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INTRODUCTION When rolling dice a high roll is always good. Low is always bad (for the guy rolling the dice). Since the base sizes do not have to be an exact size it's easy to play with figures from other games; like Flames of War. Labeling your elements with their historical identity (squad, platoon & company) helps add realism and limit confusion. Color labels are available on the Fireball Forward Yahoo Group (www….) or our website www.fireballforward.com FIREBALL FORWARD INTRODUCTION Miniatures wargaming is a blast thanks to a few basic ingredients: gorgeous figures, an interesting scenario, a friendly atmosphere, and last but not least, a good set of rules. Fireball Forward is our attempt at good rules. We aim to emphasize “story elements” of the battle, in exchange for relaxed bookkeeping of precise time and distance involved. We hope these rules feel like you are reading a fast-paced memoir from World War 2…not a dry impersonal history. The rules are laid out with scenarios incorporated within the rules. When you come to ‘STOP. YOU CAN NOW PLAY SCENARIO X.’ go ahead and play it! You’ve already covered all the rules needed for that scenario. Most scenarios follow American paratroopers on D-Day and together make a nice short campaign, but extra scenarios dealing with jungle fighting, urban warfare, desert combat, early war and late war are included. You can also read the rules straight through before you begin and just jump in if you’d like! CURAHEE! WHAT YOU NEED TO GET STARTED Besides a hardy group of gamers and these rules you will need the following: Referee or Gamemaster: The Referee’s job is to keep track of hidden elements, direct the turn sequence and resolve any judgment calls. Dice and Ruler: A maximum of 5 white six-sided (d6), 4 red six-sided (d6), 2 ten-sided (d10), 2 twelve-sided (d12) and 3 twenty- sided dice (d20) are used. A tape measure or a couple of 12-inch rulers will be needed to make various measurements. Playing Pieces (Elements): Playing pieces are called Elements and are infantry or gun miniatures mounted on bases or individual vehicles. There are six types of Elements; three are infantry and three are non-infantry. The game is intended for 15mm or 20mm scale and there are no strict basing requirements and any scale can be used. Type Examples Basing Individual Leader, Sniper, Forward Observer. Small base with one figure. We use 1”x1” bases. Squad Rifle Squad, Heavy Squad Pioneer Squad, Mounted Cavalry Squads, Mounted Motorcycle Squad, etc. Larger base with multiple figures. 4 figs for a Heavy Squad and 3 for others works well. We use 1”x1.5” bases. Team Bazooka Team, Machine Gun team, etc. Small base with a few figures. 2 figures works well. We use 1”x1” bases. Crewed Weapon AT Gun, Heavy Artillery Large base with weapon & crew. Armored Vehicle Tank, Self-propelled Gun, Halftrack, Armored Car, etc. A single model. Non- Armored Vehicle Truck, jeep A single model. Members of Easy Company with a captured Nazi flag.

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INTRODUCTION

When rolling dice a high roll is always good. Low is always bad (for the guy rolling the dice). Since the base sizes do not have to be an exact size it's easy to play with figures from other games; like Flames of War. Labeling your elements with their historical identity (squad, platoon & company) helps add realism and limit confusion. Color labels are available on the Fireball Forward Yahoo Group (www….) or our website www.fireballforward.com

FIREBALL FORWARD INTRODUCTION

Miniatures wargaming is a blast thanks to a few basic ingredients: gorgeous figures, an interesting scenario, a friendly atmosphere, and last but not least, a good set of rules. Fireball Forward is our attempt at good rules. We aim to emphasize “story elements” of the battle, in exchange for relaxed bookkeeping of precise time and distance involved. We hope these rules feel like you are reading a fast-paced memoir from World War 2…not a dry impersonal history.

The rules are laid out with scenarios incorporated within the rules. When you come to ‘STOP. YOU CAN NOW PLAY SCENARIO X.’ go ahead and play it! You’ve already covered all the rules needed for that scenario. Most scenarios follow American paratroopers on D-Day and together make a nice short campaign, but extra scenarios dealing with jungle fighting, urban warfare, desert combat, early war and late war are included. You can also read the rules straight through before you begin and just jump in if you’d like! CURAHEE!

WHAT YOU NEED TO GET STARTED

Besides a hardy group of gamers and these rules you will need the following:

Referee or Gamemaster: The Referee’s job is to keep track of hidden elements, direct the turn sequence and resolve any judgment calls.

Dice and Ruler: A maximum of 5 white six-sided (d6), 4 red six-sided (d6), 2 ten-sided (d10), 2 twelve-sided (d12) and 3 twenty- sided dice (d20) are used. A tape measure or a couple of 12-inch rulers will be needed to make various measurements.

Playing Pieces (Elements): Playing pieces are called Elements and are infantry or gun miniatures mounted on bases or individual vehicles. There are six types of Elements; three are infantry and three are non-infantry. The game is intended for 15mm or 20mm scale and there are no strict basing requirements and any scale can be used.

Type Examples Basing Individual Leader, Sniper,

Forward Observer. Small base with one figure. We use 1”x1” bases.

Squad Rifle Squad, Heavy Squad Pioneer Squad, Mounted Cavalry Squads, Mounted Motorcycle Squad, etc.

Larger base with multiple figures. 4 figs for a Heavy Squad and 3 for others works well. We use 1”x1.5” bases.

Team Bazooka Team, Machine Gun team, etc.

Small base with a few figures. 2 figures works well. We use 1”x1” bases.

Crewed Weapon

AT Gun, Heavy Artillery Large base with weapon & crew.

Armored Vehicle

Tank, Self-propelled Gun, Halftrack, Armored Car, etc.

A single model.

Non- Armored Vehicle

Truck, jeep A single model.

Members of Easy Company with a captured Nazi flag.

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EXAMPLE UNIT AND MORALE Scenario 1 “Easy Company” The unit commanded by Lt. Dick Winters looks like this: 1x Company Headquarters 1 Company Leader, Lt Winters (3+) 1 Rifle Team (4+) When Winter’s platoon (a unit labeled in bold italics) is activated the two elements of the platoon (the Company Leader and Rifle Team) may take actions. Lt Winters has a morale number of (3+) and the rifle team’s is (4+). EXAMPLE TURN SEQUENCE Scenario 1 ‘Easy Company” Two black (Axis) cards come up, followed by a red (Allies) card. The red goes back on the deck and the Axis must perform two activations. The Axis decides to first activate the Battery Defense Platoon, then the Battery Headquarters. They place a “1” marker near the Battery Defense Platoon, and a “2” marker near the Battery Headquarters. The Axis conduct their two activations and leave markers “1” and “2”, on the table. The next time they activate, they’ll use marker “3”.

THE GAME TURN FIREBALL FORWARD

THE GAME TURN

These rules use certain terms that describe the playing pieces and how they interact. If you can familiarize yourself with these terms it will make understanding the rules much easier.

Units and Elements A unit is a group of elements (playing pieces) that activate on the same activation card. Most units are platoons of various sizes. Some contain just one element, for example a command vehicle. The scenario setup gives unit organizations.

Infantry Element Status Infantry elements must be in one of three states: good-order, suppressed, or broken.

• A good-order element conducts actions as normal.

• A suppressed element may not conduct opportunity fire actions. However, suppression is automatically removed the instant an element becomes activated.

• A broken element must perform a successful rally action before it can conduct any other actions. Although it may do a rout move when fire upon.

Infantry Element Facing All infantry elements move, spot and fire in 360-degrees. The facing of the model on the table does not matter.

Morale Checks When an element takes a morale check, roll one d6. If the result is equal or greater than the element’s morale number (given by the scenario), then it passes. Otherwise it fails. If an element is touching a leader, it must use the leader’s morale number for the check.

Rally Checks A rally check is different than a morale check. It only occurs during a rally action when you are trying to return a broken element to good order. It’s like a morale check, except you only succeed on a 6. However, if the element is touching a leader, (or it IS a leader), then you succeed on the leader’s morale number or better.

In a game turn, units are activated one at a time. Each unit gets one activation guaranteed, and it may activate twice if an Initiative Chip is spent, but never more than twice. When all units have completed all their activations, the turn ends.

1.1 Turn Sequence Each turn has the following steps:

1. A normal deck of 52 playing cards is shuffled.

2. The Referee flips the top card face up so all can see. A red card means one Allied unit must be activated. Black means Axis. He keeps flipping until a card of the opposite color comes up, which he then puts back on the deck face down. The number of like-colored face-up cards gives the number of units which must be activated. The activated side now “makes a tactical plan,” placing numbered markers next to the units that will activate, and in what order.

TERMINOLOGY

Lt. Richard Winters

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EXAMPLE INITIATIVE Scenario 1 “Easy Company” Turn one begins with one red card and Lt Buck Compton’s Rifle Platoon (Reduced) is activated. After completing all of his activations Compton and his men are one move away from capturing and destroying a 105mm Howitzer. The cards are turned again revealing two black cards. The German player indicated he will activate his Battery Defense Platoon and the Battery Headquarters. Compton suspects that these activations will allow the Germans to protect the gun, so he decides to spend the American Initiative chip, available in the scenario, and activate his Rifle Platoon (Reduced) again to try and capture the gun. Compton DECLARES that he is using the initiative chip and then EXECUTES the activation of his unit. After the chip is used it is discarded until the next turn when it is available again.

FIREBALL FORWARD THE GAME TURN

3. Activate the unit with the lowest numbered marker that has not yet activated. (Units are activated one at a time according to the numbered markers. Leave the numbered markers on the table after each activation to show that the unit has completed its activation.) When a unit is activated, first remove all suppression markers (if any) from elements in that unit. Following that, elements of the unit become active one at a time, in any order, and each element must finish all of its actions completely before the next element begins. After completing the unit’s activation resolve any close combats which contain elements of the activated unit.

4. Repeat steps 2 through 3 until every element in the game has been activated this way. When the last one is finished, the turn is over. Clear all numbered markers off the table, and begin the next turn with step 1.

1.2 Initiative Chips Initiative chips represent a general advantage such as better training, more supplies, or superior coordination. Initiative Chips may be spent to restore ammunition or provide an extra “free” activation to any one unit. To use an Initiative Chip, first you Declare, then Execute.

Declare:

You may declare any time, except you cannot interrupt a unit activation which is already in progress, even if friendly. You have to wait until the unit is finished, and declare before the next unit begins. You may declare in- between activations within a string of cards (friendly or not) and you may declare right after your opponent declares his own chip, in which case both players roll a d6 (if you tie, repeat the roll). The high roller then uses his chip and the low roller retains their chip un-spent, and may use it later in the same turn.

Execute:

The chip can be used to restore ammunition to any single element which has run out. Just announce that ammo is restored and expend the chip.

-OR-

The chip can be expended to provide any friendly unit with an immediate free activation, whether that unit has already taken its card-driven activation or not. This is a chip-driven activation, which is the same as a card-driven activation, except you don't place a numbered marker next to the unit, as with card-driven activations. The Initiative chip is now spent.

A unit can be activated with an Initiative Chip only once per turn. So each unit gets at most two activations: one card-driven (mandatory), and one chip-driven (optional).

Chip-driven activations never occur back-to-back. Once initiative is declared, regardless of the outcome, another initiative (friendly or enemy) cannot be declared again until after at least one card-driven activation occurs (either side).

There are three types of Initiative Chips:

“Single-use” Chips that disappear immediately when spent.

“Permanent” Chips that re-appear at the beginning of the next turn.

“Revolving” Chips that re-appear, whether it was used or not, on the opponent’s side, ready for use in the following turn.

Lt. Buck Compton

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EXAMPLE ELEMENT ACTIONS Scenario 1 “Easy Company” Lt. Winters unit (The Company Headquarters) is activated. Lt Winters decides to perform actions first. Winters first does a spot action on a hedgerow looking for Germans. He then does a move action and moves to a broken rifle team. Finally, he does a rally action to try and rally the broken rifle team. That would complete the Company Commander’s actions. (Winters does not need to do his actions in this order. He could, for example, move first, rally and then spot.) Next the rifle team in the Company Headquarters performs its’ actions. Since it started broken it must conduct a rally action. If it fails to rally it is finished. If it succeeds it may conduct a move and fire/spot action. Once the rifle team is done the unit’s activation is completed. EXAMPLE MOVEMENT Scenario 1 “Easy Company” A US rifle team at point * on the deployment map is activated and decides to start with a move action. The player indicates that the rifle team wants to end in gun emplacement 1 which is within its 12-inch movement radius. The player then traces the path the rifle team will take on the table for all to see. In this case the path goes straight over the hedgerow (first terrain crossing) and then into the trench (second terrain crossing) then down the trench to the gun emplacement. The emplacement is part of the trench so it is not a third terrain crossing. If it was a third terrain crossing then the rifle team would have to stop movement before entering the emplacement. EXAMPLE LEADER MOVEMENT In the above example if a leader started touching the rifle team then the leader can move with the team from its starting point to the gun emplacement. The Leader could then spot, move and rally on its own activation.

MOVEMENT FIREBALL FORWARD

ELEMENT ACTIONS

Once a unit has been activated its various elements each conduct a series of actions. An element must complete all of the actions it wants to conduct that turn before moving to the next element. When all of the elements in a unit have completed their actions the unit is finished activating. There are also several actions that occur outside of normal activation. These are called ‘opportunity actions’ and are discussed later.

2.1 Infantry Element Actions

When a good order element becomes active, it may conduct each of the following actions once in any order:

A move action

A fire action –OR- a spot action (Leaders may never use the fire action.)

A rally action

Company Leaders and Forward Observers also have the option to forgo all three of the above, and instead conduct a single Call for Artillery action.

2.2 Broken Element Actions

A broken element may only conduct a rally action. If the element successfully rallies it may then conduct any remaining actions.

THE MOVE ACTION 3.1 Infantry Movement

All infantry elements trace any path, convoluted or straight, as far as they wish, provided no part of their path lies beyond the allowed movement radius from their start point. The Element List (appendix B) gives allowed movement radius info. It’s generally 12 inches for infantry and 6 inches for crewed weapons. After the move is complete, enemy elements may select any point along the path to conduct opportunity fire actions.

3.2 Terrain Crossing Movement is limited by terrain crossings. Infantry elements (squads and teams) are allowed two terrain crossings during their move. When they touch a third terrain crossing their movement action ends. Terrain crossings occur whenever:

A piece of linear terrain, like a wall or hedge is traversed.

The boundary of an area terrain, like a patch of woods or a building, is traversed. (One crossing when you enter, and another crossing when you exit.)

Some terrain items produce no crossings, like roads, and some produce more than one, like barbed wire. These details are found in the Terrain List, (appendix A).

3.3 Leader Movement and ‘tagging along’ Leaders’ move actions are never limited by terrain, except barbed wire. They may always (with the exception of barbed wire) end up anywhere within their movement radius of 12-inches.

Additionally, a good-order leader touching an element under his command may move with that element when it moves (ie. tagging along), including rout moves, provided he remains touching the element throughout the movement. This movement is free, does not affect the Leader’s good-order status, and does not interfere with the Leader’s other normal actions. When the element has finished its actions the Leader may then do all of his actions including a move action.

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EXAMPLE LINE OF SIGHT Scenario 1 “Easy Company” An American Rifle Team at point * wants to fire at Germans in Gun Emplacement 1. A direct line from his stand to the Germans crosses a hedgerow which neither the shooter nor target is touching so the LOS is blocked and the fire action is not allowed. EXAMPLE TARGET CHOICE Scenario 1 “Easy Company” Lt Winters and a rifle team are in gun emplacement 2. There is a German rifle team in emplacement 1 and a machine gun team in the ‘V’ shaped hedgerow to the south-east. When the US team does a fire action it would normally have to fire at the German rifle team which is the closest target, but because (a) Winters is touching them –and/or- (b) you can always target a special weapons team, they can fie at the machine gun team. EXAMPLE FIRE ACTION Scenario 1 “Easy Company” An American rifle squad in gun emplacement 4 wants to fire at a German machine gun team 13-inches away at the point of the ‘V’

FIREBALL FORWARD FIRE

Close Combat An element may only initiate close combat during a move action. To initiate close combat the element first makes a morale check. If it passes, it does a move action and ends up touching the enemy it wishes to close combat. If it fails, the element does not move and forfeits its move action for that activation. (See the Close Combat rules for how to resolve.)

Spotting during the move action At the end of an element’s move action it automatically spots any enemy in its LOS and not in concealment. Place spotted enemy elements on the table.

The Fire Action 4.1 Elements may conduct one fire action (-OR- a spot action, explained in the

SPOT ACTION rules) per activation. Elements never combine fire with other elements, and the target must always be a single element or a single element with a leader. Some elements such as Leaders cannot fire at all. Elements must have Line of Sight (LOS) to the target in order to shoot. Exception: some elements, typically mortar teams, can fire without LOS, (section ref). Hidden elements are revealed and placed on the table when they fire, but only if an enemy has LOS to them.

4.2 Line of Sight (LOS) LOS requires that a straight line connecting any point of the shooting element to any point of the target element must be free of obstruction. In addition, a corridor 1 inch wide, centered on that line (1/2 inch left & right of it) must also be free of obstruction. LOS is obstructed by most types of terrain, and all types of elements except individuals. (ie. Leaders, FOs, etc.)

4.3 Restrictions on Target Choice

When a target element is selected, the target must be the closest enemy of any type of the six types. (ie. Infantry, vehicle, gun), to the shooter.

There are a few exceptions:

1. If a Leader is touching the shooter, any element can be targeted.

2. Elements in close combat can never be targeted, regardless of (1).

3. You can always target a weapons team. (ie, Machine Gun, Bazooka, etc)

4.4 Fire Actions vs. Infantry Targets There are three distinct items to look at when determining if a fire action causes damage to the target. BASE RANGE, RANGE DICE and HIT DICE.

-­‐ BASE RANGE: this is the number of inches that you are guaranteed to

have a possibility of getting a hit on the target. -­‐ RANGE DICE: The total of these dice (or die) are added to the BASE

RANGE increasing the range at which a hit may be scored. (Long

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shaped edge hedgerow. The squad rolls a RANGE DIE (d20) and HIT DICE (1 white d6 and 1 red d6.) The rolls are RANGE DIE 5, HIT DICE white 5 and red 5. Since the machine gun team is within the RANGE DIE plus the BASE RANGE (total of 15-inches) you look at the HIT DICE to see if a hit is scored. Since the machine gun team is in hard cover you need a 6 on the white die and you always need a 6 on the red die. Because 5’s were rolled there is no hit. Now let’s say in the same situation the German machine gun team fires at the American rifle squad and rolls a RANGE DIE of d20 and HIT DICE of 2 white and 2 red d6’s. The rolls are RANGE DIE 17 and HIT DICE white 5,4 and red 5, 6. Because the target is within the RANGE DIE you add +1 to the white hit dice and check for hits. The target is in hard cover so 6’s are needed. The white 5 becomes a 6 causing one hit. One red 6 was rolled causing a second hit. The American rifle squad takes two morale checks. EXAMPLE MORALE CHECK Scenario 1 “Easy Company” Lt Compton needs to take one morale check. He rolls a d6 and gets a 3. He passes the morale check and remains in good-order. EXAMPLE SUPPRESSION Scenario 1 “Easy Company” An American rifle team in gun emplacement 2 wants to move to gun emplacement 3 but a German machine gun team in the ‘V’ shaped hedgerow will shoot opportunity fire at them as they move. So the rifle team uses a fire action and shoots at the machine gun team first, causing one hit. The machine gun team passes its morale check and is suppressed. The rifle team can then use a move action and will not suffer opportunity fire from the machine gun.

FIRE FIREBALL FORWARD

Range) If the target is in the sum of the RANGE DICE then a +1 is added to the white HIT DICE. (Short Range)

-­‐ HIT DICE: The score of these die determine if a hit is scored on the target. Hit Dice are always d6s and are either white-colored or red-colored. Red-colored dice ONLY HIT ON A ROLL OF 6. White-colored dice hit depending on the cover of the target.

When you conduct a fire action at anything except an armored target here is what you do:

1. Roll the shooter’s RANGE DICE and HIT DICE (white & red d6’s).

2. If the target is beyond RANGE DICE total plus BASE RANGE in inches, you miss. 3. If the target is within the RANGE DICE total plus BASE RANGE in inches, you may hit so check the HIT DICE.

4. If the target is within RANGE DICE total, you may hit so check the HIT DICE and add +1 to each white HIT DIE.

5. For each natural 6 rolled on a red HIT DICE cause one hit. Each white HIT DICE causes a hit on a roll of:

Target is performing a move action in open ground (opportunity fire only)......................................................................................4 or better

Target in soft cover or not moving in open ground............. 5 or better Target in hard cover.............................................................6

Each hit causes a morale check. Elements failing one morale check are immediately broken and make a rout move (an opportunity action.) Elements failing two or more morale checks are eliminated. If the target is hit but passes all of its morale checks it is suppressed.

4.5 Morale Checks

Cause: Hits from enemy elements. Effect: When called on to make a morale check the element must roll 1d6 equal to or higher than its morale number. If the element is touching a Company Leader or its Platoon Leader it rolls against the Leader’s morale number. If it is in good order and fails it becomes broken morale and may make a rout move. (an opportunity action) If it is already broken and fails it is eliminated. Recovery: Element must successfully execute a rally action.

4.6 Suppression

Cause: When a good-order element takes one of more hits but passes all morale check it is suppressed and marked accordingly. Elements never suffer suppression during their own activations, so opportunity fire actions cannot cause suppression. Effect: An element that is suppressed cannot use opportunity fire. Recovery: When a unit begins its activation, all suppressed elements in that unit are immediately returned to good-order. All suppression is removed before any element of the unit takes an action. Leaders: Leaders can never be suppressed.

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FIREBALL FORWARD SPOTTING AND RALLY

EXAMPLE SPOT ACTION Scenario 1 “Easy Company” A paratrooper rifle team is in gun emplacement 2 and wants to know if there are any hidden enemy in gun emplacement 1. The rifle team starts its activation with a spot action and rolls a d6; getting a 6. The US player points to gun emplacement 1 and the German player must place on the table any elements in the emplacement. EXAMPLE RALLY ACTION Scenario 1 “Easy Company” The American Company Headquarters has been activated. Lt Winters (the Company Leader) and the rifle team are both in gun emplacement 2 with their bases touching. Lt Winters is in good order but the rifle team is broken. Lt Winters activates first and decides to use a rally action. Since he commands the broken rifle team and they are touching, the rifle team will make a rally check based on Winters’ morale number. It rolls a d6 getting a 2. This is lower than Winters’ morale number so the team fails its rally check and remains broken. Winters then does a spot action and decides not to use his move action thus ending his activation. The rifle team then activates and must do a rally action. It rolls a d6 getting a 3. It succeeds in passing its rally check and changes to good order. It may then do a move action and or fire/spot action. (You will notice in the above example the broken element made multiple rally checks during its unit’s activation thanks to its leader.)

The Spot Action

All elements normally begin the game hidden and are kept off the table. They are placed on the table when they either conduct a fire or opportunity fire action – or- are spotted by a successful spot action or opportunity spotting.

5.1 The spot action An element executes a spot action by rolling a d6. On a result of 6

choose one piece of terrain in its LOS (one zone of area terrain, or one interval of linear terrain up to 12 inches long) and the opponent must reveal all elements hiding in that terrain. If the spotting unit is a Leader or a Recon element, it succeeds on a 5 or 6. A spot action is done instead of a fire action.

5.2 Spotting at the end of the move action

At the end of an element’s move action it automatically spots any enemy in its LOS and not in concealment. Immediately place spotted enemy elements on the table.

The Rally Action Elements that begin their activation broken use the rally action to recover

good-order. While an element is broken it can conduct no other actions but the rally action.

6.1 Infantry Elements Rally Actions Elements successfully recover good-order by passing a rally check. If the

element is not touching its own Platoon, Company or Battalion Leader then it passes its rally check on a d6 roll of 6. If successful, the element may then continue its activation with a move and or fire/spot action.

It the element is touching its own Platoon, Company or Battalion Leader it

must roll equal to or higher than the leader’s morale to pass its rally check.

By it own Platoon Leader we mean a squad from 2nd

Platoon can not make a rally check using the morale of the 3rd Platoon’s Leader.

6.2 Leader Rally Actions A leader that begins its activation broken may use a rally action to make a

rally check and recover good-order. The leader passes the rally check if he rolls equal to or greater than his morale number. If successful the leader may then continue his activation with a move and or spot action. He may NOT do a call for fire action.

A leader that begins his activation in good-order may use a rally action to

allow all broken elements from his platoon (or company if he is a company leader) that he is touching to immediately make a rally check. If they roll equal to or greater than the leader’s morale number they immediately become good-order but may not perform actions until they are activated.

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OPPORTUNITY ACTIONS FIREBALL FORWARD

EXAMPLE OPPORTUNITY FIRE Scenario 1 “Easy Company” Lt Compton’s platoon activates and one rifle team uses a move action to move through the trench from emplacement 2 to emplacement 3. A German squad in the ‘V’ shaped hedgerow has LOS to this move action and decides to take opportunity fire. The squad conducts a fire action and misses. The next rifle team in Lt Compton’s platoon then executes a move action using the same route as the first rifle team. The German squad can not take opportunity fire as it has already fired during Lt Compton’s platoon’s activation. EXAMPLE ROUT MOVE Scenario 1 “Easy Company” In the example above let’s say the first rifle team was hit by opportunity fire and failed one morale check. It would then immediately have to make a rout move. Place the 45-degree template next to the rifle team with the arrow pointing at the German squad in the ‘V’ shaped hedgerow that fired at them. The rifle team can either: return to emplacement 2 (where it started its move) or move anywhere from 1 to 12-inches in the opposite direction of the arrow and within the arc described by the 45-degree arc where it ends its move with broken morale. EXAMPLE TRAPPING FIRE Scenario 1 “Easy Company” The rifle team in the above example completes its rout move by moving out of the trench and over the hedgerow. Two German

Opportunity Actions There are three actions that take place outside of normal activation.

These are opportunity fire (a fire action), rout moves (a move action) and opportunity spotting (a spot action.) A good-order element may always do them regardless of what actions it performed during its normal activation.

7.1 Opportunity Fire

Un-suppressed good-order elements are allowed to use a fire action against moving non-hidden enemies in their LOS. The shooter indicates a position somewhere along the moving element's movement path and executes a fire action at that point. Opportunity fire never causes suppression, and it can always be executed, except for the following restrictions: • Targets moving within a building cannot be hit with opportunity fire,

unless the firer is in the same building. • Elements can op-fire just once per enemy unit activation. So, if you

take op-fire on one squad in a platoon, you cannot fire at the others in that platoon. However, infantry elements ending their move in open terrain can always be targeted, regardless of this restriction.

An element that is hit by opportunity fire and fails one morale check immediately makes a rout move. (see rout move below) An element that is fired at by opportunity fire but receives no hits –or- passes all morale checks caused by the opportunity fire, immediately makes one of three decisions:

1. Finish their designated move. 2. End their move where they were shot at. 3. Return to where they started.

7.2 Rout Moves

Infantry elements that fail a morale check from fire, opportunity fire or artillery and become broken may immediately make a rout move. If they break as a result of close combat/overrun or are fired at while already broken they must immediately make a rout move.

Rout movement is a normal move in every way except: • There are no limits on terrain crossings. • Direction of movement must be directly away from the incoming

fire within 45 degrees –OR- the element may return to where is started, if broken by opportunity fire. If the direction of fire is not known, the rout move may go any direction. To determine the 45 degrees for a rout move place the 45 degrees template touching the element making the rout move with the arrow pointing at the element that caused the rout (ie. the shooter).

• The move must end in cover, if possible. • The distance of a rout move is anywhere from 1 to 12-inches. • Opportunity fire is not allowed against a rout move, but targeting

fire is. Once an element becomes broken and makes a rout move it may not make voluntary rout moves on further turns. It can only rout again if fired at while broken.

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FIREBALL FORWARD CLOSE COMBAT

machine gun teams have LOS to the move. The German player rolls 1d6 getting a 4 and the rifle team finishes its move ending with broken morale. If a 6 had been rolled the rifle team would have been eliminated. EXAMPLE OPPORTUNITY SPOTTING Scenario 1 “Easy Company” A German squad behind the ‘V’ shaped hedgerow which has never been spotted and is not on the table decides to execute a move action. It decides to cross the hedgerow and move to emplacement 3. Once it crosses the hedgerow into the open terrain several American elements have LOS so the referee tells the German player he must place the squad on the table. US elements may now take opportunity fire on the German squad. CLOSE COMBAT EXAMPLE Scenario 1 “Easy Company” Lt Winters’ platoon is in emplacement 2 when it begins its activation. Winters decides that he want to capture emplacement 3 which is occupied by a German gun-crew. First, he activates his rifle platoon. They first conduct a fire action and shoot but miss. Next they conduct a move action to try and initiate close combat to capture emplacement 3. First the rifle team rolls a morale check. Since they are touching Winters they roll against his morale number of 3+. They roll a 3 and succeed. If they had failed they would forfeit the move action. They then trace a path move down the trench to emplacement 3. Since Winters started touching them he tags along and moves with the rifle team. The Germans then conduct opportunity fire at any point on the path. A machine gun team in the ‘V’ shaped hedgerow fires at them causing

7.3 Targeting Fire

Any element executing a rout move is considered "trapped" if a good-order un-suppressed enemy, other than the element that caused the rout, has LOS to any point on the rout path in open terrain. Targeting fire can be executed against the routing element just once per rout move, regardless of the number of enemies in LOS. Targeting fire is always just one die roll, which eliminates the target on a roll of "6", and otherwise has no effect.

7.4 Opportunity Spotting

A previously hidden or un-spotted enemy element that moves without concealment within the LOS of a friendly element is automatically spotted. This is determined by the Referee. During an enemy’s activation a player may remind the referee to check for an opportunity spotting.

Close Combat Close Combats represent grenade attacks, point blank fire and melee. It is

used when the activating player wants to force an enemy out of a position and capture it. This is useful for capturing buildings and prepared positions. Close Combats are resolved when a unit that has elements in close combat finishes its activation.

8.1 How to Initiate Close Combat

Good-order squads, rifle teams, and Leaders may initiate Close Combat. Other elements (such as machine gun teams), including broken elements, may fight but not initiate. To initiate, the attacking element declares at the beginning of his move action, before any movement has occurred, that he intends to charge into close combat and he takes a morale check. If he fails, his move action is forfeit, and there is no other effect. If he passes, he conducts a normal move, but must end touching at least one enemy element (any type) if possible, and then no further actions are allowed. If a Leader is touching an element which passes their morale check then that Leader can tag along (section ref) without having to make his own morale check.

8.2 What if you move into close combat by accident with a hidden enemy

element? If after you trace your movement path the referee determines that your

move touches a hidden enemy unit then the moving element (after all opportunity fires are resolved) is placed next the hidden element which is also placed on the table. The moving element then makes a normal morale check. If it passes it may either enter close combat –OR- make a rout move ending in good morale. If it fails it immediately becomes broken morale and makes a rout move.

8.3 When to Resolve Close Combat After all elements in a unit have finished taking their actions, Close Combat is resolved. Only those Close Combats which involve elements from the currently activated unit are resolved. On-going close combats from

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one morale check. Winters and the rifle each take one morale check and pass. With all opportunity fire completed Winters and his team finish their move and touch the gun-crew. Since there are no other elements in the platoon (unit) the platoon’s activation is completed. The close-combat is then resolved. The paratroopers will roll 1d6 (for one team) with +1 for an attached good order leader and -1 for being a team. They roll a 5. The Germans roll 1d6 (for one crew) with -1 for being a crew and roll a 3 giving a net result of 2. The paratroopers win as their net roll of 5 is higher than a 2. The gun-crew then takes 3 morale checks and rolls 5,3,2 failing two morale checks and thus being eliminated. EXAMPLE GRAZING FIRE Scenario 1 “Easy Company” Lt Compton’s platoon is emplacement 2 and starts its activation with one rifle team conducting a move action. It traces a path through the trench from emplacement 2 to emplacement 1. A German machine gun team in the ‘V’ shaped hedgerow takes opportunity fire at the rifle team when it moves to the angle of the trench causing the team to break. The team makes a rout move back to emplacement 2 ending up touching Lt Compton and does a rally action but fails. The German machine gun team then decides to lay down grazing fire and places a grazing fire marker at the intersection of the hedgerows behind the trench with the arrow pointing at the machine gun team. The second rifle team in Lt Compton’s unit then does a move action along the trench and crossing the grazing fire. The machine gun team would then conduct a fire action at them.

SPECIAL WEAPOMS TEAMS FIREBALL FORWARD

previous activations are not resolved unless an element from the current activation is involved.

8.4 How to Resolve Close Combat Each side rolls one d6 for each element they have in the close combat, not counting Leaders. A side with nothing but Leaders still gets one die. Modifiers given on the Close Combat Modifiers Table are applied separately to each die. The side with the highest single die roll is the winner. In the case of a tie, there is no winner or loser and the following two bullet items are skipped.

• If the winning side includes only Leaders then they simply win the

chance to run away. They each immediately conduct a rout move, as normal ending the rout move in good-order.

• In any other case, all elements on the losing side must take a number

of morale checks equal to the high roll from the winning side minus the high roll from the losing side.

Now all broken elements must immediately rout from the Close Combat. Also, elements of individual type (ie, leaders, FOs, etc.) can only stay if friendly squads or teams are present. Otherwise, they too must make a rout move, and even if in good order, they may be hit with trapping fire.

Following this, if elements from both sides still remain, they are "locked in Close Combat" and none can take any actions until Close Combat resolution comes up again later.

Special Weapons Teams Certain weapons like machine gun teams, flamethrower teams, mortar

teams, etc will have slightly different rules and attributes. For the first scenario all you need to know about are machine gun teams.

9.1 Ammunition All special weapons teams run out of ammo if they roll is a natural 1 on

their range die when conducting a fire action. When this occurs the team may no longer conduct fire actions until an initiative chip is expended to restore ammunition. The initiative is expended as normal (see the initiative rules) but it is only used to restore ammunition. It may not be used to activate a unit.

9.2 Machine Gun Team Actions Machine Gun Teams conduct actions like all other squads and teams

with three exception: 1. They may never initiate close combat but they may defend as

normal. 2. The actions they may choose from are Rally, Move –or- Fire. If they

fire they can not move and if they move they can not fire. 3. After completing an opportunity fire action they may lay down

grazing fire. 9.3 Grazing Fire

When a machinegun team conducts opportunity fire, it continues to fire until the end of the target unit’s activation. This is known as ‘grazing fire.’ Measure out to the maximum range of the machinegun (40 inches), stopping at the first terrain piece encountered that blocks LOS. Place a grazing fire marker there with the arrow pointing back toward the

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FIREBALL FORWARD TERRAIN

EXAMPLE CONCEALMENT Scenario 1 “Easy Company” Before play begins the German player decides where to set up his elements. The gun-crews start in the emplacements (ie. trench) and the Battery Headquarters sets up in the trench between emplacement 2 and 3. Since the trench offers concealment the elements are not placed on the table. The German player records their location on the map. The Battery Defense Platoon sets up behind (on the south side) of the ‘V’ shaped hedgerow. The hedgerow provides concealment from any enemy tracing LOS across the hedgerow so they are also not placed on the table. A paratrooper rifle team which has not yet been spotted (so it is not on the table) starts its activation touching the north side of the hedgerow between emplacements 2 and 3. It does a move action tracing a path 12-inches along the hedgerow to the east ending up between emplacements 3 and 4. Since the hedgerow provides concealment the rifle team remains hidden at the end of its move. The team then automatically spots any enemy in open terrain in its line of sight and the referee tells him there is a German squad in LOS in the open near emplacement 4. The German is placed on the table and the rifle team decides to use a fire action to shoot. Once the team shoots it is placed on the table for the rest of the game.

shooter to represent continuous fire. Any element that crosses that lane will be fired at by the machine gun as normal. Once a grazing fire marker is on the board, the Machine Gun team does not have the option not take opportunity fire at any enemy elements that end their move in the open. Grazing fire remains until the activating unit ends its activation.

Terrain

All terrain features offer some form of cover (hard, soft or open), concealment (or not), terrain interactions (movement penalties) and they may or may not block LOS.

10.1 Cover

To gain the benefit of cover that terrain offers the element being fired on must fulfill the requirements listed for that type of terrain.

10.2 Concealment Elements which start the game hidden in terrain the offers concealment

are only place on the table when either:

• They perform a fire or opportunity fire action. • An enemy element conducts a successful spot action against the

terrain they occupy. • An enemy element conducts a move action and traces a path

over them.

Elements that are not yet on the table may conduct move actions and remain hidden only if the enemy has LOS to the parts of their move where they can trace through terrain the offers concealment. Once they make a move out of concealment that enemy has LOS to they are placed on the table---this is opportunity spotting. (see those rules.) Once an element has been placed on the table it remains for the rest of the game. You cannot become hidden again even if terrain offers concealment.

10.3 Terrain Crossings When an element traces its movement path during a move action it may

cross into or through non-open terrain, like trenches and hedgerows. When this occurs the moving element must ‘pay’ a certain number of terrain crossings. Terrain ‘costs’ one, two or three terrain crossings depending on their type. An infantry element may pay up to two terrain crossings in one move action. When the element touches a piece of terrain that would require it to pay a third crossing it must end its move action.

10.4 Line of Sight

LOS requires that the straight line connecting any point of the shooting element to any point of the target element must be free of obstruction. In addition, a corridor 1 inch wide, centered on that line (1/2 inch left & right of it) must also be free of obstruction. LOS is obstructed by all types of elements except individuals, so squads, guns, teams and vehicles all block LOS. Many types of terrain also block LOS.

10.5 Stacking Limits

Stacking limits are determined by the models and terrain on the table. If an element cannot fit flat on the table and remain entirely within the desired terrain, then it cannot move into that position. Stacking applies to all elements except those of the individual type (Leaders, Snipers, etc.)

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TERRAIN FIREBALL FORWARD

EXAMPLE TERRAIN INTERACTIONS Scenario 1 “Easy Company” A paratrooper rifle team starting its move action at the * on the map traces a path to emplacement 1 which is within 12-inches of the teams starting position. The team then determines if it can ‘pay’ all of the terrain interactions for its move. Crossing the hedgerow costs one (but since the team did not start touching the hedgerow it must forfeit its fire action) and entering the trench costs one. The emplacement is part of the trench so it costs nothing. The rifle team can pay two so it end sup in the trench. It would not be able to exit the trench in the same move action because that would cost a third terrain interaction. EXAMPLE SETTING UP A SCEANRIO Scenario 1 “Easy Company” Both sides have recorded their set up. The Referee looks at both maps and sees that Lt. Compton’s platoon of a Platoon Leader and two rifle teams have set up on the ‘*’. The German gun-crew in emplacement 2 has LOS to them. LOS exists because the emplacement is considered to be touching the hedgerow. The 45-degree marker is placed on the opposite (north) side of the hedgerow and the Germans can draw a line from the emplacement through the 45-degree template to the Americans. The Americans are then placed on the table for all to see. The Germans are NOT placed on the table because although LOS exists the Germans are in concealment. No other LOS exists between Germans, who are not in concealment, and Americans so play begins.

Just pile individuals on top.

Specific Terrain Types 11.1Trenches Terrain interactions: Elements pay one terrain interaction to enter

and one to exit. Nothing if moving within the trench system. Concealment: Yes. Cover: Hard cover while element is in the trench. Block LOS: No. 11.2 Hedgerows

Terrain interactions: Elements pay one terrain interaction to cross. A squad or team can only cross a hedgerow if they start their movement action touching the hedgerow –and/or- if they forfeit their Fire Action.

Concealment: Yes. Cover: Any fire directed at an element up against a hedgerow

receives hard cover if the fire crosses a hedgerow. Block LOS: Yes, unless an element is touching the hedgerow. If so it

may be fired at and may fire through the hedgerow. To determine if an LOS exist place the 45-degree marker against the opposite side of the hedgerow from where the element is touching. If an unobstructed line can be traced into/out of the 45-degree marker then LOS exists.

Hedgerows even block LOS from the 2nd floor of a building.

Setting Up a Scenario You are almost ready to play! Here is how you set up the game using

Scenario 1 “Easy Company.” Here are the steps to follow in setting up the game.

1. Players choose which side they will play. Either Easy Company or

the German artillery battery. 2. Each side rolls (secretly) its Variable Forces. These add special

rules or extra elements based on what is rolled. 3. Each side records on a copy of map where their elements will

start or enter. Check the Setup line on the scenario chart for info on starting positions. The Americans have some elements that start on the board and some that enter on turn four. The Germans all start on the board as per the setup.

4. After both players record their starting positions the Referee checks to see if LOS exists between elements that start in open terrain (does not offer concealment) and enemy elements. If so the elements in the open are placed on the table.

5. Flip the first card and begin the game!

STOP. YOU CAN NOW PLAY SCENARIO 1 “Easy Company”. Copyright 2011 Mark Fastoso, Jonathan Miller

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