• 1. Introduction
  • 2. The Ground Rules
    • 2.1 Ground Types
      • 2.1.1 Soft Ground
    • 2.2 Obstacles
      • 2.2.1 Streams
    • 2.3 Cover
    • 2.4 Visibility
      • 2.4.1 Linear Obstacles & Intervening Terrain
      • 2.4.2 Area Terrain
      • 2.4.3 Buildings
      • 2.4.4 Elevated Terrain
      • 2.4.5 Visibility & Vehicles
      • 2.4.6 Smoke
  • 3. Units Defined
    • 3.1 Leaders
    • 3.2 Infantry Units
    • 3.3 Support Units
    • 3.4 Vehicles
      • 3.4.1 Transports
      • 3.4.2 . Armoured Personnel Carriers
      • 3.4.3 Armoured Fighting Vehicles
        • 3.4.3.1 Flat-Bed Platform
    • 3.5 Vehicle Traits
  • 4. Morale
    • 4.1 Unit shock
      • 4.1.1 Pinned Units
      • 4.1.2 . Broken Units
      • 4.1.3 Leaders with Pinned/Broken Units
    • 4.2 Vehicles & Shock
      • 4.2.1 Shock on Transport Vehicles
      • 4.2.2 Shock on APCs or AFVs
      • 4.2.3 Immobilised Vehicles & Shock
      • 4.2.4 Destroyed AFVs
    • 4.3 Force Morale
      • 4.3.1 Tracking Force Morale
      • 4.3.2 Which Test?
      • 4.3.3 When Not to Test Force Morale
      • 4.3.4 Engineering Support Losses
    • 4.4 Winning the Game
  • 5. The Patrol Phase
    • 5.1 Playing the Patrol Phase
    • 5.2 Placing Jump-Off Points
  • 6. The Turn Sequence
    • 6.1 Beginning the Game
    • 6.2 The Turn Sequence
    • 6.3 The Turn End
    • 6.4 Pinned and Broken Units
    • 6.5 Random Events
  • 7. Command & Control
    • 7.1 The Command Dice
    • 7.2 Rolling the command dice
    • 7.3 Allocating Command Dice
      • 7.3.1 Sequence of Activation
    • 7.4 Activating with a Command Dice
    • 7.5 Leader Orders
      • 7.5.1 Orders and Unit Activations
      • 7.5.2 Orders Which are Not Activations
    • 7.5.3 National Characteristics
    • 7.6 Activating Vehicles
      • 7.6.1 Activating with Leaders’ Orders
      • 7.6.2 Activating with Command Dice
      • 7.6.3 Uncommanded Positions
      • 7.6.4 Command by Radio
    • 7.7 Enhanced Command Ability
    • 7.8 Leader Variations
  • 8. Chain of Command Points
    • 8.1 Gaining chain of command points
    • 8.2 Using Chain of Command Points
      • 8.2.1. Chain of Command Dice Actions
      • 8.2.2 Chain of Command Point Actions
  • 9. Deployment
    • 9.1 Deploying infantry Units
      • 9.1.2 Deploying into Close Combat
    • 9.2 Deploying support Units
    • 9.3 Deploying vehicles
      • 9.3.1 Deploying AFVs
      • 9.3.2 Deploying Passenger Transports
        • 9.3.2.1 Abandoned Vehicles
    • 9.4 Hesitant Deployment
  • 10. Infantry Movement
    • 10.1 Infantry Movement
      • 10.1.1 Rates of Movement
      • 10.1.2 Terrain and Movement
        • 10.1.2.1 Crossing Obstacles
        • 10.1.2.2 Movement in varying Terrain
      • 10.1.3 Shock & Movement
      • 10.1.4 Movement in Buildings
      • 10.1.5 Infantry Embarking and Disembarking
    • 10.2 Leaders Moving
    • 10.3 Weapons with Limited Movement
      • 10.3.1 Support Weapons Unlimbering
    • 10.4 Capturing a Jump-Off Point
    • 10.5 Infantry Units Leaving the Table
  • 11. Vehicle Movement
    • 11.1 Vehicle Movement
      • 11.1.1 Speed
      • 11.1.2 Moving Flat Out
      • 11.1.3 Turning, Reversing & Rotating
      • 11.1.4 Vehicles Moving & Firing
    • 11.2 Shock and Vehicle Movement
    • 11.3 Vehicles Crossing Obstacles
      • 11.3.1 Vehicles Moving in Soft Ground
        • 11.3.1.1 Immobilised Vehicles
      • 11.3.2 Vehicles Moving Into Buildings
    • 11.4 Vehicles Leaving the Table
  • 12. Infantry Arsenal
    • 12.1 Infantry Platoon Weapons
    • 12.2 Storm of Steel Bonus
    • 12.3 Limited Ammunition
      • 12.3.1 Replen Points
    • 12.4 The Arsenal Tables
    • 12.5 Multiple Barreled Weapons
  • 13. Infantry Fire
    • 13.1 Frontal Arc of Fire
    • 13.2 Fire for Effect
      • 13.2.1 Who is Affected
      • 13.2.2 Bunched Targets
      • 13.2.3 Target in Different Range Bands
      • 13.2.4 The Firepower Dice
      • 13.2.5 Rolling to Hit
      • 13.2.6 Roll for Effect
      • 13.2.7 Hits on Leaders
        • 13.2.7.1 Multiple Leaders at Risk
        • 13.2.7.2 Firing at Isolated Leaders
      • 13.2.8 Unit Casualties
      • 13.2.9 Fire Against Crewed Weapons
        • 13.2.10 Firing and Buildings
        • 13.2.11 Firing and Bunkers
        • 13.2.12 Firing at Vehicles
    • 13.3 Firing on Overwatch
    • 13.4 Suppressing Fire
      • 13.4.1 Effects of Suppressing Fire
    • 13.5 Secondary & Support Weapons
      • 13.5.1 Hand Grenades
        • 13.5.1.1 Hand Grenade Effects
        • 13.5.1.2 "Bullseye!"
        • 13.5.1.3 Fumble
        • 13.5.1.4 Posting Grenades
      • 13.5.2 Rifle Grenades
      • 13.5.3 Smoke Grenades
      • 13.5.4 Light Mortars
        • 13.5.4.1 Light Mortars Deploying Smoke
      • 13.5.5 Infantry Anti-Tank Weapons
        • 13.5.5.1 Back-Blast
  • 14. Support Weapons Firing
    • 14.1 infantry support Weapons
      • 14.1.1 Tripod Mounted Machine Guns
      • 14.1.2 Sniper Teams
        • 14.1.2.1 Engaging a Sniper
        • 14.1.2.2 Dueling Snipers
      • 14.1.3 Infantry Flamethrower
    • 14.2 Crewed Support Weapons
      • 14.2.1 Infantry Guns
      • 14.2.2 Anti-Tank Guns
    • 14.3 Off-table support
      • 14.3.1 Mortar Bombardment
        • 14.3.1.1 Bombardment Effect
        • 14.3.1.2 Vehicles in a Bombardment
      • 14.3.2 Smoke Barrage
        • 14.3.2.1 Smoke Barrage Effect
      • 14.3.3 SOS Fire
    • 14.4 The effect of High Explosives
      • 14.4.1 H.E. Against Crewed Weapons
      • 14.4.2 H.E. Against Buildings
        • 14.4.2.1 Structures Collapsing
  • 15. Vehicles Firing
    • 15.1 Vehicle Arcs of Fire
      • 15.1.1 Rotating Turrets
    • 15.2 Vehicle Fire Against Infantry
      • 15.2.1 Vehicle H.E. Fire at Buildings
      • 15.2.2 Vehicle MG Suppressing Fire
    • 15.3 Vehicles Deploying Smoke
  • 16. Firing Against Armour
    • 16.1 Firing Procedure
    • 16.2 Effect of damage
    • 16.3 Shock on Vehicles
    • 16.4 Infantry Anti-Tank Weapons
      • 16.4.1 Anti-Tank Weapon Teams
      • 16.4.2 Section Anti-Tank Weapons
      • 16.4.3 Firing Infantry Anti-Tank Weapons
      • 16.4.4 Anti-Tank Grenades & Charges
      • 16.4.5 MGs Against Armoured Vehicles
      • 16.4.6 Hand Grenades Against APCs
      • 16.4.7 Hand Grenades Against AFVs
      • 16.4.8 Light Mortars and Rifle Grenades against Armour
      • 16.4.9 Flamethrowers Against APCs
      • 16.4.10 Flamethrowers Against AFVs
  • 17. Close Combat
    • 17.1 When does Close Combat Occur?
    • 17.2 Who Fights?
      • 17.2.1 Defending Cover
    • 17.3 The Combat Dice
      • 17.3.1 Overwhelming Numbers
    • 17.4 Resolving Combat
      • 17.4.1 Effect of Hits
    • 17.5 Result of Close Combat
      • 17.5.1 Leaders in Close Combat
      • 17.5.2 Aggressive Troops in Combat
      • 17.5.3 Stubborn Troops in Combat
      • 17.5.4 Supporting Fire Units
      • 17.5.5 Crewed Weapons
      • 17.5.6 Prisoners
    • 17.6 Close Combat in Buildings
    • 17.7 Tank Over-Runs
      • 17.7.1 Tanks Against Crewed Weapons
    • 17.8 Ramming AFVs
  • 18. Obstacles & Engineers
    • 18.1 Obstacles
    • 18.2 Engineering Tasks
      • 18.2.1 Clearing Minefields
        • 18.2.1.1 Clearing Mines in Verges
      • 18.2.2 Clearing Barbed Wire
      • 18.2.3 Explosive Charges
        • 18.2.3.1 Mouseholing
    • 18.3 Engineer Casualties
    • 18.4 "Having a Go"
  • 19. The Missions
    • 19.1 Selecting Your Mission
    • 19.2 Winning the Game
    • 19.3 Objective Markers
    • 19.4 The Final Countdown
    • 19.5 The Ticking Clock
    • 19.6 Starting Your Game
  • 20. The Army Lists
    • 20.1 Using the Army Lists
      • 20.1.1 Force Morale Tracker
      • 20.1.2 The J Rating
    • 20.2 Support Lists
      • 20.2.1 Force Imbalance
      • 20.2.2 Delayed Armour Support
    • 20.3 Universal Support Options
    • 20.4 The Army Lists
    • Germany
    • Great Britain
    • The Soviet Union
    • The United States