COMBAT INFANTRY 1.0 SEQUENCE OF PLAY

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1 NTRODUCTON Combat nfantry is a World War Two tactical combat game. n this game you command a German or American infantry battalion composed of three rifle companies, each with three rifle platoons, each with three rifle squads. Each company has machine guns, mortars and anti-tank rocket launchers of a heavy weapons platoon. Also included are engineers, heavy weapons, tanks, and anti-tank guns from battalion level. The game includes four geomorphic maps that depict typical terrain found in Europe. Map scale is meters per hex. This is a fast-paced game with scenarios that run from - hours. There are no cards, no combat tables, just hard-nosed tactical problems. The rules are just pages long, yet you will find their depth of play to be realistic. Leadership rules require players to maintain unit integrity squads belong to specific platoons, and platoons belong to specific companies, each with their own commanders. GAME EQUPMENT Geomorphic Maps () Wood Blocks ( green, black) Unit Label Sheet () Die-cut Markers () Scenario Cards () Dice ( x d) These rules COMBAT NFANTRY. SEQUENCE OF PLAY. PLAYER TURN The game is played in alternate Player Turns. Nothing fancy here: this is your basic GO-UGO game. Each scenario specifies which player goes first. Each Player Turn has steps. The player taking a turn is called the Active Player. FRE and reveal any units. Firepower varies by unit type, modified for target, range, and terrain. After a unit has fired, leave it face-up until the end of your turn. MOVE any units that did not Fire. Units can move any distance up to their move limit, subject to terrain, but must stop when they move adjacent to an enemy unit. Units already adjacent can move into the same hex as enemy units conducting an assault. ASSAULTS are resolved after all movement is completed. With multiple assaults, each is resolved one by one in any sequence desired by the Active Player. Each assault triggers three () rounds of close combat, defending units firing first. During each round, either player may choose to fire or retreat involved units, except the Defender cannot retreat in Round, and the Attacker cannot fire (must retreat) on Round. The victor of an assault may immediately Regroup before resolving another Assault. SUPPLY units within supply range of their specific HQ. First, activate the desired HQs, then add one () step to each, depleted unit, subject to available supply. Each active HQ then drops -step and stands upright. VCTORY: Determine if you have won per Scenario rules. Otherwise, your opponent conducts a Player Turn. COMBAT NFANTRY BADGE Awarded to U.S. infantrymen of colonel rank or less who participated in ground combat under hostile fire. This cherished award, worn above all other awards, depicts a 9 Springfield musket on a blue bar with a silver border, superimposed on a wreath of oak leaves. Other nations had similar badges. Rulebook Organization This rulebook is formatted so that the sidebar (right column) contains design notes, examples, and optional rules, noted with a [ ]. We maintain the latest rules on our website for free download: Unit Scale Most units represent rifle squads of 9- men, roughly men per step. Heavy weapons like machine guns and mortars are teams of - men per step. Tanks and artillery are individual vehicles and guns. Ground Scale Each hex depicts meters. One squad in WW typically defended a front of - meters. One squad per meters would be light defense, two squads would be average, and three squads would be dense. Two or more squads per meters that is seen in most squad-level games is really too dense for WW. Time Scale Riflemen could easily run meters in seconds, including some ducking and weaving. But there was usually a lot of time spent doing absolutely nothing, heads down, then a minute or two of frantic action. This action and inaction are blended into one minute turn that may contain very little action or involve several assaults with multiple rounds of deadly close combat. Fog of War Fog of War is a great feature of all block games. The blocks stand upright, their label facing the owner. Players are never sure of the exact strength or type of enemy units until they fire or assault an enemy hex. Given a compelling need to "keep your head down", fog-of-war is essential to simulate WW tactical combat. Tanks are an exception. Veteran infantry could determine the location and identity of tanks just by the sound of their engines. Hence, tanks are revealed when they fire or move (sound detection). Columbia Games nc. VERSON.99b

2 . UNT TYPES Combat nfantry includes units for one American and one German nfantry Battalion, 9-. This was considered the smallest force capable of attacking or defending major objectives. Combat units are represented by wood blocks that provide simple game mechanics for fog of war and step reduction. A selfadhesive label must be attached to each unit, German labels (gray) on the black blocks and American on the green blocks.. UNT DATA. STRENGTH: units have declining strength such as --- or --. A unit s current strength is the number on the top edge when the unit is standing upright with the label facing the owning player. When units take hits they are rotated anticlockwise until their new strength shows on the top edge. Strength is the number of dice a unit rolls in combat.. FREPOWER: Units have a Fire (F) rating such as F. The number is the maximum roll that scores a hit in Fire Combat. Hence a unit rated F scores one hit with each die roll of,, or. Firepower is modified by range, target, and terrain..: RANGE: Below the Fire rating is a range number, stated in hexes. This is Short Range. Units can fire up to double this range, but hexes in excess of short range are at Fire - (F=F). Thus, a F unit, Range, fires at F at range or.. MOVE: Movement ratings are shown on the bottom right of each unit. This is the maximum number of Move Points (MP) available for one turn.. UNT D: Each Battalion has three Rifle Companies, identified "A", "B", and "C". Platoons within a company are numbered "", "", or "". Hence, C is a unit in Platoon "" of Company "C". Each unit in that platoon has the same "C" D.. MORALE: A number expressing the quality and training of the unit, the higher the better. Morale determines a unit's resolve to fight or retreat in difficult circumstances. COMBAT NFANTRY. HEADQUARTERS (HQ) CHQ C CHQ A F F American HQs have a white star; German HQs a black cross. HQs represent a commanding officer, supporting staff, medics, runners, security, and signals. They are treated like other units for movement and combat, but have a unique supply ability. There are two HQ ranks; -step Company HQ (CHQ), and -step Platoon HQ (). You, the player, are battalion commander.. SQUAD F Most ground combat in WW involved infantry squads and their supporting heavy weapons. American man B squads are -step, with combat F. German 9 man squads are -step with combat F. German squads had a superb MG- machine gun which justifies their higher firepower. All rifle squads have Move, but their Morale varies.. COMPANY WEAPONS Each Company has a mix of Machine Guns (MG), Mortars (MO), and Anti-Tank rockets (AT). These have only the Company D and are assigned to Platoons as needed.. Machine Guns (MG) F All machine guns were deadly, particularly the German MG and MG. These had very high rates of fire, reflected in A their superior firepower. MG. Mortars (MO) MORTAR B F Mortars use indirect fire called bombardment. This allows them to attack enemy units hidden from view, but their target must be spotted (.). Mortars can bombard out of woods and towns... Anti Tank Rockets (ATR) F Personal anti-tank weapons such as the US Bazooka and German Panzerschrek (shown) may target tanks and bunkers. C They have a red triangle to indicate their special AT status. PZ-SCHREK STEP REDUCTON Units are unlikely to be at full strength until destroyed. Some games use the back of a counter to represent half-strength, in effect, two step units. This game gives you two, three, or four step units with no muss or fuss. The current strength of a unit is the number on the top edge when the unit is standing upright. For each hit taken in combat, strength is reduced by rotating the unit 9 degrees anti-clockwise. The diagram below shows the same German mortar at -- strength. MO 8 MORTAR F UNT TYPES TYPE GER USA Company HQs Platoon HQs 9 9 Rifle Squads Machine Guns Mortars AT Rockets AT Guns Field Artillery Engineers Tanks TOTAL NOTE: Both players also have a variety of field artillery and aircraft markers that attack from off-map. MORALE () UNT TYPE (Rifle) B F MO 8 MORTAR STRENGTH () F F MO 8 MORTAR FREPOWER (F) RANGE ( hex) UNT D COMPANY (B) PLATOON () MOVE () Columbia Games nc. VERSON.99b

3 COMBAT NFANTRY. BATTALON WEAPONS Additional heavy weapons are carried at Battalion level (yellow triangle); they are assigned to companies as specified in a scenario, or by random draw. They can only be supplied by their assigned Company HQ.. Engineers ENGNEER F These are combat engineers; German engineers are called Pioneers. They are assigned to companies as desired. They are elite rifle squads, but can also lay smoke and demolition charges, lay and clear minefields, and use flamethrowers to attack bunkers, etc. Nasty dudes!. Anti Tank Guns PaK mm F Both armies have AT guns as Battalion assets; they have a red triangle to D them. AT guns, like AT rockets, may target tanks, machine guns, and bunkers, meaning all hits scored must be taken on the target unit. They may deploy with double defense (D) in building, farm, and woods hexes. AT Guns cannot fire in Assault Combat, but take hits normally.. Tanks SHERMAN F All infantry suffered from "tank fright". A platoon of five () tanks is included as a Battalion asset. Tanks in this game are from 9-. Each unit represents one tank and its crew. Heavy tanks have -steps, medium tanks -steps, and light tanks steps. All tanks have a rated armor class in a red circle, the higher the better. Tanks that deploy with cover, such as in woods, also have double defense (.). Tanks have direct fire which requires Line of Sight (.) to a spotted target. Tanks may target enemy tanks and bunkers, meaning all hits scored must be taken on the target unit..8 ARTLLERY SUPPORT F8 The range of Field Artillery means their fire mostly comes from off-map. Most scenarios list one to three artillery bombardments from offboard. Each side has one unit for onboard deployment when required. Field Artillery can only fire on spotted (.) target hexes. A player may call for one () available artillery bombardment in the Fire Phase on a spotted enemy hex. Friendly units located adjacent to an artillery target hex risk friendly fire (.)..9 AR SUPPORT F Air Support is similar to Artillery Bombardment. Markers depict the American P- Thunderbolt, and the German JU-8 Stuka. F Each scenario lists the available airpower (AR -). A player may call for one () available air strike in the Fire Phase on a spotted enemy hex. Friendly units located adjacent to Air Support target hexes risk friendly fire (.). MPORTANT: Air and Artillery support cannot both be made on the same Player Turn. P- JU-8 Stuka TANKS One tank battalion (8 tanks) was assigned to each infantry division. One tank company ( tanks) was attached to each infantry regiment. One tank platoon ( tanks) was attached to an infantry battalion. Tanks operating with infantry generally had the role of destroying enemy tanks, or keeping the attack moving with their superior armor and mobility. Tanks often led an attack, but could be vulnerable to enemy anti-tank weapons. Both tanks and infantry need to support each other for success. The later war German Panther and Tiger tanks were superior for gun size and armor, but plagued by mechanical problems. Sherman tanks were reliable and more mobile; they could move and fire whereas the German tanks needed to stop and then fire. "Firefly" Shermans equipped with the British pdr AT gun (.mm) could destroy a Tiger. Battalion Weapons Battalion weapons are assigned to specific companies in the scenarios, or randomly drawn. They can only be supplied by the Company HQ. Anti-Tank Weapons Guns and rockets designed to attack armored tanks usually fired armor piercing shells, as opposed to high explosive shells. The first was designed to penetrate armor plate and then explode (inside a tank). The second exploded on contact which was more destructive to buildings and soldiers. The game design assumes the proper shell type is used for the stated target. AT Guns represent one gun and its crew. The Germans have two AT guns, the useful PaK-mm and the superb and dreaded 88mm. The Americans have the mm, a British gun they adopted. PZ- STRENGTH () F FREPOWER (F) RANGE ( hexes) TYPE (PZ- Panther) PANTHER ARMOR () st BATTALON ASSET MOVE () Columbia Games nc. VERSON.99b

4 COMBAT NFANTRY. MAPS The game contains four maps. They are geomorphic, meaning they can be joined together in different layouts.. HEXES Each map is divided into hexes which govern the location and movement of units. Hexes are divided by hexsides. Half hexes are fully playable.. TERRAN EFFECTS Movement, Combat, Stacking, and LOS are affected by terrain. Hexside terrain can differ from Hex terrain. For example, a Woods hex might have two Woods borders, three Clear borders, and one River border. Some terrain, like Rivers or Slopes, is only hexside terrain. Two types of terrain may appear in the same hex or hexsides, but one type usually dominates: if ambiguous, always assume the most restrictive terrain. Terrain types are described below; effects are given in the Terrain Data Chart (back cover). ROADS: Reduce other terrain movement by, hence Move mp when road traverses Clear, and Move mp traversing Woods, etc. The only distinction between major and minor road is there is no minor road benefit in snow or rainy weather. Road hexsides are treated same as other terrain for Fire and Assault. Mortars, artillery, and aircraft have aiming bonus + (F=F) when firing at enemy units located on a bridge, crossroads, or road junction. RALWAYS: treated as Minor Roads. BRDGE: Hexside terrain. Move mp. Bridges are subject to demolition; and were always used with caution. Some bridges span more than one hexside. FORD: Hexside Terrain. Move mp, Fire. CLEAR: fields of crops or pasture. Many fields had stone walls or thick hedges. ORCHARD: Open LOS. WOODS: Blocks LOS. No fire combat except Bombardment. Both players have D in Assault. Tanks can only move through woods hexsides or enter woods hexes along a road. HEDGE: Hexside terrain. Blocks LOS. Hedges shown are Normandy style bocage which were thick and high, almost inpenetrable. Bombardment over a hedge OK. Direct Fire and Assault allowed at hexside limit only where there is a gap. MARSH: boggy terrain. TOWN: Blocks LOS. Defender has D against Fire, except Tanks have D. Both players have D in Assault combat. Most town hexes have roads so movent is mp when friendly. FARM: Defender has + Morale when needed. Hexsides same as other terrain. BEACH: Tidal area above low water. SEA/LAKE: units cannot cross all water hexsides, except by bridge or ford. All partial water hexes are played according to the dominant land terrain in the hex. RVER/CANAL: Hexside terrain. Most units cannot cross except by bridge or ford. Engineers and infantry may cross any hexside (using boats) with one () unit. f this move is an assault, attacker is - firepower (F=F) in first assault round. SLOPES: Hexside terrain. Stacking depends on other terrain in the hex. When moving uphill, Move is + and Assaulting units are subject to a firepower penalty of (F=F) for the first Assault round. Move downhill has no effects. Hills may block LOS. CLFF: any hexside with two or more height levels. A cliff hexside prevents all movement, except to Ranger or Mountain troops. FOXHOLE: A marker that may start a scenario, or can be built during play. See.. BUNKER: A marker deployed at the start of a scenario. Unlike foxholes, they cannot be built during play. See.9. SMOKE: A marker that blocks line of sight in a designated smoke hex until the next friendly turn. See:.8. OBJECTVE: A yellow marker with a black star. Many scenarios use objectives as part of victory conditions. The objective hex and all adjacent hexes must be friendly for a player to claim control of that objective. The American Company, 9 American companies, commanded by a captain, had three rifle platoons and one heavy weapons platoon. Each platoon was commanded by a lieutenant. Rifle platoons had three squads of men, each commanded by a sergeant, and an HQ of men commanded by a lieutenant. Most infantry were armed with a semi-automatic Garand, a superior rifle capable of firing 8 shots rapidly or singly. One member of each squad carried a Browning Automatic Rifle (BAR), essentially a poor light machine gun. Platoon staff were armed with short range weapons like pistols and sub-machine guns. Companies had one Heavy Weapon Platoon armed with. MGs, mm mortars, and bazookas. Additional heavy weapons from battalion level. were 8mm mortars, AT guns,. MGs, and tanks. USA had two mortars, M mm (light) and M 8mm (heavy). The mm was a smooth bore, muzzle loading, high angle-fire weapon. Both mortars were too heavy for squad or platoon use, and were normally assigned to CHQ command. Mortars were an important part of the company's offense and defense, ideal for engaging targets in ravines and reverse slope positions. Because of their accurate fire mortars compared favorably with field artillery (except for range). A company would typically attack on - meter front (two to four hexes) depending on terrain and enemy defences. One rifle platoon would generally mount the main or frontal attack, one would do a flanking secondary attack and provide fire support, and the third would be held in reserve near the Company HQ. Heavy weapons were assigned to rifle platoons as needed. Farms Most buildings in WW Europe had walls of stone, not wood. Farmhouses were often fortified, enclosed by perimeter walls. Pontoon Bridges t generally took - hours to build a short pontoon bridge, and much longer for rivers like the Seine or Rhine. Scenarios with a pontoon bridge begin with one already in place. Columbia Games nc. VERSON.99b

5 COMBAT NFANTRY. FRE PHASE fires over a Woods hexside into an adjacent hex. One infantry then fires through that same woods hexside. Finally, the second infantry assaults via the same woods hexside.. FREPOWER n the Fire Phase, the Active Player may fire any unit. All units that will fire must be revealed by tipping them forward face-up before any units fire.. Spotting Spotting is always required for bombardment. Enemy units are spotted when a friendly HQ is revealed and is adjacent to (with LOS) an enemy unit. Spotting HQs are subject to Friendly Fire. A different spotting HQ is required for each bombarding unit. Units that fire must do so one at a time. ndicate the target hex and roll as many dice as a unit's current Strength. A hit is scored for each roll equal to or lower than the firing unit's (modified) Firepower rating. All hits are applied immediately. EXAMPLE: a unit at strength rolls two dice. Units with Firepower F score a hit for each,, or rolled, but units at F score a hit for each,,, or.. Friendly Fire Any friendly unit that is adjacent to a hex bombarded by mortars, artillery, or aircraft, is subject to "friendly fire". n addition to any hit on the target hex, one hit is scored on the spotter hex if a zero () is generated on the bombardment roll. Friendly hits are taken on the highest strength unit normally (.).. HEXSDE FRE LMTS Hexsides have Fire Limits, namely two (), one (), or zero (Ø) units. Fire Limits are given in the Fire column of the the Terrain Effects Chart (back cover). When firing at range, fire limit is established by the most restrictive hexside along the path of fire.. RANGE Units can only fire at targets in range. Range in hexes is given below the Firepower rating. Firepower listed is for that given range (or less). Maximum (effective) range is double the given range, but firepower is (F=F) at this longer range.. Bombardment Mortars and artillery use bombardment (indirect fire). Such fire is not subject to Fire Limits, but no more than one mortar or artillery unit can bombard from the same hex. Bombardment does not reduce Fire Limits of other units into the target hex. B mm F PZ- F A F A EXAMPLE: a F unit rolls four dice and scores,,, 8. The first two results are hits, but only one hit applies. NOTE: One firing unit can only score one hit, but getting that hit is easier for stronger units with higher firepowers. DEFENDNG ST ABYN American platoon B, with Company MG, and Battalion AT Gun, defend village against German platoon A, aided by a Panther tank. F nfantry F in woods holds the flank and fires on German infantry F. hit scored. AT Gun F targets German tank at F (after subtracting armor ) scoring hit. USA nfantry cannot target tank (firepower is negative after subtracting armor ). t scores one hit which must be taken on the F infantry. Move: USA units that did not fire can now move. A One hit is scored if any die roll equals or is less than the firing unit's (modified) Firepower. Hits are applied immediately. Machine Gun F cannot target the tank, but two hits are scored, one each on the two German infantry, now both reduced to F. PANTHER F B F The Germans did not have a light mm mortar. They had a mm mortar early in the war but this was discontinued by 9. They had 8mm mortars at Company level, and (rarely) mm mortars at Battalion level. American Turn F F Racele Pont Neuf HMG. B F A St. Abyn Pont de Zaloun F B B F German and USA companies were similar because the USA copied the German triangular format. By 9, attrition from the Russian front reduced German squads to 9 men, composed of NCO, riflemen, and a machine gun team to bolster firepower. The machine gun by 9 was usually the deadly MG-, sometimes the earlier MG-. Riflemen in German squads functioned mainly to defend their MG. German squads have superior firepower to reflect their MG. EXAMPLE: Firepower F at Range means F at or hex range, or F at or hex range. EXAMPLE: A player has two infantry and one mortar in a hex. The mortar DAGRAM The German Company, 9 NOTE: all units are face-up in this diagram for clarity, but in reality, only the German tank and USA units that fire would be revealed. Bois d Arla Columbia Games nc. VERSON.99b

6 COMBAT NFANTRY. ARMOR DEFENSE height, plus any intervening blocking terrain. Blocking terrain is + to ground height. That is, a wood on a Level hill, is level. Some units have a rated armor defense noted in a red circle. Such units must be spotted and targeted individually. When firing on them, subtract the armor value from firepower to determine net firepower. f the result is zero () or less, no effective fire is possible. When the firing and target units are at different elevations, higher targets must be closer (or equdistant) to any blocking terrain; lower targets must be further (or equidistant) from blocking terrain. EXAMPLE: F unit firing at Sherman tank, armor, has F = F fire. f firing at long range, net firepower would be F, meaning no fire.. CASUALTES Firing is generally done on a declared target hex. Hits are distributed among all units of that target hex, with strongest units taking hits first. When two or more units share the highest Strength, the owner chooses which to reduce. Anti-tank units have a red triangle above the move rating. These units may target armored units.. LNE OF SGHT (LOS). Double Defense (D) Units acquire D defending some types of terrain and tanks always have D except in Assaults. Units with D require two hits Relative elevation is critical for Line of Sight. Elevation depends on actual ground A Pont Profond B Supply: activates. The weakened infantry and mortar are each increased one step, and the is reduced -Step. F Moves: None. B F F in Granger farm can fire into one of two hexes: USA F in Kavary which has D, or two USA units on the adjacent hill. Battalion mortar F has LOS to all USA units except the is blocked by the hill and there is no adjacent German spotter. F nfantry across river can fire on USA units on hill, but not on the infantry in the woods; assault is the opposite, no assault across the lake hexside, but OK through the woods hexside. German mortar "A" F has the same options as the battalion mortar. nfantry F cannot fire through the woods hexside, but could assault uphill into those woods (not recommended here). F B BHMG. A F A F F MO 8 Duval Lac Granger A l F Ka va ra German Player Turn A F MO 8 Ma rai s LNE OF SGHT F F Armor units when destroyed are not removed from play. They are turned flat, face-down, and function as a "wreck". Entering a hex with a wreck is + mp, but they do not block LOS. Wrecks count as eliminated units for victory points. Targeting must occur on enemy tanks and bunkers. These units can be targeted by friendly tanks or anti-tank units. A targeting player must indicate the enemy target unit, then roll one firing unit. A hit must go on the targeted unit... Elevations Belrose [ ] Wrecks. Targeting NOTE: Units cannot fire into/through friendly-occupied hexes, including Assault hexes. Generally, rifle squads did very little damage to each other with ranged fire combat. Most casualties came from supporting heavy weapons, or from Close Assault. Heavy weapons and assault combat are destructive in this game. NOTE: When one or more units in a target hex have double defense, hits are distributed normally, but see. for procedure. Units cannot fire into hexes they cannot see, except for mortars and artillery. To determine if a firing unit can fire on a specific hex, use a ruler from the center of the firing hex to the center of the target hex to establish LOS. Terrain in the firing hex is ignored, but not in the target hex. Blocking terrain is noted on the Terrain Effects Chart (back cover) in the LOS column. DAGRAM Damage Model F B Kavary Columbia Games nc. VERSON.99b

7 COMBAT NFANTRY to lose one step. A "half-hit" has no combat effect, except the next half-hit must be taken on the same unit. A half-hit carries forward to the end of the current enemy Fire Phase, when it is recovered with a Morale pass, or taken with a Fail. An Assault half hit is converted to a full hit if a unit retreats; otherwise it is recovered.. Repulse Hits When a unit would normally take its last hit in Fire Combat, it is Repulsed, meaning it must retreat into an adjacent friendly hex subject to stacking. f no friendly hex exists, a repulsed unit is eliminated. NOTE: Repulse applies only to Fire Combat; units are always eliminated if they take that last hit in Assault (.).. MORALE Units at strength must pass a Morale Check if they wish to Fire, Move, Assault, or do anything except dig a foxhole (.) or Retreat (.). Roll d. Any modified roll that exceeds a unit's Morale Rating is FAL, otherwise PASS. FAL: unit withdraws to adjacent hex (subject to stacking) which must be friendly. f not possible, the unit is captured. PASS: unit can function normally. Units located in the same hex with an HQ can use the leader's morale rating instead of their own for a morale test, but failure affects the HQ as well. NOTE: HQs make a Morale Check at strength Ø, but even if they Pass, they cannot activate for supply..8 ENGNEERS Engineers function like infantry, but can also perform some special activities in the Move Phase, provided they did not fire that turn. German engineers are called Pioneers..8 Demolish Bridges An Engineer may move across a bridge, then stop and roll to demolish. f at least one hit is gained, the bridge is blown. Place a "destroyed' marker on the bridge. Given enough MPs, Engineers may cross a bridge and then return before rolling to demolish. Demolition can be delayed, but the Engineer must be located in an adjacent hex to make a demolition roll. f involved in an Assault, they can declare a demolition roll in any round instead of defending..8 Minefields Minefields are markers that are secretly located (write down the hex location) and placed on the map only when "discovered". Scenarios will start with - mines; they cannot be laid in a scenario. Minefields "attack" enemy units at F except engineers may move into a minefield and stop. They may then attempt to clear mines in that hex, accomlished with a successful roll to hit; each roll of "" is a hit on the engineers. Minefields remain in play if revealed but not cleared; minefields that are cleared are removed from the map..8 Smoke Smoke is a marker that blocks LOS. Engineers can lay smoke during their Move Phase, by moving one hex (optional) and rolling at least one hit as if they were firing. They lay smoke in their current hex. Mortars can lay smoke in a spotted target hex by rolling one hit. Smoke lasts until the next Friendly Turn and blocks LOS in, out, or through a hex for duration. All units (both sides) entering a smoke hex must stop movement. Units may move out of a smoke hex normally. Assault combat is prohibited in smoke hexes..9 BUNKERS Bunkers are located by scenario; they cannot be built during play. They count for stacking, even if empty, and can shelter or units of any type except mortars and tanks. Only engineers, tanks, anti-tank guns and rockets. artillery and air strikes, can attack bunkers. Bunkers give D to the units they shelter, except for assault. Double Defense The effect of D is more substantial than merely double because half-hits are sometimes recovered. With Assault Combat, any applicable D terrain is ignored because woods and buildings also allow the Attacker to approach and fight with cover. Units that take hits are not revealed. Any unit taking a half-hit should be twisted slighly to ensure that the next half-hit is taken on that unit. WHAT'S NOT N THS GAME! Some sacred tactical game rules are not in Combat nfantry. Here's why. Opportunity Fire Opportunity Fire, always a difficult game routine, was not that common in reality. nfantry simply did not move through open terrain without clinging to every tiny bit of cover available, nor without fire support to keep enemy heads down. n game terms, units are vulnerable because they must stop when they enter a Frontline hex. And if they later assault, the Defender has first fire. That's really enough opportunity fire. Facing Guns and tanks would have no difficulty turning to fire in any direction given a ten minute time interval. Tanks did of course have thinner armor in the flanks and rear; this is allowed for by making them more vulnerable in assault combat. Suppression Fire Suppression is handled automatically by the step reduction system. Units under fire may take hits, reducing their effective firepower. They may be able to recover some of those hits in their next Supply Phase, but will be "suppressed" until then. Status Markers The absence of status markers in this game should (hopefully) not be missed. Cluttering maps and units with markers such as "Used" or "Prep Fire" or "Final Fire" is just not needed here. Units that fire will be face-up; such units are "used" and cannot move. Columbia Games nc. VERSON.99b

8 COMBAT NFANTRY. MOVEMENT n the Move Phase, a player can move any friendly units that did not fire this player turn. Each unit can only move once per move phase. Movement may result in Assault Combat (.).. HEX CONTROL Hex control is determined by the position of units when needed; changes to hex control are effective immediately. Hex control is important for HQ deployment, supply range, retreats, repulses, and victory. Hexes can have one of four control types: Friendly: hexes occupied by friendly unit(s), or adjacent to friendly units, except via impassable hexsides. Enemy: hexes friendly to the enemy. Disputed: vacant hexes adjacent to both players. Neutral: vacant hexes not friendly to either player, or not disputed.. Frontline Hexes Frontline hexes exist where the Hex Control of both players overlap. Units entering a Frontline hex, or moving from one Frontline hex to another Frontline hex, are subject to terrain hexside limits and must stop. Units withdrawing from a Frontline hex are also subject to terrain hexside limits, but need not stop unless they enter another Frontline hex.. STACKNG LMTS Stacking applies to hexes and varies from to units depending on terrain; it is not reduced for partial hexes or coastal hexes. For details, see Terrain Effects Chart (back cover). Stacking applies only after all movement is completed; players may overstack during movement.. HEXSDE LMTS Hexsides have a Move Limit that applies only to Frontline hexes and Assaults, and a Fire Limit for Fire Combat. These limits are noted in the Terrain Effects Chart, back cover. Hexsides also govern movement (.).. TERRAN & MOVEMENT Each unit has a Move Rating (.), which is the maximum number of MPs it can expend in one Move. Units may expend less MPs, but cannot save or transfer them. A unit can always move one hex regardless of terrain except when impassable. Units expend MPs according to the hexside terrain crossed. Hence, a unit expends mp to cross a Clear hexside, and mp for a Woods hexside. n some cases units must stop after entering some hexes, and a few terrain types are impassable.. ROAD MOVEMENT There are two classes of road, Paved (gray) and Unpaved (light brown). Both types expend mp per hexside. That is, moving along a road in Clear terrain expends = mp, and moving along a road in Woods expends = mp. Units moving along a road must obey normal terrain stacking. The distinction between road types is with weather; mud or snow weather eliminates any road bonus for unpaved roads.. FOXHOLES Foxholes are markers to shelter units against enemy fire. A foxhole may start a scenario, or can be dug during play. The maximum number of foxholes in a hex equals terrain stacking; each foxhole can hold one unit. Defender has D against Fire Combat, but only D for Assault. Defense effects are not cumulative with other terrain in hex, meaning foxholes in Woods are still D. All units except guns and tanks can dig foxholes as a "move" but cannot perform another action that Player Turn. Place a Foxhole marker in the hex below the unit. Foxholes survive for the duration of a scenario. Enemy units can use them. DAGRAM B MO 8 F F A F Movement Rates Rapid advances that worked so well in training were not possible in combat. Troops were too busy dealing with their wounded and prisoners, ammo restocks, and taking cover at every opportunity. The movement rates in this game reflect these realities. Remember that MPs are expended crossing hexsides, not hexes. However, in some cases units must stop when they enter a hex, such as Woods. Frontline Friction Frontline hexes simulate the difficulty of engaging and disengaging when close to the enemy. They are similar to traditional Zones of Control, but also include adjacent enemy occupied hexes, and all disputed hexes. [ ] Walking Fire Only about one third of U.S. infantry actually fired their rifles at the enemy. Troops had a natural reluctance to reveal their position by firing. t was much safer to keep your head down and let the mortars and artillery do the job. Walking fire sought to correct this problem. The idea was to keep firing while advancing. This encouraged defenders to seek cover and lessen their fire while a critical advance was made. nfantry squads have the option to conduct Walking Fire in the Move Phase. Announce this intent, move only one hex, and fire (F=F). Walking Fire cannot be used to make an Assault. NOTE: Tanks, guns, and mortars cannot do Walking Fire, except the Sherman tank has this ability. HEX CONTROL Germans occupy Racele farm with one infantry. They control the St Abyn hex across the bridge, and two flank hexes, one of them via the gap in the hedge. The river hexside prevents control of the town hex above the German unit. t is Neutral. Americans control the two hexes occupied and three adjacent hexes marked with a white star. Adjacent hexes Goren Farm and "A" are blocked by hedge and woods terrain. Disputed: The Gray/Green hex. The hex above the USA nfantry F is not disputed because of the Hedge. Neutral: vacant hexes that are not controlled or disputed. Frontline: three hexes, one disputed, one friendly-occupied, one enemy-occupied. Columbia Games nc. 8 VERSON.99b

9 COMBAT NFANTRY. ASSAULTS. ASSAULT MODFERS. ASSAULT PHASE. Artillery, AT Guns, & Mortars Frontline units can, instead of firing, move into an adjacent enemy-occupied hex during the Move Phase. Hexside limits apply to Assault moves. However, a hexside already used for Fire Combat this game turn can be used again for Assault. The stacking limit of the Assault hexes applies to both players. Assaults are resolved, one by one, in any sequence desired by the Active player, but only after all Movement is completed.. ASSAULT ROUNDS Each assault is resolved over three rounds. All defending units fire before all attacking units; hits apply immediately. Each unit can Fire or Retreat per round. Use the following sequence per round: (a) Conduct a Morale check for all -Step combat units and -step HQs. Attacking units check first, except only Defending units check on Round. (b) Defender Fire or Retreat, but no retreat in Round. (c) Attacker Fire. May retreat Round and must do so in Round. Deadly Assaults Artillery, Anti-Tank guns, and Mortars cannot move into Assault. Such units cannot fire on defense, but take hits normally. See. for anti-tank rockets. Assault combat is deadly because both sides can fire multiple times within one Player Turn. The Defender has up to three fires in an Assault, but Attacking units only have two fires because they must retreat in round (or earlier). The fire or retreat system effectively handles "pursuit fire". Retreat Hexes. Machine Guns Machine Guns cannot move into Assault. They defend normally.. Anti-Tank Rockets Bazookas and Panzerschrecks can Assault, and can (if desired) target enemy armor units in assault combat. Players must be careful when assaulting an enemy hex not to fill up the Frontline hex behind them to its maximum stacking limit. Doing so will prevent assaulting units retreating back to that hex, meaning they will be eliminated.. Tanks Tanks can attack or defend, but their armor class is % (round up) in assault combat. Hence, tanks become vulnerable to infantry in assaults, and especially to anti-tank rockets.. Headquarters HQs attack and defend in Assaults normally.. RETREATS F B Caron A A F F A 9 A Columbia Games nc. F NOTE: Regrouping must be done before the next assault (if any) is resolved. F. REGROUPNG Units that win an assault can Regroup, meaning they may immediately move to adjacent friendly hexes. Stacking and hexside limits apply. F F HMG. B F F B B ASSAULT ON CARON FARM USA defends a Farm hex with two units: F nfantry and F MG. German fires one of two F infantry (red arrow), but misses. n the Move Phase, German assaults farm with two F infantry (yellow arrows). Since both are assaulting uphill, they will be firepower round. Units may retreatballan off-map. Such units are removed from play, but do not count as VPs for the enemy player. ne Balla Attacking units must retreat via hexsides used to assault. Defending units retreat to adjacent friendly hexes if possible, or to any vacant hex otherwise. Units can never retreat to an enemy-occupied hex, nor to another unresolved Assault hex. Hexside limits apply to retreats each Round. Retreats are subject to stacking limits; units that cannot retreat are eliminated. DAGRAM B Lac Each unit has the option to retreat each combat round, except Defending units cannot retreat in Round ; Attacking units may retreat in Round, and must retreat in Round (or earlier). Round : USA fires both units, scoring a total of hits. German takes one hit on each infantry, then fires and scores hit, taken on the higher strength USA infantry. Defending units do not have D in Assaults. Round : USA units (F nfantry and F MG) fire scoring hit reducing German infantry to F and F. German makes a successful morale check for F unit, then fires both units and scores two hits, both taken on F USA infantry. Round : USA units both fire, scoring one hit. Attacking units must retreat in this round, so the German retreats with F, F. VERSON.99b

10 COMBAT NFANTRY. SUPPLY CHQ F Supply is handled by HQs in the Supply Phase. HQs may start a scenario at full strength, or at a lesser C strength. Units never lose steps for being unsupplied; they just can't recover them.. TANK & GUN SUPPLY Bo is A Travers Lac Anis F B F B A B F B Columbia Games nc. F F A A Caron HMG. F SUPPLY RANGE American Supply Pont Coletta F a Ne uv e Ballan ar M is ne Balla Bois d Arla A has sp that could be given to the adjacent F. Supply to the F is cut by the USA F and cannot be made via the impassable lake hexside. The other F is beyond supply range, unless the deploys one hex along the lake shore to be adjacent. B German Supply F Only CHQs can supply a. Although a CHQ can supply a rifle squad, it is better to supply their own s and battalion assets. ncreasing a one step with one CHQ supply point, means that now has two SPs available for its own squads. and attached company heavy weapons. B has sp. sp is given to the F infantry at two hex range along a road; this road is not cut by the German F which cannot exert control over the impassable river and lake hexsides. sp is given to the adjacent F MG. The two F infantry are beyond supply range. F F d A ni s CHQ Supply Tanks, field artillery, and AT guns, cannot receive supply steps. Hits to them are permanent for the current scenario. B Pont Neuf HQs must pass a morale check to effect supply. f they fail, no SPs are avaialble this turn. supply range is two () hexes by road, or into an adjacent hex. CHQ supply range is four () hexes by road, or into an adjacent hex. Both major or minor roads can be used. Supply cannot be traced Allard through impassable hexsides, but can be traced via blocked hexsides (like woods). Marneta Supply cannot be traced through enemy or Frontline hexes. See Diagram. Pont de Travers n [ ] HQ Morale. SUPPLY RANGE HQs are activated for supply by turning them face-up. They can deploy (move) Abbé one hexzalhoun before they activate. HQs cannot activate when they are at strength zero (Ø). HQs remain face-up until the end of the Supply Phase, when they take a one step loss Bruneand stand upright again. Zaloun Supply to tanks, AT Guns, and field artillery is prohibited because trained crews cannot be replaced, nor can significant damage to a tank or gun be repaired in the time available for scenarios. A activated for supply cannot receive a supply step from any CHQ that turn.. HQ Activation DAGRAM Pont de Supply represents a variety of effects, including rallying, replacements, and restocks of ammo. CHQs included a number of unassigned infantry that could be sent to depleted platoons. Supply is limited and must be expended with this in mind. When two HQs of the same rank occupy the same hex, each HQ may only supply its own units. Platoon HQs have or supply points (SPs) depending on their current strength. s may supply any unit of their own platoon located within their supply range (.), or any heavy weapons of the same company located in the hex. They can never supply Battalion units. Company HQs have,, or supply points (SPs) depending on their current strength. They may supply any units of their own company, or any attached Battalion weapon (number "" in a yellow triangle) within their supply range (.). Exception: see.. Ma rai Argoster Supply is a crucial element of this game. HQs supply specific units which requires players to keep their HQs and subordinate units in close proximity. NOTE: if an activated HQ can only use some of its available SPs, it still loses one step. That is, if an activated CHQ can only use one three available SPs, it still loses one step.. HQ RANKS s Supply For each SP available, one unit located within Supply Range of the active HQ can be raised one () step. Units can never receive more than one () step per Supply Turn. VERSON.99b

11 8. SCENAROS 8. HSTORCAL SCENAROS Six historical scenario cards are included with his game. Additional scenarios are available for free download on our website at 8. GENERC SCENAROS Generic scenarios provide typical combat situations and problems. They offer quick setup and endless variety. Maps are arranged as players decide. The map edge in front of a player is referred to as the "friendly map edge". Victory is normally determined at the end of each Player Turn. Players may, if desired, adopt a rule that when a victory is declared, the other player gets one turn to avoid defeat and continue play. NOTE: Although game turns is specified for each scenario, players may extend or shorten the number of turns by mutual agreement before playing. 8. Meeting Engagement Map: Choose and deploy any two maps, one map per player, ideally with a screen between to hide map orientation and unit deployments. Forces: Both players choose one Company ( units) and draw (randomly) six () Battalion units. Deploy all units at full strength, occuping each farm and town hex with at least one unit. Victory: After Turn, count vp per eliminated enemy unit, and vp per enemy farm/town held. The higher total wins. 8. Last Stand Map: Randomly determine or choose who is the Defender. That player chooses any one map and marks one objective hex to defend which must be at least two hexes from any map edge. Forces: Defender chooses one Company ( units), but reduces eight (8) units of choice by one step. Deploy defenders in and within two hexes of the objective. Attacker chooses one company ( units) and draws four random () Battalion units. Deploy these forces on map edge hexes. Victory: After Turn, whoever controls the Objective is the winner. COMBAT NFANTRY 8. Relief Map: Choose two maps and determine one Objective as per 8.. Forces: Each player chooses one () Company. The Defender deploys six () units at the Objective or in any adjacent hexes. The Attacker deploys as desired, except no units in Frontline hexes and none closer to the enemy map edge than three hexes. The Defender then draws four () random Battalion assets and deploys them and other remaining forces on the friendly map edge. Victory: Defender seeks to open a line of supply to the besieged force before the end of Turn, otherwise these forces surrender. Determine victory when the besieged force is elimiated, or a Supply Line is opened. Count vp per eliminated or surrendered unit, adding vp to whoever holds the Objective. Higher total wins. 8. Breakout Map: Choose one map. Decide who will attack and who will defend. The Defender now chooses a relatively central Objective (at least three hexes from map edge) as a besieged location to be defended. Forces: Defender deploys one Company ( units) at the besieged location and in playable adjacent hexes. Attacker chooses two () Companies, plus six () random Battalion units. These are deployed to surround the enemy force, except no units can be deployed in an enemy Frontline hex. Victory: The surrounded player seeks to break-out of his surrounded position and exit units on road hexes of the friendly map edge. Each exiting unit counts for vp. Each eliminated enemy unit counts as vp. Besieged forces that have not exited by Turn, must surrender and are worth vp each to the enemy. CREDTS Designer: Tom Dalgliesh Contributors: Leonard Coufal Grant Dalgliesh Cal Stengel Art: Richard Luschek (cover/labels) Tom Dalgliesh (maps) Columbia Games nc. VERSON.99b

12 COMBAT NFANTRY PLAYER TURN [] FRE: Reveal and fire any units. See.. [] MOVE: Move any units that did not fire. Units entering a Frontline hex must stop. See.. [] ASSAULT: Moving into the same hex as enemy unit(s); resolve three rounds of Assault Combat. See.. [] SUPPLY: Activate HQs for supply as desired. See.. TERRAN MOVE HEX HEXSDE Stack Defense LOS Fire Assault ROAD mp Same as Other Terrain BRDGE mp l D FORD mp l l CLEAR mp D ORCHARD mp D WOODS mp D block l HEDGE l l l block l MARSH mp D l TOWN mp D block l FARM mp D l l BUNKER Other Terrain D l l FOXHOLE Other Terrain D l l BEACH mp D SEA/LAKE l l l l RVER/CANAL mp l l SLOPE (Up) mp l l Other SLOPE (Down) mp l l Terrain CLFF mp l l block l Road reduces other terrain by when moving along the road Defender D against Fire, but D for Assaults (both sides) Fire & Assault where a hedge has a gap. Combat Engineers only may assault Attacker firepower (F=F) round Attacker + firepower (F=F) round NDEX Active Player,. Air Support,.9 Anti-Tank (AT),.,.,. Armor,.,. (Woods),.,.,. Artillery Support,.8 Assaults,. Bombardment. Bridges,.,.8 Bunkers,.9 D: Double Defense,. Demolitions,.8 Elevation,. Engineers,.,.8 Facing, Sidebar, page Fire Combat,. Casualties,. Fire Limits,. Bombardment,. Walking Fire, p8 sidebar. Firepower:.,. Fords,. Foxholes,.,. Friendly Fire,. Frontline Hexes,. Guns,.,.,. Hex Control,. Hexside Limits,. Headquarters (HQs),.,.,. HQ Activation,. Hit Allocation,. nitiative,. Machine Gun,.,.,. Minefields,.8 Morale,.,. Mortars,.,.8,. Movement,. Move Rating,. Move Points (MPs),. Terrain Effect,. Range,.,. Regroups,. Repulse,. Retreats,. Rifle Company,.,. Platoon,.,. Squads,. Road Movement,. Scenarios, 8. Smoke,.,.8 Spotting,. Stacking Limits,. Step Reduction,. Strength,. Supply,. SP: Supply Point,. Tanks, See Armor Targeting,. Terrain,. Turn,. Player Turn,. Unit Data,. Victory,., 8. Columbia Games nc. VERSON.99b

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