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Basic Training

Final Version 2/12/2023

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com


2
Last Hundred Yards – Basic Training

Basic Training
Learn to Play the Last Hundred Yards
By David Reynolds with Mike Denson and Andrea Cantatore

Introduction Understanding Your Units


A key attraction of the Last Hundred Yards (LHY) is that it rethinks
In this Learn to Play you will be using units of infantry squads,
World War Two tactical combat to simulate this struggle in new machine gun sections, armored fighting vehicles (AFVs), and
and innovative ways. While the essential aspects of the game are platoon leaders.
not particularly complicated, they are often unique. The full rule
book does an excellent job of laying out all aspects of the game in
comprehensive detail. However, for new players unfamiliar with
the innovative concepts in the game these details may seem
overwhelming.
We designed this abbreviated ruleset to help you jump into games
of LHY quickly and to become familiar with the central
action/reaction system without having to swallow all the rules at
once. It separates out the infantry and vehicle rules so that you can
become familiar with the core game systems using infantry only
missions before introducing the distinct aspects of vehicles into the
game. Then once you are comfortable with both systems, we point
you towards specific parts of the full rule book that add in additional
specialized rules. The full rule book will then provide a
comprehensive reference for looking up specific rules in their
entirety.
While the game has many innovative aspects (see the designer notes
in the Playbook) three elements stand out at the outset:

1. Action-Reaction Cycle: Typically, games have one side take a turn


then the other side, or one side activates one or more units then
the other side does. LHY is different. Turn sequencing is
asymmetric. The side with initiative starts by initiating actions Platoon Leader:
with a platoon’s units. These units’ actions will then trigger a (Has only Cohesion & assault values)
back forth series of reactions and counter-reactions from both
sides.
Unit Ratings:
2. Fire Resolution is resolved all at once: Part of the chaos of battle is Cohesion - Represents a unit’s combat effectiveness attributed to
not knowing immediately the effect one’s forces are having
training, experience, the psychological states of soldiers, level of
upon the enemy. As units fire, they place numbered modifier
influence of leaders, and motivation that can arise from fanatical
counters on the targets. All fire then gets resolved in a later
patriotism or Nationalism.
phase after both sides have taken all their actions for the turn.
Armor Value (AV) - Represents a unit’s defense strength against anti-
3. Victory, Casualties, and Passage of Time Linked: For each game of tank fire through its frontal arc.
LHY the attacking forces have a mission to complete. The
game links relative casualties suffered by both sides with the Armor Enfilade Value (AEV) - Represents an AFV’s defense strength
variable passage of time to determine victory. Essentially, for against anti-tank fire through its rear arc.
the attacker your commander wants to know: did you complete
the objectives in a timely manner and within acceptable
Assault Value - Represents the unit’s fighting capability during an
casualty levels?
Assault.

The Playbook’s relevant Rule Example will be pointed out in Small Arms Value (SAV) – Represents a unit’s ability to project
light-gold shaded boxes like this, should you wish to firepower against soft targets. Only applies against units with a
investigate. Note: these Examples will use ALL the rules - so Cohesion value.
gloss over topics that are currently unfamiliar to you.

© 2022 GMT Games, LLC


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Last Hundred Yards – Basic Training

Mortar Value (MV) - Represents the indirect fire capability of a mortar


section or platoon and is the base mortar value listed on the Mortar
Fire Action Table for primary and secondary impact hexes.

Anti-Tank Value (ATV) - Represents a unit’s ability to attack armored


(or “hard”) targets and is the base ATV to which range and other
DRMs are applied. The ATV is applicable only when firing against
vehicles, towed guns, or Fortified Positions.

Range - Measure of how far a weapon can effectively suppress or


inflict casualties in the heat of battle. It appears as a superscript
number immediately to the right of the SAV or ATV. The range
listed on a counter is the maximum effective range, in hexes, for
that weapon type.

Unit ID -- The small black number or “alpha letter” (infantry sections)


located in the upper-right corner of most units is to distinguish them
from other units.
Platoons: The basic fighting formation in the game is the platoon
Platoon ID - This number designates the platoon number (1st, 2nd, or which consists of three or four squad counters and a platoon leader
3rd). counter. An armored platoon typically has four or five vehicle
counters. All counters used by a platoon have the platoon ID
number in the circle with the same color. Infantry squads are two
Company ID - The color of the circle behind the Platoon ID defines the step units – meaning they are not eliminated the first time they
company of the unit. (The color descriptors of the various suffer a casualty. The section counters (which have alphabetic unit
companies are shown below.) IDs in the upper right corner) are used mainly to replace a squad
counter (whose unit ID is a number) that has taken its first casualty
ALLIED (i.e., lost a step). As explained below, play revolves around the
active player initiating actions by picking a platoon to activate,
Company Infantry Armor SPG whose action then trigger reactions and counter-reactions by each
Able Red Red Black side.
Baker White White Green
Leaders: Infantry platoons have leader counters who help units in
Charlie Blue Blue Reactions, Recovery, Assault, and in Mortar Fire. Players will
Easy Yellow Yellow notice a tactical trade-off between stacking squads with leaders to
Fox Green Green make them more effective versus spreading them out to be less
vulnerable to fire and to cover more ground.

AXIS Support Units: Some units -- such as machine guns, towed guns, and
Kp./Co. Infantry Armor SPG other heavy or specialized weapons – do not have a platoon circle.
These units can activate with and be rallied alongside a player’s
1 Red Red White
nearest platoon units as detailed later in these rules.
2 Black Black
3 Blue Blue Combat & Non-Combat Units: The rules may refer to “combat” or ”non-
combat” units. Non-combat units include leaders, light-anti-tank
weapons, flamethrower units, and trucks. Combat units include
Note: the fire values on units are color coded to the fire Die Roll infantry squads and sections, machine gun sections, towed guns,
Modifier counters you will be using to resolve the fire. armored fighting vehicles (AFVs), fighting vehicles (FVs), half-
• Green is for small arms fire. You use green small arms tracks, and Fortified Positions.
fire values on the attacking unit, green Small Arms Die
Roll Modifier counters, and green Cohesion value on the Basic Concepts
target.
• Yellow is for anti-tank fire. You use yellow fire values,
Anti-Tank Die Roll Modifier counters, and armor values.
Dice: Unless otherwise specified all die rolls are made with a ten-
sided die. The 0 is counted as a ten.

Cohesion Checks: In certain circumstances detailed later on, non-


vehicular units may need to conduct a Cohesion Check by rolling a
die for the unit. If the roll is less than or equal to the unit’s Cohesion
rating, the unit passes the check. If the result is greater than it, the

© 2022 GMT Games, LLC


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Last Hundred Yards – Basic Training

unit fails. Unless a rule details a different effect, failed Cohesion Stacking: A single hex may contain a maximum of three squads, two
Checks cause a unit to flip to its disrupted side or take a casualty MG sections, two vehicles, one towed gun, one Fortified Position,
step loss if it is already disrupted. Platoon leaders do not aid and two non-vehicular non-combat units (such as leaders). Two
Cohesion Checks. infantry sections count as one squad for stacking. Each player
checks stacking at the end of each Platoon Activation Cycle –
Steps & Casualties: A casualty result eliminates a single step from a eliminating any of their units until the stacking limit is reached.
unit. Infantry squads have two steps, all other units have one. When
an infantry squad first loses a step replace the counter with a Time Lapse: you will be tracking the passage of time using markers
randomly drawn section from the same platoon. Place the section on the minutes, ten minutes, and hour spaces on the Time Track on
on its disrupted side. All other units are eliminated if they take a the Game Tracks card.
casualty (lose a step). Eliminated sections go back to the section
pool for that platoon. As will be explained later, each casualty step
suffered by a player’s combat units adjusts the Casualty Marker one Basic Training Missions
place on the Casualty Track towards that side’s end of the track,
thus affecting game end and victory. Non-combat units do not cause
any adjustment. At the end of each stage of these rules we recommend a particular
mission for applying what you have learned. These missions come
from the original volume of LHY.
Platoon Leader Loss: Leaders may be temporarily removed from play
when they - suffer a casualty, fail a Leader Loss Check during an If you do not have this original, we will identify alternate units
assault, or are hit by a sniper. Remove the leader from play and using counters from Volume 2. At the end of this document, we will
place the counter on the Time Track seven minutes ahead of the also provide Missions 1, 3, and 5. The maps you will need are
current time. When the Time Lapse Marker reaches or exceeds this available as separate files.
box then the leader is returned to play during the Clean Up phase.
Place the leader with a unit from his platoon with the same If you have only volume 3, we provide notes after these missions
Concealed/Hidden status as the unit. If no platoon units remain in for learning to play using the Pacific missions.
play the leader is removed from play.

Marking Units That Have Completed an Action: Each unit can only do a
single action during a game turn. Each player’s forces comes with
counters marked Fire Action on one side and Maneuver
Action/Recover on the other. Once either player’s immediate
actions or reactions have been completed place a marker on the
acting units with the appropriate side up. This affects subsequent
reactions. At the end of that Platoon Activation Cycle (see below)
remove the markers. We recommend rotating all previously marked
units 90 degrees to remember that they have done their action, as a
counter’s facing by itself has no impact in LHY.

Cover Terrain: Units in a hex with terrain that has a negative small
arms fire modifier on the Terrain Effect Table are considered to be
in cover.

Basic Line of Sight: Section 4.2 of the full rules lays out the complete
Line Of Sight rules – including elevation, see over terrain, blind
hexes, and hindrances. For your first few games use the basic rules
here. We will add more about hills/elevation later in this Basic
Training.

Line of Sight (LOS) is traced from the center dot of a firing or


spotting hex to the center dot of the target hex. If the line crosses
any part of any hex (or along the hex side between two hexes)
whose terrain is listed in bold on the Terrain Effect Table, then the
LOS is blocked. For terrain listed in red the LOS line is blocked
only if the line crosses the actual terrain feature (such as a building)
drawn on the map. LOS that runs along a hexside is only blocked if
blocking terrain artwork is drawn across the hexside.

The hex and surrounding hexsides occupied by the firing/spotting


unit or the target unit never block LOS. Units always have LOS to
an adjacent hex.

© 2022 GMT Games, LLC


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Last Hundred Yards – Basic Training

Stage One Initiative Phase


Infantry Combat Both players make a die roll. The player that had the initiative on
the previous game turn applies their Initiative Die Roll modifier if
given in the mission. Note if they did not have the initiative, they do
Sequence of Play not get this modifier. The winner is the active player for the turn,
loser is the non-active player. In the case of ties the Axis player
Each turn consists of the following phases taken in order involving wins if the final result is odd, the Allies if even.
both players.

I. Initiative Phase: Players roll off to determine who is the Activation Phase
active player and who is the non-active (reactive) player
for this turn. Overview
II. Activation Phase: The active player picks one of their
platoons to activate and conducts actions with some or all During the Activation Phase the active player picks one platoon at
of its units. This triggers a Reaction Cycle. The non-active a time to activate and conduct actions by the platoon’s units. Once
player may act with eligible units in reaction to the units these active player actions have been completed the player calls for
that just performed actions. The active player may then reactions.
have units conduct reaction actions to these specific
reactions and so forth until both players are finished The non-active player then may conduct reaction actions by eligible
reacting to the other side’s Activations. The active player units. Once they have conducted all of these actions the non-active
then activates a different platoon, conducts actions, and player then calls for reactions. Play passes back to the active player
repeats the Reaction Cycle. This player repeats this who may now conduct reaction actions among eligible units and
process until all of their platoons have activated. then calls for reactions. The non-active player may then conduct
Regardless of the action/reaction opportunities each reactions to those reactions and so forth until the Reaction Cycle
individual unit may only conduct one action per turn. ends. The active player then activates another platoon.

III. Fire Resolution Phase: During the Activation Phase both Regardless of how many opportunities it has to act/react each unit
sides’ units will have placed fire Die Roll Modifier (DRM) can only conduct ONE action per turn.
markers on enemy units they have fired upon. During the
Fire Resolution Phase players determine the results of this
fire by rolling dice. Note that when the active player first conducts actions from a
platoon they may not want to activate all of the platoon’s units in
IV. Assault Resolution Phase: During the Activation Phase units order that these units can react to enemy reaction actions later in the
of either player may assault enemy units within one or two Cycle. For example, a player moves unit 1 towards a woods hex
hexes of them. At this time, they will be marked with with a concealed or suspected hidden enemy unit, but leaves unit 2
assault markers. These marked assaults are then resolved without an action. The enemy now reacts by firing at the moving
during this phase. unit. Unit 2 may now react to the fully revealed enemy, say by
moving or firing.
V. Mortar Fire Adjustment Phase: Players roll to see if mortar
support that began the phase in the pending box is now In larger missions the active player may have more than one
available. They then determine whether mortar barrages company, in which they must pick one company to activate all of
initiated during the Activation Phase will remain in play its platoons before picking platoons from another company.
for the next turn or end. When they end, players place the
mortar’s Primary Impact Marker in the pending box on
See 24.2 Platoon Activation in the Playbook for an example of
the Game Tracks card.
the Activation Cycle.
VI. Determine Time Lapse: The active player rolls on the Time
Lapse Table to determine how many minutes to advance
the Time Lapse markers.
Platoon Activation Procedure
VII. Clean Up Phase: Players place concealment markers on units
not in line of sight of the enemy; place returning platoon
I. Platoon Activation Cycle: Each Platoon Activation Cycle consists of
leaders; remove various temporary markers; and check
one Activation Segment which is conducted by the active player
whether the Mission Objective or Victory Conditions
followed by one or more reaction segments alternating between
have been met.
both the non-active and active players.

To start the Cycle the Active player selects one of their platoons
and conducts a Platoon Activation Segment. (Note later you will
learn about Coordination which provides the option to activate two
platoons at the same time.)

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Last Hundred Yards – Basic Training

1. Platoon Activation Segment: Active player conducts actions action is lost unless the unit observes another enemy action in a
with units of the activated platoon. Platoon units not subsequent Segment. A unit can react by firing (fire is limited to
performing actions in this initial Segment will only be enemy units that conducted an action), maneuvering, or recovering.
able to act as a reaction for the rest of the turn. The active
For an example: In the previous Segment, active-side enemy
player may choose not to activate any units, but then all
unit B conducted an action and was observed by friendly unit
the platoon’s units will only be able to react. Each unit
A. If friendly unit A does not fire at enemy unit B, (it could
can conduct one of the following actions:
maneuver, or recover instead) in the current Segment, it has
• Maneuver
missed its opportunity to fire in response to enemy unit B for
• Fire the balance of that game turn. However, if subsequently a
• Recover different enemy unit moves into the same hex, then unit A will
2. Reaction Segment, Non-Active Player: Once the active player has have a new opportunity to fire in response to that movement.
carried out the actions of all selected units, the player calls
for reactions. The non-active player may now elect to
conduct actions for units able to react (see When a Unit When a Unit Can React
Can React below). This is called a Reaction Segment. The
possible actions are the same as #1 above, however, the Unit Observed an Enemy Action: Normally, a unit may only conduct a
reacting units may be more restricted in how they reactive action if it observed (had an unblocked Line of Sight to) an
implement their action. enemy unit that:
3. Reaction Segments, Alternating Players: Once all non-active • Maneuvered into (but not from) a hex
player actions have been carried out, this player now calls • Fired from a hex
for reactions from the Active Player – starting a new • Recovered within a hex
Reaction Segment. The active player may elect to conduct A reaction to a given enemy action must be taken once that enemy
actions for eligible units. Note these reacting units can be player calls for reactions. If not taken in that subsequent
any eligible unit on the Active side that has not yet Segment, then the reaction opportunity is lost. A unit can react
performed an action – not just those in the platoon by maneuvering, firing, or recovering.
selected in step I. Once these actions are completed the
active player calls for reactions. This Cycle continues, Note, that LHY is different from tactical games with “opportunity
with alternating Segments, until both players pass. fire” that interrupts a moving unit. In LHY a unit can be eligible to
react as soon as it has LOS to a moving enemy unit, but the actual
4. Marker Adjustment Segment: Remove any temporary markers, fire action is made only once the enemy unit has completed its
place any assaulting units in the assaulted hex, and check action (i.e., movement). Thus, the fire will be resolved in the hex
and enforce stacking limits. where the enemy unit ends (for infantry this may mean no fire if the
enemy is no longer in Line of Sight). As infantry movement rates
II. Next Platoon Activation Cycle: Active player selects another platoon are relatively low in LHY you can think of movement actions as
that has not yet been activated and carries out steps 1-4 above. This quick dashes that troops cannot instantly react to.
Cycle process continues until all of the active player’s platoons
have been selected. Unit Did Not Observe the Enemy Action: Units that did not observe an
enemy action may react only in the following circumstances (called
Support units: (Which do not have a platoon ID on them) may be a Limited Reaction):
selected to conduct an action if they are stacked with or closest to
units from a selected platoon. If they are of equal distance to more • Platoon leader: As it’s action for the turn, may conduct a
than one platoon, then they can activate once when either platoon Maneuver or Recover action itself and/or allow his platoon or
activates. support units to do so. Platoon and support units may act if they
are either:
Notes on the Platoon Activation Cycle
a) Stacked with the leader
b) In a hex adjacent to the leader and both the units and the
The primary difference between an Activation vs a Reaction
leader are in open, orchard or palm grove hexes or
Segment is that -
connected via a road or path.
A unit conducting an action during the Activation Segment:
• has the freedom to fire at any enemy unit in its LOS
The units and leader do not have to do the same action but may
• (As we will see) has three maneuver points (MPs) to each choose separately to Maneuver or Recover.
expend.
A unit conducting an action during a Reaction Segment:
• is limited to firing at enemy units that conducted an action • Non-vehicular units Withdrawal: Can attempt to make a
in its LOS Withdrawal maneuver action (see below). To do so the
• and has only two maneuver points (MPs) to expend. controlling player makes a single Cohesion Check for all units
attempting to Withdrawal from a hex using the value for the
A reaction to a given enemy action during an Activation or Reaction unit with the highest Cohesion. If successful, the unit(s) may
Segment must be taken in the immediately following Reaction conduct a withdrawal maneuver. If not, they remain in place
Segment. Otherwise, the opportunity to react to the observed enemy and are marked (rotated) as having completed an action.

© 2022 GMT Games, LLC


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Last Hundred Yards – Basic Training

Other circumstances you will learn later: As detailed in the appropriate • Withdrawal into or through one or more River, Marsh,
full rules, vehicles may have special reaction options, units may Jungle, Urban Building, or Sunken Road hexes reduces
reinforce an adjacent hex under assault, units may mount and withdrawals to three hexes maximum. All Withdrawals at
dismount, elite units may attempt recovery, and LATW have night are similarly three hexes.
specific reaction rules. • If the Withdrawal is a Limited Reaction maneuver, the
reacting player must conduct a Cohesion check. A
successful check allows the units to withdraw, failure
When a Unit Must Be Selected for an Action (Mandatory mean they do nothing but are still marked as having
conducted an action.
Action) • For each hex moved the withdrawing units must follow
the below rules for withdrawal hex priority.
Active player units that are disrupted or marked as regrouping when
their platoon is activated must be chosen to conduct an action
during Segment #1 if they are within Line of Sight of the enemy – Withdrawal Hex Priority: In general, each hex that a unit withdraws to
typically to conduct a Withdrawal maneuver or a Recover action. must place it closer to their Friendly Board Edge (FBE – designated
Similarly, the opposing player must conduct reaction actions with by the mission). They must avoid moving adjacent to enemy units
disrupted or regrouping units that are within LOS of units in the if another hex is possible, otherwise they can move adjacent to the
active players currently activated platoon, and which meet the enemy. [For full withdrawal priorities see 10.3.1.1]. If a non-
conditions for reaction above. Remember that each unit can only disrupted unit moves adjacent to an undisrupted/unshocked enemy
conduct one action per turn. unit then it is marked with a Regrouping marker unless the hex
contains a non-disrupted/non-shocked friendly unit, or the enemy is
in a Primary Impact hex or a hex under assault.

See 24.3 Withdrawal or Retreat in the Playbook for illustrated


Maneuver Actions examples of withdrawal or retreat to Friendly Board Edge.

A unit conducts a maneuver action by spending some or all of the


Maneuver Points (MPs) allocated to it by its type of unit and
whether it is acting or reacting. Each hex moved into will cost one
or more MPs (see Terrain Effects Table and 4.1 for full effects of
Fire Actions – Infantry Small Arms Fire
terrain). Normally, a unit can only enter a hex if it has sufficient
remaining MPs to do so. Small arms fire is used against, and only affects, non-vehicular units.
Units can only conduct one type of fire per turn. Therefore, units
that small arms fire cannot also anti-tank fire in the same turn. Units
• MPs during Platoon Activation Segment: Active player non- small arms fire against hexes, not individual enemy units. To fire
vehicular units have 3 MPs and can always maneuver at the target hex must be within range and line of sight (LOS) of the
least two hexes even if they cannot pay the full terrain firing unit. Terrain listed in red on the Terrain Effects Table blocks
maneuver costs. LOS that goes through the hex. It does not block fire from or into
such hexes, however. [For a full explanation of LOS, including the
• MPs during a Reaction Segment: Non-vehicular units have 2
effects of elevation see 4.2]. Units do not block LOS.
MPs and can always maneuver at least one hex even if
they cannot pay the full terrain maneuver costs.
Placing Small Arms Fire Markers
Withdrawal Maneuver
To fire a unit, calculate the final die roll modifier and place a green
Small Arms Die Roll Modifier (SADRM) marker for that number
Non-vehicular units only may use Withdrawal as a special form of
on the target hex. The fire potentially affects all non-vehicular units
maneuver that moves them closer to their Friendly Board Edge.
in the hex. The results of the attack will be determined later in the
Withdrawal allows:
turn during the Fire Resolution Phase. Small arms fire cannot target
• Units to maneuver in reaction even if they have not
a hex with friendly non-vehicular units. Each unit that fires places
observed an enemy action.
a separate SADRM.
• Disrupted units can generally only maneuver by
Withdrawal.
• Units can move further than their normal MPs would Small arms modifiers: The modifier starts as a positive modifier equal
allow them to. to the Small Arms Value of the firing unit. Then apply any relevant
modifiers from the Small Arms Fire DRM Table. All modifiers are
cumulative. A fire attack whose final modifier is less than -4 is
Withdrawal Procedure: Units may conduct a Withdrawal maneuver ineffective and places no marker and the firing unit is not
individually or as a stack. They do not use MPs but move 1 to 4 considered to have fired. Regardless of individual modifiers the
hexes subject to the following restrictions: maximum total modifier is +3. Modifiers used for basic infantry
• They can neither enter enemy-occupied hexes nor the combat are as follows. [See 11.3.3 for a full explanation.]
primary impact hex of a mortar. (They can enter a
secondary impact hex).

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Last Hundred Yards – Basic Training

Range: Can lower the modifier by up to -3. Find the actual range
under the column that matches the maximum range of the
firing unit. Read down the column to the distance between
the two units. The red (negative) die roll modifier is in the
row to the left.
Suppressed fire: -1 for every two DRM markers in the firing hex
of a type that can affect the firing unit. Small arms and
mortars DRMs affect non-vehicular units, anti-tank DRMs
affects vehicles. In the case of an odd number of DRM
markers round up to the next -1 modifier.
Regrouping: -1 if the firing unit is marked with a Regrouping
marker.
Terrain: The Terrain Effects Table lists any modifiers (TEM)
provided by the terrain in the target’s hex.
Hindrance: -1 per hex in the LOS that contains a hindrance (not
including firing and target hex). Orchard and Palm Grove
hexes are a hindrance if the LOS passes through them. A
hex with a mortar die roll modifier marker (MDRM) or
smoke marker is a hindrance if the LOS goes out of, into,
Determine a unit’s facing:
or through the hex. A hex is not a hindrance if the LOS
passes over the hindrance. Smoke and MDRMs have a
height two levels above the hex. [See 4.2 for a full • When it fires: Place a Fire Action marker with the arrows
explanation of LOS.] pointed toward the hex side crossed by the LOS to the target.
This hex side forms the center of the firing unit’s front arc.
Friendly vehicle: Dismounted enemy non-vehicular units that are Small arms fire into this hex will receive the +1 enfilade
in the open and do not receive any other negative modifier modifier if the LOS enters the target hex through one of the
for terrain receive -1 if they occupy a hex with a friendly 3 rear hexsides.
vehicle.
• When fired upon (Crossfire): If a Fire Action marker does not
Go to Ground: -1 if all combat non-vehicle units in the target hex mark a facing for any enemy units in the hex, then see if
are disrupted. more than one friendly unit is firing through different target
Concealment: -1 if the target unit is marked with a concealment hex sides at the same enemy occupied hex (either as the
marker. result of an action or reaction) during the same Platoon
Proximity fire: +1 for infantry, MG, and Fortified Position that Activation Cycle. If this condition is met, then the enemy
fire as a reaction to enemy units that end their maneuver units must pick a common facing and any firing unit whose
within two hexes. LOS traces into the rear arc will receive the +1 enfilade
Target density: If the target hex contains more than four steps of modifier.
non-vehicular units (including rides/passengers) then the • Note vehicles have further facing considerations when
fire receives +1 for every two steps above four steps (round moving (see vehicle rules).
odd steps down). Remember that infantry squads generally
start the game with two steps, all other units have one step.
Enfilade fire: See below. Resolving Small Arms Fire (Fire Resolution Phase III)

Enfilade fire: Small arms fire receives a +1 modifier when the LOS All small arms fire is resolved during the Fire Resolution Phase III.
traces through the target’s rear arc. Non-vehicular units are immune For each hex marked with one or more SADRM markers, roll a die
to enfilade fire if their hex contains two or more non-disrupted for each marker and apply that marker’s modifier to determine the
combat units. LHY does not use physical unit counter placement for Final Fire Attack Result for each roll. Only the single highest Final
facing. Rather a unit’s facing is determined at the moment it fires, Fire Attack Result is applied to the hex as follows:
is fired upon, or moves (in the case of vehicles). The front arc runs • The Final Fire Attack Result is applied to the non-vehicular
out from the three hex sides to the front of the unit, while the rear unit with the highest Cohesion value (best unit) in the hex in
arc runs from the three other hex sides. The front arc includes the the following order of priority:
line between front and rear. o Among combat units that are undisrupted and
unconcealed
o Among combat units that are undisrupted and
concealed
o Among disrupted combat units.
o Among non-combat units.
If two or more units are tied pick the one with the best
Assault value, then Small Arms value, then randomly
determine a unit.
• If the Final Fire Attack Result is greater than the Cohesion
value of the selected unit then it becomes disrupted or suffers

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Last Hundred Yards – Basic Training

a casualty step if already disrupted. If the selected unit is not Arrow Marker of their nationality pointing to the target hex. During
already disrupted and the Final Fire Result is 10 or more then the Reaction Segment the enemy can make reactions normally.
the unit also suffers a casualty. Enemy units in the target hex may only conduct the following
• If the selected unit becomes disrupted or suffers a casualty, reactions:
then all other non-vehicular units in the hex must each • Small arms fire to an adjacent hex.
conduct a Cohesion Check. • May attempt Withdrawal
• Platoon Leader Effect: if a hex contains a friendly non- • May request mortar fire or illumination.
disrupted platoon leader whose Cohesion is greater than that • May attempt to Recover.
of the best unit then the Final Fire Attack Result is lowered Once the current platoon’s Platoon Activation Cycle is finished and
by one before determining results. players move to the Marker Adjustment Segment the assaulting
units are moved into the assaulted hex and the hex is marked and
See 24.8.1 Fire Resolution in the Playbook for an example. treated as an assault from an adjacent hex. At this point the
assaulting units may declare a feint before being moved. If a feint
is declared assaulting non-vehicular units must conduct a
Special Small Arms Fire Considerations Withdrawal or try to remain in their current hex. To remain in the
hex, conduct a Cohesion Check for the unit with the best Cohesion.
Units leaving a hex marked with small arms fire: If during the Activation If passed the units may remain in the hex, otherwise they must
Phase, a unit alone in a hex marked with one or more SADRM withdraw.
markers leaves that hex simply move the markers with the unit. If
more than one unit is in (or enters) a marked hex, then the opponent Reinforcing an assaulted hex: Both sides may move units into the
who placed the markers assigns which markers stay with each unit. assaulted hex as an action or reaction using the same procedure as
above, except that the hex is already marked with an Assault
Split fire: Infantry, MG, and Fortified Position units with a small Nationality marker.
arms value of one or higher that fire as a reaction may split their fire
against two separate hexes. The LOS for each target must trace out See 24.9.1 in the Playbook an example of an Activation Cycle
of the same or adjacent hexsides. Each of the two fire markers start involving an assault where you can see the flow of actions and
with the full Small Arms Fire value of the unit, but then each reactions. 24.8.3 gives a complex example in which units fire
receives a -2 modifier. Japanese and Russian units may not split fire. into a hex that is then assaulted and assaulters who get fired
upon while assaulting from two hexes away.

Infantry Assaults Resolving an Assault


Assaults are a core part of the game. However, it is possible to play All assaults are resolved during the Assault Resolution Phase in the
mission 1 without doing them – just doing ranged fire will give you order determined by the player with initiative (i.e., active player).
a sense of the basic operations of the game. So, if you are feeling Each side may only include a maximum of the following in the
like you have bitten off enough rules, skip this section for your first assault resolution:
play of mission 1. Note, not having assaults will make the attacker’s • 4 steps of non-vehicular combat units
job more difficult. • 1 Platoon leader
• 1 LATW or flamethrower
Assaults are made as part of a maneuver action or reaction. Units • One vehicle
can initiate or reinforce an assault as long as they are not disrupted All other units in the hex do NOT add their assault strength to the
or regrouping. Note, units can assault as a reaction. Platoon leaders, resolution but ARE affected by the final result.
LATW, and flamethrower units can enter an assault hex only if they
are with a friendly infantry unit or such a unit is already in the Assault Resolution Procedure:
assault hex. Machine guns cannot assault. Infantry and any 1. Each player adds up the Assault Value of each of their
accompanying units may assault from either an adjacent hex or two participating units to arrive at their Total Assault Value .
hexes away. In each case the units must have sufficient MPs to enter 2. Each player then separately applies the Assault Value Modifiers
the assaulted hex. Remember that maneuver allowances differ (see below) to their Total Assault Value to get the New Assault
based on whether a unit is acting or reacting. Value.
3. Subtract the defender’s Net Assault Value from the attacker’s Net
Assault from an adjacent hex: Place assaulting units in the hex. Mark Assault Value to get the Final Assault Die Roll Modifier. This
the hex with the assaulting side’s Assault Nationality marker. This can be a maximum of +4 to a minimum of -4.
marker designates which side is the attacker. All enemy units in a 4. The attacker rolls a die, applies the Final Assault Die Roll
hex marked with an Assault marker may not conduct any actions or Modifier, and looks up the result on the Assault Resolution Table.
reactions, except that a platoon leader may request mortar Fire on
My Position. Neither side may fire into this marked hex. Assault Value Modifiers: All modifiers are cumulative. Modifiers are
summarized on the Assault Value Modifiers Table.
Assault from two hexes away: Place the assaulting units in a hex
adjacent to the hex being assaulted. Mark the units with an Assault

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Cohesion Differential: If both sides have at least one non- Assault Resolution Table
vehicular combat unit in the hex then compare the best
14 Attacker Crushing Victory
Cohesion value among each side’s combat units. The side with
Defender must retreat 4 hexes.
the higher value adds the difference between the two to their
Total Assault Value to a maximum of +3.
Each defending non-vehicular unit suffers
casualty and disrupts.
Assaulting a Regrouping Force: If any defending units in the hex Attacker conducts one Vehicle Destruction
have a regrouping marker the attacker gets +1. Attempt (see vehicle rules).
Attacker Envelopes Defender: If the attacker’s combat units Attacker may Advance
entered the assault hex from two different non-adjacent Attacker Significant Victory
hexsides, then the attacker gets +2.
10-13
Defender retreats.
Attacker includes an undisrupted LATW or Flamethrower: If the Each defending non-vehicular unit:
defending hex is in an Urban Building or Urban Building Road If disrupted suffers casualty.
or contains a Towed Gun or Fortified Position the attacker If undisrupted unit then disrupts &
receives +1 if it has an undisrupted LATW or +2 if it has an conducts a Cohesion Check. Fail =
undisrupted Flamethrower. casualty.
Fragmented Assault: If the attacking units are different Both sides conduct one Vehicle Destruction
companies the attacker receives a -1 penalty. Attempt.
Defender is in a Rural Building, Improved Position, or the Attacker 6-9 Attacker Victory
crossed a Wall hexside during its movement: The defender receives Check if Urban Assault result on unmodified
+1 6 or 7.
Defender is in an Urban Building or Urban Building Road hex: The Defender retreats.
defender receives +2. Each defending non-vehicular unit conducts a
Cohesion Check.
Defender on a hill: If any attacking units moved to the assaulted Both sides conduct one Vehicle Destruction
hex from a lower elevation, the defender receives +1. Attempt.
Defender is Concealed: If at least one unit is concealed the Both sides mark undisrupted units as
defender receives +1. Regrouping.
Assault Results: The Assault Resolution Table (see below) gives one 2-5 Defender Victory
or more of the following results for non-vehicular units. We have Check if Urban Assault result on unmodified
provided a Basic Training version here that rearranges the order 4 or 5.
of results and omits some of the more confusing details necessary Attacker retreats.
for the full rules. Reading through this table and using it for a few Each attacking non-vehicular unit conducts
games will give you a good sense of what is happening in the full Cohesion Check.
rules table. Note that if you are playing with Japanese, you must Both sides conduct one Vehicle Destruction
use the full rules version. Attempt.
Both sides mark undisrupted units as
Casualty: Each affected unit loses one step. Regrouping.
Disrupts: Each affected unit flips to its disrupted side, if not
already disrupted. -1 to 1 Defender Significant Victory
Attacker retreats.
Cohesion Check: Each affected unit conducts a Cohesion Check. Each attacking non-vehicular unit:
Unless specified otherwise failure results in a unit disrupting If disrupted suffers casualty.
or taking a step loss if disrupted. If undisrupted unit then disrupts &
Retreat: Affected side must conduct a retreat move (see below). conducts Cohesion Check. Fail =
casualty.
Regrouping: Place a Regrouping marker on the affected units. Both sides conduct one Vehicle Destruction
Advance: Some or all of the winning units may advance into an Attempt.
adjacent hex. If the hex contains enemy units, immediately
resolve a new assault (or reinforce an existing assault that has Less Defender Crushing Victory
yet to be resolved). Each unit may only advance once per game than -1 Attacker must retreat 4 hexes.
turn. Each attacking non-vehicular unit suffers
casualty and disrupts.
Urban Assaults: Applies if assaulting an Urban Building or Defender conducts one Vehicle Destruction
Urban Building Road Hex and the unmodified die roll is either Attempt.
6-7 or 4-5. Each side must pick the best non-vehicular combat Defender may Advance
units (the one with the highest Cohesion value) to suffer a
All Passengers and Riders Dismount before retreats
casualty. Determine the casualty at random if multiple units
Check for Leader and Flamethrower Loss

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have the same highest value. Note that while the affected unit However, as an exception they may instead make a one hex
suffers a casualty it is not disrupted. Maneuver into an adjacent hex provided that the hex is cover terrain
or behind a cover terrain hex and not adjacent to enemy units.
See the last paragraph of 24.8.1 in the Playbook for an example
of assault resolution. Regrouping Units: Units become Regrouping when called for by an
assault result or by withdrawing adjacent to an enemy unit.
Regrouping units are limited to the following actions: conducting
Automatic Assault Results: In addition to the results on the small arms fire at an adjacent hex with a -1 penalty, Recover action,
assault table both sides must apply the following as part of assault
or Withdrawal. Remove the Regrouping marker automatically if the
results:
unit withdraws.

• Check for Leader and Flamethrower Loss: Roll a die for each leader
and flamethrower in the assault hex. On a roll of 1 or 10 the
Recover Action – Disrupted Units: To make a Recover action roll one
die for each disrupted unit and apply the modifiers on the
unit is eliminated.
Disruption/Regrouping Recovery Table (summarized below
• Dismount all Passengers and Riders before any retreat is • If the roll is equal to or less than the unit’s Cohesion, then
carried out the unit is flipped to its undisrupted side.
• If the modified roll is a 1 or less the unit “rallies” – flip it
Retreats from Assault: Players retreat their own units. Retreats use to its undisrupted side and the unit is now eligible to
the same rules as for Withdrawal with the following exceptions: conduct an additional action, either immediately or in a
subsequent Reaction Segment. Note, this is an exception
• Except for results of 14 or -1 or less, non-vehicular units must to the rule that a combat unit can only do one action per
retreat between 2-4 hexes (owning player’s choice). They turn.
may choose to retreat only one hex if that hex is cover terrain • If the modified roll is 10 or more the unit becomes heroic
(has a Terrain Effects Modifier of 1 or higher), contains a [we recommend omitting this rule in your first games,
friendly vehicle, or the hexside to that hex crossed has a Wall. then once you are familiar with play see 12.6 of the full
• Retreats do not trigger enemy reactions. rules].
• Retreating units are eliminated if they are a Fortified Position • Unless a unit rallies, it is marked as having conducted a
or have to enter or cross a prohibited hex or hexside. Recover action regardless of success or failure.
• Retreating units must enter hexes with minefields or wire if
the retreat priorities require them to do so. Recover Action – Regrouping Units: Use the same procedure as for
• If no other option is possible retreating units can enter a disrupted units, however only a single roll is made for all
primary or secondary impact hex. They cannot end their regrouping units in the hex. Use the highest Cohesion among the
retreat in such a hex and will be attacked by the MDRM when combat units in the hex, or the highest of any non-vehicle unit if no
they exit. combat units are in the hex. Apply the results to all regrouping units.
• If at any point during their retreat units move adjacent to an However, if using the heroism rules only one random unit becomes
undisrupted, non-shocked enemy unit then each retreating heroic. If the roll is successful all regrouping units are considered
unit must make a Cohesion Check at the end of their retreat. to have “rallied” – i.e. eligible to conduct an additional action, either
Failure results in the unit becoming disrupted. They do not immediately or in a subsequent Reaction Segment. If the roll is
need to make a check if they are already disrupted, the enemy unsuccessful, the units remain regrouping and have spent their
is in a primary impact or marked assaulted hex, an action for the turn.
undisrupted friendly combat unit is in the hex, or the hex is
an Urban hex.
• If no other option is possible retreating units may enter an Recover Modifiers:
enemy occupied hex. They must conduct a Cohesion Check +1 to the die roll if the hex is suppressed (i.e., has any effecting
at the end of their retreat and may not end the retreat in the DRM markers.)
enemy occupied hex. -1 to die roll if units are Elite [see 15.1].
-1 if a platoon leader is in the same hex as a recovering unit
from his platoon (or is a support unit) and the leader
Assault hex contains only non-combat units: Skip the above procedure. spends an action he may help one disrupted unit or the
Compare the best Cohesion Value on each side. The side with the regrouping stack. The leader may conduct a free
lesser value must retreat. In the case of ties randomly determine maneuver action first to enter the hex. Disrupted leaders
who must retreat. (including those that just recovered from disruption) may
not assist another unit.

Disruption, Regrouping, and the Recovery Action

Disrupted Units: Disrupted units are flipped to their disrupted side as


a result of fire or assault. Remove any regrouping marker. The only
actions a disrupted unit can take are Recover and Withdrawal.

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Time Lapse Phase achieved by the attacker they subtract from the total.
When achieved by the defender they add to the total.

The active player rolls on the Time Lapse Table on the Game Find the Attacker’s Final Score total on the Victory Level table
Tracks sheet to determine how many minutes to advance the Time given for the mission to determine which side won or if the mission
Lapse markers. The track has spaces for minutes, tens of minutes, was a draw.
and hours. The attacker loses the scenario, in part, if they take too
much time to complete the mission objectives.
Defender Causes Too Much Delay and Inflicts Too Many Losses: If at the end
of any turn a calculation of the Attacker’s current Final Score would
result in a total that is listed as a defender victory by the mission
The Clean Up Phase then the game ends immediately in a defender win.

During this phase players place returning platoon leaders; remove Mission Objectives Involving Control: The last player to occupy an
various temporary markers; and check whether the Mission objective hex with a non-vehicular combat unit is considered to be
Objective or Victory Conditions have been met. in control of that hex. For multi-hex objectives the last player to
have sole control of at least one hex is in control of that objective.
At the start of the mission all hexes in a player’s set up area are
See 25.1 Extended Examples of Play in Playbook for four-turn considered controlled by that player. If the attacking force does not
example of infantry combat. Note, the example included mortar set up on the board then the defender starts in control of all hex
fire which you will earn about in the next stage. objectives. (Note there are special considerations for vehicles and
bridges/fords specified in the full rules in 21.1 that you do not need
for now)

Ending the Game and How to Win


LHY is distinct in that missions do not have a fixed number of turns.
Rather the mission end in one of three ways. The way it ends also
determines the victor.

You Are Almost Ready to Play Mission 1 !


You now understand enough of the rules to play Mission 1: On
Their Own. Below we provide basic set up rules for this scenario.
The details of the mission are found on the scenario card. If you
only have LHY Volume II you can find the scenario and maps in
separate documents. Note, the map PDF splits each map into two
8’5”x11” pieces that can be printed on a regular-sized printer and
Casualties become too lopsided: At the start of the mission place the then taped or laid together. Below we also detail which counters
Casualty Marker on the Casualty Track on the zero space. Each time you can use from volume two to represent the forces.
a combat unit suffers a step loss (including when destroyed) move
the casualty marker one place left, for an attacking unit, or right, for
a defending unit. If the marker moves past the Casualty Differential
Hidden Units: For this and the other Basic Training missions we
recommend not using hidden units. Once you are comfortable with
Limit specified for that side by the mission, then the game ends with
the mechanics of game read Hidden Placement 20.9 in the full rules
the other side winning.
to play the scenarios adding this key fog of war element as specified
in the mission.
Attacker Completes the Mission in a Timely Manner and Within Acceptable
Losses: The mission specifies the objectives that the attacking player
needs to achieve. Once these objectives have been achieved the Mission Set Up
game ends. The attacker wins if the Attacker’s Final Score is
sufficiently low. Setting Up the Game Tracks: Each mission tells you how to set up the
• Start with the time elapsed on the Time Track. markers used on the Game Tracks.
• To this add or subtract the small number specified by the
location of the Casualty Marker on the Casualty Track. (A Casualty Track: Place the Casualty Marker on zero and each
marker on the defender side of the track subtracts from the side’s Casualty Differential Marker on the space specified by
total, thus benefiting the attacker.) the mission. For Mission 1 this is space 4 for the attacker
• Finally, apply any score modifiers if specified by the (Germans) and space 2 for the defender (Americans).
mission. These are called Mission Objective Points. When

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Time Track: Place the minutes and tens of minutes markers on forces with a white circle and the Germans those with
the yellow and green zero spaces accordingly. The red 1,2, and a red circle .
3 hour spaces are not needed in this scenario.
Americans:
Initiative Box: Since the mission specifies that the attacking 3rd platoon = Leader Stillwell and squads 1, 2 and 3.
Germans start with initiative, place the initiative marker on this One Machine Gun as support
box with the German side up. Mission always specify which
side has initiative on the first turn, rather than players rolling.
Germans:
2nd platoon = Leader Muller and squads 1, 2, and 3
Starting Forces: Missions specify forces as a line of text that gives 3rd platoon = Leader Kubler and squads 1, 2, and 3.
the following information in order. One Machine Gun as support

Which companies: Mission 1 refers to Baker Company for the Deploying Forces: The mission details how each side deploys their
Americans and 2 Kompanie (Kp.) for the Germans. Looking at the forces on the board. Note the map also identifies each side’s
company ID tables given on 1.9 of the full rules we see that the Friendly Board Edge (FBE). This is used for withdrawal and
Americans will use the forces with a white circle and the retreats and sometimes is referenced for set up purposes.
Germans those with a black circle .
Improved Positions: Unless specified otherwise by the mission all
Which platoons from that company: The designations in bold italics defending non-vehicular combat units and leaders may set up in
identify which platoons are in play. Platoons generally consist of a Improved Positions (IPs), unless they set up in a building hex. As
leader and three squads (each of which have a numerical unit ID in shown on the Terrain Effects Table IPs give a -2 Terrain Effect
the upper right corner of the counter.) The platoon will also have Modifier for non-vehicle units. Note this modifier is not cumulative,
counters for sections (with letters for their unit ID). These sections so fire against units in IPs in woods suffer -2 (the higher modifier),
are drawn randomly to replace the counter of a squad that has lost not -3, for example. IPs remain on the board even if not occupied
a step (or to split one platoon squad into two sections as given in and can benefit either side. They also provide cover terrain for
the full rules 10.3.2 Deploying Squads). concealment purposes (see later rules).

For Mission 1 the platoon counters are: Mission Special Rules: This section details any special rules for the
mission. Note, for this Basic Training you can ignore special rule 2.
You will learn about concealment in the next stage.
Americans:
2nd platoon = Leader Jackson and squads 1, 2 and 3.

Germans:
2nd platoon = Leader Lang and squads 1, 2, and 3
3rd platoon = Leader Rolfe and squads 1, 2, and 3.

Some missions give a number of steps in parenthesis right after a


platoon’s listing. This means the platoon starts under strength. See
full rules 20.6 Starting Forces for how to handle this set up.

Attached units: After specifying all the platoons for a company the
mission typically designates additional support units which can be
activated with the company’s platoons. For mission 1 each side has
a single MG section.

Total combat steps: The final piece of a force listing gives the number
of combat unit steps in the force in brackets. Note leaders (and
mortars) are not combat units. This is why mission one gives the
Americans as 7 (2 steps for each squad plus the single step MG) and
the Germans as 13 (2 steps for six squads plus the single step MG).

Using Volume 2 Units:

Which companies: Use Airborne Baker Company for the


Americans and 1 Fallschirmjaeger Kompanie (Kp.) for
the Germans. Looking at the company ID tables given on
1.9 of the full rules we see that the Americans use the

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Stage Two Placing Mortar Fire: Place the mortar’s FO, initial side up, onto the
hex of the requesting unit. Place the primary impact marker on a
Adding in Coordination, Mortars, Hills and target hex within LOS of the observer. This is known as the primary
impact hex. You cannot normally target a hex that contains friendly
Concealment units. Declare whether the fire is High Explosive or Smoke (for
smoke see below).

Coordination For high explosive fire, place a red Mortar Die Roll Modifier
(MDRM) marker on the primary impact hex. The base value of the
marker is listed on the Mortar Fire Action Table under “Primary.”
There may be times when the active player wants to act with units
Apply the following modifiers:
from more than one platoon at the same time (same Activation
Segment). To do so the active player picks two platoons, rolls one
- # for Terrain Effects Modifier in the attacked hex given on
die and consults the Coordination Table. A roll of 8-10 means the
the Terrain Effects Table. Note assaulting units do not
two platoons activate together. A 1-7 roll means the coordination
receive any benefits of terrain.
fails and each platoon must be selected to activate separately and
+1 Airburst – if the hex contains a forest, tree line, or tree lined
sequentially. The player may pick which platoon activates first.
road.
+1 for every two steps above four of non-vehicular units in the
As long as your mission has a player’s units all part of a single
hex (round up).
company only one coordination roll can be made per turn. Once you
have more than one company on a side (including vehicle
After placing the initial MDRM in the primary impact hex, for
companies) read the full Coordination rules 7.1 that will allow you
most mortar fire you place one or more additional MDRM marker
to coordinate infantry and vehicle platoons cross companies.
on or around the primary impact hex. The number of markers
placed is listed under “# of Accuracy Die Rolled” on the Mortar
Fire Action Table. For each additional marker roll an Accuracy Die.
Fire Actions – Mortars For results of 7-10 place another modified MDRM as above in the
primary impact hex. For each 1-6 result place a new MDRM in the
adjacent hex corresponding to the Mortar Fire Impact Diagram on
A Mortar Fire Action (MFA) comes from mortar units located off that map board. The base value of these “Accuracy” MDRMs is
the battlefield area represented by the game board. Mortar fire is listed under “Secondary” on Mortar Fire Action Table and uses the
initiated by friendly units acting as spotters. Mortar fire is resolved same modifiers as above.
alongside small arms fire during the Fire Resolution Phase. Mortar
fire may involve more than one Die Roll Modifier marker, affect
more than one hex and prevent non-vehicular units in the primary
impact hex from firing or conducting any action except withdraw.
While mortar attacks can be devastating, they use a great deal of
ammunition, and they can be called on to support action not
represented on the tabletop. Thus, once a mortar unit has finished
firing its mission it isn’t available to fire again right away.

Each mortar unit consists of a marker for the forward observer (FO)
and one for the primary impact hex. Mortars come either in sections
or platoons. Fire from sections can only be requested by units of
that same company, while any friendly unit can request a mortar
platoon’s fire.

Placing Mortar Fire Markers


Requesting Mortar Fire: Platoon leaders and non-vehicular units may
request mortar fire while their platoon is activated. The act of
requesting mortar fire is not an action and so the unit or leader may
conduct an action normally. Similarly, units that are eligible for For example: an 81mm mortar section fires on hex H5 on map 4
reaction may request mortar fire. The eligible units do not conduct [note on this map H5 and all surrounding hexes are open terrain]. A
an action to request fire but need to be eligible for action/reaction primary impact marker has been placed on the hex. There is just a
and have a LOS to the primary impact hex. A unit or platoon leader single enemy unit in the hex. No modifiers apply to the fire. The
cannot request mortar fire if it is disrupted, regrouping, heroic, 81mm mortar has a Mortar Value of 2 so a 2 MDRM is placed in
mounted, or in a primary impact or assault hex. Normally, you the hex. The Mortar Fire Action Table lists one Accuracy die under
cannot request mortar fire onto a hex containing a friendly non- HE, so one die is rolled. The result is a 4 so a MDRM marker is
vehicular unit. placed in H6 as a secondary impact hex. This marker is value of 0
since this is what is listed for the mortar’s Secondary value. Note,

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even if no units are in H6 you still place the MDRM marker since Smoke: Instead of placing MDRMs a mortar unit may fire smoke.
any units that enter that hex later in the turn will be affected. Use the same procedure to place smoke markers as for MDRMs
except use the number of accuracy rolls listed under smoke rather
Hindrance: If the Line of Sight passes through a hindrance (see 4.2.4) than HE on the Mortar Fire Action table. Smoke markers have no
then do not place an initial MDRM in the primary impact hex but effect on the units in the hex, however they do provide a hindrance
increase the number of accuracy die rolls by one. to fire. During each Mortar Fire Adjustment Phase remove one (and
only one) smoke marker from each hex.
Effects of being under a MDRM: Non-vehicular units in the primary
impact hex with a MDRM may not fire, have no Line of Sight out Fire on My Position: A Platoon Leader may request mortar fire against
of the hex, and may only conduct a withdrawal action. Non- their own hex provided he is not Disrupted, Regrouping, or in a
vehicular units may not enter a primary impact hex with a MDRM. Primary Impact hex. If the Leader makes a successful die roll equal
Units in a secondary impact hex do not suffer these penalties, but to or less than his cohesion value, then the mortar fire is activated
the DRM does count for suppression normally. and placed as above.

Leaving a MDRM hex: Units that leave either a primary or secondary


impact hex will be attacked immediately using the MDRM(s) with Concealment
no TEM benefit from the terrain. If such units become disrupted,
then any maneuver turns into a Withdrawal. Unlike other fire, keep While the hex location is known for units that are placed on the
the MDRM in the hex. Any units remaining in the hex during the board, these forces may still not be completely visible to enemy
Fire Resolution Phase are attacked normally. units – thus affecting fire and exact knowledge of the units.
Concealment is when a side has a general sense of enemy’s location
Resolving Mortar Fire but does not know the particulars.

Mortar Fire Resolution: Mortar fire is resolved in the Fire Resolution Concealment Effects: Concealed units in a hex are marked with a
Phase alongside and using the same procedure as small arms fire. single concealment marker. Any unconcealed units are placed on
top of this marker. Small arms (and anti-tank) fire against concealed
units suffers a -1 penalty. In addition, the enemy player may not
Mortar Fire Adjustment Phase: During this phase players first check to look at the units beneath the concealment marker. The enemy may
see if mortars used on previous turns become available again, then ask for general information of what is below the marker. The
either remove or extend mortar fire that is on the board. controlling player then gives the number of units in the hex that fall
into each of the following categories: Armored Fighting Vehicles,
Fighting Vehicles, Carriers, Towed Guns, Fortified Positions, and
Mortar recovery: Roll one die for each mortar section or platoon
non-vehicular units.
whose markers are in the Mortar Support Pending box. If the
roll is equal to or less than 4 for sections or 3 for platoons, then
move the unit’s markers to Mortar Support Available where Concealment Loss: All units automatically lose concealment when
they may be requested next turn. they flip to their disrupted side or maneuver adjacent to or enter an
enemy occupied hex. In addition, non-vehicular units lose
Mortars whose markers are on the board: Each player must decide concealment when they:
whether to remove or extend each MFA on the board. To • Maneuver into or fire from an open hex within 8 hexes
remove the MFA, place each mortar’s two markers in Mortar and LOS of an enemy unit.
Support Pending. To extend the fire, flip the FO marker to its • Maneuver into a cover terrain hex within 3 hexes and LOS
Final side. It may be moved up to two hexes (remaining in LOS) of an enemy unit. LATWs only lose concealment from 1
and then roll a die. If the result is equal to or less than 4 for hex away.
sections (3 for platoons) then extend the fire as specified below. • Conduct fire from cover terrain hex within 2 hexes and
If the roll is higher than the MFA is removed and placed as if LOS of an enemy unit.
the player had chosen to cancel it, but the FO remains flipped • The result of a Fire Resolution die roll against it equals or
in place on the board – thus preventing any attempt to return exceeds the unit’s Cohesion.
the mortar to the available box next turn. If extended the MFA • Remains in an Assault hex after assault resolution.
may not be further extended but must be removed during the
next Mortar Fire Adjustment Phase. Concealment Gain: During the Clean Up phase all units that are not
within LOS of an enemy unit may be marked with a concealment
marker provided they are not disrupted, regrouping (or Heroic).
Extended mortar fire: When an MFA is successfully extended Unless the mission explicitly says otherwise all units begin the
the owning player may leave the primary impact hex where it
game concealed.
is or move it up to two hexes. The final location of the primary
impact hex must be within the LOS of the FO. The player then
goes through the procedure described under Placing Mortar
Hidden Units & Concealment: When a hidden unit is revealed it is
marked concealed unless the criteria for concealment loss has been
Fire above to place the MDRMs. They are resolved in next
met. At any time, a player may voluntarily reveal one of their
turn’s Fire Resolution Phase but can affect units that maneuver
hidden units in order to cause an enemy to lose or not gain
into or out of the marked hexes before that time.
concealment.

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Starting the Game Concealed: Units that set up on the board or enter
play from off board may do so concealed.

You are almost ready to play Mission 3.


To play Mission 3: At Least It’s Quiet Here you need to understand
some basics of hills (marked by contour lines). We have provided
simple rules below with references to the map for this scenario. In
later plays you want to read the full rules 4.2 for LOS involving
different levels, seeing over terrain, and blind hexes.

Hills and Contours


Hills: Consist of two types of contour lines – those in bold and those
with thin lines. The bold lines denote a rise that has reached a higher
level. The level is the number marked as part of the bold line. For
map 4 these are levels 1 and 2. The thin lines represent elevation
change less than a level.

Seeing Over Terrain (simplified rule): For the purpose of playing mission
three on map 4 terrain that is on a lower level than both the
firing/seeing unit and target unit does not block LOS. If either unit
is on the same level (0, 1, or 2) as blocking terrain, then that terrain
blocks LOS. The level of a hex is determined by the level of the Mission Set Up Notes
center dot in the hex. Note that using these simplified rules that
mission special rule 3 about hill levels being twice as high will not Improved positions: Unless they set up in a building hex, the
affect your play. Americans start with an Improved Position in their hex. Capturing
these IPs (being the last side to occupy them) gives the Germans
one Mission Objective Point for each. Since the Germans are the
How Contour Lines Can Block LOS: All contour lines (whether bold or attackers, this will lower the victory point count.
thin) represent changes in elevation that are individually less than a
complete change of level. Therefore, there is no numeric value
given to thin contour lines. They only come into play for units at Other Notes: The Americans set up with concealment markers and
the same level. The relative elevation of thin contour lines is the Germans enter play with them as well. Both sides’ mortars are
considered to increase with each line moving from the outside to not combat units and are not counted in the 7 and 14 step counts of
the inside of a hill. The relative elevation of a hex is determined by the two sides. Thus, the Americans have a full platoon of three
the contour that encompasses the dot in the center of the hex. Thus, squads plus the MG section steps. The Germans have two full
on map 4, hex H3 is at a higher elevation than H4 and I4 is higher platoons plus the two MG steps. For the Hill and Contour rules you
than H3. are using right now the hill level x2 reference makes no difference.
For the mortars you two counters each (a Forward Observer plus a
The LOS is blocked between two units by hexes that are on an Primary Impact marker): The Americans are marked with the red A
elevation equal to or higher than the elevation of the higher unit. , the Germans with the red 1 .
Thus, (A) the LOS is blocked between J4 and H3 because it crosses
a contour that denotes a higher elevation. By contrast (B) the LOS Using Volume 2 Units:
between G3 and I4 is not blocked because even though it crosses a Americans:
contour line in H3 this line is at a lower elevation than I4. Able Airborne Co. 1st Infantry Plt , supported by 1 MG
section and 1 60mm Mortar
If the LOS runs along a hexside then count the elevation using the section [7 steps]
contour line that encompasses that hex side. Thus, (C) the hexside Germans:
between D10 and D11 blocks LOS between C11 and E11 because
1. FJ Kp., 1st and 2nd FJ Plt ., supported by 2 MG
both of these hexes are lower than the contour line within which lies
the hexside. Remember: a unit always has LOS to an adjacent hex sections and 1 8cm [14 steps]
regardless of blocking terrain, contours, or other considerations

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Stage Three AFV, Half Track, and Truck (which you can think of as fully tracked,
half-tracked, and wheeled).
Vehicle Combat
Vehicle Motion: Unlike other units, when traveling vehicles must be
marked as “in motion” or become stationary (unmarked). Vehicles
Now that you have the basics of the infantry game down, you can
are considered stationary unless marked with a green or red motion
add in vehicles. Vehicles have additional considerations when
(arrow) marker. Vehicles cannot both go “in motion” and stop
acting or reacting, attacks against them involve a different type of
fire, they have special considerations in assault, they can transport during the same turn.
other units, and so forth. Unless designated as something different
below, vehicles use the same rules as given for infantry combat. Stationary Vehicles: Must pay one maneuver point when
conducting a maneuver action to go “in motion” by placing a
Types of Vehicles: as detailed in the full rules 2.2 each vehicle unit is green motion arrow on the unit. If a stationary vehicle has not
either an Armored Fighting Vehicle (AFV), a Fighting Vehicle (FV observed enemy actions, it may react only by becoming
– has a white oval behind its unit ID), or a Carrier. For the terrain marked as in motion (Limited Reaction) – it does not actually
effects on maneuver Fighting Vehicle are either Half Tracks or maneuver, however, but will now be considered in motion.
Trucks.
In motion Vehicles: May maneuver normally and retain their
green marker. Alternatively, at the end of their maneuver they
Unique Aspects of Conducting Actions with Vehicles may stop. Flip the green motion marker to its red arrow side.
The unit is still considered a moving target until the red arrow
The actions for vehicles are the same as other units. Each turn they is removed in the Marker Adjustment Segment at the end of
may either Maneuver, Fire, or Recover. the current Platoon Activation Cycle.

At the Start of a Platoon Activation: When a vehicle unit is part of the Special Options for Vehicles to Combine Fire and Motion: Normally
activated platoon, the active player must choose it for an action if: vehicles cannot maneuver and fire in the same turn. However, under
• It is within range and LOS of an unconcealed enemy unit the circumstances below a vehicle may, as a Maneuver Action,
capable of conducting Anti-Tank fire. combine motion with fire, or the potential to fire, during the same
• It is marked as “in motion” (see below). turn. This can be done as an action or reaction.
• It is shocked (see below).
Shoot & Scoot: A stationary vehicle may fire and be marked as
React Actions: Vehicle units may react normally to observed enemy in motion if it fires with a penalty. A vehicle that fires with a -
actions. 1 DRM motion penalty remains in its hex but may then receive
When they do not observe an enemy action (Limited Reaction): Vehicular a green motion marker. If a vehicle fires with a -2 DRM motion
possibilities for reaction are different from non-vehicle units. They penalty it may in addition move to an adjacent hex.
do not have platoon leaders, nor can they conduct Withdrawal
maneuvers. Instead, they may conduct a reaction action under the Halt & Fire: A vehicle in motion may go stationary in its hex and
following circumstances: fire with a -1 DRM motion penalty. Alternatively, it may move
• They may conduct a Maneuver action if they are already one hex, go stationary, and then fire with a -2 DRM.
marked as “in motion” (see below).
• They may choose to go “in motion” as their sole action for
the turn.
Overwatch: An active player’s “in motion” vehicles are
required to conduct an action when their platoon is activated.
• If they are shocked, they must conduct the Recover action
When conducting this mandatory action, the vehicle may stop
during the first non-active player’s Reaction Segment of
or move one hex and stop. Replace the motion marker with an
the game turn.
Overwatch marker. Vehicles marked Overwatch may later
conduct an anti-tank fire action, but only as a react action.
Vehicle Maneuver Action Remove the marker when such fire is conducted.

Maneuver Points (MPs): As show on the Maneuver Point Allowance See 24.5 and 24.6 in Playbook for examples of Shoot & Scoot
Table, active player Armored Fighting Vehicles, Tracked Fighting and Halt & Fire.
Vehicles, and Half Tracks receive five MPs when they maneuver
during the Platoon Activation Segment. Trucks and Wheeled Bypass -- Vehicles Maneuvering Through Enemy Occupied Hexes: Vehicles
Fighting Vehicles receive six. When reacting all vehicular units in some cases may maneuver through an enemy occupied hex. To
receive four MPs. Alternatively, a vehicle may instead receive three do so they must have sufficient MPs to both enter and exit this
MPs in order to move in reverse. This reverse maneuver allows occupied hex. Armored fighting vehicles may always bypass
them to establish a different facing for any reaction fire. Vehicles through a hex. Other vehicles may only bypass if there are no
cannot combine forward and reverse movement nor may they enemy-free hexes the unit may enter instead. Bypassing costs no
reverse into an enemy occupied hex. As given on the Terrain Effects additional MPs. To bypass:
Table, terrain maneuver costs are broken out by the categories: 1. Move the vehicle or stack of vehicles into the hex.

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Last Hundred Yards – Basic Training

2. Each undisrupted/ non-shocked enemy unit in the hex


may conduct Anti-Tank reaction fire against one vehicle
Anti-Tank Fire
(if it has anti-tank fire values and has not conducted an Anti-tank fire is used against enemy vehicles, Fortified Positions,
action this turn). Alternatively, each such enemy unit may and Towed Guns. Note that Towed Guns (and any non-vehicle unit
conduct small-arms fire against Riders on the vehicle(s). with both an Armor Value -- i.e., a yellow box – and a green
3. The vehicles complete their maneuver. However, those Cohesion box) can be fired upon either with small arms/mortar or
vehicles that have become shocked remain in the bypass anti-tank fire at the firing player’s option and based on the fire unit’s
hex and the hex is marked with an Assault Nationality capabilities.
marker of the enemy units in the hex.

Basic Procedures: Anti-tank fire uses the same methods as small arms
Overrun – Vehicles Attacking Enemy Units While Moving Through Their Hex: fire with the following changes:
Any AFV or other vehicle with a Small Arms Value may overrun a
• The target of Anti-Tank Fire is always an individual unit,
hex that is open terrain. Overrun is different from a vehicle
not a hex.
assaulting a hex – in which case it enters and remains in the hex.
Each vehicle may only overrun one hex per turn, may not overrun • A unit may anti-tank fire into a hex containing friendly
the same hex twice, and each hex can only be overrun once per turn. units.
Hexes containing a Fortified Position or AFV may not be overrun • Anti-tank fire uses the yellow DRM markers and has its
(you have to assault them). Note you can overrun in hexes with own set of modifiers. (See below).
vehicles that are not AFVs. FV and halftracks cannot overrun hexes • You must determine if Anti-Tank Fire benefits from an
with Towed Guns, AFVs, FV, or halftracks. AFVs carrying Riders “enfilade.” (See below)
and halftracks towing guns cannot overrun. To overrun together
vehicles must start their maneuver in the same hex. To conduct an Anti-Tank Modifiers (cumulative):
overrun: • Terrain: Note that Anti-Tank fire does NOT use the terrain
1. Declare the overrun and move the vehicle or stack of effects modifiers.
vehicles into the overrun hex – spending one MP to enter • Suppressed fire, concealed target, and hindrance are all the
the hex and one MP to conduct the overrun. same as small arms fire.
2. Enemy vehicles in the overrun hex may immediately react
• Split fire: to anti-tank fire at two separate enemy units the
by maneuvering to avoid the overrun. Such a maneuver
LOS to both targets must cross the same hexside.
may not be combined with any kind of fire, overwatch, or
load/unload. • Range: Use the Anti-Tank DRM Table to determine any
3. Each overrunning vehicle conducts one of the following negative modifiers for range.
attacks: • Motion fire: -1 or -2 for using Shoot & Scoot or Halt & Fire
a. Anti-tank fire: Place an unmodified ATDRM as specified above.
marker of 2 on a single towed gun or vehicle in the • Obscured target: -1 for fire from a vehicle which did not
hex if the overrunning AFV has an ATV >= 0. have LOS to its target but used a Halt & Fires to maneuver
b. Small arms fire: Place a SADRM marker equal to to place the target in its LOS. Both the Halt & Firing unit
the small arms value of the overrunning vehicle and any enemy reactions to this unit receives a -1 modifier
(minus any terrain modifiers only). If the vehicle is (For the Halt & Fire unit this comes in addition to the
a halftrack carrying an infantry unit with a small motion fire modifier.)
arms value of at least one, then place a 2 SADRM. • Motion target: -1 if target is marked with a green or red “in
4. Each enemy unit in the hex must reaction fire at the motion” marker.
overrunning vehicles if they are eligible for an Anti-Tank • Opportunity fire: A unit may anti-tank fire at a maneuvering
Fire action. This attack is resolved immediately. To fire at enemy vehicle that ends its move not in LOS if during that
an AFV the ATV must be 0 or higher. If no unit in the hex maneuver the enemy entered three continuous hexes of
has an ATV or 0 or higher than a single squad may attempt open terrain that were in LOS. The fire is then resolved
to Shock one AFV. Roll one die – a roll of 10 Shocks the using one of those open hexes (chosen by firer) for
AFV. All units in the hex are marked as having completed determining modifiers and facing.
an action.
5. Once the overrun is complete the overrunning vehicles
• Firing at Towed gun in Improve Position or Building hex: -2.
must exit the hex and complete their maneuver. However, • Hull down: -1 if target vehicle is behind a wall, at a higher
those vehicles that have become Shocked remain in the level, or in a building hex. (The target does not get a
overrun hex and the hex is marked with an Assault modifier for buildings if it is on a road and the fire comes
Nationality marker of the enemy units in the hex. through a hex side along the road)
• A Hidden Towed Gun That fires immediately upon being
revealed receives a +1 benefit to its anti-tank fire.
See 24.4 Overruns in Playbook for examples.

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Facing and Enfilade Anti-Tank Fire: Using the enfilade rules outlined for Shock and Recovery
small arms fire to determine if any fire comes through the rear arc
of the target vehicle. If so, such fire uses an ATDRM marker with
Instead of becoming disrupted, AFV units may become Shocked.
an “e” – which denotes that you will resolve the fire against the
Maneuvering AFV must stop immediately when becoming
target’s Armor Enfilade Value rather than regular Armor Value. In
Shocked. Shocked AFVs may only conduct Recover actions. When
addition to the 2 causes of enfilade presented for small arms
a Shocked vehicle does a Recover action roll on the Shock
vehicles introduce a 3rd
Recovery Table.
• Roll of 1: The vehicle Recovers AND is not marked as
having conducted an action.
• 2-4: Recover -- remove the Shock marker.
• 5-7: Remains Shocked.
• 8-10: Remove the vehicle (it was abandoned).

Vehicles Losing Concealment


Vehicles loses concealment immediately when they:
• Maneuver into, fire from, or are in-motion in an open
• When it moves: If fired upon while moving forward, a terrain hex and within LOS of an enemy unit.
vehicle’s rear facing is centered on the last hexside
• Maneuver into, fire from, or are in-motion in an cover
crossed plus the two adjacent hexsides. Vehicles that
terrain hex and within 8 hexes and LOS of an enemy unit.
conduct reverse movement are always considered to be
• The Final Fire Resolution die roll value is equal to their
facing in the opposite direction to their movement.
appropriate armor value.
• An enemy unit is in an adjacent hex.
Anti-Tank Fire Results: As with other fire, roll one die per ATDRM
marker. Against vehicles any unmodified roll of <= 2 is an
automatic no effect. For markers with an “e” for enfilade compare Vehicles in Assault
each modified roll to the target’s enfilade armor value, otherwise
compare the roll to the regular armor value. If any roll is greater Vehicles use the same rules for assault as specified in the infantry
than the target’s appropriate armor value, then the target is rules with the following exceptions.
destroyed. Otherwise, if at least one of the rolls is equal to the
target’s appropriate armor value the target is Shocked if it is an AFV.
Shocked targets that are already Shocked simply remain Shocked. Vehicles Assaulting: Only AFVs may conduct assaults and only if they
Non-AFV vehicles with a roll equal to their armor value suffer no have no Riders. Only one AFV may participate in each assault.
effect. AFVs may begin an assault from three, rather than two hexes away.
Use the same rules as infantry assaulting from two hexes away. If
the assaulting player chooses to declare a feint, the AFVs may
Collateral damage: When a vehicle is destroyed in an open hex then choose either to remain in place or conduct a reverse movement.
one random friendly non-vehicular unit (one not being transported
by the destroyed vehicle) in that hex becomes disrupted. (Note, in
the full rules passengers and riders are also impacted.) Vehicles Assaulted: Regardless of whether or not assaulters come
from an adjacent hex or not vehicles may always choose to
Maneuver in reaction. They may fire instead (including Shoot &
Anti-tank Fire Under Special Circumstances: Scoot or Halt & Fire), but any anti-tank fire is limited to firing
• Units with an ATV of less than 0 cannot anti-tank fire at against AFVs in the assaulting force. If the assaulters have no AFVs
an AFV but may anti-tank against all other vehicles. then vehicles may anti-tank reaction fire normally.
• Anti-tank fire at Towed Guns or Fortified Positions
always reduce the base ATV to 1. Assault Resolution: Shocked vehicles are immediately destroyed at
• When conducting multiple anti-tank fire actions against the beginning of assault resolution if they are in a hex with a
two enemy AFVs in the same hex the fire actions must be undisrupted combat unit or a non-shocked enemy AFV. The
distributed as evenly as possible between the two targets Cohesion differential modifier is ignored if one side does not have
– effectively alternating the shots. any units with a Cohesion value. Vehicles participating in assault
suffer a -1 to their assault value if they are “in motion.”
Effects of mortar fire: if the Mortar Fire Value is 2 or higher and the
final modified mortar fire result is an unmodified 10 then a single Vehicle Destruction Results: If the assault result allows a side to
randomly selected stationary vehicle in the hex will be affected by conduct a Vehicle Destruction Attempt then that side may pick
the fire. If the vehicle is an AFV it becomes Shocked, otherwise it ONE enemy vehicle. Roll one die and apply each relevant modifier
is destroyed. listed on the Vehicle Destruction DRM table. If the modified result
is 10 or more then the vehicle is destroyed.
See 24.8.2 Complex Fire Resolution in Playbook for examples
involving anti-tank fire and collateral damage.

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Retreating Vehicular Units: Shocked vehicles are destroyed. Retreating General Restrictions: Passengers/riders cannot both mount and
vehicles receive 5 MPs and must move at least one hex. Vehicles unmount in the same turn. For reaction fire purposes they are
forced to move into or through terrain prohibited to them are considered in the state they have ended their action in. Immediately
destroyed. Vehicles retreating through an enemy occupied hex use place passengers under the Carrier transport, riders go on top of the
the Bypass rules. Vehicles are not affected when retreating adjacent AFV. Disrupted units may not mount. Transported units cannot
to enemy units. mount or voluntarily dismount in or adjacent to a hex occupied by
enemy units. If forced to dismount in such a situation the unit
becomes disrupted, unless already disrupted. With the exception of
Assaults Involving Only Vehicles: Skip the assault resolution procedure.
riders, mounted units cannot be attacked, but are affected if their
Instead compare the best ATV value of each side. The side with the
transport is destroyed. During assault resolution all passengers and
lower value must retreat. In the case of a tie determine who must
riders must dismount as part of the assault result.
retreat randomly.

See 25.8.2 in Playbook for an example of an assault with Transport Destroyed: If the transport vehicle is destroyed, then
infantry and AFVs. 24.8.3 gives vehicle destruction attempts. all passengers/riders must immediately dismount, disrupt, and
conduct a Cohesion Check, suffering a casualty if they fail (this is
collateral damage).
Light Anti-Tank Weapons
LATWs can only fire anti-tank fire. They can fire from their current Riders: AFVs carrying riders cannot conduct overrun. Riders must
hex or as a special fire option may Maneuver one hex and fire. This dismount in their current hex if the AFV transporting them fires,
option may be taken if the hex entered is a cover hex or behind a becomes Shocked, or if any riders become disrupted or suffer a
cover hex side or contains an Improved Position or friendly combat casualty. Riders are subject to small arms and mortar fire resolution
unit. LATW anti-tank fire does not suffer the obscured target and count for density modifiers.
modifier.
Towed Guns
If defending LATWs are alone in an assaulted hex and the enemy
has at least one undisrupted or unshocked combat unit then the Towed guns may only move by being transported by a Carrier. They
LATWs are destroyed. No assault resolution roll is conducted. are assumed to have an inherent truck that is placed on the board
only when the towed gun mounts. Mounting and dismounting takes
place as the sole action for both the towed gun and the carrier.
Transporting Other Units
To mount: Place a truck counter under the towed gun in the same hex.
Carrier vehicles may transport non-vehicular units as Passengers If the towed gun is in forest, tree-lined road, or urban building hex
(for non-towed guns) or as Towed Guns. AFVs may transport non- the towed gun and its carrier may be placed in an adjacent hex.
towed guns as Riders.
To dismount: Remove the carrier unit and keep the towed gun in the
Passenger/Rider Transport Capacity: hex, or place it into an adjacent forest, tree-lined road, or urban
• Each unit may transport the following number of steps of building hex. Dismounted towed guns are destroyed if they are the
non-vehicular combat units: sole defending unit in a hex assaulted by at least one non-shocked
- AFVs and Halftracks – 2 steps AFV.
- Trucks - 4 steps
- Jeeps/Kubelwagen – 1 step
• In addition, all Carriers and AFVs may transport one platoon
leader and one LATW (or Flamethrower if Truck).
• Alternatively, a Carrier may transport one Towed Gun unit.

Loading Passengers and Riders: A vehicle may load passengers or riders


that are in the same hex as part of a Maneuver action (including
Shoot and Scoot). To do so it must start its action stationary. The
loading costs the vehicle no additional cost, but the
passengers/riders are considered to have used their entire Maneuver
Allowance to load. Units in an adjacent forest or building hex may
load as if they were in the same hex as the transport.

Unloading Passengers and Riders: A transporting vehicle must be


stationary, or stop if in motion, to unload passengers/riders as part
of a Maneuver action (including Halt & Fire) at no additional cost,
but the passengers/riders count as having used their entire
Maneuver Allowance to do so.

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Last Hundred Yards – Basic Training

You are now ready to play 4.0 Terrain: We explained terrain effects as they affected a particular
mission. Here you can read the comprehensive terrain rules.
Mission 5: Counterattack at Hatten
4.1 Terrain Types: Explains in detail how each type of terrain effects
Mission 5 provides a tank versus tank game that allows you to focus play. This includes details on roads. In this Basic Training we
on this aspect of the rules. Subsequent missions, such as 6 and 7, skipped over the road bonus movement rules.
will then allow you to add in vehicle – infantry interactions. As
with Mission 1, we recommend not playing with the Hidden 4.2 Line of Sight: Reading the full rules allows you to add in more
Placement rules for your first game. Instead mark the Germans as complex ways of seeing over terrain. This section also has rules for
concealed. The American HQ tank (company command tank) can hindrances – terrain and other game elements that affects LOS
be activated when one of its platoons activates. The AFVs may only differently than simple blocking LOS. The playbook provides
occupy river hexes if they are crossing the river on a bridge. extensive LOS examples in 24.1

Using Volume 2 Units: 10.2 Exiting the Map: Explains what happens to units that maneuver
off the map through hexes that are not in their side’s Friendly Board
Americans (Allied): Edge.
Baker Company 1st platoon = 5 Sherman M4A3/75
British Able Company 1st/2nd platoon = 2 British 10.3.2 Deploying Squads: Each platoon may split (deploy) one of its
M4A4 (76), 3 M4A4 (75) [use the ATVs from the M4A4 squads into two sections before or during the game. This is
(76)s.] especially useful for defenders to cover more area of the map or for
British Command Tank [11 steps] sweeping an area to find hidden units.

Germans: 12.6 Heroism: Explains how to introduce extreme and possibly risky
SPG Kompanie (Kp.) 2 platoon
nd
= 4 StuG III [all use bravery as a result of Recovery Rolls of 10.
ATV of 5/24]
SPG Kompanie (Kp.) 3rdplatoon = 1 JgdPz 38t #3 [use 18.0 Random Events: Adds special effects when a side rolls a 1 or 10
AV 9/6] [5 steps] for initiative.

20.8 Dummies and 20.9 Hidden Placement: Allows you to better create the
“fog of war” through the full rules for obscuring the location of
Stage 4 units.

Adding in Other Rules 22.0 Optional Rules: Allow you to add in units being “out of command”
as well as “roleplaying” elements to the game.
You are now familiar with the basic mechanics of the game.
Generally, you will want to read those sections of the full rules 23.0 Design Your Own Missions: For creating you own scenarios.
when you find that you need them for a given mission. For example,
if you have volume two, many missions require you to read about
elite units (15.1), night rules (17.0), airborne landings (16.0) and so
forth. If you are playing a missions with mines or wire read 19.0.

Aside from rules needed for specific missions, below we list rules
that we skipped over for the purpose of learning the game that you
can now incorporate as you are ready.

20.6 Starting Forces: Often the mission involves forces that are not at
full strength. Read the full rules of 20.6 to understand how to add
or subtract steps and units from platoons. Essentially players will
randomly draw for weakened forces.

2.2.4 Fortified Positions: This rules section allows you to use these
units.

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Last Hundred Yards – Basic Training

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Last Hundred Yards – Basic Training

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Last Hundred Yards – Basic Training

Learning to Play in the Pacific • The target hex is treated, while marked with the unit’s impact
marker, as a Secondary Impact Hex for the purposes of its
effect on units.
Key Special Rule for Japanese: To represent Japanese tactics their units • Place a single MDRM counter for the fire. In addition to the
never disrupt in Last Hundred Yards. When any form of Fire result Mortar Fire modifiers, knee mortars will also suffer negative
requires the best unit to test cohesion, make the cohesion check. If modifiers if suppressed or if the LOS is traced through the
failed - the unit suffers a casualty instead. Then all other units in the hinderances of a MDRM or smoke.
hex, which would normally be required to check cohesion, are • As with regular mortars the unit’s impact marker will be placed
instead marked as Regrouping. For Assault results use the in the Mortar Support Pending box and will be subject to a
exceptions for Japanese units described for that result on the full recovery die roll as normal. Knee mortar fire cannot be
extended.
rules Assault Resolution Table 14.0.
• Knee mortars may use their mortar fire to instead place a single
smoke marker in the target hex.
Stage 1:
Other considerations: For the purpose of learning the game ignore the
To learn Stage 1 play Mission 34: the Lost Patrol. night and twilight rules as well as the mines. Set up both sides with
concealment markers, ignore the hidden rules. All American units
Forces: can start with Improved Positions. The x2 reference for contours
Americans (white circle company): makes no difference given the simplified hill rules you are using.
1st platoon = Gaston and squads 1, 2 and one infantry
section.
2nd platoon = Lewis and squad 1 and one infantry Stage 3:
section.
Plus, one MG unit. Tank versus tank battles, such as in Volume One’s Mission 5, were
rare in the Pacific. Volume three mission more commonly have one
Japanese (red circle company): side with tanks and the other having to figure out how to deal with
1st platoon = Adachi and squads 1 and 2 plus one MG them. Mission 35: The Ambush will help you learn to play with
unit. vehicles.
2nd platoon = Fukuda and squads 1, 2 and 3 with one
squad flipped to its back side. Scenario Notes: You can do the hidden set up for the Japanese
because they are revealed after the American set up. For American
Easy Company and the Japanese 1st Company players place the
Other Considerations: For the purposes of learning the game ignore combat unit counters in a mug and randomly pull out units until you
the American’s being elite. To enter the river hexes you can use have the listed number of steps. Use only the platoon leaders who
these simplified rules: a unit pays 1.5 maneuver points to enter and have units in play.
all of its points to leave. For Japanese Force B, place the units on
the board, but they only come into play once the survivors have
been revealed. In other words, they are marking the position of the
units which will then become real once the survivors are revealed.

Stage 2:
To learn stage 2 play Mission 33: The Outpost.

Note the Japanese platoons are understrength since they normally


have four combat units – three infantry squads and a knee mortar
unit. For the first platoon randomly select one unit to start the game
flipped to its reduced side. For the second platoon one random unit
is not used.

Japanese Knee Mortars: Such units represent infantry also equipped


with Type 89 Grenade Launchers. They can use a single fire action
either as small arms or mortar fire (but not both). In either case they
use the same fire value – which is shaded in both green and red.
Small arms fire is resolved normally. For mortar fire, use the mortar
rules with the following exceptions:

• The unit must have direct LOS to the target hex.

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