

Infantry moving in must stop and may move no further on that turn.When an obstacle is on a terrain hex, only the best of the battle dice reductions matters. Soldier and tank icons show modifications to the number of dice rolled when that type of unit is attacking units within the terrain. The terrain help cards summarize the effects of terrain. They may also retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.Įlite armor - Units start with 4 tank figures. They may always battle when they penetrate a new terrain type but cannot battle if they move 2 hexes. Use Special Forces badge tokens to indicate which units are Special Forces.įrench resistance - Forces start with 3 figures per unit.

If the hex is adjacent to an enemy unit, this new combat must be close assault, otherwise, you may fire at a distant unit.Ī unit may take ground again after a successful overrun combat, but may only make one overrun combat per turn.Īll battles, close assault and overrun combats must be completed before the next unit may battle. It may move into the vacated hex and then battle again. Some obstacles allow some units to ignore the first flag rolled against them.Īn ordered infantry unit in close assault may advance into a hex from which it has eliminated a unit or forced it to retreat.Īn armor unit may take the ground and claim an armor overrun combat. If a unit cannot retreat, is forced to retreat off the battlefield, or would be pushed back onto a sea hex, one figure must be removed for each uncompleted retreat move. A unit may not move onto or through a hex with any other unit in it. Terrain has no effect on retreat moves however impassable terrain cannot be moved through.

Infantry (2 sides of dice) - HIT: Score 1 hit on infantry.

When the last figure is removed place it on one of the medal stands on the attacker’s side of the board. The attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted.įor each hit scored 1 figure is removed from the target unit. If the line runs along the edge of one or more hexes it is only blocked if they stand along both sides of the line segment. Draw a line between the centres of the hexes LOS is blocked if any part of a hex containing an obstruction or unit crosses this line. Range and hit dice rolled Infantry 3 2 1 Armor 3 3 3 Artillery 3 3 2 2 1 1 Line of sightĪll units require line of sight (LOS) to the enemy except artillery. An ordered unit does not have to battle.Ĭasualties do not affect a unit’s battle effectiveness.Ī unit attacking an adjacent unit is in close assault.Ī unit attacking a unit more than 1 hex away is firing at that unit.Ī unit adjacent to an enemy must close assault that unit if it chooses to battle it cannot fire on a more distant enemy. One unit’s battle must be completed before the next battle. Resolve battles one at a time and only once per unit per turn. Artillery - Move up to 1 hex or battle.Special Forces (except French Resistance) may move up to 2 hexes and battle. Infantry - Move up to 1 hex and battle or 2 hexes and not battle.Individual figures of a unit always stay together and move as a group. Units may not move onto or through a hex occupied by a friendly or enemy unit. Movement for one unit must be completed before moving the next unit. Move units one at a time and only once per unit per turn. Only those units that are issued an order may move, battle, or take a special action that turn. Units on a hex straddling sections may be ordered from either section. Play one command card at the start of a your turn, then announce which corresponding unit(s) you intend to order. Battle Battle one ordered unit at a time.Order Announce all units you intend to order, within the limits of the command card played.
