ASSAULT PHASE
Declare which of your units are attacking (= assaulting).
Units attack into the enemy front directly across from them.
Defending enemy units get to attack first, then attacking units.
Roll XD6 (Fire Roll) for each unit.
X = the Strength of the Unit minus the number of casualty markers on it.
Roll Result
1-3 Nothing
4-5 One Random Enemy Unit gets a Pinned Marker
6 + One Random Enemy Unit gets a Casualty Marker
Some Tactics Cards increase/decrease the number of Fire Rolls made.
A Pinned unit cannot make Fire rolls.
A unit with casualty markers equal to its Strength is destroyed (remove from play).
RALLY PHASE
Each unit with Pinned Markers on it may roll 1D6 (Rally Roll)
Roll Result:
1-4 Nothing
5-6 Remove one Pinned Marker
If a unit has more Casualty & Pinned Markers on it than its
base Strength it routs (remove the unit from play).
A Leader unit (HQ) that has not moved or attacked this turn may attempt
to rally a target pinned unit. (Make a Rally Roll +2)
Leader units get +2 to Rally themselves.
Armored units get to make an armor save when they are hit.
Roll 1D6 (Armor Roll):
Roll Result:
1-5 Nothing
6 Ignore a Pinned Result/Treat a Kill Result as a Pinned Result
Units with heavier armor get a bonus to this roll.
Note: Tanks are immune to damage caused by snipers.
FLANKING
If your opponent has no units left on a Front, your units on that front may
attack into an adjacent Front with a +1 on all Fire & Supression rolls.
CARD LIST NOTATION
U = Units (Squads & Vehicles)
UI = Infantry Squad
S = Support (Attacks by Artillery & Airplanes)
STR = Strength
# = Copies of that card in the deck
Assault = The unit gets +1 to Fire Rolls when Attacking (Assaulting)
Defense = The unit gets an extra 2 Fire Rolls when Defending
Anti-Tank = Any damage done by this unit is randomly distributed to Vehicles or
artillery units first.
Medium Tank = (Armor(Roll +2)+ Suppression + Anti-Tank + Assault)
AT Gun = (Suppression + Anti-Tank + Defense + unit cannot Assault)
Card Name Type STR # Notes
Company HQ U 1 1 Leader
Platoon HQ U 1 3 Leader
Rifle Squad UI 2 3
Replacement Squad UI 2 2 Morale Rolls at -1
Heavy Rifle Squad UI 3 1
Engineering Squad UI 2 1 Assault
Half Squad U 1 2
Recon Team U 1 2 Recon
Browning 30 Calibre MG U 1 1 Defense
Browning 50 Calibre MG U 1 1 Defense & Suppression
60mm Mortar U 1 1 Suppression
81mm Mortar U 1 1 Suppression(Roll +1)
M1A1 Bazooka Team U 1 1 Anti-Tank
M4A1 Sherman Tank U 1 1 Medium Tank
M8 Armored Car U 1 1 Recon(Roll +1) & Armor
GERMAN SQUAD DECK CARD LIST
Card Name Type STR # Notes
Company Leader U 1 1 Leader
Platoon Leader U 1 3 Leader
Jagergruppe Infantry Squad UI 2 2
Stosstrup Heavy Squad UI 3 1
Pioniere Engineering Squad UI 2 1 Assault
Half Squad UI 1 1
Recon Team U 1 2 Recon
Light MG 34 U 1 1 Defense
Heavy MG 42 U 1 1 Defense & Suppression
80cm Mortar U 1 1 Suppression (Roll +1)
Pazerschreck Team U 1 1 Anti-Tank
Panzer IV G Tank U 1 1 Medium Tank
Scharfschutze Sniper U 1 1 Suppression
7.5cm PaK 40 AT Gun U 1 1 AT Gun
Half Track U 1 1 Armor & Suppression
TACTICS DECK
Card Name # Notes:
Smoke 2 Negate Suppression Roll
Hedgerows 1 Fire rolls vs all Defenders at Front at -1
Open Field 1 Defenders get +1 to Fire Rolls
Tree Line 1 Negate target Fire roll vs Defender
Daylight Push 1 Defenders at front get +1 to Fire Rolls
Woods 1 Fire rolls vs all Defenders at Front at -1
Howitzer Battery 2 4 Suppression Rolls
Artillery Barrage 2 4 Suppression Rolls
Dive Bomber 1 3 Suppression Rolls
Strafing Run 1 3 Suppression Rolls
Air Support 1 3 Suppression Rolls
Air Superiority 1 3 Suppression Rolls (Americans Only)
Radio 1 Draw an extra Squad card in Deploy Phase
Flame Thrower 1 Engineering Squad gets +2 Fire Rolls this turn
Commando Raid 1 Recon Squad gets +2 Fire Rolls this turn
Satchel Charge 1 Unit gets +1 Fire Roll
Enfilade 1 All your units on a Front get +1 to Fire Rolls
Grenades 1 Infantry Unit gets +1 Fire Roll
Entrenched 1 Fire Rolls vs Defender at -1
Veteran Unit 1 Target unit can Move & Assault this turn
Green Unit 1 Target unit can do nothing this turn
Shaken 1 Negate Morale Roll
Professionalism 1 Make an extra Morale Roll (German only)
Out of Ammo 1 Target unit can make no suppression Fire for rest of game
Breakdown 1 Target Vehicle cannot Move or Assault for rest of game
Reserves 1 Draw an extra Squad card in Deploy Phase
Reinforcements 1 Draw an extra Squad card in Deploy Phase (Americans Only)
Mine field 1 4 Fire Rolls vs Assaulting Units
Forward Observer 1 All suppression rolls vs the target front this turn are +1
Crossfire 1 All your units on a Front get +1 to Fire Rolls
Seasoned Commander 1 Draw 2 Tactics cards
Rifle Grenades 1 Infantry squad gets 1 Suppression Roll
Machine Guns 1 German Infantry squad gets 1 Suppression Roll
Panzerfausts 1 German non-tank unit gets Anti-Tank ability this turn
Air Reconnaissance 1 Same as successful Recon Mission
Opportunity Fire 1 Defender gets +1 Fire Roll
Unit Separated 1 Put Pinned marker on Non-HQ unit
Fog of War 1 Target Front cannot be attacked this turn
Take Cover 1 Negate Suppression Roll
Awaiting Orders 1 Target Unit cannot assault
Formation Disorder 1 Target Front cannot be assaulted this turn
Surprise Contact 1 Defense&Assault Fire Rolls are simultaneous on target front
Ambush 1 Defenders at front get +1 to Fire Rolls
Overrun 1 Fire rolls by all assaulting units at Front at +1
Surrounded 1 Fire rolls by all assaulting units at Front at +1
Breakthrough 1 Fire rolls by all assaulting units at Front at +1
Blitzkrieg 1 Fire rolls by all German assaulting units at Front at +1
Concentrate Force 1 Fire rolls by all assaulting units at Front at +1
Trapped 1 Fire rolls by all assaulting units at Front at +1
Hilltop Vantage 1 Defenders at front get +1 to Fire Rolls
Camouflage 1 Negate Suppression Roll
Mud 1 Negate target Move
Roads 1 Target Unit can Move & Attack this turn
Buildings 1 Negate target Fire roll vs Defender
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