e., if they are both on non slope hexes), then the LOS/LOF between them is blocked if it passes through a blocking hex side that is not part of either unit's hex. a. Elevation hex side symbols (yellow, orange, and brown) identify blocking hex sides. b. Also, each hex side that is a side of a town or woods hex is a blocking hex side. If either the attacking unit or the defending unit (or both) is on a slope hex, then the LOS/LOF between them is blocked only if it passes through a crest hex side that is not part of either the attacker's hex or the defender's hex.

- 33 OBSTACLES, ELEVATION, AND LINE OF SIGHT In the following diagram, the LOS/LOF from one unit to another is written as A-B where A is firing at B. Where the LOS/LOF is blocked, it is written as A/B, Arrows indicate blocking hex sides: LOS/LOF A/B A-C Reason target directly behind green hex side only if C is spotted, or fired while in LOS because it is in woods hex no blocking terrain unit in stream hex treated as ground level when firing from higher elevation brown hex side closer to targ et than to firing unit target on ridge hex; brown hex side does not block LOS/LOF target directly behind town hex

A-D A-F

A/G

A-X

A/Y

A hex side that is a part of the attacking unit's hex does not block that unit's LOS/LOF; and a hex side that is part of the defending units hex does not block LOS/LOF to that unit. A hex side that blocks LOS/LOF does block LOS/LOF if the straight edge passes through any part of the blocking hex side. a. Note that on the map board the hex side symbols do not always extend to the very ends of the hex sides. In such cases the entire hex side still blocks LOS/LOF, even the uncoloured portion. b. If the LOS/LOF straight edge line intersects a blocking hex side along its' length, the LOS/LOF is still blocked. c. If the straight edge line touches the very end of a blocking hex side - that is, if the line passes directly over the corner where a blocking hex side meets a non-blocking hex side the defender gets the benefit of the doubt and the LOS/LOF is blocked.

- 34 SIGHTING EFFECTS CHART MAPBOARD SITUATION Defender in obstacle Defender hex has hex side Attacker in obstacle Neither in obstacle Elevation EFFECTS Defender gets Defence bonus Defender gets hull down in DF/OF3 Obstacle does not block LOS Obstacle blocks LOS AERIAL town, woods, smoke3 none All hexes4 and smoke Smoke only SLOPE LEVEL town, woods, smoke3 none All hexes4 and smoke Crest hex side, smoke GROUND LEVEL town, woods, smoke3 Sand dune 4, ridge crest all4 except moraines Town, woods, crest, sand dunes4 , ridge, smoke, moraine

NOTES 2 Defender must be spotted and +5 in town. 3 DOWN Helicopters do not get any bonus. 4 include Moraine hex sides transformed by cuts.

SPOTTING

This rule requires the use of "SPOTTED" counters from the Panzer Leader counter mix. "SPOTTED" counters are placed on a player's units at the end of that player's movement phase. A "SPOTTED" counter is placed on a unit if the unit meets the following conditions: a. The counter must be inverted at the end of the movement phase. b. The counter must be in a town or woods hex. c. The counter must be in the LOS/LOF of an undispersed enemy unit. "SPOTTED" counters are removed from a player's units at the beginning of that player's fire phase, or anytime that those units are not in the LOS/LOF of an undispersed enemy unit. Units in a woods or town hex cannot be attacked unless they are "SPOTTED". A unit in a town or woods hex is "SPOTTED" if: a. It is under a "SPOTTED" counter. b. An enemy unit is adjacent to it. A unit in a clear terrain hex or a slope hex is "SPOTTED" if it is in the LOS/LOF of an undispersed enemy unit. a. Trucks may not spot, and units loaded on trucks may not spot. They are not "enemy units" within the limitations of the above rules.

- 35 DIRECT FIRE ATTACKSAll rules governing combat are in effect in this section. In addition, the following rules apply to direct fire attacks.Direct Fire 1. StuG 3 fires at M4/75: range is 6, AS doubled (half range), odds are 24 to 9 or 2-1. 2. StuG 3 fires at M4/75: range is 7, AS normal (greater than half range), odds are 12-9 or 1-1. 3. Quad 20mm fires at M4/75: range is 6 AS normal (range 6 or less); 20mm fires at same target: range is 7, AS halved (range greater than 6, combined odds are 16 to 9, or 1-1.

Direct fire attacks can be made only during the attacking player's fire phase. The player, whose fire phase it is, can make as many attacks as he wishes, limited only by the number of attacking units and targets that are available. a. For each attack the attacking player may choose one or more than one of his units to make the attack. These attacking units may be in one hex or in different hexes, but each of the attacking units must meet the following conditions or that unit cannot attack the specified defending units: i. There must be a LOS/LOF from the attacker to the defender. ii. Each defending unit being attacked must be spotted. If some units in a hex are spotted and some are not, only the spotted units may be attacked. iii. As with all attacks, an inverted counter cannot attack and the defending unit must be within the attacker's range. b. All of the attacking units involved in attacking the same defending units must be combined

- 36 into one attack, summing the effective attack strengths of all units that attack. The same defending unit cannot be involved in two attacks in the same fire phase. i. For each attack the attacking player chooses exactly which defending units will be attacked. ii. The attacker may attack as many or as few of the units in a hex as he wishes. He may attack all, some, one or none of the units in that hex. iii. More than one attack per fire phase may be directed against the units in a single hex - however, each attack must be directed against different defending units in that hex. Once the attacking player has specified the attacking and defending units in an attack, the effective strengths of the attacking units are found on the WEC and totalled. The ratio of total attack to defence strength points is found and combat is resolved on the CRT, with appropriate die roll modifications for the individual units. a. Terrain Additions to Defence apply to direct fire attacks. The defending units get additions to their defence strength and/or CRT die roll; if they are in a town or woods hex they get one added to the CRT die roll. And if the defending units are in a town hex also add five points to their defence strength. b. Hull Down applies to direct fire attacks; The defending units get additions to their CRT die roll, if the LOS/LOF to any of the attacking units passes through an elevation hex side that is part of the defender's hex, subject to the "HULL DOWN" rule. c. Defending units in the same hex with improved position or fortification counters get additions to their CRT die roll and/or defence strengths. The CRT die roll is increased by 2, and if the defending units are in the same hex as a fortification counter the defence strength of each defending unit involved in the attack is increased by 10 points per unit being attacked. d. Subtract 1 from the die roll when reading the CRT combat results for a unit that was dispersed when attacked. e. No other die roll modifications are applicable. f. If all of the attackers and defenders are aircraft then no modifications apply at all. As soon as the attack has been resolved place an opportunity fire counter on all of the attacking units that took part in the attack.

- 37

Two 120mm mortars fire indirectly at three Allied infantry platoons with a German infantry unit spotting. Green hex sides block direct fire; therefore, indirect fire was ordered in previous combat phase. Attack computes as 30 (combined AS)/3 (number of units in target hex) = 10, which is the attack strength applied against each defending unit. Odds are 10 to 6 for three separate attacks.

INDIRECT FIREIndirect fire attacks are made in two steps. Each attack is secretly recorded at the beginning of a friendly fire phase and then executed during the friendly fire phase of the following turn. There is a one-turn delay between the time the attack is specified (in writing) and the time the attack is executed. a. Each indirect fire attack is specified a turn in advance by secretly recording the turn number, the attacking units and the target hex that will be attacked and the type of attack. i. Each unit that is specified as taking part in an indirect fire attack cannot move or fire until that attack is resolved during the player's next fire phase. The unit may not "change its mind"; it is committed and must make the attack as written along with any other specified attacking units. ii. A target hex may not be specified unless there is an enemy unit in that hex and that unit is spotted (Exception: Interdiction Fire). b. A unit must meet certain conditions before it may be specified as taking part in a given indirect fire attack. i. Only units with "M" or "(H)" weapon class may make indirect fire attacks. ii. As with all attacks, the attacking unit cannot be inverted and the hex attacked must be within the range of the attacker.

- 38 iii. An "(H)" class attacker cannot make an indirect fire attack if it is less than one fifth (1/5) of its' range from the target. "M" class attackers do not have to meet this condition and "(H)" class weapons may ignore it when making direct fire attack. iv. The attacking unit does not have to have LOS/LOF to the hex being attacked. As the name implies, indirect fire does not need a direct LOS/LOF to fire at a target. The target location is known to the observer, which is why the target must be spotted. c. After next turn's attacks have been recorded all indirect fire attacks that were recorded last turn must be executed. i. Units that were recorded as attacking but which are eliminated or dispersed at the time of attack do not contribute their attack strength points to the attack because they are incapable of responding to a request for fire. ii. All other specified attacking units must take part in the attack unless an enemy unit is within 4 hexes of them and that unit is "SPOTTED". If a spotted enemy unit is in the artillery unit's LOS/LOF they will attack that unit by direct fire first. All written orders for that unit are cancelled until that unit destroys the enemy unit or moves to a safe location. d. The attack might be executed against the target hex that was recorded on the previous turn, or it might be executed against one of the six hexes that are adjacent to the recorded target hex, or the attack might not harm the defenders at all. i. All of the attacks recorded against the same target hex are combined into one attack. This entire combined attack will be executed against the same hex, if the attack scatters or drifts it will do so as one unit. ii. If any friendly undispersed unit has an unblocked LOS/LOF to the recorded target hex when the attack is executed the attack must be executed against that recorded target hex. iii. If no friendly undispersed unit has an unblocked LOS/LOF to the recorded target hex when the attack is executed, then the attack may "scatter" harmlessly or "drift" into a hex adjacent to the recorded target hex. Roll one die and consult the SCATTER CHART below (you roll once at the start of each combined attack, not each unit participating):ARTILLERY SCATTER CHART DIE ROLL 1 OR 2 3,4, or 5 6 RESULT The recorded hex is attacked The attack drifts; consult the Drift Diagram The attack scatters and is ineffective; no further action

- 1 DRM if using locating artillery during a counter ba ttery mission.

iv. If the attack drifts, a hex adjacent to the original target hex is attacked

- 39 instead. To see which adjacent hex is attacked, roll a die and consult this diagram: DRIFT DIAGRAM

1. Orient the diagram so that the arrow is parallel to the direction of North on the map board. The target hex corresponds with the centre hex of the diagram and the attack is executed against the numbered hex corresponding with the die roll result. 2. The hex that is determined by this procedure must be attacked, even if it is vacant or occupied by friendly units. 3. The entire combined attack is executed against the final target hex, even if that hex is out of range or closer than minimum range. 4. The drift of all indirect fire attacks being made during the same fire phase should be determined before any indirect fire attacks are resolved. All attacks that end up attacking the same hex must be combined into one attack.

e. All indirect fire attacks are executed during the fire phase on the turn after they were recorded. i. Only those units whose attack was recorded on the previous turn may attack, and all units with such recorded attacks must attack. ii. For each attack, the hex to be attacked is determined as explained above. This hex is attacked by that entire attack, regardless of spotting requirements or range limitations (notice that spotting and range requirements must be met when the attack is recorded, however). iii. All of the units attacking the same hex are combined into one total attack strength, even it their attacks ended up in the same hex through drift. iv. Use the "INDIRECT FIRE" section of the WEC to determine the effective attack strength of each attacking unit, and then total the effective attack strength points of units attacking the same hex. This total attack strength attacks each defending unit in turn; the die is rolled separately and combat results are applied separately for each defending unit in the hex being attacked. v. Each defending unit gets the defence strength bonus for being in a town, Improved position, or fortification; if applicable. vi. The CRT die roll is modified appropriately if the defender is dispersed or in a woods hex, or town hex, or in the same hex with a fortification or improved. f. Hull down shielding does not apply to indirect fire attacks and does not fire phase.

- 40 i. Direct fire attacks and indirect fire attacks may not be combined. ii. All indirect fire attacks must be completed before any direct fire attacks can take place. Units with indirect fire capability may execute four types of indirect fire attacks. a. Different attacks and different types of attack may be directed against the same target hex. i. Attacks of the same type directed against the same hex combine into one attack. ii. Neutralisation, Destruction, and pre-registered attacks directed against the same target also combine into one attack. iii. Interdiction attacks never combine with other types of indirect fire attacks. iv. Destruction attacks combine with each other and neutralisation attacks only when they are attacking the same target unit. b. These types of attack apply to indirect fire only. PRELIMINARY BOMBARDMENTS A Preliminary Bombardment is a set of Indirect Fire attacks, which have been recorded before the enemy player sets up its units on the board. The hexes attacked do not have to be spotted, and may be anywhere on the board. The Procedure. The attacking player rolls one die. The result is used as follows: a. b. c. a die roll of 1-2, the fire reach the recorded target hex, a die roll of 6 the fire is lost. a die roll of 3-5 use the artillery fire scatter rule. If the targeted hex contain enemy units, the unit(s) is attacked with 1/2 of the attack factor (add all attack factors) firing into the hex, taking account of all adaptable modifiers.

NEUTRALISATION ATTACKS Neutralisation attacks have already been outlined under the standard procedure for carrying out indirect fire attacks. Simply follow the procedure outlined above. DESTRUCTION ATTACKS Destruction attacks are executed against specified enemy units at triple effect. When a destruction attack is recorded the unit to be attacked is also recorded.

- 41 a. The target unit must be spotted by an undispersed friendly unit when the attack is recorded. b. The target hex must still be recorded and the target unit must be in that hex. Each destruction attack is executed during the friendly fire phase on the turn after it was recorded. a. Each attacking unit must be on the board face up or it cannot attack. b. A destruction attack attacks only one unit - the recorded target unit. No other unit can be attacked by that destruction attack, even if the recorded target unit cannot be attacked for some reason. c. If the recorded target unit is not in the target hex or is not spotted when the attack takes place, then the attack is made but has no effect. Other units in the target hex are never attacked by that destruction attack, and a destruction attack never "scatters" or "drifts". All destruction attacks directed against the same target unit combine into one attack. a. The combined destruction attack is also combined with neutralisation attacks directed against that unit; the total is then resolved as one attack. The indirect fire section of the WEC is used to find each attackers effective strength, and then the effective strength of each unit making a destruction attack is tripled. The die roll is modified normally for indirect fire attacks and the normal CRT results are applied. Destruction fire attacks must be executed as recorded, even if they have no effect because the target unit has moved or is not spotted. Attacking units are inverted as soon as the attack has been executed. INTERDICTION ATTACKS Interdiction attacks are low intensity bombardments that hinder movement through an area during one complete round of play or game turn. a. The target hex does not have to be spotted and does not have to be occupied by any unit when the attack is recorded; any hex in range may be specified. b. Each interdiction attack begins at the start of the next enemy turn after the interdiction attack was recorded, and continues for one complete round of play, ending at the end of the next friendly player turn. i. While the interdiction fire attack is in effect it is represented on the map board by an "INTERDICTION FIRE" counter. The "INTERDICTION FIRE" counter is placed in the target hex when the attack begins and is removed when the attack ends. ii. If the "INTERDICTION FIRE" counter is not in friendly LOS/LOF of an undispersed unit when it is first placed on the recorded target hex, it automatically "drifts". Roll the die and consult the "DRIFT DIAGRAM". The "INTERDICTION FIRE" counter moves one hex in the appropriate direction. Do

- 42 not ever use the "SCATTER CHART". Unspotted interdiction attacks never stay in the original target hex and never are lost they always just drift. iii. An interdiction attack attacks every unit enemy or friendly that expends movement points or CAT attacks while in the same hex or adjacent to the "INTERDICTION FIRE" counter. c. A unit is attacked each time it expends movement points or CAT attacks while in the same hex with or adjacent to an "INTERDICTION FIRE" counter. i. The unit is attacked only once per movement expenditure or CAT attack, no matter how many "INTERDICTION FIRE" counters it is adjacent to. ii. The unit is attacked repeatedly each time it expends movement points or CAT attacks through that hex, even if it expends the points in the hex. d. IMPORTANT: an interdiction attack must contain at least 14 basic strength points to be effective. i. The WEC is not used - the attack points that count are the ones that are printed right on the unit counters, without modification. ii. Interdiction attacks directed against the same recorded target hexes are totalled into one attack. If drift occurs, the whole attack drifts together. iii. If different attacks are recorded against different target hexes but drift into the same hex, they are combined. Each attack must maintain 14 points to remain effective. iv. If at any point the combined strength of an interdiction attack falls below 14 basic points, then that attack is ineffective and its "INTERDICTION FIRE" counter is immediately removed from the map board (and the remaining attacking units are inverted). v. A unit contributes to an interdiction attack only so long as that unit remains face up. If it is dispersed and inverted by enemy attack, it immediately stops contributing its' attack points to the interdiction attack. vi. Interdiction attacks are never combined with other types of indirect fire attacks. e. IMPORTANT: It does not matter how many attack points are taking part in an interdiction attack, as long as there are at least 14 attack points. i. An interdiction attack against an armoured target is always executed at 1-2 odds. ii. An interdiction attack against unarmoured target is always executed at 1-1 odds. iii. An interdiction attack against a flying target never has any effect.

- 43 f. IMPORTANT: The CRT is used to determine combat results, but the results are interpreted differently. i. The die roll is never modified in an interdiction attack. ii. A "D" or "DD" result does not disperse the target. Instead, the target unit is stopped before it CAT attacks or expends the movement points that triggered the interdiction attack. The target unit is inverted and can do nothing for the remainder of its' turn (it is uninverted normally at the end of its' turn). iii. Notice that the unit is stopped before it expends the movement points or CAT attacks. Thus, it remains in the hex where it was before it expended the movement, and any action it was attempting does not take place. iv. Similarly, a stopped unit cannot be attacked by opportunity fire or minefields as a result of movement points that it was prevented from expending. A unit under interdiction attack must survive and expend the movement points before it can be attacked by minefields or opportunity fire. g. Interdiction, minefield, and opportunity fire attacks cannot be combined and must be resolved separately, the interdiction attack first, each time a unit expends movement points. A unit stopped before movement by a minefield cannot then be attacked by opportunity fire. SMOKE SHELL CONCENTRATIONS A "SMOKE" counter in a hex transforms that hex into an "infinitely tall" woods hex for the purposes of LOS/LOF and spotting. a. The hex sides of that hex block LOS/LOF just like the hex sides of a woods hex, except all LOS/LOF are affected - even LOS/LOF to air units or units on slopes. b. A unit in a hex with smoke must be spotted to be attacked. c. When attacked by direct or opportunity fire, a unit takes one off the die roll on the CRT if the unit is in the same hex with smoke. Certain units are identified as smoke generating units on the unit function table. Such a unit can place a "SMOKE" counter in the unit's own hex. This action takes place during the friendly movement phase - the unit expends its' whole movement allowance without moving and the smoke counter is immediately placed down in the unit's hex. Any "M" or "(H)" class unit (except MRLs and NWs) can make smoke attacks. a. A smoke attack does not attack any units in the target hex, it just causes a "SMOKE" counter to be placed in the target hex. b. A smoke attack can be executed like a direct fire attack with the "SMOKE" counter placed down immediately. The target hex must be in range and in LOS/LOF of the attacking unit, the target hex does not have to contain any enemy units, but it must not contain any friendly units.

- 44 c. A smoke attack may also be executed as an indirect fire attack, recorded one fire phase and executed the next fire phase. The attack must be recorded as "SMOKE"; the recorded target hex must be in LOS/LOF of an undispersed friendly unit - it need not contain enemy units but it cannot contain friendly units. When executed the smoke attack scatters and drifts if not in friendly undispersed LOS/LOF. d. A unit must be face up to execute a smoke attack and is inverted as soon as the smoke attack is executed. Each time smoke is placed in a hex it lasts only two turns. a. The turn and phase are noted for each "SMOKE" counter placed down; at the beginning of that same phase two turns later the "SMOKE" counter is removed. b. Redundant "SMOKE" counters may be placed in the same hex to ensure a continuous smoke screen. c. SPECIAL: Smoke screens extend a good ways up in the air. Thus they block LOS/LOF even to air units and to units on slope hexes. LOS/LOF can be traced into a smoke hex and out of a smoke hex but LOS/LOF can never be traced through a smoke hex, regardless of elevation.

CLOSE ASSAULT TACTICSClose Assault Tactics (CAT) attacks are special attacks made by infantry and/or engineer units after the end of movement.

CLOSE ASSAULT TACTICS Allied units use CAT against German infantry platoon. Attack computes as 8 to 8 or 1 to 1. Allied engineer unit raises