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Infantry Facing & Movement At all times, a unit must face a hex side (as opposed to the corner

of the hex). Units may move forward into any one of their 3 front hexes without having to change their facing. The front hexes include the hex right in front of the facing arrow and the hexes facing the front right and front left corners of the counter. Foot Units may change their facing to any hex side at no movement cost after they move into a new hex. Flank hexes are simply those hexes that are not front hexes. A foot unit may move backwards into one of its 3 flank hexes without first changing its facing, but must pay a +1 move point backward movement penalty in addition to all other movement costs. Units may only fire at units in their front hexes. Pivoting to face any hex costs 1 movement point.

Free Pivot while shooting When making a concentrated or area attack, a unit may freely pivot one hex side before firing. A unit may also pivot one hex side when it enters op fire, even when this is done at the start of the turn. Firing: Firing is now resolved in the following way: 1 Select a target unit in the hex and roll firepower as normal. 2. The target unit must take a cover roll against the successes scored on the firepower roll. Base cover is 2 dice (even in the open) to which terrain and medic cover bonuses are added. The target unit suffers a casualty for every attack success that it failed to counter with a cover roll. 3. EACH unit in the hex (stacking is dangerous!) must now take a Morale test against the successes rolled on the attack roll, needing 5+ similar to cover rolls. Base morale is 2 dice with the following modifiers: +1 for every elite soldier figure in the unit. +1 For an officer in the same hex. +4 For a unit in a pillbox IF the unit didnt suffer any casualties. -1 The main attacker is firing from a flanking position

4. If the morale roll fails to account for all the attack successes, the unit becomes pinned, or suppressed if the unit just suffered casualties from the shooting, failed the morale roll by 3 or more uncanceled attack successes, or was already pinned. 5. Rout: If the unit is already suppressed and suffered any casualties or failed the morale roll by 3 or more uncanceled attack successes, it routs. To rout, a unit must immediately use up all of its movement points (stopping when it reaches out of los or cover) towards: (in priority order) 1. Out of LoS of all enemy units 2. Any cover (the strongest cover if multiple are available) 3. Straight towards its own table edge if none of the above are possible. The routing unit may not move adjacent to enemy units or closer to enemy units in its LoS. If it has no option but to do that in order to expend its movement points, it is destroyed (either surrendering, scattering or being destroyed in a crossfire.) Flanking attacks If attacking a foot unit from any of the 3 rear hexes (from the main firers perspective), the target reduces its basic cover dice by 1 and his morale tests are taken at a -1 penalty. Pinned Units: Pinned units may be activated for a Concentrated Fire action at half firepower, or full firepower if an officer is present, as pinning is much more prevalent now. This rule works out the same as normal assault rules. Entrenchments: Provide +2 cover (total 4) against shooting attacks (not assault) unless the shooting takes place from a flanking hex. Entrenchments do NOT stack with woods or any other cover as in the base game, so entrenchments are as effective in woods as before, not more. Opportunity Fire (Overwatch) Now any unit can op fire, even those that are not designated to be in overwatch, with the following rules: Fresh units may op fire, only against enemy movement, at close or normal range but gets a +1 to the difficulty to hit (normal range needs 6s, close needs 5-6). They become fatigued as a result. Fatigued units may op fire, only against enemy movement, at close range, but get both a +1 to the difficulty to hit, needing 5-6, and halve their firepower.

You can also combine op fire from multiple units at the same time, handled as normal concentrated fire. Opportunity fire suppresses all units in the target hex normally. However, unless the main attacker is on overwatch, the acting unit taking a move & fire action may declare that it will fire before any op fire takes place. A unit on overwatch may be activated for a concentrated fire action normally. The unit is marked as fatigued after firing as normal. However, a machine gun unit that has performed Rapid Op Fire may NOT be activated for a Concentrated Fire Action.

Assaults: Assaults are now as follows: 1. Both sides determine their attack strength as normal. 2. Roll the attackers and defenders attack dice and cover dice in turn. There is no base cover of 2 dice in assaults its a bloody business! Any cover is only counter once, including entrenchments, not once per unit. 3. Both players assign the hits they received for their own. You may not assign hits on vehicles unless the opposing player allows you to or all infantry units are destroyed. Roll the vehicles armor against the hits it has received. 4. If both sides have units left at this point, total up the hits received, counting both casualties as well as suppression hits, for both sides, and determine assault winner. 5. The loser must take a morale test according to the number of hits it lost the assault by. Apply the result as normal and retreat the units according to normal rules. However, if any unit does not roll any successes on its morale test, it routs and is destroyed automatically! Note that you may now assault hexes with heavy vehicles in them AND assault with vehicles themselves, too! Vehicles in assaults use their armor against attacks as normal, except they use their rear armor due to the danger of assaulting with tanks, and their firepower is reduced by two (before possible halving for supporting). Vehicles that are assaulted from a flanking position also halve their firepower after the reduction of -2! Vehicles may not assault buildings or pillboxes. Vehicles that assault other terrain types must test for bogging down if they fail, they cannot participate in or start an assault.

Machine Guns and Rapid Opportunity Fire Machine guns only have 1 extra model in addition to the weapon team. Only an officer may be placed in the empty slot left by this. However, the firepower of the Machine Gun unit is increased by 1 when it performs a concentrated attack or a non-rapid op fire attack. Machine Guns Rapid Op Fire is limited as follows: Every time they use Rapid Opportunity Fire, roll a D6. If it is equal to or under the Firepower of the MG, it may stay in Overwatch. There is a -1 to the roll if they do not have another regular or elite soldier figure in their squad. MG against armored vehicles: treat machine gun figures as regular infantry miniatures against any vehicles with an armor value. Machine guns are not meant to punch through tank armour. Mortars and artillery: Mortars are now subject to drift, like artillery. Establish the drift number as follows: Normal range, in los: no drift. Normal Range, out of los (spotted): 3+ Long Range, in los: 4+ Long Range, out of los(spotted): 5+. Roll the a red and black die like for artillery, but mortar drift is halved, rounding down with a minimum of 1 hex. However, mortars always hit on 5s now, even at long range. Mortars and artillery always attack with an area attack. A unit consists of one mortar team and one regular soldier only an officer may join the empty slot. If there is at least one regular nonweapon team figure in the squad, the firepower for mortars is 4, otherwise the firepower is 2. Artillery cards are stronger and treat their firepower values as 2 greater than normal against the center hex, normal firepower against wide blast radiuses. Vehicles can be hit by area attacks by mortars, artillery and other area attacks from cards. The firepower for mortars against vehicles is 2(or 1 if no regular soldier), artillery has 3, resolved against front armor unless you roll at least two hits, indicating a direct hit, in which case resolve the shot against rear armor! Mortars may now lay smoke in addition to firing normally. To do so, a mortar must have a normal non-weapon team model in the same squad. This is simply resolved by placing a smoke token on the target hex after drift, instead of resolving an area attack against the hex. Air Bursts: applies only to unarmored units in woods when fired upon by mortars and artillery. The attack rolls against units in woods succeed on a 4+ instead of 5.

Engineer Specialization: May spend 2 movement points to remove an entrenchment or tank traps, similar to Razor Wire. Reduces any enemy cover by 2 in assaults (destroying an entrenchment if it does. Also grants +2 firepower in assaults against vehicles. May not dig entrenchments in the middle of the battle anymore. Anti-Tank Specialization: Reduces cover of pillboxes by 3 when shooting or assaulting with the anti-tank unit as the main attacker. Heavy Weapon Teams: Heavy weapon teams cannot be doubled up. Reduce the amount of regular infantry in the forces by 1 per heavy weapon team heavy weapon teams normally deploy with 1 regular figure. This also applies to reinforcing heavy weapons teams.

Vehicle Rules: Light Vehicle Facing & Movement Light Vehicles too must be facing one of the six sides of the hex it occupies. Light Vehicles can only move into the hex they are facing, and they can turn up to two hex sides after each hex moved. Extra turns of up to two hex sides cost the vehicle 1 Movement point each, and can be done without restrictions. Vehicles can only fire at units in their front hexes, unless they are turreted. Reversing costs double the normal movement points for Light Vehicles. Heavy Vehicle Facing & Movement Heavy Vehicles too must be facing one of the six sides of the hex it occupies. Heavy Vehicles can only move into the hex they are facing, and turn one hex side after each hex moved for free. Extra turns cost the vehicle 1 Movement point each, and can be done without restrictions. Vehicles can only fire at units in their front hexes, unless they are turreted. Reversing the Heavy Vehicles initially costs an extra movement point (ie. 2 MP for the first hex in reverse) but is normal thereafter (ie. 1MP for each hex after the first).

Vehicle Facing & Armour Heavy vehicles have a different armor value for front (the 3 front hexes) and flanks (the 3 rear hexes): Tiger I: 6/ 4 thick armor Panzer IV: 5 / 2 M4 Sherman: 4 / 3 There are no separate effects for flanking light vehicles. Bogging Down: Vehicles entering certain terrain run the risk of bogging down and being immediately marked as fatigued. Terrain and obstacles such as woods, rough ground, wire, entrenchments and streams may cause a vehicle to bog down. Vehicles check for bog when entering and exiting a hex. Some modifiers may apply to the bog check. Fully Tracked Vehicle: avoids bogging down on 2+ on 1D6 Half Tracked Vehicles: avoids bogging down on 3+ on 1D6 Wheeled Vehicles: avoids bogging down on 4+ on 1D6 Tank Traps: May setup in shallow water obstacles. Vehicles may not enter a hex containing tank traps. An engineer unit may remove a tank trap if it starts its turn in the hex with the tank trap. Unit is fatigued after removing the tank trap. Tank Traps may be removed by 3 or more Hits from Artillery roll to damage the traps separately. Hull Down: Vehicles on a higher level than the attacker gain +1 cover.

Optional Rules: German Squads variant rule: German squads deploy with 3 models per base (remove a corresponding number of figures from the roster), unless attached with a leader, but one model per squad is always the light machine gunner. The model has +2 Firepower. ((Side note: FJ have 11 man squads and are the most elite troops on the West Front, so in scenario design, can be 4 men strong with this advantage still in play Scenario 2, Liberation, benefits from this rule to create a more balanced game.))

PLATEAU AD INFINITUM, When a unit is on a hill and adjacent to this unit there is hill with the same level, it is a plateau and the unit dont have Line of Sight in that direction, no matter the distance of the target. With this variant rule, if there is a hill with the same level anywhere within the line of fire, this hill also creates a plateau, blocking LOS from the hexes that are behind it. This means that in the example about line of sight and different elevations on page 26 of the rulebook, in example D there is no LOS.

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