General Howitzer · Field Guide
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258 matching records · page 22 of 22
Winter Wars — PDF p. 6 [winter-6-0]
- Rule Category
- Rulebook excerpt
- Description
- 6 Breakthrough Command Cards Your new Breakthrough Command card deck has 80 cards. This deck is designed to complement and enhance the play of all Breakthrough battles, including those featured in this expansion and all previously released Breakthrough scenarios. These cards were carefully designed to have a back that matches the back of your regular deck of Command cards, so that you may introduce some of them in your standard scenarios if you wish. Just be forewarned that doing so will often increase the mobility and lethality of your and your opponent's troops! Tactic Cards The number of Tactic cards has increased to 28 in the new Breakthrough deck. Many Tactic cards will be familiar and are played as normal, including: N Armor Assault (3 cards) N Counter-Attack (3 cards) N Direct From HQ (3 cards) N Infantry Assault (2 cards) N Move Out (3 cards) N Ambush (2 cards) N Artillery Bombard (2 cards) N Close Assault (1 card) N Firefight (2 cards) N Their Finest Hour (2 cards) The following Tactic cards have been modified: N Air Power (1 card) Both the Axis and Allied player will roll 2 dice when playing the Air Power card. N Barrage (1 card) A Star symbol is added to the list of symbols that score a hit on the Barrage. N Behind Enemy Lines (1 card) Although Terrain movement restrictions do not apply, Terrain battle restrictions still do, like in the version of this card introduced in the Sword of Stalingrad Battle Map. N Dig-In (1 card) Artillery units may now dig in as well as Infantry units. N Medics & Mechanics(1 card) Card now allows multiple units across the battlefield to recover figures simultaneously. Section Cards The number of Section cards has increased to 52 in the new Breakthrough deck. Many Section cards will be familiar and are played as normal, including: N General Advance (2 cards) N Pincer Move (2 cards) N Recon In Force (4 cards) N Assault on the Left Flank (3 cards) N Assault in the Center (3 cards) N Assault on the Right Flank (3 cards) The following Section cards have been modified. In addition to ordering the number of units as listed on the Section card to move and/or battle as normal, these cards also order a number of units On the Move. Units that are On the Move may be ordered in ANY section of the battlefield. They move as normal, but may not battle this turn. N Recon + 2 - Recon on the Left Flank + 2 On the Move - (2 cards) - Recon in the Center + 2 On the Move - (2 cards) - Recon on the Right Flank + 2 On the Move - (2 cards) N Probe + 2 M44 WW rules EN:Mise en page 1 6/09/10 10:59 Page 7
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Record 47934 · official · Review: approved
Winter Wars — PDF p. 8 [winter-8-0]
- Rule Category
- Rulebook excerpt
- Description
- 8 IV.New obstacles & Tokens Winter Road Blocks These Winter Road Blocks are similar to the Road Blocks first introduced in the Terrain Pack expansion. N Movement:Only an Infantry unit may enter a Roadblock hex. An Infantry unit that enters a hex with a Roadblock must stop and may move no further on that turn. N Battle:A unit on a Roadblock is protected on all sides. A roadblock reduces the number of Battle dice rolled by 1 when attacked by Infantry or Armor. Artillery battle dice are not reduced. A unit on a Roadblock hex may ignore the first flag rolled against it. N Line of Sight:A Roadblock does not block line of sight. Winter Railroad Bridge Similar to the Railroad Bridge first introduced in the Terrain Pack expansion. N Movement:A unit may enter a River hex when the hex has a railroad bridge. No Infantry movement restrictions. An Armor and Artillery unit must stop when it moves onto a Railroad Bridge hex. N Battle: No combat restrictions. N Line of Sight: A Railroad Bridge does not block line of sight. Winter Pontoon Bridge Similar to the Pontoon Bridge first introduced in the Terrain Pack expansion. Pontoon Bridges may be used only in scenarios mentioning them, in the conditions described by the scenarios Special Rules section. To construct a Pontoon Bridge over a river, play an Attack command card, and instead of ordering 3 units in the section, place a Pontoon Bridge on any river hex in the section. N Movement:A unit may enter a River hex when the hex has a Pontoon Bridge with no movement restrictions. N Battle: No combat restrictions. N Line of Sight: A Pontoon Bridge does not block line of sight. Winter Bridge & Winter Field Bunker These tokens are similar to the Bridge and Field Bunker tokens first introduced in the base game and Eastern Front expansions, and were included here for use in scenarios of your own design. V. New Troops & Badges Tank Destroyers When indicated in the scenario’s Briefing Notes, place a Tank Destroyer badge in the hex with the Armor unit. A Tank Destroyer unit is treated like Armor for all purposes, unless stated otherwise. German and Russian Tank Destroyers units start with 4 Tank figures, as denoted per the 4 on a yellow circle next to the unit's symbol. All other Tank Destroyer units start with 3 Tank figures by default. An ordered Tank Destroyer unit may move up to 2 hexes and battle. An ordered Tank Destroyer unit may battle any enemy target unit 4 or fewer hexes away, battling with 2 dice. When a Tank Destroyer targets an enemy Armor or Vehicle unit, all stars rolled score a hit. Unfortunately, they are also more vulnerable to enemy fire, due to their lighter armor: Any non-Infantry unit targeting a Tank Destroyer unit will score a hit on any star rolled. A Tank Destroyer that does not move during the turn it battles ignores the terrain battle protections of its target (and any terrain battle restrictions on itself, if battling from inside a Town or Village hex). A Tank Destroyer on a successful Close As
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Record 47938 · official · Review: approved
Winter Wars — PDF p. 8 [winter-8-1]
- Rule Category
- Rulebook excerpt
- Description
- y battle any enemy target unit 4 or fewer hexes away, battling with 2 dice. When a Tank Destroyer targets an enemy Armor or Vehicle unit, all stars rolled score a hit. Unfortunately, they are also more vulnerable to enemy fire, due to their lighter armor: Any non-Infantry unit targeting a Tank Destroyer unit will score a hit on any star rolled. A Tank Destroyer that does not move during the turn it battles ignores the terrain battle protections of its target (and any terrain battle restrictions on itself, if battling from inside a Town or Village hex). A Tank Destroyer on a successful Close Assault may Take Ground, but it may not Armor Overrun. A Tank Destroyer must have line of sight to its target. A Tank Destroyer may retreat up to 2 hexes on any retreat flag rolled against it. Heavy Anti/ch45Tank Guns When indicated in the scenario’s Briefing Notes, place a Heavy Anti-Tank Gun badge in the hex with Artillery unit. In some scenarios, German heavy anti-tank guns are referred to as Flak 88 guns, hence the badge design. A Heavy Anti-Tank Gun unit is treated like Artillery for all purposes, unless stated otherwise. It is ordered by the same Tactic cards, hit by the same dice rolls, and can never Take Ground. An ordered Heavy Anti-Tank Gun unit may move 1 hex or battle. An ordered Heavy Anti-Tank Gun unit may battle any enemy target unit 4 or fewer hexes away, battling with 2 dice. M44 WW rules EN:Mise en page 1 6/09/10 11:00 Page 9
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Record 47939 · official · Review: approved
Winter Wars — PDF p. 9 [winter-9-0]
- Rule Category
- Rulebook excerpt
- Description
- 9 If the Heavy Anti-Tank Gun targets an enemy Armor or Vehicle unit, all stars rolled score a hit. Heavy Anti-Tank Guns ignore terrain battle restrictions. Unlike standard Artillery units, Heavy Anti-Tank Guns must have line of sight to their target. Special Weapon Assets /ch45 Late War Models By mid 1942, many of the Special Weapon Assets introduced earlier in the War, such as mortars, bazookas and machine guns, had evolved and become even more portable, reliable and lethal. The new versions of these equipments presented here reflect these improvements and should generally be used when playing scenarios from late 1942 onward. Infantry unit with Anti-Tank Guns Each time you run across an Anti-Tank Gun symbol when setting up a scenario, place an Anti-Tank badge on the Infantry unit. N Movement: An ordered Infantry unit with an AntiTank Gun may move 1 hex and battle or move 2 hexes and not battle. N Battle: When it moves, an ordered Infantry unit with an Anti-Tank Gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. If it did not move this turn, the Infantry with Anti-Tank Gun will also score a hit for each Star rolled against any enemy Armor or Vehicle. N Line of Sight:An Infantry unit with an Anti-Tank Gun must have line of sight to its target, like a standard Infantry unit. Infantry unit with Mortars Each time you run across a Mortar symbol when setting up a scenario, place a Mortar badge on the Infantry unit. N Movement: An ordered Infantry unit with a Mortar may move 1 hex and battle or move 2 hexes and not battle. N Battle: When it moves, an ordered Infantry unit with a Mortar may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. If it did not move this turn, the Infantry with a Mortar may also fire on a target 4 hexes away, rolling 1 die. It also ignores the terrain battle protections of its target, in this case. N Line of Sight: Like a standard Artillery unit, an Infantry unit with a Mortar does not need line of sight to its target. Infantry unit with Machine Guns Each time you run across a Machine Gun symbol when setting up a scenario, place a Machine Gun badge on the Infantry unit. N Movement: An ordered Infantry unit with a Machine Gun may move 1 hex and battle or move 2 hexes and not battle. N Battle: When it moves, an ordered Infantry unit with a Machine Gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. If it did not move this turn, the Infantry with a Machine Gun will also score a hit for each Star rolled against any enemy Infantry target. N Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit. Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the Corps. They provided mobility, counter−mobility, survivability,
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Record 47940 · official · Review: approved
Winter Wars — PDF p. 9 [winter-9-1]
- Rule Category
- Rulebook excerpt
- Description
- an ordered Infantry unit with a Machine Gun may battle any enemy ground unit three or fewer hexes away, rolling the same number of dice a standard Infantry would. If it did not move this turn, the Infantry with a Machine Gun will also score a hit for each Star rolled against any enemy Infantry target. N Line of Sight: An Infantry unit with a Machine Gun must have line of sight to its target, like a standard Infantry unit. Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the Corps. They provided mobility, counter−mobility, survivability, topographic and engineering support. An Engineer unit moves and battles like a Standard unit. However: N In Close Assault Combat, an Engineer unit ignores all terrain Battle dice reductions, i.e. their enemies are not protected by their terrain. N An Engineer unit that is on a hex with wire will reduce the number of Battle dice it rolls by 1 and may also remove the wire from the hex on the same turn. N An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit cannot clear the Minefield, it detonates. N An Engineer unit that moves onto a Road Block may remove the Road Block instead of battling. M44 WW rules EN:Mise en page 1 6/09/10 11:00 Page 10
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Record 47941 · official · Review: approved
Wire
- Rule Category
- Structure
- Description
- ◆ Movement: A unit that enters a hex with Wire must stop and may move no further on that turn. ◆ Battle: An Infantry unit that is on a hex with Wire, will reduce the number of Battle dice it rolls by 1. An Infantry unit that is eligible to battle may remove the Wire instead of battling. Armor must remove the Wire and may still battle. ◆ Line of Sight: Wire does not block line of sight.
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Record 47058 · unclassified · Review: needs_review

