FOURTH EDITION
1, INTRODUCTION—
SQUAD LEADER is very és
same sytem. Use them wiselyPR Ra Re Rae a Rs se
GAME SETI
2, UNIT COUNTERS
21 The die-cut cardboard pieces (henceforth
feferred to a8 unit counters) Fepresent infantry
Squads, their officers and NCO's (henceforth
Colletively referred to as leaders) and various
Support weapons used inthe play ofthe game. The
faumbers on the unit represent that unit's eapabili-
ties and characteristics. The following diagram
illustrates the symbolization found on the front of
the basic SQUAD LEADER infantry and
Support Weapon units. Symbotiation on the
back of these counters will be explained later.
sovap ;
von af AL
wane pesenip(l)
le
NOTE: The "ha mena os dh
SUPPORT WEAPONS Webat tne
Prepon & Peeation
2.2 FIREPOWER is the basic strength 2
‘counter can attack with in combat
2.3. RANGE isthe number of hexagons away
from the hex of the fring unit thatthe eourter ean.
reach with its normal firepower factors Range to
2 target is calculated as the least numberof exes
from the firing unit to the target hex inclusive
regardless of actual number of hexes crossed by
the Line of Sight (hereafter refered to as LOS—
see 0.
24 MORALE is a relative rating of a units
ability towithstand punishment before “breaking”
land running for cover. This is the point at whieh
‘their will to survive overcomes army discipline
25 IDENTITY is the name and rank of the
leader unit for identification purposes only
26 LEADERSHIP isthe relative rating of
leader's tactical competence and ability to get the
best out of his men. This modifier, usually
negative, is added 38 2 modifier to the morale or
Firepower dice rolls of any squads influenced by
the leader
27 WEAPON TYPE shows the type of
support weapon in use. Support weapon counters
fist be manned bya squad counter to be
‘operative, although in some cases a leader may
‘man a support weapon alone with the same or
lessened effect. The term "MG" will be used
hereafter to indicate a form of Machine Gun
support weapon. Enemy MG's may be captured
‘and used by either sie,
28 PENETRATION isa capability unique to
machine guns which allows thet fire to be fully
effective against all units in 2 number of target
exes as opposed to the regular firepower of a
squad which efeetsonly one targethex. The hexes
penetrated must be ita staight line along the
Line of Sight. Hence a MMG witha penetration
factor of 4 could fire through four hexes with
sql effect in each hex, The penetrated hexes
feed nor be adjacent nor in the same “ex r0W”
(See 175.6). A penetration factor does norallow a
MG to fire vhrough a building or woods terrain
feature inte another hex however. The penetration
factor of a MG is aeay'slostwhenfiring from one
level of elevation toa differen level of elevation
°29 The BREAKDOWN number determines
whether a weapon suffers temporary malfunction
while Firing (1.0.
3. THE MAPBOARD—
3.41 GAME SET 1 uses only one mapboard,
the city boaed 1. The description of terrain typesi¢
found on the Terrain Effects Chart (hereafter
teferred to as TEC) which is located on the back
cover of this rulebook
‘32 Superimposed over the mapboard is a
hexagon network used to determine movement
and range.
133 Within each hexagon (hex) isa white dot
{or square) which marks the absolute center of
that hex, Asal fring sdone fromcenterofhexto
‘enter of hex, these dors become the reference
Points for determining the Line of Sight. (7)
‘34 Note that while Game Set T uses only one
mapboard, all the board sections are isomorphic
find can be butted together in any fashion to form
larger playing areas.
"35 GRID CO-ORDINATES Each hex has
its own identifying gei co-ordinate printed inthe
top center of the hex. The fll grid co-ordinate is
composed of the board number, hex row letter,
land the hex nurmber within that row. Forexample,
hex 2BBS contains the hill symbol “AS38
‘Whenever two boards are butted together the half
heres of each board edge combine to form an
tntie hex. I only one of these half hexes contains
4 grid co-ordinate the combined hex s considered
pat of the bourd containing the grid co-ordinate
Ii neither or both hexes contain a printed grid co-
ordinate the hee derives its board aumber snd row
letter from the northeastern most board in the
mapboard configuration. The row postion
‘number would be either 0 or 19 depending onthe
covordinate ofthe adjacent hex in the identifying
"3.6 The sidowalk or path illustrations (exam
ple: hex 1BBS) and the difference in color of the
paved roads ofthe city (1C4) and dirt roads (1B5)
fof the countryside play norolein the game and ere
included for aestetie purposes only.
3.1. Board edge half hexes are playable and
have the same effect as full hexes.
3H Terrain Elfects and Movement Costs of
exer containing more than one terrain featureare
cumulative. Therefore it costs infantry 4 MF to
fenter hex 219 and fire ino that target hex will be
‘modified by #3 t0 the dice ral
4, SEQUENCE OF PLAY—
For purposes of definition we will efer to the
player moving first inthe Uenas the artacker the
player moving second as the defender. Each gome
{urn consists aftwo complete & phase player urns.
representing 2 minutes of actual time.
41 RALLY PHASEBoth players may
attempt to repair malfunctioning support weap-
‘ons and rally broken units
‘42 PREP FIRE PHASE—The attacking
player may now fiteany of hisunitsat enemy units
Within the atacking unit's LOS. Place a Prep Fire
‘marker on those units which fe
2
43 MOVEMENT PHASE~The attacking
player may now move those unbroken wits
Which didnot fire during the Prep Fire Phase.
‘44 DEFENSIVE FIRE PHASE—The de-
fending player may now fire any of his units at
enemy unis currently within their LOS. or who
moved. inthe preceding Movement Phase,
through their LOS,
45 ADVANCING FIRE PHASE~The at
tacking player may now fie any of his units whieh
moved during the Movement Phase at firepow-
fer. He may als fie at their full firepower those
lunits which neither Prep Fired or moved. Units
‘which Prep Fired may not fire in the Advancing
Fite Phase. Remove all Prep Fire markers,
“4 ROUT PHASE— Broken smnits of both
sides must seek cover in woods or buildings,
moving player routing his. units first, Those
already in such cover need not move unless
adjacent to an enemy unit.
‘47 ADVANCE PHASE—The atacking
player may now move any arallorhis non-broken
Infantry units one hex (egardless of prior fire oF
rmovenient status). The Bex advanced into may be
‘occupied by enemy units, Thit isthe onl time you
may move an infanry unitintoahex occupied by
fan enemy unit. (Exceptions: 27,53.4, 56,57)
48 CLOSE COMBAT PHASE—Unis of
‘both sides occupying the same hex must atiack
those enemy units oa the Close Combat Table.
{49 This ends the attacking player's turn. The
defending. player now becomes the attacking
player, inverts the Turn counter and repeats steps
4.1-48, At that point one complete game turn
finished and the turn coufter is reinverted and
advanced one box on the Scenario Turn Record
Chart
5. MOVEMENT—
45.1 During the Movement Phase portion of
your turn yourmay moveall,some, or none of your
Units whieh dad nor fire during she Prep Five
Phase
'$2 Units are moved in any direction or
combination of directions up to the limit oftheir
‘Moverient Factors (hereater refered toas ME).
The die has nothing t0 do. with movement
Basically each units permitted to movea number
fof hexes equal to its movement factor, although
this may be increased, decreased, or restricted by
leaders (548), terrain (5.3), presence of enemy
Units (5.4) items eared (5.7), oF fire fromenemy
units (16).
'33 Units may move over and slack on top of
‘other friendly units. Movement factors cannot be
transferred from one unit to another, nor can they
be accumulated from turn to tur.
64 Only vehicles have separate MF allo
‘mens printed on their counter. All other counters
have a uniform movement capability based on
their unit type:
‘S41 Every squad counter has 4 ME.
'SA2 Every leader counter has 6 MF.
'SA3 No support wenpon counter has 2 MF of
its own, They must be “carried” by squad, leader
fF vehicle counters t0 move,
‘544 Ifa squad(s) spends the entire Movement
Phase stacked with a leader it would receive a 2
MF bonus.
‘85 Everytime a unit moves into a hex it
expends a number of its MF for that turn,
‘dependent on the terrain within that hex. Thecost
in ME to enter a hex is shown below and is also
summarized on the Quick Reference Data CardOpen Ground, Shelhole, Wheatfield IME
onto Road fees a noetoud Nestle IME
Onto Road from a road hexide os 1/2
"Woods 2ME
Sener any Building 2Me
Move within Balding ame
Over Walle or hedge ie -cor
COT = Cost of Terain moved int.
‘5.51 Walls and hedges are printed directly on
the Rexsides themselves. When crossing such a
heaside, a unit pays a one MF penalty plus the
normal cost ofthe terrain in the hex moved into,
5.82 The MF cost for moving into a road hex
is 4 MF only if the hex is entered through a
hexside crossed by the road
15.83 +The MF cost of infantry emering Open
Grotind (hills), road, buildings, and woods hexes
's doubled while moving onto a higher terrain hex
than previously occupied. There is no additional
penalty for moving along the same level of high
terrain hexes. There is no additional or lessened
0st for moving from higher tolower terrain. Note
hhowever that there is no terrain elevation
differentiation (other than two story buildings) on
mapboard #1 which is the only board used in
Game Set 1
5.84 Terrain effects are cumulative for units
‘moving into or through hexes containing more
than one type of terrain. (Exception: infantry
moving into shellhole along road)
Exception Hon 3119 cat 2 MF to ener fom exes M9.
2g) Wot Me eee fom. te
Semon The Youd leading nt The hx doe no heat the
‘sme he rin tbo me er
5.6 Infantry units may move up toand around
enemy units with no restrictions (Exception—
16.1), but may only move into a hex occupied by
fan enemy unit during the Advance Phase
(Exceptions—27 2, 568, 57.)
‘8.1 SUPPORT WEAPONS-Squads and
leader counters may carry support weapons at
varying costs to their own movement factors
These portage costs per weapon are shown on the
Support Weapons Chart. The portage cost for
‘carrying a support wespon isthe same regardless
of the distance traveled. An infantry unit ean pick
up (or drop) support weapons at any point in its
move providing it has sufficient MF to do so.
Notice that the portage cost ofthe same weapon
may be different—depending upon whether itis
carried by a squad or leader counter, A squad may
carry up 1 3 portage points at no cost 10 its own
Movement Facior. A leader may carry I portage
point of support weapons at no cost to hit own
Movement Facior. A unit loses one MF for each
portage point carried over these normal portage
‘capabilities
omg pat) expe ony} Movement sry Sg
Rls Pas crpanea brant fmt ata.
TAP Boning te Mose Pans
5.1 A teader may never cany Support
‘Weapons in excess of 3 leader portage point
‘S172 The portage capability of unit may not
bbe combined with that of other units. Exception:
NOTE A. A weapon can be eatred by only one
lait ata time and the portage cost for that weapon
‘must be paid by chat unit. Therefore two squads
‘may not movea HIMGany further than onesquaé.
However, a leader spending its entire Movervent
Phase with a squad may sil impart a movement
‘bonus to the squad, even if the leader is itself
carrying 3 portage points of support weapons.
3.78. Regardless of movernent penalty due to
terrain and/or weapons portage asquad erewcan
5.7 SUPPORT WEAPONS CHART
PORTAGE CosTS
Support
‘Weapon
Squad/Crew Leader
OPERATION CAPABILITIES.
Squad___Lender
IMG TO
MMG'
EMG
FUT TMGar ietrepower
E
Yes 73)
Flamethrower
ba
1D 223) 1Ca2H
Demolition
Charge
TD Garey 1C
cD
Panzertanse
cpH | «ay 16737
Bazooka
No | 207) EGA
Radio
Nor NA 1)
‘Antctank Gow
10Smm Howitzer
Mortar (63.8
Buea
eH
ores:
Yeo
No
Da |
Tae ONA
‘AvTuo leaders may caty one MMG/HMG I hex per Movement Phase.
'3Any squad may push I hex during Movement Phas.
CMe havea leadership modifier of or "3
‘D—Muat he Anau Engineer,
EAny two ieders may fe fll strength
F_Ont MG or fiepomer factors a
RO cst or any two MG's in excess of 4 firepower
factors and fret squads inherent firepower
Go Most be Crew eunier
HoMest be American unit
For sucking porposes ony
always cary up to portage points one hex during
the Advance Phase. A Leader may always carry up
{o 3 leader portage points one hex during the
‘Advance Phase
5.74 Any squad carrying 4 or more portage
points or a leader carrying 2 or more leader
portage points during a Movement Phase may not
fire a support weepon in the ensuing Advance Fire
Phase,
'.75 No infantcy unit may fire more than one
‘ype of support weapon in the same fire phase
LMG, MMG and HMG are al considered one
‘ype of support weapon,
‘5.16 Unless otherwise specified, when refer
ring to portagecoststhese rules willalwaysrefer to
‘squad usage costs
6. STACKING—
‘64 Each player may sek no more than 4 of
Infantry units (only 3 of whieh may be squads)
plus a maximum of 10 portage points of suppor
‘weapons per bex. (Exceptionr: 27.2, $6.8. $7)
62 In Close Combat situations both sides
‘may occupy the same hex up {0 their normal
‘maximum stacking limit. Once Close Combat has
tended with onesie victorious, any excess suppor
‘weapon counters must be eliminates. with the
vietorious player given the choice of which
‘weapons to remove
(63 Players may exceed stacking limits during
movement so long as hexes are not overstacked at
the end of the Movement Phase.
7. BASIC LINE OF SIGHT (LOS)—
cat ows se ord
‘tne mate van sw be pees Secon
74 Allsightng is assuined to fellow astraight
line measured from the center of the firing hex to
the center ofthe target hex, Any rubber band ora
piece of string stretched taut will suffice to check
the LOS although a transparent straight edge
orks best, he obstaclecan be observed onbath
3
sides of the string the LOS is blocked. If any
disagresment arises as to whether a LOS is
‘obstructed it should be resolved with a friendly
roll of the die
7.2 Line of Sight in Game Set 1 is considered
unobstructed unless it passes directly through a
woods or building symbol (not necessarily a
woods or building hex). Such symbols present in
the fring or target hex do not obstruct LOS unless
the LOS passes through the symbol itself. The
presence of infaniry unis ina hex does not
‘necessarily block LOS through that hex. Fite may
be traced through infantry units without affecting
them ifthe firer prefers Exception: 17.6)
7 LOS extends into woods or building
symbols but nor through them into hexes beyond
the hex containing the first woods or Building
symbol encounteted (Exception: Elevation
Differences 7.9.
74 Buildings whieh cover 3 hexes or more are
‘considered to be mulivstory structures and wits
in such buildings may trace LOS over buildings of
2 hexes of smaller and woods. The hex direct!
behind a building ot woodsin dieet LOS trom the
firing hex is considered a Bind Hexand cannot be
fired upon
Sraegengretee ream
Sao