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1 FOXHOLE RULES VER: 1.02 ITRODUCTIO Foxhole is a grand tactical game of Second World War ground combat. The object of the game is to defeat the opposing forces within the confines and conditions of a given scenario. These rules are designed for future expansion using the Tactical attles Map Series found in each issue of GameFix. It is encouraged that after trying the scenarios given you create their own, using the additional playing pieces and geomorphic maps that will be published in future issues. Each hex on the map represents an area approximately 100 yards across. Each playing piece represents about men (a platoon) or half a dozen vehicles or towed weapons. The representations are not exact because amounts varied between different nationalities at different times. For ease of play, the game scales are approximated. Time is also abstracted, thus turns do not represent any set amount of time, but rather a range of between 5 and 20 minutes. The counters are generic representations of forces. The striped color band at the top of the counter roughly delineates battalion organization and is intended only as a reference when playing larger games. It has no direct meaning in game terms. Unit Cards: Unit Cards are the heart of the Foxhole System. They detail the capabilities of all units in the game. Each unit has a set of stats (an abstracted number that represents its capability at a particular task) that define what it can do. Simply cross-reference the unit s current order with the stat name to determine the unit s capability. The Movement stat defines how many hexes a unit can move during the movement phase. The Firepower stat defines the unit s ability to hit any given target. The Armor stat determines a unit s ability to withstand hits. Rate of Fire shows which phases a unit may fire in: - * - means the unit may fire in the advancing fire phase only, while * * * means the unit may fire in all three fire phases. Penetration represents the unit s ability to penetrate enemy armor or defensive measures. Range represents how many hexes away from the firing unit that unit may fire. Special Rules describe any unique rules, capabilities, or limitations the unit may have. Design note: Foxhole is a design in progress. That means that the system will continue to evolve within the pages of GameFix. It also means that it is our intention that the system serves as a generic method for wargaming any situation desired. We will publish additional maps, Unit Cards, and counters in subsequent issues. You are encouraged to build beyond what we have, adding units, maps, and missions as desired. We have provided blank templates for you to create your own units. You may also use maps from other games of similar scale. This is the first iteration of the game. There may be design issues or oversights that become apparent as the game expands. We encourage you to get involved. If you see a problem, a potential problem, or would like to contribute some ideas for future expansions, please drop us a line. One Small Step 1262 Prospect Drive Pomona, CA PREPARE TO PLAY If this is your first war game, here are a few basics. First, don t try to memorize all the rules. We ve written them in the order in which you need to know them, so as you read, try to actually play a game. Using the actual playing pieces and map as you read will go a long way to building a familiarity with the game. The map has a hex grid superimposed over the terrain. Its purpose is to regulate movement and position of the playing pieces. A playing piece moves by going from hex to hex across the map, per the movement rules. This process will all become clearer as you read through the rules and follow along with your game. Rounding: All OSS games adhere to standard mathematical rules of rounding. Preparation efore play, remove the Tactical Map from the magazine. Peel away the backing on the counter sheet and apply it to the cardboard provided. Carefully cut out the playing pieces with a pair of scissors and organize them according to the scenario (see below) you have chosen to play. Also, cut out the Unit Cards. A ten-sided die is needed for play. A die result of "0" is always considered a result of 10. To begin play, select a scenario. Determine who will play which side, and divide up the playing pieces as indicated by the scenario. Most scenarios will give at least one side a choice of force composition, and that choice should be made in secret. This method prevents either side from knowing the exact composition of the forces of the other side. Set up the pieces on the map as instructed. Scenarios will often have one side start on the map, and one side enter the map on the first turn. The side that begins on the map is called the Defending Side, or Defender. The other side is called the Attacking Side, or Attacker. If both sides begin the game on or off the map, one side will be specified as the Attacker and the other as the Defender. All pieces that start on the map are placed face down. This placement indicates that those units are Hidden. The scenario will indicate which side moves first. If a side must move onto the map from off the map, any quantity of forces may be kept off the map for as long as desired. ot all attacking forces must move onto the map on the first turn. SEQUECE OF PLAY Orders and Initiative Phase oth players place orders Players roll a die. High roller decides who moves first (Scenario may specify first turn movement order) oth players simultaneously reveal orders Initial Fire Phase oth players conduct Initial Fire Movement Phase First player moves some, none, or all units Second player moves some, none, or all units Advancing Fire Phase oth players conduct Advancing Fire Spotting Phase Spotting is resolved Units out of enemy LOS (Line Of Site) become Hidden Final Combat Phase oth players conduct Final Fire oth players conduct Close Combat Morale Phase Rally broken units Reorganize eliminated units ORDERS AD IITIATIVE Placing Orders. At the beginning of every turn, each player issues orders to his units. Issuing orders is done by placing an orders chit next to the unit(s) to which the order applies. The lowest organizational group to which an order can be issued is a single counter or unit. The largest is the entire force. You chose in which way your orders are applied. oth players place their orders chits at the same time, face-down so that the opposing player does not know what orders were given. Units not given orders are assumed to have Defend orders. Orders determine a unit s capabilities for a given turn. The Unit Card shows the abilities of each unit for each possible order. Every unit type has a Unit Card, and they are the heart of the game. The counters are simply generic representations of various troop types. The Units Cards show, in game

2 terms, everything a player needs to know about a specific unit type, including its Movement Capabilities, Firepower, Armor, Penetration, Range, and special rules. Orders Explanation and Description Move: A move order represents an order to cross open country as rapidly as possible. A unit with Move orders may only fire once per turn in the Advancing Fire Phase (unless stated otherwise on the Unit Card). Advance: An Advance order represents a more cautious advance, covering terrain, but wary of enemy fire. A unit with Advance orders may fire twice per turn, in the Advancing Fire Phase and in the Final Combat Phase (unless stated otherwise on the Unit Card). Defend: A Defend order represents units dug-in or prepared for defensive action. Units with Defend orders may fire in all the fire phases (unless stated otherwise on the Unit Card). Travel: A Travel order may only be given to units on a road, and the unit must remain on the road for the duration of its movement. The Travel order represents an order to get from one place to another in the quickest manner possible, with no concern for possible enemy intervention. Initiative. The scenario chosen will sometimes determines who will move first on the first turn. After the first turn, players roll the die for initiative at the beginning of each turn. The high roller is the player who has initiative for that turn. The player with initiative may chose to move either first or second. Reveal Orders. After Initiative is determined, both players simultaneously reveal their order chits for all units. IITIAL FIRE PHASE Any unit that has a Defend order may conduct fire against any Spotted enemy unit within LOS or spot for indirect fire missions (or both). Line of Sight (LOS): A unit is considered to have a line of site to an enemy unit if it can trace with a straight edge (a piece of string works well) a path from any portion of the friendly unit s hex to any portion of the enemy unit s hex without any interruption in intervening hexes of blocking terrain. See the TEC (Terrain Effects Chart) for terrain that blocks line of sight. Design note: It is important to understand the relationship of movement to fire. Typically, and unless stated otherwise on the Unit Card, a unit that does not move may fire up to three times per turn, while a unit that moved its maximum may only fire once. Whenever a unit fires, it automatically becomes Spotted and may be fired upon during the following fire phase by enemy units eligible to fire during that following phase. This spotting is in addition to any spotting resolution conducted during the Spotting Phase. Units stacked together in a hex may not combine their Firepower. Each Unit fires individually, and each Unit Firing does so at a single Target Unit. Indirect fire is an exception; Indirect fire is executed against all units in a hex. Fire Procedure All Fire is declared by both sides before any combat is executed. Located on a Unit Card is its Firepower. Also on the Unit Card is the Penetration rating of the firing unit s weapon(s). Typically, the greater the difference between the Penetration and Armor, the greater the likelihood of scoring a kill. Infantry typically (but not always) has a Penetration of one, while vehicles and AFVs (Armored Fighting Vehicles) have Penetration values ranging from one up to twenty. A unit may fire at twice its stated Range at half the stated Firepower. A Unit may fire at half its stated Range at twice the stated Firepower. The terrain the enemy unit occupies affects the chance to hit (to-hit) roll. See the TEC. To Fire at an enemy unit, roll the die. Add the firing unit s Firepower and subtract the terrain cover value (see TEC). If the modified result is 10 or greater, a hit is scored. (ote: vehicles on a road in covering terrain do receive the benefits of that terrain.) When a hit is scored, the defender makes a saving roll (roll the die again). If the defending unit is a non-vehicle unit, ignore Penetration and Armor. If it is a vehicle, subtract the defending unit s armor value and add the attacking unit s Penetration. If the modified result is six or greater, the defending unit is broken and the defender rolls again. If the second roll is six or greater again, the unit is eliminated. When a unit breaks, it is removed from the map and placed in a pile with any other broken units (keep them separate from eliminated units). Units that break while surrounded are eliminated instead. Leaders may rally broken units. See Rally Phase, below. Eliminated units are removed from the map, and placed in a pile with other eliminated units. Eliminated non-vehicle units may be reconstituted, while vehicle units are removed from play permanently. See Rally Phase, below. Indirect Fire: Certain units have indirect fire capability. This ability is specified on the Unit Card, along with the associated indirect fire range. These units include mortars and howitzers. In order to conduct Indirect Fire, the enemy unit must be in LOS of any friendly unit and it must be spotted. Design ote: Facing is abstracted into the Armor on each unit s Unit Card. A defensive order assumes a unit has prepared itself for the best possible defense and will expose its strongest armor to an enemy attack. The other orders represent a higher likelihood that a unit may receive flanking fire. This abstraction was made to facilitate smoother and faster play. MOVEMET PHASE Movement Located on the Unit Card is a unit s Movement value, relative to its current order. A unit may move a number of hexes equal to or less than its Movement value. It may do so in any direction desired, provided it pays the movement cost of the terrain it is entering. See the Terrain Effects Chart (TEC) for further details. Players may move some, none, or all of their units when it is their turn to do so. First turn player movement order is determined by the scenario in play. After that it is determined by Initiative. Once a player has moved all of the units he intends to, he announces so. It is now the other players turn. When the second player has moved all the units he intends to, movement ends. Although units may move into enemy occupied hexes for purposes of Close Combat, they may not move through enemy held hexes. Stacking: There are no stacking limitations. You may place as many units as desired in a single hex. In Foxhole, we let artillery determine stacking limitations! Loading and Unloading: Infantry units can load and unload onto vehicle units (one infantry per mobile unit) and guns can limber and unlimber. An infantry unit may not move when it loads or unloads. Mobile units may move half their normal movement rate, either before or after loading or unloading. Limbering or unlimbering a gun takes both unit s entire movement. To limber or unlimber a gun, you must give it a Move Order. ADVACIG FIRE PHASE Advancing Fire If specified on the relevant Unit Card, any unit with Move, Defend or Advance orders may fire during this phase at any Spotted enemy unit within LOS. Units that fired in the Initial Fire may fire again in this phase. This fire is conducted before Spotting is resolved. See the Fire Procedure rules in Initial Fire Phase for fire resolution. SPOTTIG PHASE Spotting for Units Entering From a Map Edge: If an attacking player must move forces onto the playing surface from off the map, the units enter the board unspotted only if they do not enter within LOS of an enemy unit; otherwise they must enter face-up. Spotting At the beginning of the game, all units start face down. This placement indicates that they are unspotted or Hidden. During the Spotting Phase, spotting is resolved. Spotting is automatic, there are no die rolls involved.

3 For purposes of spotting, dummy units are included in all spotting calculations. Design note: Dummies don t just represent empty space, but in fact represent small recon patrols that, though ineffectual in terms of combat at this scale, are capable of spotting. Any opposing enemy unit that fired and is within LOS of any friendly unit is Spotted (turn the counter face-up). This spotting occurs at the time of fire, not during this phase. All other spotting occurs during this phase. Any non-vehicle in non-covering terrain (see TEC) within LOS and within 8 hexes of any friendly unit, or that met this condition at any time during its movement, is Spotted. Any non-vehicle in covering terrain (see TEC) within LOS and within 4 hexes of any friendly unit, or that met this condition at any time during its movement, is Spotted. Any vehicle unit in non-covering terrain within LOS and within 12 hexes of any friendly unit, or that met this condition at any time during its movement, is Spotted. Any vehicle unit in covering terrain within LOS and within 6 hexes of any friendly unit, or that met this condition at any time during its movement, is Spotted. Resolving Spotting of each side s units is the responsibility of the opposing player. If a player neglects to conduct spotting against a unit during the phase, the unit remains Hidden, even though it may well fulfill a requirement above. A unit that finishes a move out of enemy LOS becomes Hidden at the start of the following turn. Dummy Markers To enhance the effects of hidden placement, one side will usually begin the game with some Dummy markers. These markers begin the game upside down like the rest of the hidden units. Their purpose is to confuse the enemy as to the actual placement of real forces. Dummy counters can move at any speed desired by the owning player, and are turned face up and removed from play when Spotted. FIAL COMAT PHASE Final Fire Units that have orders allowing them to may now fire at any Spotted enemy unit within LOS. Close Combat Enemy units that end their movement in the same hex must engage in Close Combat (assuming they survive the fire phases). To conduct Close Combat between infantry units, roll one die for each unit in the hex. Add a unit's Firepower to its roll. Remove one enemy counter for each roll of ten or more. Infantry may engage in close combat with enemy vehicle units in an attempt to destroy them. If the infantry unit fails to do any damage (score a reak or Eliminate), it is Repulsed. Move the Infantry unit one hex away from the Vehicle (Infantry-owner s choice). Close combat is not conducted between opposing vehicle units. MORALE PHASE Rallying and Reconstituting A er may Rally broken units. To do so, he must remain stationary for one complete game turn. roken units may be rallied at the rate of one per turn per leader. Some leaders may have an increased ability to rally broken units. This ability will be specified in the scenario. Eliminated infantry units may be reconstituted at the same rate. However, for each eliminated infantry unit reconstituted, another must be permanently removed from play. Vehicle units may never be reconstituted. At the beginning of the next turn, the unit is returned to play in the same hex as the leader that rallied/reconstituted it. A Leader may not Rally a unit and reconstitute a unit during the same game turn. In order for a leader to rally or reconstitute a unit, it must be behind friendly lines. A leader cannot sneak behind enemy lines and then start rallying units. In game terms, this concept is difficult to set down in concrete rules. It is intended that players will conform to the spirit of this rule and use their best judgement. Design note: This rule represents the reality that units are seldom completely wiped out, but instead lose their fighting effectiveness through attrition, fatigue, fear, etc. ADDITIOAL RULES AD OPTIOS Smoke: (Optional) Certain Vehicles and artillery pieces can fire smoke, as can off-board artillery instead of conducting a normal fire operation. When units have this ability, it will be specified in the special rules section of the scenario. Roll a die, add the unit s Firepower, and consult the Artillery Targeting Chart (at the end of these rules) (range doubling and halving apply just like normal combat). Place a smoke counter in the hex indicated. Smoke lasts for one entire turn, i.e. if it was placed in the Preliminary Fire Phase, it stays in place until the beginning of the next Preliminary Fire Phase. Smoke obscures LOS. Remember, if you can t see it, you can t shoot at it. Growing Dummy Units: (Optional) When a unit has remained hidden/unspotted for three consecutive turns, it may grow dummy markers. At the beginning of the fourth turn while placing orders, a dummy marker may be placed in the same hex, or into a hex next to the hidden unit. The two units may switch positions if the owning player wishes. The switch is made in secret. A unit may only grow one dummy unit per game. Alternative Spotting Method: (Optional) For players who desire a little more luck involved, here is an alternative method for conducting spotting. Hidden units hope to remain Hidden. Every Hidden unit in LOS with a hostile unit must make one saving throw per Spotting Phase. If the player fails the die roll for a unit, that unit is Spotted. A unit that finishes Movement out of enemy LOS becomes Hidden. The player rolls a die for the each Unit. If the result is a one or greater, the attempt succeeds, and the unit remains Hidden until the following turn. Die Roll Modifiers: Hidden Unit is Vehicle -2 Hidden Unit is in LOS of two or more Units in different hexes -2 Hidden Unit Moved this Turn -4 Hidden Unit is in the Open -4 Hidden Unit Fired last Turn or Previous Phase of Current Turn -2 Closest enemy in LOS is: 12 or more hexes away +2 All Units in LOS are Vehicles +2 Off-board Artillery: Scenarios will sometimes designate the availability of off-board artillery. Off-board artillery requires the presence of an onboard spotter. The spotter can be any unit with a line of site to the target. To designate an off-board artillery mission, at the end of the Final Fire Phase write the location the mission is to bombard on your battlemap. The mission will fall during the following turn s Initial Fire Phase. Roll a die and consult the Artillery Targeting Chart. Any unit (friendly included) that occupies the hex into which the artillery mission falls is attacked per normal combat rules, with the exception that all units in the hex are attacked, not just a single unit. In the next Final Fire Phase, the spotting unit can choose to continue the fire mission. If so, the mission can either fall in the same hex it fell in previously, or can be adjusted back to the original target hex, owning player s choice. o additional roll is required on the Artillery Targeting Chart. Fire is then continued in the next Initial Fire Phase. Air Support: A scenario can also designate the presence of Air Support. On the turn a player chooses to use an Air Support mission, place the Air Support counter on any target hex during the initial fire phase. Each unit in the target hex or the surrounding six hexes that has an anti-air capability can

4 fire at the air unit, regardless of movement status or whether it has already fired in that phase. Anti-Air capability will be indicated on the Unit Card (no units in the initial GameFix release of this game have the ability). Roll a die. If the number rolled is equal to or lower than the Anti-Air rating of the unit, a hit is scored. If a hit is scored, remove the air unit from the map. If the Air Support unit escapes being hit, it may attack any unit in the target hex. If it scores a hit, the unit is eliminated regardless of Armor or Penetration. Where a scenario assigns multiple Air Support missions, the owning player may use them solely at his discretion, on any turn he desires, as many per turn as he desires, unless specifically indicated otherwise by the scenario. Weather: A scenario may specify specific weather conditions. Any special rules associated with weather will be explained in the scenario. Mines: A scenario will sometimes designate the existence of minefields. At the beginning of the game, record the hexes on the map where you would like to place your minefields on a piece on scratch paper. If an enemy unit runs into a minefield, it must immediately stop movement where it is. It cannot move any further (nor retreat) that movement phase. Further, the unit may only fire during the Final Fire Phase. It may leave the minefield hex normally during the next movement phase. Should it choose to remain in the minefield hex, the unit may only fire on the Final Fire Phase, regardless of the fact that it didn t move. If a unit breaks while in a minefield, it is eliminated instead. Troop Quality: Each scenario may state a rating for troop quality: Green, Experienced, Veteran, and Elite. Very simply, the ratings mean this: Green units must subtract one from all to-hit die rolls, Experienced units have no modification, Veteran units add one to all to-hit die rolls, and Elite units add two to all of their die rolls. DESIGER S OTES Foxhole was not designed to be the end-all in World War II military simulations. or was the design approached from the standpoint of being a research tool, or even a particularly accurate depiction of arms and armaments of the Second World War. Rather, the approach was to provide a simple, smooth-flowing system that would be detailed enough to allow sound strategy to prevail, yet simple enough to be simple to learn, easy to play, and above all, fun. Foxhole was also designed with the idea in mind that the rules would never be set in stone. As good ideas come along, or new situations created or discovered, the game should be able to grow, expand, or be modified to accommodate. The web is a critical ingredient for this growth to take place. y the time you read this, a website will have been set up for Foxhole, at which you will be able to download the most current rules set, more Unit Cards, playing piece graphics, and scenarios. A S will also be established in which you can contribute your own ideas. Lastly, and to accommodate the growth and life of the game itself, we at One Small Step will distribute these rules as freeware. You may download them, distribute them, make copies of them, create and publish your own scenarios or components as you chose. We only ask that you send copies of whatever you design to us, that your additions also be distributed freely, that we be credited for the creation of the original publication, and that we be allowed to publish or distribute your creation. TEC Movement Infantry TrackedWheeled Clear/Ridge o Effect o Effecto Effect roken +1MP +1MP +2MP Light Forest o Effect +1MP +1MP Dense Forest +1MP Prohibited Prohibited Slope +1MP up +1MP up Prohibited Stream +1MP o Effect +1MP og +1MP +1MP * +1MP * River 2 turns to crossprohibitedprohibited Trail Travel Allowed for Inf, Turns to og in Spring Road/Highway Travel Allowed Town/City +2MP +2MP +2MP TEC Firing/LOS Clear/roken Light Forest Dense Forest Slope/Ridge og Stream/River Trail Road Highway Town City Firing/LOS -1 Firepower; Full hex break LOS -2 Firepower; Full hex breaks LOS Firing across into adjacent: -2 Firepower; reaks LOS -1 Firepower; Full hex break LOS -2 Firepower (vs Inf) -1 Firepower (vs. Vehicles) -4 Firepower (vs Inf) -2 Firepower (vs. Vehicles) Artillery Targeting Chart: The top of the diagram aligns with the orth end of the map. A modified roll of 11 or higher is an on-target artillery mission. Lesser results land in an adjoining hex, as shown. CREDITS Game Design: Jon Compton Development: Mike Anderson Rules Editing: Philip McKenzie Woutat Playtesting: Philip McKenzie Woutat, Jerry Langford, Lyle Troxell, Michael Anderson Additional Thanks: Ed Mott

5 SCEARIO 1 Defend the ridge Soviets must defend the bridge in the center of the map. Set the map so that the river runs between the German and Soviet player, with the map s label on the Soviet player s side. The Soviet player sets up first anywhere on the map, the German enters on Turn One with his forces from the corner to the Soviet's top right, five dots from the corner (see map diagram). German player moves first. Victory: Scenario lasts 10 turns, Germans must capture the bridge, Soviet must avoid 82mmMortar Lt. Truck German conditions. To capture the bridge, German forces must occupy the bridge hex for an entire turn. The game ends x6 immediately at the end of that turn. OR 82mmMortar T70 120mmMor Special rules: Soviet player secretly writes a number between 1 and 10 on a piece of scratch paper. Starting on turn 3, the Soviet player rolls a die. If the roll x1 matches the secret number, a Soviet truck enters the board on that movement phase 75L12 Stuka (this truck is in addition to the forces provided by the scenario). The truck contains enough explosives to demo the x9 bridge. The truck must then occupy the bridge for one full turn. The bridge is 150L11 Lt. Truck destroyed at the beginning of the next turn, the Soviet is the victor. If the truck is destroyed by enemy fire or if it breaks, it is removed from the game. SCEARIO 2 Delay! Delay! Germans must move their forces from the eastern map edge South of the river, to the Western map edge orth of the river. Soviets must delay the German advance with hastily formed units. German player moves first. Soviets set up first anywhere on the map. Germans enter on turn one. T70 120mmMor Lt. Truck German Entry Victory: Scenario lasts 8 turns, Germans must exit 12 units from the Western map edge, north of the river by the end of turn 8, Soviet must avoid German conditions. x1 Special rules: one. x9

6 SCEARIO 3 Counter Attack Soviets must retake a bridge that has been taken by forward elements of the German invading force. Set the map so that the river runs between the German and Soviet player, with the map s label on the Soviet player s side. The German player sets up first anywhere within 8 hexes of the bridge. The Soviet player moves first, entering anywhere along the southern edge of the map. x9 82mmMortar T70 Victory: Scenario lasts 10 turns. The Germans must hold the bridge against the Soviet counter attack. To capture the bridge, Soviet forces must occupy the bridge hex for on entire turn. The game ends in Soviet victory immediately at the end of that turn. Special rules: one. SCEARIO 4 King of the Hill Soviet forces begin the game on the hill in the south eastern portion of the map. Germans set up second, at least 8 hexes away from the hill. Germans move first. OR x9 x1 x6 120mmMor Stuka Lt. Truck PzIV I Com (PzI) Victory: Scenario lasts 6 turns, Germans must seize control of the hill by the end of turn six. o hill hex may be occupied by an enemy unit. Soviet player wins by avoiding German victory conditions. Special rules: German player receives two offboard artillery missions on turns 5 and 6 if and only if the German player controls less than half the hill hexes on that particular turn. x1 x8

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