Unit abilities are described below.
+1D Short Range and Close Assault
Units with the Short Range Fire ability gain +1D when firing at short range or engaged in a close assault.
180-Degree Fire
Vehicles with 180-degree fire are limited to firing from their front. To fire at units to its side, the unit first has to move so that the unit is in front of it. This movement triggers opportunity fire.
Break-Off
Units with the Break-off ability may immediately move backwards a normal move when fired at by direct fire or artillery. A vehicle gains +2D to its Reaction Dice when Breaking-off. Measure the range to the target vehicle’s original position, not its final one.
No fire is allowed by the breaking off unit, but it may use opportunity fire in a subsequent enemy Command Pulse.
A unit that Breaks-off cannot be activated this turn. However, it may Break-off multiple times even if it has already been activated or has already Broken-off.
Break-Off: Move backwards with +2D to Reaction Dice
Deployed AT Teams
A non-moving infantry unit may deploy its Anti-Tank teams to protect it from enemy armour. A unit with LOS adds 3” to its Anti-Tank weapons ranges.
A moving unit fires its Anti-Tank weapons at the listed ranges.
A non-moving Commonwealth Rifle Platoon pushes its PIAT team forward 3” from its front edge. This increases the PIAT ranges from 1/2/3 to 4/5/6.
Later the unit makes a single move and fires with its PIAT against a Panzer IV using its normal range of 1/2/3. However, if the unit doesn’t fire during its activation, any later Opportunity Fire is made with the increased range.
High Suppression
Units with a large number of automatic weapons or that fire high explosive rounds can cause more suppression than other units. When fired at with High Suppression, the target must roll more 6s than the firing unit or become suppressed.
High Suppression FP vs Armoured Units
High Suppression units that have no AT capability (FP Dice only) can fire at armoured units with their FP Dice.
- Fully Armoured Target: May be suppressed, but ignores Disruption and Forced Back results.
- Open-Topped Target: May be suppressed, Disrupted and Forced Back.
Low Profile
Units with a low profile gain +1D Reaction Dice against direct fire. A low profile provides no benefit against artillery fire.
Reaction: 6D (5D)
Use the first number against direct fire and the number in parentheses against artillery fire.
Recon
Reconnaissance units spot with a -1 TN bonus. They must be deployed to get this bonus – it doesn’t apply when they are part of a Blind. Each reconnaissance unit in a Command Group can attempt to spot, and these attempts can be made against the same or multiple Blinds.
Recon Command Groups
One reconnaissance unit may be added to a Command Group without affecting the Command Group limit of four. This allows a Command Group to contain five units. Only one reconnaissance unit gains this benefit, so if two reconnaissance units are included, the second unit counts against the Command Group limit of four units.
A recon unit can only act as a Commander for other recon units.
Recon Vehicles
Recon vehicle units can be activated multiple times in a turn. They may be activated only once per Command Pulse, but may be activated in multiple Command Pulses. Each time a recon unit is activated it can make a spotting attempt and/or move. It may also be rallied and if an Order Chain is used it can also spot and move.
A Recon unit can only fire once per turn: its Fire Marker is not removed until the end of the turn.
Gary activates a Recon Jeep and moves it towards a German Blind and attempts to spot it. He is successful and three German Grenadier Platoons are revealed.
During his next Command Pulse, Gary again activates the jeep. He uses a Double Order Chain to give the jeep a double move order. It drives past Max’s left flank to try to spot a Blind located behind a hill. Gary is again successful and Max reveals a German mortar platoon.
On his next Command Pulse, Gary activates the jeep for the third time and orders it to advance towards the mortar platoon. Gary fires at the mortar platoon at close range and succeeds in suppressing it and forcing it back.
On his Command Pulse, Max enters a reserve Command Group containing three StuG IIIs and uses them to attack the jeep. Gary uses its break-off ability to try and escape. The jeep heads back towards the US lines as the StuG’s fire at it. Gary is lucky and escapes with only one Disruption Point. Although he could now activate the jeep again, Gary decides not to. If attacked again, he will again attempt to break-off.
Sustained Fire
A machine gun and support platoon can use Sustained Fire when activated or when using opportunity fire. The unit cannot move, but can fire at multiple targets. All targets must be in the same range band and within 4” of each other. Each unit fired at reduces the FP by -1D. One roll is made and applied to all targets.
A German machine gun platoon is about to be Close Assaulted by two British rifle platoons. The machine gun platoon has six FP Dice (6D). Max, the German player, uses Sustained Fire against both British platoons. This reduces the FP Dice from 6D to 4D (one for each target). The machine gun fires when the British get to short range. Max has a 3+ TN and rolls three successes: both British platoons have been hit three times and need to make Reaction Checks.
Towed
Towed guns and mortars are moved by a vehicle (usually a truck) and need to unlimber to fire.
- Mortars, Light and Medium Guns: Costs one Fixed Move to limber/unlimber
- Heavy Guns: Costs one Fixed + Variable Move to limber/unlimber