BFP TERRAIN RULES (TR) ITR 2.1 Guns: Any type of Gun ... HBR.pdf · the middle are a 2.5 level...

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©2015 Bounding Fire Productions, LLC BFP 1 BFP TERRAIN RULES (TR) Into The Rubble (ITR) ITR 1. Railroads: Boards BFP A and BFP B feature Rail- roads. All RR (B32) rules apply normally except as modified herein. BFP A T4 is an example of a RR hex. ITR 1.1 RR Movement: All Infantry/Vehicular movement is conducted per B32. When both BFP A and BFP B are aligned such that hexrows A are abutted together or hexrows GG are abutted together, the road switches which side of the railroad it is on. This is always considered a Ground Level RR cross- ing (B32.41). A unit moving along the road is always consid- ered to enter A (GG) 6 of the board being moved on to. A unit moving along the RR is always considered to enter A(GG) 5 of the board being entered. (EX: a unit in BFP A FF5 on the road uses one MF to enter BFP B GG6 and is still on the road; a unit in BFP A FF5 on the RR uses the applicable RR movement costs and is in BFP B GG5 on the RR). Regardless of SBR defined RR, the A/GG RR hexes are always ground level. All hexes numbered 5 are RR and those numbered 6 are roads for offboard movement. ITR 2.0 Railroad Station/Factory: All Factory (O5) rules apply except as modified herein. A RR Station is treated exactly like a Factory (B23.74); the term RR Station/Factory is interchangeable. They are always in effect on boards BFP A/B; each building with ≥ one road or railroad track entering it is a RR Station/Factory. Railroad tracks that enter a Factory are treated as a Vehicular-Sized Entrance (B23.742; O5.2) and Rooftop Access Point (B23.87); the RR entering a RR Station is always a GLRR, regardless of SBR assigned type. BFP A building U8 is an example of a RR Station. Any building with a Factory Interior Wall (O5.3) on more than one hexside is also a Factory, such as BFP B building U2. ITR 2.1 Guns: Any type of Gun, regardless of size, may set up in any board BFP A/B Factory (and any such ‘Factory’ over- lay). Vehicles towing Guns may only enter through Vehicular sized entrances. A Gun may only enter/exit a non-vehicular sized entrance by Manhandling [EXC: dm Mortar]. ITR 3. Storage Tanks: A large round gray structure that looks similar to a building is a Storage Tank. All Storage Tank (O9) rules apply except as amended herein. They are either a 1.5 level or 2.5 level obstacle. Those with a large white circle in the middle are a 2.5 level obstacle. BFP A X7 is an example of a 2.5 level Storage Tank. BFP B X3 is an example of a 1.5 level Storage Tank. ITR 4. Towers: A large round brown struc- ture is a Tower. Hex BFP A K6 is an exam- ple of a Tower. All Tower (B34) rules apply except as amended herein. BFP A/B Towers are always one level higher than the base level of the hex except when an SBR states otherwise. The brown Tower depiction itself is a LOS obstacle. The ground level Location (but not inherent terrain) is a level one, +1 Hin- drance (two level Hindrance if the Tower is specified at two levels above ground). ITR 5. Wall Hexside/EmRR: Board BFP B W6-W5 is an example where a RR is adjacent to a wall, and a clarification is necessary when the RR is defined as an EmRR and is thereby treated as a Hillock. The wall raises from ground level. A unit with Wall Advantage in W6 can see past W5, and for example, has an LOS to W3. ITR 6. Debris: All Debris (O1) rules apply normally. Debris overlays are placed in the same manner as other overlays. The Rub- bled City overlay (BFP RC-1) also contains Debris hexes (EX: BFP RC1 hex L3 shown if the next image below).

Transcript of BFP TERRAIN RULES (TR) ITR 2.1 Guns: Any type of Gun ... HBR.pdf · the middle are a 2.5 level...

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BFP TERRAIN RULES (TR)Into The Rubble (ITR)

ITR 1. Railroads: Boards BFP A and BFP B feature Rail-roads. All RR (B32) rules apply normally except as modified herein. BFP A T4 is an example of a RR hex. ITR 1.1 RR Movement: All Infantry/Vehicular movement is conducted per B32. When both BFP A and BFP B are aligned such that hexrows A are abutted together or hexrows GG are abutted together, the road switches which side of the railroad it is on. This is always considered a Ground Level RR cross-ing (B32.41). A unit moving along the road is always consid-ered to enter A (GG) 6 of the board being moved on to. A unit moving along the RR is always considered to enter A(GG) 5 of the board being entered. (EX: a unit in BFP A FF5 on the road uses one MF to enter BFP B GG6 and is still on the road; a unit in BFP A FF5 on the RR uses the applicable RR movement costs and is in BFP B GG5 on the RR). Regardless of SBR defined RR, the A/GG RR hexes are always ground level. All hexes numbered 5 are RR and those numbered 6 are roads for offboard movement.

ITR 2.0 Railroad Station/Factory: All Factory (O5) rules apply except as modified herein. A RR Station is treated exactly like a Factory (B23.74); the term RR Station/Factory is interchangeable. They are always in effect on boards BFP A/B; each building with ≥ one road or railroad track entering it is a RR Station/Factory. Railroad tracks that enter a Factory are treated as a Vehicular-Sized Entrance (B23.742; O5.2) and Rooftop Access Point (B23.87); the RR entering a RR Station is always a GLRR, regardless of SBR assigned type. BFP A building U8 is an example of a RR Station. Any building with a Factory Interior Wall (O5.3) on more than one hexside is also a Factory, such as BFP B building U2.

ITR 2.1 Guns: Any type of Gun, regardless of size, may set up in any board BFP A/B Factory (and any such ‘Factory’ over-lay). Vehicles towing Guns may only enter through Vehicular sized entrances. A Gun may only enter/exit a non-vehicular sized entrance by Manhandling [EXC: dm Mortar].

ITR 3. Storage Tanks: A large round gray structure that looks similar to a building is a Storage Tank. All Storage Tank (O9) rules apply except as amended herein. They are either a 1.5 level or 2.5 level obstacle. Those with a large white circle in the middle are a 2.5 level obstacle. BFP A X7 is an example of a 2.5 level Storage Tank. BFP B X3 is an example of a 1.5 level Storage Tank.

ITR 4. Towers: A large round brown struc-ture is a Tower. Hex BFP A K6 is an exam-ple of a Tower. All Tower (B34) rules apply except as amended herein. BFP A/B Towers are always one level higher than the base level of the hex except when an SBR states otherwise. The brown Tower depiction itself is a LOS obstacle. The ground level Location (but not inherent terrain) is a level one, +1 Hin-drance (two level Hindrance if the Tower is specified at two levels above ground).

ITR 5. Wall Hexside/EmRR: Board BFP B W6-W5 is an example where a RR is adjacent to a wall, and a clarification is necessary when the RR is defined as an EmRR and is thereby treated as a Hillock. The wall raises from ground level. A unit with Wall Advantage in W6 can see past W5, and for example, has an LOS to W3.

ITR 6. Debris: All Debris (O1) rules apply normally. Debris overlays are placed in the same manner as other overlays. The Rub-bled City overlay (BFP RC-1) also contains Debris hexes (EX: BFP RC1 hex L3 shown if the next image below).

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with roads that parallel a hexside (EX: Overlay RC-1 P1), or straddle the hexside like a Narrow Road but contain terrain other than a building/woods in the ADJACENT hex common with the bypassing road (EX: BFP A L3). For movement pur-poses, all bypass rules apply normally except as clarifed or amended herein for the hexside with the road. A unit using Bypass along the hexside is always considered to be on the road with LOS traced in the normal fashion (i.e., A4.43 for Infantry/Cavalry, D2.37 for VBM). Units traversing a road hexside via Bypass pay the road movement rate. VBM is allowed regardless of the distance between the obstacle and the hexside. Dashing across/along and Routing along are NA. B31.141-.1411 applies for Roadblocks.

ITR 11. Third Level Buildings: Any building hex that con-tains a red square stairwell symbol is considered a 3½ level obstacle to LOS. Such buildings contain level 1, level 2, and level 3 Locations in addition to the ground level hex. Such buildings have no inherent stairwells other than those represented by the red square stairwell symbol. Movement between levels inside the building may only be accomplished in a stairwell hex. BFP DW-7b S12 is an example of a third level building.

ITR 12. City Square: Any hex containing Paved Road artwork and an enlarged black center-dot (EX: R11, T11) is a City Square hex. All rules for Wide City Boule-vards (B7) apply unchanged in these hexes.

ITR 12.1 Miscellaneous: Street Fighting (A11.8) and Dash (A4.63) are NA in a City Square hex. Manhole Locations only exist in City Square hexes if printed with a black circle (B8.1).

ITR 13. Japanese Assault Engineers: Assault Engineer MMC are represented by Japanese 44-4-8/34-4-8/2-3-8 MMC. These are identifiable by the demolition charge in the coun-ter’s upper left corner. These counters have all the capabili-ties of Assault Engineers (H1.22) and Sappers (B28.8), and the increased smoke exponent number is printed on the counters.

ITR 7. Rubbled City: (A portion is shown below)The Rubbled City overlay BFP RC-1 is specifically designed for boards 1, 20, 21, 22, 45, 49, and 51. The overlay is always placed on hexes I2-I1 of the above noted boards.

ITR 8. Factory: The large overlay BFP F1 (shown below) is always a Factory unless an SBR states otherwise. Any road/RR that runs into a hex of the overlay creates a Vehicle size entrance along the hexside and a Rooftop Access Point in the hex of the building, even if the road/RR does not actually touch the building. Rooftops are in effect only by SBR.

In the image shown above, the BFP F1 Factory Overlay has been placed on BFP A in hexes Z6-Z7. There is a Vehicular-Sized Entrance along the Y6-Z6, Y8-Z7, and AA6-Z6 hex-sides; Z6 and Z7 also each contain a Rooftop Access Point.

ITR 9. Partially Rubbled Building: Hex RC-1 O3 repre-sents a two-hex, 1.5 level build-ing, one hex of which has been rubbled. Consequently, hex O3 is considered to be a 1.5 level LOS Obstruction, has a Ground and 1st Level and an inherent stairwell.

ITR 10. Building-Roads: Several hexes contain buildings

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Beyond the Beachhead 2 (BtB)

BtB 1. Bocage: Bocage is depicted on hex-sides by a green hedge encased by brown. This brown depiction is part of the Bo-cage. All Bocage rules (B9) are applicable. Hedges and Walls may also exist on boards with printed Bocage.

The M5 hexside in the example to the right is printed Bocage.

BtB 2. Bocage Vertexes: Any vertex that connects Bocage with a Hedge and/or Wall and/or Light Bocage (BtB 3) is considered Bocage for LOS/LOF and Conceal-ment Gain/Loss purposes.

The L4/L5/M5 vertex in the image to the left is an exam-ple of a Bocage vertex, where it connects with the L4/L5 hedge hexside.

BtB 3. Light Bocage: Light Bocage only comes into effect by Special Battle Rule (SBR), and is used to represent Bocage that is more restrictive than a Hedge but not as restrictive as standard Bocage. If a SBR defines Bocage as Light Bocage, all vertexes per BtB 2 are Light Bocage. All rules for Bocage apply except as modified herein.

BtB 3.1 LOS: Light Bocage affects LOS as a ½ Level Obsta-cle and does not create any blind hexes. LOS along a hexspine exists just like a Wall/Hedge but with Bocage TEM.

BtB 3.2 Movement: Crossing a Light Bocage hexside costs infantry 1.5 MF + COT of the Location being entered. Only fully-tracked vehicles may cross a Light Bocage hexside [EXC: any vehicle may cross via a road or Breach (B9.541)] by expending ¼ MP allotment, FRU + COT of the hex being entered. An AFV crossing a Light Bocage hexside cannot use Reverse-movement or carry Riders, and is subject to Under-belly Hits (D4.3), loss of Schuerzen (D11.2), and Bog Check as it crosses the Light Bocage hexside (D8.2, in the hex being exited) [EXC to all: if crossing via a road or Breach].

BtB 4. Hexside Buildings: Some hexsides on overlay BFP V-2 con-tain small buildings. A building that is in two hexes is still a one level building if there are other buildings in those hexes that touch the center dots. Such a building is not an extra Location for Victory Conditions.

BtB 4.1 LOS: LOS is affected normally. If rubble is placed in one of the two hexes, rubble blocks LOS along that hexside normally.

BtB 4.2 Movement: Bypass movement by any unit is NA along a hexside with a hexside building depiction.

BtB 4.3 Snap Shot: Snap Shots (A8.15) are NA to a Hexside Building hexside.

BtB 5. Special Ammunition: SCW/HEAT may be used against a unit claiming Wall Advantage through a Bocage/Light Bocage hexside as if it were a Wall.

BtB 6. Overlays: Overlays BFP V-1, V-3, and H-1 are special-ly designed for use on boards BFP C, D, E, and F. The number alignment is placed on hexes K2-K1 on any of the boards, and may also be used on some other boards in the system.

Blood and Jungle (B&J)

B&J 1. Terrain Counters: Placement of Crag/Orchard/Light Jungle/Dense Jungle counters effects terrain the same as a Rubble counter (B24). The terrain in the hex is replaced by the terrain on the counter (B24.121). Any hexside walls/hedg-es remain (B24.2) [EXC: Light and Dense Jungle counters eliminate any hexside walls/hedges (G.9C)], and turns Gullies/Streams/Wadis into Combination terrain.

Note: The gray circular structures on board BFP G are Storage Tanks (ITR 3.).

High Ground 2 (HG)HG 1. Fords: Board BFP K hexes L6 and R2 contain printed Fords (B20.8-20.82).

HG 2. Overlay BFP C-1: Overlay BFP C-1 is spe-cifically designed for use on board BFP K. To align the overlay, match the hex coor-dinates of the overlay to those of the board. The overlay may also be used on other boards in the system.

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2.2 Up-Slope: Up-Slope (P2.2 or Q3.2) units are considered on a ½ level Hillock only for determining their LOS to/past/over a Hillock.

EXAMPLES: (on boards BFP DW-2a and DW-2b, shown below):

1. F15 to C5: 11 Grain hexes are in between, but a LOS exists with only a +1 Hindrance to any fire.

2. F15 to F8: Six Grain hexes are in between, but a LOS ex-ists with only a +1 Hindrance to any fire.

3. F15 to G6: LOS exists with no Hindrances. Because LOS is being drawn to/from the Up-Slope hex, which is at level 3/4, LOS to/from the Hillock is above the Grain.

4. G15 to H5: LOS exists with no Hindrance. Even though Up-Slope, the Grain in H6 is still considered at a height of ½ for LOS drawn through the hex.

5. P12 to U13: LOS exists with a +1 Hindrance from the Brush in S13. The topmost height of the Brush in S13 is enough to cause a Hindrance of any fire from P12 through the hex to any lower level.

Crucible of Steel (BFP4)

1. Sparse Orchard1: Sparse Orchard are thinly dispersed patches of woods/orchards. Board BFP DW-4a V7 is an example of a Sparse Orchard hex. Sparse Orchard are always treated as out of season Orchards (B14.2).

2. European Hillock2: Board BFP DW-2b O12 is an exam-ple of a European Hillock. All rules per F6 apply except as amended herein. The Hillocks are not overlays but rather standard terrain on some maps in Crucible of Steel.

2.1 Hindrances: A Hindrance with a height at level ½ affects LOS/LOF across/to/from a Hillock to any lower level. Grain and Brush with a base at ground level provide a maximum of one Hindrance, regardless of the actual number of Grain/Brush hexes between the unit on a Hillock and a unit at ground level. Grain and Brush with a topmost height ≥ one level lower than the Hillock height (i.e., half-level hindrances with a base level of minus one) provide no Hindrance DRM.

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6. Q15 to V12: LOS exists with no Hindrance. The U13 Brush rises from a Base Level of negative one, making the topmost Height negative ½, which is > one full level lower than the Hillock in Q15.

7. R16 to T14: LOS exists with +1 Hindrance from the Grain in S16. The topmost height of the Grain in S16 is enough to cause a Hindrance of any fire from R16 through the hex to any lower level.

8. G17 to U17: G17 can see over the intervening Hillock (F6), but any fire receives a +2 Hindrance: +1 for Sparse Orchard(s) in J16 (or J17) and +1 for Grain in S17 [see also the example in F6.6, paying particular attention to the LOS from Squads E and F to Y, Z, AA, and BB].

3. Hexside Buildings: Some hexsides contain small buildings that are straddled by other, non-connecting buildings. Such hexside buildings and those in the straddling hexes are one-level buildings, and do not create ex-tra buildings or Locations for Victory Condi-tions. An example is the hexside of board BFP L P7-8. Controlling both P7 and P8 consti-tutes Controlling two buildings.

3.1 Movement: Bypass movement by any unit is NA along a hexside with a hexside building.

3.2 LOS: LOS is affected normally. If rubble is placed in ei-ther/both of the two hexes, the hexside is considered Rubble for LOS purposes.

4. Slopes: See P2 or Q3.

5. A-T Ditch/Trenches3: Infantry in a hex containing an A-T Ditch pay MF to exit as if underneath the A-T Ditch, regard-less of whether or not they are actually IN it [EXC: enter-ing an adjacent A-T Ditch, Trench, Pillbox, or building from an A-T Ditch]. Trenches/A-T Ditches automatically connect to same level, adjacent building hexes at the building ground level per all rules of RB SSR 6.

5.1 A-T Ditch Bypass: Vehicle Bypass move-ment is NA along any hexside of a hex contain-ing an A-T Ditch. Refer to the example of an A-T Ditch located in J19 on board BFP DW-4b. The AFV cannot bypass the woods in J20 along the J19-20 hexside.

5.2 A-T Ditch Breach: Sappers may attempt to “Breach” an A-T Ditch with a Set DC (A23.7) and receive a -1 drm to the Set dr [EXC: When using for an A-T Ditch Breach attempt,

the setting unit need only be one hex away, and have LOS to a Location in the hex]. Any units in the hex are attacked at half firepower. If the Final DR is a KIA, immediately place a full Trail Break (the detonating player determining the path of movement).

This Trail Break is placed to indicate the path the A-T Ditch was breached along. Infantry is considered to be moving through a Trail Break at the Base Level of the hex, and MF is COT. Infantry would be susceptible to the B13.4212 Defensive First Fire -1 DRM. Vehicles moving through the Trail Break use MP as if entering and exiting a Gully, but are considered at the Base Level of the hex for LOS purposes. Units using the Trail Break should be placed on top of the TB counter, while units using the A-T Ditch should be placed underneath the A-T Ditch counter. Units using neither are placed above the A-T Ditch and underneath the TB counter. If the hex contains Mines and a Trail Break through the minefield, MF/MP cost would be doubled to avoid minefield attack per B28.61 Other-wise the A-T Ditch remains unchanged.

6. German Units

6.1 ATMM: ATMM are available to German MMC per C13.7 except as amended herein. ATMM are available on a dr of 1-2 [EXC: Crews/Half-squads check with a +1 drm], and if avail-able the subsequent CC attack receives a -2 DRM.

6.2 Schuerzen4: Any German AFV equipped with Schuerzen (D11.2) have their AF increased by one on an applicable fac-ing/hull/turret when hit by any weapon ≤ 45mm.

6.3 SS Units: SS 6-5-8 and 5-4-8 squads do not have Assault Fire.

6.4 Assault Engineers: Crucible of Steel contains German 8-3-8/3-3-8 and 5-4-8/2-3-8 Assault Engineer MMC. These are identi-fiable by the demolition charge in the upper left corner of the counter. These counters have all the capabilities of Assault Engineers (H1.22) and Sap-pers (B28.8), and the increased smoke exponent number is printed on the counters.

7. Russian Units

7.1 Antitank Crews5: Antitank Crews are avail-able to the Russians and are represented by 1-2-8 counters. Antitank Crews may set up HIP in Concealment Terrain, are exempt from PAATC (A11.6), have Self-Rally capability (A10.63), and receive a -1 DRM to any CCV attack. They have Molotov (A22.6) capabil-ity; the +1 MOL Check dr for a HS/Crew is NA. The only SW a Russian AT Crew may possess at setup is an ATR/MOL-P. Non-Qualified Use penalties (A21.13) apply when using 5/8” Ordnance.

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Crucible Of Steel Footnotes:

1. Sparse Orchard(s): This terrain was included to represent small patches of trees that hindered but did not block LOS; this can be very important in otherwise open terrain.

2. European Hillock: This terrain was implemented to better simulate rolling hills but where extended LOS still existed. We chose to supplement the “European” Hillock rules to al-low interaction with Hindrances such as Grain and Brush, which was something apparently not considered when the F6 Hillock were first developed.

3. A-T Ditches: Early on, playtesters commented on their dislike for how easily infantry could walk across the A-T Ditches. This rule was developed to better portray the greater movement costs that infantry had to expend in order to cross such an obstacle.

4. Schuerzen: Contrary to popular belief, Schuerzen was ac-tually designed in response to the abundance of light antitank weapons possessed by the Russians. This rule provides the extra protection for which the design was intended.

5. AT Crews: During Operation Citadel the Russians created special 2-3 man tank hunting teams that were integrated into defenses throughout the battlefield. These came from extra gun crewmen and infantry, and they were equipped with a variety of weapons to accomplish their task.

6. Anti-Mobility MMC: The Russians employed special engineer units throughout the battlefield. Their role was to lay hasty minefields in front of the German advance. This was often done within sight of the advancing German units in order to hinder a point of penetration, thus their inclusion in Crucible of Steel.

7.2 Anti-Mobility MMC (AMMC)6: Anti-Mobility MMC are available to the Russians and are represented by 4-2-8 squads and 2-2-8 half-squads (and for movement pur-poses any leaders stacked with them). They are considered normal MMC except as stated herein. They always have an ELR of 5 and underlined morale. They may attempt to place Minefields in the same manner that Infan-try may clear Minefields (B24.74). The following DRM apply:

Labor Status +xLeadership +yAttempt by AMMC half-squad -2Per additional AMMC half-squad equivalent -1

If successful, place a Known Minefield (B28.45) counter (6AP or 1AT) in the hex; the type/strength is not revealed. The plac-ing unit(s) may Move/Rout/Advance out of the hex/Location without being attacked provided they expend double MF.

7.21 Minefield: An AMMC may enter a Known (using double MF) or Hidden Minefield (normal MF cost) free of Minefield attack. If a successful placement attempt is made in a hex al-ready containing Mines, increase the level of such by one col-umn (i.e., a 6 AP becomes an 8 AP; a 2 AT becomes a 3 AT) to a maximum of 12 AP and 5 AT factors. However, the Minefield loses any previous HIP status; a Minefield counter is placed in the location, but the type/strength is not revealed. Once a Minefield is placed in a hex, the current Labor status is lost. AMMCs (and any SMC stacked with them) may Move/Rout/Advance out of a hex/Location containing AP Mines without being attacked provided they expend double MF.

7.3 Assault Engineers: Crucible of Steel contains Russian 6-2-8/3-2-8 Assault Engineer MMC. These are identifiable by the demolition charge in the upper left corner of the counter. These counters have all the capabilities of Assault Engineers (H1.22) and Sappers (B28.8), and the increased smoke exponent number is printed on the counters.

7.4 Recall: Russian AFVs [EXC: Captured Tanks] are not Re-called due to Disabling a MA. However, if at any point an AFV with Disabled MA has no other functioning SA/MGs it is im-mediately Recalled. Repair of SA/MG does not negate Recall status.

8. Vehicular Weapons: Vehicular weapons may not volun-tarily be Disabled.

9. Bog and Wire: Any Vehicle making a VCA change (either during the Movement or any Fire Phase) in a hex with Wire must take a Bog Check (D8.2) with the +2 DRM for moving into Wire (one Bog DR per hexspine).

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Poland in Flames (BFP5)

1. Multi-Material Buildings (MMB)1: Multi-Material Build-ings are buildings comprised of different materials that would qualify as wood and stone in ASL terms. MMBs are depicted with a gray outline and a brown interior. Board BFP Q F4 is an example of a Multi-Material Building. MMBs have a stone ground level and all upper levels are wooden, and are treated as buildings except as modified or clarified herein.

1.1 TEM: Units in a ground level Location receive stone TEM, while units in an upper level receive wooden TEM to all types of attacks. No Gun may set up in an upper level building Location of a MMB, even if Fortified.

1.2 Rubble/Spreading Fire: The ground level is considered stone and the upper level wooden for Rubble/Flame purposes. If an upper level Location is rubbled it is wooden, as would be any Falling Rubble. If the ground level is rubbled, a stone rubble counter is placed in that Location. A Spreading Fire DR uses stone/wooden based on the Location that would be affected.

1.3 Victory Conditions: MMBs are not considered stone buildings for victory purposes unless modified by a special rule. However, the ground level Locations of a MMB are con-sidered stone Locations.

2. Hexside Buildings: Some hexsides contain small buildings that are straddled by other, non-connecting buildings. Such hexside buildings and those in the strad-dling hexes are consid-ered Single Story Houses (B23.21), and do not cre-ate extra buildings or Lo-cations for Victory Conditions. An example is the hexside of board BFP DW-6 V12-U13. Controlling both V12 and U13 constitutes Controlling two buildings.

2.1 Movement: Bypass movement by any unit is NA along a hexside with a hexside building.

2.2 LOS: LOS is affected normally. If rubble is placed in ei-ther/both of the two hexes, the hexside is considered Rubble for LOS purposes.

3. Polish Units

3.1 Polish MMC are similar to Allied Minor MMC and are identified by their unique two tone color. All Allied Minor rules (A25.9) and DRM apply except as modified herein.

3.2 Elite and First Line MMC do not suffer the +1 PAATC DRM.

3.3 Elite and First line squads have Assault Fire (A7.36) and their broken side Morale printed one higher than typical Allied Minor MMC.

3.4 Assault Engineers2: The Polish 4-5-8/2-4-8s represent As-sault Engineer MMC. These are identifiable by the demolition charge in the upper left corner of the counter. These counters have all the capabilities of Assault Engineers (H1.22) and Sap-pers (B28.8), and the increased smoke exponent number is printed on the counters.

3.5 SMC5: The Poles have several new leader types (10-1, 10-0, 9-0, 7-1) depicted in PiF and are normal leaders in all respects. These new leaders are never considered part of the normal Battle Hardening (A15.3) and/or ELR Replacement (A19.13) chain [EXC: per below if part of the initial OB] and are not available through Leader Creation (A18.1). Thus, these leaders are only available if part of the initial scenario OB. If one of these leaders Battle Hardens or fails ELR, replace it as follows.

Once replaced, these leaders are no longer part of the chain. For example, a 9-0 Battle Hardens and becomes a 9-1. If it subsequently fails ELR, it then becomes an 8-1 and not a 9-0. Conversely, if the 9-1 Battle Hardens again it becomes a 9-2.

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If one of these leaders Battle Hardens or fails ELR, replace it as follows:

Once replaced, these leaders are no longer part of the chain. For example, a 10-0 Battle Hardens and becomes a 10-1. If it subsequently fails ELR, it then becomes a 9-1 and not a 10-0. Conversely, if the 10-1 Battle Hardens again it becomes a 10-2.

5. German SS Units

5.1 Second Line MMC: The SS have a 4-4-7 squad (broken side morale 8), with a 2-3-7 HS (broken side morale 7). These units are Elite (A1.25) even though listed as Second Line and are SS for all purposes.

5.2 SS Green MMC4: The SS have a 4-3-7 Green squad (bro-ken side morale 7), with a 2-2-7 HS (broken side morale 6). These units are considered SS (A25.11) except as amended herein. Green SS MMC are not considered Elite, and are sub-ject to all the provisions of (A19.2) for Green Troops, and (A19.3) for Inexperienced Personnel [EXC: A19.35].

5.3 MMC Replacement: Not all SS formations were of the highest quality. When a Special Rule dictates an ELR ≤ 4 (A19.132), non-crew and non-Assault Engineer MMC are

4. Russian Units

4.1 Russian Second Line MMC3: PiF contains Russian 4-3-7 Second Line squads (broken side morale 6), with a 2-2-7 HS (broken side morale 5). These units only come into play for Battle Hardening/ELR failure purposes if there is a Second Line squad as part of the Russian OB or by special rule. The chain is as follows:

4.2 Assault Engineers: The Russian 4-5-8/2-4-8s represent Assault Engi-neer MMC. These are identifiable by the demolition charge in the upper left corner of the counter. These counters have all the capabilities of Assault Engineers (H1.22) and Sappers (B28.8), and the in-creased smoke exponent number is printed on the counters.

4.3 SMC5: The Russians have several new leader types (10-1, 10-0, 9-0, 7-1) depicted in PiF and are normal leaders in all respects (10-0 and 9-0 are not Commissars, and can be distin-guished by the absence of “Com” in the rank designation of the leader’s name). These new leaders are never considered part of the normal Battle Hardening (A15.3) and/or ELR Replacement (A19.13) chain [EXC: per below if part of the initial OB] and are not available through Leader Creation (A18.1). Thus, these leaders are only available if part of the initial scenario OB.

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subject to Replacement per above, and units that Battle Hard-en follow the reverse of this order. Assault Engineer MMC retain an ELR of 5 with underlined morale. A 4-3-7 that fails ELR is replaced by two broken HS. A 2-2-7 that fails ELR is Disrupted.

5.4 SMC5: The SS have several new leader types (10-1, 10-0, 9-0, 7-1) depicted in PiF and are normal leaders in all respects. These new leaders are never considered part of the normal Battle Hardening (A15.3) and/or ELR Replacement (A19.13) chain [EXC: per below if part of the initial OB] and are not available through Leader Creation (A18.1). Thus, these lead-ers are only available if part of the initial scenario OB. If one of these leaders Battle Hardens or fails ELR, replace it as fol-lows:

Once replaced, these leaders are no longer part of the chain. For example, a 7-1 Battle Hardens and becomes an 8-1. If it subsequently fails ELR, it then becomes an 8-0 and not a 7-1. Conversely, if the 8-1 Battle Hardens again it becomes a 9-1.

Poland In Flames Footnotes:

1. Multi-Material Buildings: Many buildings are constructed of different materials that would vary in the scale of ASL. They have been added to increase variety, but kept simple to not add any elaborate rules.

2. Polish Assault Engineers: Polish infantry divisions were authorized an engineer battalion, but these were not necessar-ily what would be considered assault engineers. However, each infantry regiment was authorized an engineer platoon that was more similar to an assault force. Regardless, these counters in general represent better trained and equipped Polish units, and should be represented sparingly.

3. Russian Second Line MMC: We decided not to make them part of the normal Battle Hardening/ELR Replacement chain unless they were included in the initial OB. This was in part to simplify and not confuse other, already published scenarios. A special rule could be used to include them in the chain.

4. German Green MMC: The initial SS formations were mainly comprised of guards and police. Although these units are sparingly used in scenarios, they can be generated through ELR Replacement. These counters can also be used to repre-sent concentration camp guard units brought to the front line. Due to both a lack of weapons and training, the squads do not have Spraying Fire capability.

5. SMC: It was easier to make these new leaders not part of the Battle Hardening/ELR Replacement chain and thus should not confuse players as to whether or not to use them in other scenarios where they are not part of the initial OB.

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