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Movement Phase A = ATTACKER Action B = BOTH SIDES Action D = DEFENDER Action

START (of Phase):
A Designate new Mortar Spotter
START (per moving unit/stack):
A Remove CX (no Double Time allowed)
A Declare Double Time (CX), Assault Movement,
A Dash, Sewer Entry, Climbing, Human Wave,
A Banzai, Dare-Death berserk, Gallop
A Radioless AFV Platoon Movement or NTC
A Flail Tank Minefield Clearance
A Enter/Abandon vehicle
DURING (per moving unit/stack):
A Move
A Bog Removal
A Recover SW/Gun, 1 MF [EXC: SMC from broken unit]
A Declare Rubble, Wire, Minefield, Set DC, Roadblock, Path, Panji Clearance (TI)
A Flame Clearance (TI)
A Hook/unhook Gun (TI)
A Place DC or Smoke Grenades
A Set DC
A Attempt Tank-Hunter Hero creation
A Place or Remove CE
D Resolve Residual FP, FFE, and Minefield attacks against moving units
D First Fire, Subsequent First Fire, FPF
D Attempt Motion and Smoke Dispenser Usage
END (per moving unit/stack):
A Infantry/Cavalry Search
A Sewer unit emergence
A Unarmed unit Scrounge
A Motion status or Stop MP
END (of Phase):
A Eliminate Vehicle/Cavalry in Blaze
A Remove berserk if without Known Enemy in LOS
B Remove Residual FP, Fire Lane, 1/2” SMOKE
ORIGINAL 2 DR:
Possible Critical Hit
Possible Improbable Hit
Possible Unlikely Kill
MC Heat of Battle
Scrounger rearms
Field Phone Loss
ORIGINAL DOUBLES:
IFT Attack Cowers
Gun ≤40mm Multiple Hit
Sherman 75mm, M24 Chaffee Multiple Hit X
ORIGINAL 11 DR:
Russian AFV with red MP stalls (Mechanical Reliability DR) O
ORIGINAL 12 DR:
AFV with red MP Immobilized (Mechanical Reliability DR) O
INFANTRY MOVEMENT
VEHICULAR MOVEMENT
Tables and Defensive First Fire Principles