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How to Halve and Round [3.54] & Misc. Disruption Effects [3.

72]
 Artillery Support is halved individually, drop fractions  MA -2 (before halving)
 Attacking factors are totaled then halved, drop fractions  ER -2
 MA is halved individually, retain fractions, never cumulative  HQ Command Points, Artillery Support Strength = 0
 dr 0 = 10  Overrun, Combat Refusal, Reaction Movement NA
 No minimum move  Advance After Combat = 1 hex only
 Stacking limit = 9  Strongpoint Construction or Removal NA
 ER check > ER value is a failure  CAB = NA

Initiative DRMs [7.12] Combining Formations [7.3]


 +1 for each opponent’s Pass sequence  Success if dr + Combination Value + Leader DRM > 7
 +1 for each 2 hex Advance After Combat taken

Out of Supply Effects [6.14]


 Motorized MA x ½, non-motorized -2
Low Fuel Effects [6.44] (Motorized units only)
 ER -1
 MA x ½
 Attack strength x½
 ER -1
 Artillery remains on Fired side
 Overrun, Reaction Movement NA
 Supply Route = 7 hexes (5 if Rain or Marsh) to Road (or Trail
for non-Red-Box or Orange-Circle MA) to Source, may not
cross Strongpoint, Fortified Line, unbridged River and Stream

Overrun [8.5]
 Eligibility: Red-Box MA or Cavalry, non-Disrupted, not OOS or at Low Fuel and include Armored, Armored Car or Cavalry
 NA for Rain, River (even at bridge), Town, Strongpoint, Fortified Line, prohibited hexsides, from multiple EZOC hex
 Must begin stacked and within stacking limits
 +1 MP, EZOC cost in Defender hex NA.
 Artillery Fire Support only for Defender, limited to one unit in Defender hex.
 German CAS only, limited to one unit, subject to Coordination
 DRMs: Terrain, ER Differential, CAB, German CAS
 Retreat causes Disruption, Artillery on Fired side, path determined by Attacker, avoid EZOC
 Overrunning stack must enter Defender hex and may continue, if in EZOC may only Overrun EZOC hex or end move.

Combat Refusal [9.2]


 Eligibility: All units are non-Disrupted Red-Box MA or Cavalry
 ER check passes = 2 hexes retreat, may not pass in vacant EZOC, end in Declared Combat or conduct Reaction
Movement
 Advance After Combat up to 2 hexes, 1 for non Red-Box MA, 7.12 does not apply

Reaction Movement [9.3] (may use Command)


 Eligibility: within 2 hexes from Defender hex but not in a Defender hex, Red-Box MA, not HQ, Disrupted, OOS or Low
Fuel, part of Lead Unit Formation (or now activated Army unit), not in EZOC if Soviet
 ER check passes = MA x½, may not enter vacant EZOC or cross unbridged River, EZOC MP cost = 0

No Retreat Declaration [9.4] (may use Command)


 Eligibility: Defender hex contains > 2 steps, did not fail Combat Refusal and either contains HQ of any unit’s
Formation or Leader OR friendly Strongpoint or Fortified Line
 ER check passes = No Retreat marker placed
 Automatic if a non-Disrupted NKVD is the Lead Unit or if non-Disrupted HQ or Leader is in the hex
 Marker remains until a new unit enters and stays in the hex or hex no longer Eligible.

Combined Arms Bonus (CAB) [10.6 f] Strongpoint Construction [14.2]


 Eligibility: include non-Disrupted Armored and motorcycle,  Eligibility: Non-Disrupted Infantry (non-Winter Weather) &
motorized infantry, motorized engineer, or recon Engineer, except Bicycle, even in EZOC.
 NA vs. red defense strength, Town, Strongpoint, Fortified  Construction limitation = combined Command Points of
Line, across River bridge active Formation (construction by Engineers does not count)
Combat Worksheet
Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile
Attacker DRMs Defender

Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile


Attacker DRMs Defender

Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile


Attacker DRMs Defender

Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile


Attacker DRMs Defender

Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile


Attacker DRMs Defender

Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile


Attacker DRMs Defender

Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile


Attacker DRMs Defender

Defender hex: Operations Sequence:  Assault  Mobile CRT:  Assault  Mobile


Attacker DRMs Defender

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