Tactical Combat Series: v4.01 Series Rules

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1 Multi-Man Publishing, Inc. Tactical Cmbat Series: v4.01 Series Rules Multi-Man Publishing, Inc. All Rights Reserved. Series Design: Dean N. Essig Versin 4.01 Design: Lee Frester Layut: Dean N. Essig, Lee Frester Rule suggestins, editing, play testing, graphics, and ther assistance: Perry Andrus, Larry Brien, Art Brchet, Peter Crrigan, Larry Davidsn, Dean Essig, Mike Galandiuk, Paul Glwacki, Carl Gruber, Matthias Hardel, Jeff Hppes, Edmund Hudsn, Jean Jdin, Sctt Jhnstne, Jhn Kisner, Hans Krting, Mike Krna, Jim Lauffenburger, Ethan McKinney, Rick McKwn, Ralf Menzel, Dave Prasse, Mike Riley, Henk Relant, Tm Russ, Françis Vander Meulen, the rest f the CSW gang, and a hst f thers... Table f Cntents Page Item 1 Intrductin 1.0 General Game Cncepts Sequence f Play 3.0 Units Mdes 5.0 Stacking 6.0 Cmmand Visibility and Sptting 8.0 Line f Sight Fire Cmbat Lsses 11.0 Area Fires Pint Fires 13.0 Suppressive Fire Actins Pint Fire Actins 15.0 Overwatch AT Rlls 17.0 Mrale Artillery Smke 20.0 Mvement Minefields Assault Cmbat 23.0 Overrun Cmbat Special Units Aircraft Night 27.0 Scenari Set Up Develper's Ntes Tactics Line f Sight Grid Intrductin The Tactical Cmbat Series (TCS) cntains realistic, playable games f specific tactical actins during and after Wrld War II. The system s emphasis is n cmmand and cmbined arms effects. Versin 4.01 intrduces a number f minr changes frm Versin 4.0 in rder t clean up a few little details t smth ut the 4.0 experience. Nthing f substance has been mdified. The TCS Versin 4.01 rules presented here are backwards cmpatible and can be used with all previus TCS games. Check the Multi-Man Publishing web site fr updates t game rules as well as newer mrale charts t use with Versin 4.01 rules. 1.0 General Game Cncepts 1.1 The Map The map included in this game depicts the area in which the battle was fught. 1.1a Hex Numbering System. Every hex n the game map is identified by a hex number (e.g ). The digits befre the decimal pint (29.xx) indicate the vertical hex clumn, reading alng the map frm left t right. The digits after the decimal pint (xx.17) identify the exact hex in the clumn, reading frm bttm t tp. T reduce map clutter, hex numbers are printed nly n every fifth rw f hexes (xx.05, xx.10, xx.15). T find hex 29.17, fr example, fllw the xx.15 rw until yu find the 29.xx clumn, then cunt up tw hexes t If the game uses mre than ne map, any reference t a hex number will include the apprpriate map letter (e.g. B29.17). 1.1b Map Edge Hexes. Only hexes with at least ne-half f the hex shwing are playable. 1.1c Off-Map Mvement and Fires. Unless specifically allwed in a given game, units cannt cnduct any srt f ff map mvement. Destry units frced ff the map. Artillery Barrage r Smke markers which scatter ff the game map have n effect. 1.2 The Rules Every TCS game cntains separate series and game rulebks. The series rulebk cntains the rules generally applicable t all the games in the series. The game rulebk gives the details needed fr a specific game, including any special rules, scenaris, and set up infrmatin. 1.2a Organizatin. Sectin and case numbers utline the rules. Each majr gruping f the rules is a sectin; a paragraph within a rules sectin is a case. The number 4.2 wuld, fr example, refer t sectin 4, case 2. A specific case can cntain a number f related statements. Statements within a case are numbered as in 4.2a, 4.2b, etc. 1.2b Repetitin. Once stated, a rule is repeated nly if needed fr clarificatin. 1.3 Scale Each turn is 20 minutes (ne hur at night) and each hex 125 yards with a 20 meter cntur interval unless therwise given in the game rulebk. Sme games have a 10 meter cntur interval; thers use a 125m/ hex scale. The persnnel units are generally platns. Weapns units (AT Guns, Infantry Guns) usually represent ne gun. Mrtar and MG units generally represent 2 3 weapns in a sectin. Artillery cunters can represent either ne gun r a battery f 2 6 guns, and vehicle units (tanks and ther armred vehicles) can represent either single vehicles r sectins/platns f 2 6 vehicles; the number f vehicles is indicated n the cunter. Carrier cunters (trucks, half-tracks) represent sufficient vehicles, usually 2 3, t carry a full Infantry platn r tw tw larger guns r cannns. Many Carriers are nt represented as cunters but Page 1

2 TCS Series Rules v4.01 are integrated int the Weapns units they transprt. 1.4 Standard Runding Rule Rund.00 t.49 dwn; rund.50 t.99 up. When runding must ccur, d s nly after making all mdificatins (befre final applicatin). In n case shuld yu rund a number befre anther manipulatin. 1.5 Fg f War T increase realism, a player shuld nt be aware f the enemy s Op Sheets, Battalin Mrale values, Task Organizatins, artillery availability r ammunitin, Rally Pints, nr any future plans that might be cnverted int Op Sheets. Examining enemy stacks is allwed. 1.6 Dice Rlls Mst dice rlls in the TCS are sequential (in the frmat). Rll tw dice, ne red and ne white. Read the red die as the tens digit and the white die as the nes. Fr instance, a rll f 3 n the red die and 4 n the white ne wuld be Sequence f Play The sequence f play fr ne game turn fllws belw: it can als be fund in the accmpanying tables. T determine Initiative fr the Aircraft & Artillery Phase and the Actin Phase, each player rlls ne die. The player with the higher rll has the Initiative and chses t be first r secnd fr the phase in questin. Re-rll any ties. Sequence f Play Cmmand Phase Bth players d the fllwing: 1) Review Implemented Op Sheets fr cmpletin [6.11]. 2) Accrue Weighted Turns [6.9d]. 3) Make any implementatin checks [6.9f]. 4) Make any Reserve r Alternate Die Rll Check attempts [6.14d]. 5) Add units t existing Op Sheets [6.13]. 6) Create new Op Sheets [6.8]. On full hur turns (turns ending in -00), add the fllwing: 7) Rll t reduce Battalin and Vehicle Mrale if applicable [17.1d, 17.8d, 26.1d]. 8) Rll fr Weather if necessary [7.0a]. Aircraft & Artillery Phase Rll t determine which player fires first [2.0]. The player wh wins the rll chses t be first r secnd fr the duratin f the Aircraft & Artillery Phase. Each player cnducts the fllwing six subphases separately, in Initiative rder: 1) Determine and execute Aircraft Srties, rlling n the game-specific table if necessary [25.0]; execute any Overwatch Fires generated by AA fire r SYRs [18.10]. 2) Execute any Pre-Pltted Barrages as per special rules in certain TCS games. 3) Remve wn Cntinuus Fire Missins and place new Artillery Missins [18.0]. Illum wrks instantly and can be used t bserve ther Missins during missin adjustment [subphase 4]. 4) Adjust missins by rlling n the Artillery Adjustment Table. 5) Execute all new Missins; nn-phasing player executes any Overwatch Fires generated by n-bard Artillery Missins r SYRs [18.10]. 6) Remve all Barrage markers that are nt Cntinuus Fires. Actin Phases Rll t determine wh cnducts his phase first [2.0]. Each player has his wn separate Actin Phase. Cnduct them ne right after the ther, fllwing the sequence described belw. 1) Remve all Fired markers frm the phasing player s units. 2) Remve Mrtar and Infantry Gun Smke and Illum markers placed by the player during the previus turn. 3) Place Reinfrcements n the apprpriate map edge [27.2]. 4) The phasing player may cnduct Mde Change [4.1], Mvement [20.0], Suppressive Fire Actins [13.0], Pint Fire Actins [14.0], Assaults [22.0], Overruns [23.0], Vehicle Impulses [20.2], Minefield Breaches [21.3], and Minefield Crssings [21.2]. In either Actin Phase bth players can cnduct apprpriate Overwatch Fires [15.0]. 5) The phasing player may remve Suppressed and reduce Paralyzed markers if desired. The nn-phasing player may cnduct Overwatch Fires at stacks recvering frm being Suppressed r Paralyzed [17.7]. Reslve any verstacking [5.0]. Clean Up Phase [26.2c, 19.2] Bth players wrk tgether t d the fllwing (ORDER is imprtant): 1) Remve all Artillery Illum markers. 2) Remve all Level 1 Smke markers. 3) Flip all Level 2 Smke markers t Level 1 Smke markers. 3.0 Units The game s playing pieces the cunters represent cmbat units, vehicles, and infrmatinal markers. The wrd unit dentes any cunter that represents trps r vehicles as distinct frm infrmatinal markers. Each unit belngs t ne f the fllwing categries: Infantry, Weapns, Vehicle, r Carrier. 3.1 Unit Types 3.1a Infantry Units. The Infantry unit categry includes nt nly Infantry platns, but als engineers, military plice, and ther trp units. Infantry units are Area targets and Lw-Trajectry Area Firers (A-firers). They add their steps t their Fire strength at range zer (in the same hex) and ne-half their steps at range ne. They have Mrale and make Mrale Checks. Only Infantry units can breach minefields r make AT Rlls. All infantry units are 5-step platns unless therwise indicated in the game rules. 3.1b Weapns Units. These units represent heavier weapns systems that require a crew f three r mre. Mrtar and MG units have tw steps and AT Guns, AA Guns, and Infantry Guns have ne step. Onmap Artillery may have 1-6 steps. Weapns units have Mrale and make Mrale Checks. Weapns units cannt cnduct minefield breaches r make AT Rlls. 3.1c Vehicle Units. A Vehicle unit r step represents an individual cmbat vehicle, such as a tank, assault gun, tank destryer, armred car, r self-prpelled artillery, nt specifically designed t carry passengers. Vehicle units are generally Pint targets armed with Pint Fire weapns and are affected by Vehicle Mrale. Vehicle units are capable f Overrun cmbat and can use Vehicle Impulses. They can carry ther units using special rules. 3.1d Carrier Units. Carrier units represent trucks, half-tracks, and ther vehicles whse purpse is the transprtatin f men and equipment. They functin like Vehicles, except that they use the Carrier rules t transprt ther units and tw weapns. They cannt use Vehicle Impulses. Like Vehicle units, Carrier units are capable f Overrun cmbat. Carrier units have tw steps, have n Mrale rating n their cunter and are nt subject t Vehicle Mrale r Battalin Mrale, althugh Carrier units lst in cm- Page 2

3 Multi-Man Publishing, Inc. bat d cunt twards Battalin Mrale. 3.1e Cding. Cunters are cded fr firing class and type. See the TCS Unit Explanatin table. Fr pre-4.0tcs games, a bx arund the range number indicates an A-firer; a circle arund the range number indicates an A-firer capable f indirect fire (Mrtar); a white range number blcked in red r black indicates a P-firer s nminal range. Yu may, f curse, als cnsult the rulebk that came with the game. 3.2 Target and Firer Types There are tw classificatins fr each unit s firer and target characteristics. 3.2a The tw firer types are Area-firer (A-firer) and Pint-firer (P-firer). The target types are Area targets, Pint targets, and a cmbinatin f the tw called Bth-type targets (B-targets). 3.2b Area Fire weapns spray an area with directed, but nt necessarily aimed, fire. A-firers can attack Area targets r Btargets but cannt attack Pint targets. In additin, Infantry units cannt attack B-1 targets (i.e. B-targets with a strength f ne representing lightly armred vehicles) with Area Fires. A-firers are divided int tw categries: Lw-Trajectry and HighTrajectry [11.2]. 3.2c Pint Fire weapns fire penetrating runds at a specific target (such as a vehicle r large weapn) and require a direct hit t damage the target. P-firers can als cnduct Area Fires using their printed Fire strength (AT Guns use 1/2 their Pint Fire strength). P-firers can attack B-targets either with Area Fire r Pint Fire as desired by the wning player (that is, they can spray it with MG and/r HE fire r fire armr piercing runds). Nte that in this case the firing player must select the fire reslutin methd (Area r Pint) befre reslving the fire. 3.2d Area targets are frmatins f men spread thrughut the hex. They are mre difficult t spt than Vehicles and can suffer negative cmbat mdifiers fr being packed t densely. 3.2e Pint targets are armred vehicles whse defense strength crrespnds t their armr rating (the higher the better). Design Nte: B-0 targets are unarmred vehicles (jeeps, trucks, wagns, etc.) r guns (Infantry Guns, On-Map Artillery, AT). B-1 targets are lightly armred vehicles such as half-tracks and armred cars that can be penetrated by heavy MGs, mrtars, and ther supprt weapns, but are safe frm small-arms fire. 3.4 Cunters 3.2g Fr pre-4.0 TCS games, the abbreviatins n the unit s back are: A fr Area, P fr Pint, and B fr Bth. A in the firer type s place indicates a unit withut a weapn r with a special classificatin. Defense Strength: White = Area target (mrale value), yellw = Pint target, black = B-target. 3.3 Multiple-Step Cunters Fire Strength: White = Area-firer, yellw = Pint-firer. Range: Black = Lw-trajectry Firer, white = High-trajectry Firer. Mvement: White = Ft, black = Wheeled, yellw = Track. ID Band: clr shws battalin, gray = nt attached t particular battalin [17.1c]. Sme TCS games use single cunters t represent multiple guns r vehicles. Indicate the lss f individual vehicles r guns with Step Lss markers. Design Nte: A P-1 target is a fairly light tank which cannt be penetrated by heavy MG fire. A P-6 target is a late WWII heavy tank such as the Tiger II. 3.2f B-targets can be attacked by bth Area Fire and Pint Fire. B-1 targets cannt be affected by Area Fire frm Infantry units. Page 3

4 TCS Series Rules v Mdes All units in the game can be in ne f tw Mdes: Fire Mde r Mve Mde. Mde determines a unit s capabilities. The side f a cunter facing up shws that unit s Mde. 4.1 Mde Change A player can change unit Mdes during his Actin Phase. A unit may als be allwed r required t change Mde, at n Mvement Pint (MP) cst, when it cnducts a Save Yurself Retreat (SYR), suffers a Suppressed r Paralyzed Mrale result, r during Assault cmbat. 4.1a Infantry and Weapns units using Ft Mvement can change frm Mve Mde t Fire Mde at n Mvement Pint (MP) cst. They must spend nehalf f their Mvement Allwance [rund nrmally immediately, see 1.4] t change frm Fire Mde t Mve Mde. Tw-nly units have an assumed MA f tw MPs fr this purpse. Units with Integrated Carriers [24.2] must spend ne-half f their MA t change Mde (bth Fire and Mve). 4.1b Vehicle and Carrier units must spend ne-third f their MA [r ne Mvement Impulse fr Vehicles, see 20.2] t change frm Mve Mde t Fire Mde. Changing frm Fire Mde t Mve Mde des nt cst any MPs. 4.1c Suppressed, Paralyzed, and Firedmarked units can nly change Mde t cnduct a Save Yurself Retreat (SYR) [17.4]. 4.2 Mde Effects Units in Fire Mde can fire Suppressive Fire Actins (SFAs), Pint Fire Actins (PFAs), r Overwatch (OW) and breach Minefields. Units in Mve Mde can mve, initiate Assault and Overrun cmbats, munt r dismunt Carriers, and breach Minefields. In Assault and Overrun cmbat, Mde has n effect n a unit s ability t fire. EXCEPTION: Weapns units in Mve Mde may nt fire in Assault r Overrun cmbat. A unit must be in Fire Mde t bserve fr Artillery Missins. A unit can bserve fr Mrtar fires in either Mve Mde r Fire Mde. 5.0 Stacking Stacking is the placing f mre than ne unit in a single hex. Enfrce stacking limits at the end f each Actin Phase, at the end f each Vehicle Impulse, and during the executin f Assault and Overrun cmbats (where bth sides cunt stacking independently f the ther). The wning player destrys the excess steps in any verstacked hexes. 5.1 Stacking Limits The stacking limit fr each hex is Infantry/Weapns steps plus six Vehicle/ Carrier steps. Units munted inside a Carrier d nt cunt twards the stacking limit. Units being twed d cunt twards stacking. 5.2 Handling Rules 5.2a Stacking and unstacking cst n Mvement Pints. Stacks are declared when units start mving tgether. 5.2b Friendly and enemy units can ccupy a hex tgether nly during Assault cmbat and Overrun cmbat. Units can never end a phase stacked with an enemy unit. Destry units frced t enter an enemyccupied hex fr reasns ther than Assault r Overrun cmbat. 5.2c Bth sides can examine the cntents f any enemy stack at any time. 6.0 Cmmand The cmmand rules impse realistic limits n the players ability t rapidly change missins. Create Op Sheets t define yur bjectives. The units n an Op Sheet must execute the missin n that sheet until they accmplish the missin, they are reassigned, r the player cancels the Op Sheet. 6.1 Playing Withut Cmmand Yu can easily play withut the frmal cmmand system. Skip all the rules in sectin 6. Players can chse between realism and simplicity t suit their tastes. The game design wrks with r withut the Cmmand Rules, althugh the Cmmand Rules are ne f the main driving elements f TCS games. 6.2 Unit Actins Unaffected by Cmmand Op Sheets shw the functins f higher level frmatins, such as battalins, brigades, and regiments. Much f what unit cunters d while part f a higher plan need nt be cntrlled by Op Sheets. These actins include, but are nt limited t, fire cmbats, exact unit mvements, Assault and Overrun cmbats, Minefield peratins, and artillery fires. Play prceeds alng Op Sheet framewrks, but Op Sheets d nt cntrl precise unit actins, unlike games featuring pltted mvement. 6.3 Unassigned Units Units nt listed n an implemented Op Sheet s Task Organizatin have n rders and are Unassigned. Only when a new Op Sheet which cntains them implements d such units becme Assigned. 6.3a Unassigned units are never Dug In (unless allwed by game rules), cannt initiate Assault r Overrun cmbat, and cannt fire as part f SFAs r PFAs. They may fire Overwatch Fires nrmally. Unassigned On-Map Artillery may fire SFAs and Artillery Missins nrmally. 6.3b Infantry and Weapns units suffer a +2 Mrale mdifier when Unassigned. Vehicle frmatins suffer n additinal mrale penalties when Unassigned. 6.3c Unassigned units that d nt begin their Actin Phase within five hexes f their Rally Pint may nt vluntarily end any mvement r Vluntary SYR clser t enemy units that they can spt at any pint during their mve r retreat. In additin, they may nt end mvement further frm their Rally Pint unless they are executing Preliminary Instructins [6.14a]. 6.4 Higher Cmmander's Intent The higher cmmander s intent is a battlefield visin that yur cmmander wants yu t create, and is stated in the game rules. Yu can freely use yur units t make his intent cme true. Yur success n the game map will be judged by yur success in achieving that intent as it is reflected in the Victry Cnditins. 6.5 Op Sheets Each Op Sheet cntains all the instructins fr its Task Organizatin. An Op Sheet can be implemented r nn-implemented. An implemented Op Sheet has passed its Cmmand Prep [6.9] and its units must nw fllw its instructins. Nn-implemented Op Sheets are still in their Cmmand Prep and cannt cntrl their units. 6.5a The Graphic. The graphic is a reduced versin f the game map n which players draw up their peratins. Other than the use f alternates, reserves, and the additin f new units t the Task Organizatin, make n changes t the graphic after creating it. We recmmend the use f standard US Army (NATO) symbls. A list f useful symbls is n page 4 f the TCS charts. Players can use custm-designed symbls as lng as bth players agree t their meaning. The graphic alne shuld Page 4

5 Multi-Man Publishing, Inc. Op Sheet Time: Type: 1020 Attack Axis Bass Size: 1 (ne infantry Bn plus parts f ne Tank Bn less staff mdifier) Task Supprt Organizatin: Supprt: A C, B C, Bn Wpns Assault: 1, 2 Tank Plt, LD Carp C C LD Security: Written Ntes: 3 Tank Plt Mve in three axes. Grup Security: Mve alng Carp t Shark. Islate OBJ Tuna. Supprt: Mve alng Axis Trut t the supprt psitin. Assault: Mve alng Axis Bass t seize OBJ Tuna. Trut OBJ TUNA Smallville Shark A Cmplex Fire and Mvement Attack Op Sheet with Fish Mtif Failure Instructins: Return t LD and await new rders. Rally Pint: prvide much f the infrmatin needed fr anther persn t understand the Op Sheet. 6.5b Written Ntes. The written ntes give the infrmatin needed t cement tgether the graphic s lgic and rder. Written ntes shuld be as shrt as pssible. They shuld explain the executin details fr the graphic s that anther persn can fully understand the Op Sheet. 6.5c Failure Instructins. Every Op Sheet must give instructins abut what t d if it fails. The determinatin f failure is up t the wning player (r as a result f failing Vehicle Mrale, see 17.8). These instructins must include Rally Pints [6.12] t which the units must withdraw t await further rders. Failure Instructins can nly entail a rapid mvement t the Rally Pint, aviding enemy cntact. Any part f a Task Organizatin that executes Failure Instructins becmes Unassigned. Failure Instructins becme valid nce the Op Sheet implements r units n the Op Sheet begin executing Preliminary Instructins. 6.6 Op Sheet Types Each Op Sheet can entail a number f actins such as mvements and attacks. While a sheet can cntain any number f sub-missin types, a given set f units n an Op Sheet can nly have ne particular missin. In ther wrds, a single Op Sheet culd never rder a cmpany t attack a hill and then defend it. That wuld take tw separate Op Sheets. Fr example, a player has an implemented Attack Op Sheet and simultaneusly draws up a Prepared Defense Op Sheet. The defense accrues time while the attack is underway, but the player des nt rll t implement it until the bjective is secured. Multiple sub-missins here refers t having a single Op Sheet which deals with a large number f units, say a regiment, in which ne battalin is ding ne jb, and anther is ding smething else n single grup f units (such as a battalin) is trying t accmplish tw successive tasks n the same Op Sheet. It is OK t assign ne grup the task f attacking alng a rute t and ver ne hill and nt anther that wuld be cnsidered ne attack. It is als OK t generate a defense in znes which allws the player s units t defend ne phase line after anther as the situatin develps. It is imprtant t avid being t tight in terms f the missin allwances fr an Op Sheet prvided yu are nt setting up a single rder t attack an bjective and then defend it with the same grup f units, yu are prbably OK. It is pssible t have ne grup f units n an Op Sheet attack an bjective and t have anther grup n the same Op Sheet with Hasty Defense rders ready t defend the bjective when taken. Naturally the units designated t defend cannt participate in the attack. Categrize each Op Sheet accrding t the highest ranking peratin n it in this rder: 1) Prepared Defense 2) Attack 3) Hasty Defense 4) Mve 6.6a Prepared Defense. Defense f an area that allws the trps t dig in and may include the laying f minefields. 6.6b Attack. Offensive peratins twards an bjective nt currently held even t ccupy terrain nt garrisned by the enemy. 6.6c Hasty Defense. Quick defense that des nt allw enugh time t dig in r lay mines. 6.6d Mve. When drawn up, Mve Op Sheets may nt specify mvement thrugh areas cntaining enemy units. Units n implemented Mve Op Sheets are treated as Unassigned [6.3] thugh they d nt need t remain within 5 hexes f their Rally Pint. Page 5

6 TCS Series Rules v4.01 Op Sheet Time: Type: Size: 1020 Attack 1 (ne infantry Bn plus part f ne Tank Bn less staff mdifier) Task Organizatin: Infantry A-58 Tank Bn Axis ELM Maple OBJ Oak Smallville LD LD Written Ntes: Advance alng Axis Elm t seize OBJ Oak. Use alternate rute t Maple t prvide supprt with B if needed. Failure Instructins: Return t LD and await new rders. Rally Pint: A Simpler Attack Op Sheet with Tree Mtif 6.6e Defensive Op Sheets when drawn may nly specify lcatins that are held r 'behind friendly lines.' Players will need t use cmmn sense here. Mvement t these lcatins is allwed. Mving units are treated as Unassigned but d nt need t remain within 5 hexes f their Rally Pint. Design Nte: The cncept f attacking an bjective while a defense rder accrues time in yur pcket might raise eyebrws. The pint here is that nly a limited amunt f the time spent implementing a Prepared Defense is actually spent digging. The majrity f the time is expended ding crdinatin with ther friendly units in the area, securing needed supplies, setting up artillery fires, etc. in rder t be ready t defend. The actual digging des nt take all that lng and need nt be finished fr the unit t be ready t defend. Indeed, dctrine in mst cuntries is that field psitin imprvement is an nging prcess that never is really finished. The time accrued represents the staff preparing fr a missin it knws is cming up nt Snuffy digging a prepared hle that he carries with him in the attack. Play Nte: Be careful where yur units are when yu start rlling fr a Prepared Defense a lucky die rll might cause yu t dig in at a lcatin yu dn t want! Units are Dug In the instant the rll is successful. 6.7 Task Organizatin List the units making up an Op Sheet in its Task Organizatin. The Task Organizatin must prvide a cmplete unit listing fr that Op Sheet. Units nt s listed cannt perate as part f that Op Sheet. The player can assign his units, even thse ff map, t any Op Sheet he devises. 6.7a List all units that are t cnduct an Op Sheet s peratin n that sheet s Task Organizatin. Players can divide their units as they see fit. If a Task Organizatin cntains the 4 PG Rgt, then that Op Sheet cntains all the 4th Panzergrenadier Regiment s elements including thse ff map. Never leave any dubt abut which units are in a Task Organizatin. 6.7b Off-Map Artillery is nt assigned t Op Sheets unless specified in the gamespecific rules. 6.7c Limitatin n Op Sheet Assignments. Never list a unit n mre than tw Op Sheets ne implemented and ne unimplemented r tw unimplemented. A unit als cannt be n tw unimplemented Op Sheets f the same type (Hasty Defense and Prepared Defense are nt the same type). Being listed n an Op Sheet that has been declared a success [6.11a] des nt cunt twards this limit. 6.8 Op Sheet Creatin Players can create Op Sheets bth befre the game and during any Cmmand Phase. When drawn, Op Sheets are unimplemented [except fr thse drawn befre the game, see 27.1f]. When the player successfully rlls n the Cmmand Prep Table, the Op Sheet is implemented. A player can draw up any number f Op Sheets in a turn. Cmplete all Op Sheet parts when first creating it. A player can assign any f his units t any Op Sheet [subject t 6.7]. Frces placed n a new Op Sheet while under an ld implemented ne remain under the ld sheet s cntrl until the new ne implements. 6.9 Cmmand Prep Each Op Sheet begins its Cmmand Prep when the player creates it. The Cmmand Prep ends when the player implements the Op Sheet using the Cmmand Prep Table. 6.9a The game rules give each side a Cmmand Prep Rating. This rating reflects the ability f each side s cmmand system s t cnduct peratins quickly, r mre specifically t change plans rapidly. Page 6

7 Multi-Man Publishing, Inc. Op Sheet Time: Type: 1020 Hasty Defense Size: 0 (ne infantry Bn less staff mdifier) Smallville 1 3 Task Organizatin: Infantry Written Ntes: Defend in first Battle psitin... n rder fall back t secnd BP. A C: BP 1...BP 6 B C: BP 2...BP 4 C C: BP 3...BP 5 Failure Instructins: Withdraw ff map as shwn. Rally Pint: Delay in BP until withdrawal is rdered.. An Elastic Defense Op Sheet 6.9b Op Sheet Size. Op Sheet Size mdifies the player s Cmmand Prep Rating fr use n the Cmmand Prep Table. The size equals the number f Elements in the Task Organizatin. An Element is any number f units f any type frm a single frmatin that is subject t either Battalin r Vehicle Mrale. Units nt part f a frmatin subject t Battalin r Vehicle Mrale, such as regimental AT guns, Weapns cmpanies, Weapns battalins, and scut platns, d nt cunt. Three cmpanies, each frm a different frmatin, wuld have a size f three, while three cmpanies frm the same battalin wuld have a size f ne, which becmes a zer with the staff mdifier [6.9c]. An infantry battalin, tw tank platns frm a single cmpany, and an AT gun frm a regimental weapns sectin wuld have a size f tw. After 6.9c, this becmes a size f ne. 6.9c Staff Mdifier. Any Op Sheet including at least ne whle battalin (all parts nt eliminated) subtracts ne frm the Op Sheet size. Fr example, a full infantry battalin wuld nrmally get a size f 1, but since it has a staff attached the size is zer. 6.9d Weighted Turns. Each turn, an unimplemented Op Sheet accrues weighted turns representing the value f the time spent preparing. Befre checking any Op Sheets fr implementatin in each Cmmand Phase, add a number f marks t each sheet s tally. The number f marks made each turn depends n the cnditin f the units in each Op Sheet s Task Organizatin. Use the wrst cnditin applicable: All units are Unassigned: 3 Any unit Assigned r executing Preliminary Instructins r a Night turn [26.0]: 2 Any unit fired r fired upn in any way during the previus turn: 1 Firing invlves any Area Fire, Pint Fire, r AT Rll. Observing fr artillery r mrtars des nt cunt as firing. 6.9e Vehicle Op Sheets. An Attack, Hasty Defense r Mve Op Sheet cnsisting nly f Vehicles (nt Carriers!) accrues weighted turns at triple the nrmal rate. Fr example, an Op Sheet with a battalin f tanks that is Unassigned and ut f cmbat accrues nine weighted turns per turn. Design Nte: Vehicle Op Sheets implement much mre quickly because f the higher peratinal temp f armr units. Cmmunicatin via radi r ther signals was much faster, and armr units were accustmed t perating at a much faster pace than infantry. Players will find themselves tempted t maneuver with their armr independently f their slw infantry cmrades and narratives f WWII cmbat are replete with just such stries! Hwever, digging in vehicles still takes a lt f time. 6.9f Cmmand Prep Table. During each Cmmand Phase, the player can attempt t implement any f his unimplemented Op Sheets. The player is never frced t try t implement an Op Sheet. Use the Cmmand Prep Table t implement Op Sheets. Add the ttal weighted turns accrued s far and fllw the rw fr the Op Sheet s type acrss t the furthest right clumn that des nt exceed that number. Add yur Cmmand Prep Rating t the Op Sheet s Size [6.9b & 6.9c]. Find the rw cntaining the mdified Cmmand Prep Rating and crss index it with the clumn fund earlier t lcate the table s value. Rll tw dice (11 66). If the dice rll is greater than r equal t the table s value, implement the Op Sheet. Otherwise, the attempt fails, and yu can try again next turn. Rll separately fr each Op Sheet. Example: A player has an unimplemented Attack Op Sheet with a full regiment n it awaiting implementatin. S far, it has accrued 27 weighted turns. It has a size f tw (three battalins less the staff mdifier). The player has a Cmmand Prep Rating f three. Crss indexing the mdified Cmmand Page 7

8 TCS Series Rules v4.01 Prep Rating (5) with the 27 weighted turns (alng the Attack-type line, using the 22 line since 27 is less than 28) gives a required rll f 52 r mre. The player rlls tw dice and gets a 43. The rder des nt implement and the player curses his bad luck and threatens t sack the regimental cmmander. On the next turn, he tries again. This time he has accrued weighted turns (three mre fr this last turn) that changes the needed rll t a 45. The player grits his teeth and rlls the dice getting a 61, implementing the Op Sheet. Elated at this turn f events, the player chrtles his apprval thereby warning the sly mug acrss the table t watch ut. Our her realizes this and kicks himself fr his lack f a pker face and prmises himself t d better next time Implementatin Upn a successful rll n the Cmmand Prep Table, the Op Sheet implements. The player must fllw each implemented Op Sheet until he remves that sheet by whatever means: missin cmpletin, failure, r unit reassignment. 6.10a Units listed n a newly implemented Op Sheet are immediately remved frm any previusly implemented Op Sheet that they may already be n. 6.10b Players are free t use their units as they see fit in fllwing Op Sheet instructins, but they must fllw thse instructins. They are free t vary their peratinal temp fr any reasn, prvided they d nt vilate Op Sheet instructins Missin Cmpletin At sme pint the player may find that an Op Sheet has served its purpse: Either it has succeeded r failed. 6.11a Missin Success. During the Cmmand Phase, a player can declare an Op Sheet t have succeeded. Once a missin succeeds, indicate this n the Op Sheet in questin. All units n the Op Sheet becme Unassigned [6.3]. Hwever, they still retain their Failure Instructins and Rally Pint until they are listed n a new implemented Op Sheet r begin executing Preliminary Instructins. Scratch such units frm the successful Op Sheet and discard that Op Sheet when the units that were previusly listed n it are nw executing Preliminary Instructins r are listed n anther implemented Op Sheet. 6.11b Missin Failure. Every Op Sheet requires instructins abut what t d if it fails. The decisin t call ff a missin rests slely with the player, with the exceptin f Vehicle Mrale failure [17.8]. The player can declare Missin Failure in any friendly Actin Phase. Units n a failed Op Sheet are nw Unassigned and must execute their Failure Instructins and mve twards their Rally Pint [6.12]. 6.11c Units executing Failure Instructins must mve twards their Rally Pint and avid enemy cntact [6.3]. It is pssible they might nt be able t mve at all due t the presence f enemy units, but be pinned in the middle f enemy territry as Unassigned units and that s bad. 6.11d It is pssible fr nly a prtin f a Task Organizatin t fail. An example wuld be a battalin defense where ne cmpany gets hammered, while the thers are OK. Crss ut the failed units frm the Op Sheet and allw them t fllw the Failure Instructins independently Rally Pints Rally Pints are lcatins where Unassigned units gather t rerganize. There are n markers fr Rally Pints their lcatin and cmpsitin are nted n Op Sheets. 6.12a When drawing up Op Sheets, all units n the Op Sheet must be assigned a Rally Pint as part f the Failure Instructins. This Rally Pint becmes valid nce Preliminary Instructins are initiated r the Op Sheet implements. There may be multiple Rally Pints n ne Op Sheet, but nly ne Rally Pint per battalin. 6.12b Units n an Op Sheet that has succeeded [6.11a] retain their Rally Pint until they have been assigned a new Rally Pint thrugh a newly implemented Op Sheet r they begin executing Preliminary Instructins n a new Op Sheet nt yet implemented. 6.12c Rally Pints are designed t be safe lcatins away frm enemy units. Rally Pints shuld nt be assigned s as t cause units t advance tward the enemy while unassigned. Remember that failure instructins shuld be very simple, s dn t try t get t cute with cmplicated Rally Pint assignments Special Handling Issues 6.13a If a new Op Sheet implements r begins executing Preliminary Instructins and this new Op Sheet lists units that are currently listed n anther implemented Op Sheet, delete the reassigned units frm the lder Op Sheet. In additin, a player may vluntarily declare a unit r units n an implemented Op Sheet t have succeeded r failed. Such units becme Unassigned and, if they failed, they must execute their Failure Instructins. 6.13b A player can scratch units ff an unimplemented Op Sheet during any Cmmand Phase. D nt adjust the Op Sheet s Size mdifier. 6.13c T add units t an existing implemented Op Sheet, draw their part n the graphic and add the written ntes. Add them t the Task Organizatin. Thse units (nly) must g thrugh the implementatin prcess using the staff mdifier and missin type frm the gaining sheet, if any, and the size f the adding frce nly. Rll against the clumn with the mst difficult missin type if multiple missins exist n the same Op Sheet. These units cannt functin with the Op Sheet they are being added t until they make their implementatin rll r begin implementing Preliminary Instructins. Nte: Only Vehicle units may be added t an existing Vehicle Op Sheet [6.9e]. 6.13d Adding units t an unimplemented Op Sheet causes a reductin in accumulated weighted turns in prprtin t the size f the units being added. Add these new units t the Op Sheet, drawing in their part n the graphic and adding written ntes. Calculate the new Op Sheet Size and multiply the currently accumulated weighted turns by the rati f the ld size divided by the new size withut the staff mdifier (runding nrmally). Fr instance, an unimplemented Op Sheet has a size f ne (tw battalins minus the staff mdifier) and 27 weighted turns accumulated. The wning player decides t add anther battalin (size ne). The new Op Sheet has a size f tw. The rati f ld size divided by the new size is 2/3 (tw battalins divided by three battalins). Thus the number f weighted turns is multiplied by 2/3, yielding 18. The new Op Sheet Size is tw (three battalins less the staff mdifier.) 6.13e Reinfrcements. Handle these accrding t 6.13c, 6.13d, r write up a new Op Sheet fr them. It is als perfectly acceptable t write up Op Sheets fr reinfrcements ahead f their arrival. Op Sheets fr reinfrcements written befre the game begins are autmatically implemented. Reinfrcements may nt enter the map until they are n an implemented Op Sheet r executing Preliminary Instructins Special Instructins The fllwing are different in sme respects frm the freging and supersede the earlier rules where cnflict exists. Page 8

9 Multi-Man Publishing, Inc. Op Sheet Time: Type: Size: 1800 Attack 1 (tw infantry Bns less staff mdifier) Task Organizatin: Infantry 2-1 Infantry 3x 75mm AT Directin f Attack Buzzard RP Sparrw PLD Eagle Supprt Psitin Rbin OBJ Hawk OBJ Blue Jay Smallville Supprt Ps Crw RP Chicken PLD Ostrich PD 1 PD 2 DA Turkey Written Ntes: Leave Pint f Departure with 2x 75mm AT makes the main effrt. Leave Pint f Departure 1 tw hurs after 2-1 At Chicken, send B C and the AT Gun t Crw. mves ut f PD 2. Cntinue n DA Turkey, deply n PLD Ostrich, At Sparrw, send B C and the AT Guns t Rbin. and attack t capture OBJ Blue Jay. Cntinue n DA Buzzard, deply n PLD Eagle, and attack t capture OBJ Hawk. A Night Attack Op Sheet with Bird Mtif 2-1 with 1x75mm AT makes supprting attack. This attack is t draw the enemy's attentin frm the main effrt n OBJ Hawk. Failure Instructins: Withdraw t PDs t await further rders. Rally Pint: a Preliminary Instructins. Players may use Preliminary Instructins t get units t an assembly area befre their Op Sheet actually implements. When drawing up a new Op Sheet, the player can list any Preliminary Instructins he wants. Units executing Preliminary Instructins are Unassigned, but use the Failure Instructins f the new Op Sheet and may mve away frm their Rally Pint. When a player rlls fr implementatin f the Op Sheet n the Cmmand Prep Table, he declares whether A) he is attempting t implement the whle Op Sheet r B) nly the Preliminary Instructins. Units n the Op Sheet may execute their Preliminary Instructins in either case if the die rll succeeds when checked against the Mve clumn. Example: Player A (Cmmand Prep 3) has a battalin f Shermans just itching t attack. They are ut f psitin, s the player writes dwn an assembly area fr the attack and Preliminary Instructins t get there. The next turn the unit (size 0, 1 battalin minus staff mdifier) accumulates 9 weighted turns (daylight, n cntact, Vehicle frmatin). The player attempts t implement the Op Sheet and rlls a 46. This is nt enugh t implement the Attack Op Sheet (Prep size = 3 rw, with 9 weighted turns he needed a 55 t implement). Hwever, t implement Preliminary Instructins the die rll needed was 44 (crss reference it as 8 weighted turns n the Mve rw). Preliminary Instructins have nw been implemented and the Shermans can rll ff t their assembly area even thugh the Op Sheet has nt yet implemented. 6.14b Reserves. Reserves give Op Sheets sme flexibility. Reserves are designated when drawing up the Op Sheet. Up t ne half f all units n an Op Sheet may be designated as reserves when the Op Sheet is written. Cnsider an Op Sheet s reserves t have Attack rders fr implementatin purpses. Uncmmitted reserves are cnsidered t be executing Preliminary Instructins. T cmmit a reserve, the player must first identify the units being cmmitted as a grup and draw their intended use n the Op Sheet s graphic. This cannt be changed later. Any number f units desired can be used, even a single platn. Then rll t try t pass a Die Rll Check [6.14d]. The new grup must cntinue t make Die Rll Checks each turn until successful. They are treated as Unassigned until this Die Rll Check succeeds. Units in reserve may nt be Dug In unless allwed by the game rules. Units in reserve can be assigned Mve, Attack, r Hasty Defense rders that must be within the framewrk f their Op Sheet. Thus a player culd assign them t defend an bjective taken in a recent attack, guard a flank, r initiate a flanking attack themselves. Each grup cmmitted can be assigned nly ne type f peratin. Thus t initiate a cunterattack and then hld the grund taken wuld require tw different reserve grups. Reserves are always relative t an Op Sheet (i.e., a missin) and are nt just hanging arund waiting fr smething t happen. If during the Cmmand Phase mre than half the units n an Op Sheet are uncmmitted in reserve, the wning player must cmmit enugh units t bring the rati back t 50% r lwer. Once units are cmmitted, they d nt cunt as being in reserve, even if their Die Rll Check has nt yet succeeded. 6.14c Alternates. A player can list alternate rutes and/r bjectives n an Op Sheet. The player can switch t these in the same way that he cmmits reserves. Draw alternates n the graphic when creating the Op Sheet. Once units n an Op Sheet switch t their alternates, they cannt switch back. Each unit can have ne alternate rute r bjective. Page 9

10 TCS Series Rules v d Die Rll Checks. T cmmit a reserve r switch t alternates, make a Die Rll Check during each Cmmand Phase until successful. Rll ne die: if the rll is greater than r equal t the Cmmand Prep Rating f the checking side, the Die Rll Check succeeds. Otherwise, it has n effect and a new rll must be made in the next Cmmand Phase. A player with a Cmmand Prep Rating f 7 r mre cannt pass a Die Rll Check and is therefre unable t use alternates r reserves Line Entry Cmmand (ptinal) Line Entry Cmmand is a shrthand versin f the cmmand system. It des require a fair degree f hnesty t use, since there is n graphic t fllw. 6.15a Fr each Op Sheet in this system, allcate ne line n a piece f paper. Enter the units invlved n the left fllwed by the Op Sheet size and type. Jt dwn the missin f the units (e.g. Attack t capture village A ). 6.15b Each Cmmand Phase, jt dwn the weighted turns and make any implementatin rlls nrmally. Place a check mark t the right f any line that implements. 6.15c Yu must cme up with an idea f hw yu want t execute the missin when it is first written dwn and fllw that plan when it implements regardless f changing circumstances Digging In Units listed n a newly implemented Prepared Defense missin becme Dug In. N ther units are ever Dug In unless allwed by the game rules. 6.16a Units must be in Fire Mde at the mment their Prepared Defense Op Sheet implements t becme Dug In. Units that are in Mve Mde when their current Prepared Defense Op Sheet implements lse the pprtunity t becme Dug In. 6.16b Players must keep track f which units are Dug In using Dug In markers t indicate each unit s status. 6.16c A unit lses its Dug In status if it enters Mve Mde at any time. 6.16d Any unit that becmes Unassigned, Assigned t a missin ther than Prepared Defense, r begins implementing Preliminary Instructins autmatically lses its Dug In status. 6.16e It is nt necessary t use Dug In markers t mark every Dug In unit n the map they are intended t help in areas where players might get cnfused. 7.0 Visibility and Sptting Visibility is the maximum range t which a Line f Sight (LOS) can be traced. Visibility is given as a number fr each turn n the Turn Recrd Track; the Visibility number fr a turn is the maximum range in hexes that a unit can trace a LOS during that turn; any LOS lnger than the Visibility number f the current turn is autmatically blcked. If n Visibility number is given, Visibility fr that turn is unlimited. 7.0a Weather can further reduce Visibility in accrdance with the game rules. When used, determine the Weather during the Cmmand Phase f every full hur turn by rlling n the Weather Table. The Weather result affects the entire hur after the rll. 7.0b Night, Twilight, Dawn, and Dusk turns als reduce Visibility [26.0]. 7.1 Sptting Ranges The ranges at which certain types f fire can ccur are limited by Sptting Ranges. Regardless f the apprpriate Sptting Range, firing range might be still further limited by LOS [8.0], Visibility, and weapn ranges. 7.1a The Sptting Range Table gives the Sptting Ranges based n the target type, target psture, firer psture, and the terrain f the target hex. Ranges that shift left ff the table are 0; thse shifting right ff the table are unlimited. 7.1b PFAs [12.0] and Overwatch Fires [15.0] are nt allwed at targets beynd the Sptting Range. SFAs may be perfrmed against unsptted targets. 7.1c Fr the Sptting Table, Mrtars use the range frm the bserver, nt the range frm the Mrtar unit itself. 7.1d An SFA [11.0] is unsptted if the target hex des nt cntain at least ne sptted unit. Unsptted SFAs that include any Lw-Trajectry firers use the bld Target Terrain/Psture mdifiers, and, if applicable, the Stacking mdifiers with an asterisk. 7.1e T find the Sptting Range, find the clumn fr target type. Shift clumns as indicated n the Sptting Range Table (psitive shifts t the right, negative shifts t the left), accrding t the terrain in the target s hex (Prtective, etc.), the target s psture (Mve Mde, Dug In, etc.), firer preparatin (Dug In), and ther factrs (Smke, etc). Fr determining Sptting Range, use the unit in the target hex that prduces the LONGEST Sptting Range even if that unit is nt the intended target r the Overwatch Trigger. Example: Cmpany A, cnsisting f three platns, is lking t crss Open terrain cvered by a lne enemy MG sectin, which is Dug In in a wds hex. All units are Area targets and the base Sptting Range is 3. Units frm Cmpany A enter Mve Mde (+1 shift n the Sptting Range Table) and are visible at a greater distance frm the Dug In MG sectin because f prepared fields f fire (+1 shift fr Dug In). Thus the advancing units can be sptted by the MG sectin at a range f six hexes (3 +2 clumns n Sptting Range Table). The Infantry units will have a much harder time sptting the MG sectin, which has -1 shift fr Partly Prtective terrain and -1 shift fr being Dug In. This yields a Sptting Range f ne unless the MG sectin fires (giving a +4 shift t the Sptting Range Table). Trying t advance against this small MG unit acrss Open terrain may be a mre difficult task than was previusly thught. It might be time t try t suppress this MG sectin first r blck the Line f Sight (LOS) with Smke [8.1b] t reduce ptential Overwatch Fires. Design Nte: Prbably the mst imprtant feature f the mdern battlefield is the fact that t any ne bserver n it, there is little r nthing t see. This has been termed the Empty Battlefield. Even pen terrain is filled with minr bstructins t bservatin (trees, bushes, high grass, walls, small buildings, depressins, gullies, drainage ditches, and s n) making what appears t be an easy task t the game player (seeing what s cming at him) impssible. Rather than t attempt t cntrl what a player knws, these rules inhibit his ability t use that knwledge. When yu see that infantry running up the barren hill at yu, remember there is a lt f firing ging n which is beynd yur cntrl and f t little effect t wrry abut the ptshts f individual riflemen wh are engaging fleeting targets f pprtunity. 8.0 Line f Sight Line f Sight (LOS) determines the ability f units t see each ther. 8.1 General Rules 8.1a LOS is traced frm the center dt f ne hex t the center dt f anther hex. A LOS can either be unblcked r blcked. A LOS can be blcked by terrain features, such as wds and buildings, r higher grund as determined by elevatin. Units d nt blck LOS. Page 10

11 Multi-Man Publishing, Inc. 8.1b LOS can freely pass int r ut f Smke hexes, but never thrugh them. Barrage markers d nt blck LOS. [Exceptin: Cntinuus Fire markers; 18.6b]. 8.1c Units can always fire int r ut f but nt thrugh hexes which cntain blcking terrain features. 8.1d A LOS is never blcked int an adjacent hex, including Overwatch Fire. 8.1e The map has been printed with cntur lines and a clr cding f cntur bands t assist in determining the elevatin f any hex. The elevatin f a particular cntur line is given alng the line in meters. The cntur interval is 20 meters unless indicated therwise in the game rules. Nte that a cntur line is NOT a blcking terrain feature in the same sense that a wds r building symbl is, s crssing a higher elevatin cntur line des nt, in itself, blck LOS, althugh cntur lines, by their effect n the elevatin f hexes [thrugh the prcedure in 8.2], indirectly affect LOS. 8.1f A castline (the line where the land tuches the sea) is a cntur line with an elevatin f zer meters. Sea hexes are at an elevatin f zer meters. 8.1g Any hex alng a LOS (excluding the firing/sptting/bserving hex and the target hex) that may blck the LOS is called a Pint f Cntentin (PC); the base elevatin f a PC hex (including its hexsides) is determined using the prcedure in 8.2 belw. 8.1h Terrain features may add t the base elevatin f a PC. Yu can find the height f terrain features in the Terrain Effects Chart (TEC) fr each game. Fr natural features (such as wds) and individual buildings, the printed map symbls blck LOS nly if the actual LOS crsses r tuches the symbl. Fr village/twn/city hexes, the whle hex (including hexsides) blcks LOS even if there are gaps in the actual printed building symbls in the hex. If nt stated therwise in the game rules, trees (in frest, wds, hedgerw, rchard, and ther symbls) and buildings (alne r in twns and villages) add 20 meters t the elevatin f the PC. 8.1i Ignre Spt Elevatins and Benchmarks when evaluating elevatins; they are fr lcatin reference nly. 8.2 Standard Elevatin Determinatin The judgment f the elevatin f a pint falls int ne f three categries. 8.2a Hilltps. A Hilltp is an area encircled by ne last high cntur line (pssibly with the help f the map edge) and des nt cntain any cntur lines higher than that tp line. Elevatins n a Hilltp are equal t the cntur line encircling the feature. Hilltps are, in effect, flat. 8.2b Pints Lcated Between r n Cntur lines. Draw a line that passes thrugh the center dt f the hex being evaluated, beginning at the next lwer cntur line and ending at the next higher cntur line. The length f this line must be the shrtest distance between the tw cntur lines. Divide the line int fur equal quarters, starting frm the lwer cntur line. Determine which f the quarter marks (0/4, 1/4, 2/4, 3/4, 4/4) the center dt is clsest t. Add this prprtin f the cntur interval (20m) t the lwer f the tw cntur lines used (fr 20m cnturs yu will add 0, 5, 10, 15, r 20). Fr example, a center dt which falls clsest t the 1/4 mark abve the meter cntur line wuld have an elevatin f 35 meters. Accuracy beynd 5m is nt required, s in games with 10m cnturs rund t the nearest 1/2 cntur (5m). The case where a cntur line ges right thrugh the center dt f the hex is the easiest read the value f that cntur line and that is the elevatin f that hex. 8.2c Bttms. A Bttm is the inverse f a Hilltp. It is an area encircled by ne last lw cntur line (pssibly with the help f the map edge) and des nt cntain any cntur lines lwer than that final line. Elevatins in a Bttm are equal t the cntur line encircling the feature. Bttms are, in effect, flat. 8.3 LOS Determinatin Use the prcedure belw t see whether a LOS is blcked by terrain. 8.3a Whenever a player declares an attack, check any PCs alng the LOS that may blck the LOS. 8.3b T check LOS, fllw the fllwing prcedure: Step 1: Trace the LOS as a straight line between the center dt f the firing (sptting/bserving) hex and the center dt f the target hex. Step 2: Determine the elevatin f the firing (sptting/bserving) hex and the target hex, using nly the base elevatin at the hex center dt, as determined by the prcedure abve [8.2]. Step 3: Determine the elevatin f each PC. The elevatin f a PC is equal t the base elevatin f the hex plus the height f the highest terrain feature that the LOS crsses within the PC. Step 4: Check the LOS n the LOS grid lcated at the back f these rules. Set the lwer hex at its elevatin alng the left side and the higher hex at its elevatin in the clumn crrespnding t its distance in hexes frm the lwer hex. Find the clumn f the PC accrding t its distance in hexes frm the lwer hex and its elevatin. Draw a straight line between the high and lw pints n the LOS grid. If the elevatin f the PC is higher than the line cnnecting the tw pints n the LOS grid, the LOS is blcked. Nte: Players may find that a rubber band r string is a gd tl fr checking LOS, while a clear ruler wrks well n the Line f Sight Grid. 8.4 Optinal Simplified Elevatin Determinatin The standard elevatin LOS rules are a relatively realistic way f determining elevatin and LOS. Hwever, if players prefer using a simpler pancake tpgraphy, then replace 8.2 with the fllwing. 8.4a If a cntur line tuches a hex center dt, the hex is at the same elevatin as the cntur line. If n cntur line tuches the center dt, the hex is at the elevatin f the next lwer cntur line frm the center dt. 8.4b Bttms. A Bttm is the area encircled by ne last lw cntur line (pssibly with the help f the map edge) and des nt cntain any cntur lines lwer than that final line. Elevatins in a Bttm are defined as ne cntur interval lwer than the cntur line encircling the feature. 8.5 Optinal "Cntur-Heads" LOS Determinatin Players wh are cmfrtable reading cntur maps may enhance their TCS gaming experience by using the fllwing mdificatins t the LOS rules. 8.5a may be used by itself r in cnjunctin with 8.5b and 8.5c as desired. 8.5a Pints Lcated Between r n Cntur lines [mdifies 8.2b]. Rather than using the center pint t determine the elevatin f a PC, chse ne specific pint in the hex alng the LOS as the actual PC and draw a line thrugh this pint rather than the hex center dt t determine, by interplatin, the elevatin f the PC. The elevatin f the PC will be determined by the elevatin f the highest pint alng the LOS in the PC hex, plus terrain features, instead f Page 11

12 TCS Series Rules v4.01 the elevatin f the center dt. 8.5b Hilltps [mdifies 8.2a]. Hilltps are n lnger cnsidered t be flat. Unless depicted by a map symbl, the actual lcatin f the Hilltp is defined, by map reading cnventin, as the center f the area enclsed within the last surrunding cntur line. T determine the elevatin f a Hilltp, use any Benchmark r Spt Elevatin n the Hilltp; if there is n Benchmark r Spt Elevatin, add 10m t the last cntur line (ne-half f the cntur interval, usually 10m, is the technique taught in the US Army fr estimating hilltp elevatins). T determine the elevatin f any pint between the actual Hilltp and the highest cntur line enclsing the Hilltp, use 8.2b. 8.5c Bttms [mdifies 8.2c]. Assign the lwest pint in a Bttm an elevatin f ne-half the cntur interval belw the surrunding cntur. Mdify this as apprpriate with yur keen cntur-map reading skills (i.e. perhaps nly 1/4 a cntur if it des nt seem very lw), using features such as streams t define the lwest pint. Design Nte: Determining LOS is always a tricky element in tactical cmbat games, and there is a trade ff between ease f play and accuracy. There are as many methds f checking LOS as there are games! It shuld f curse be remembered that n cntur map can adequately prtray the actual terrain and that sighting the enemy is always difficult. Players shuld establish their methd fr determining elevatin and stick t it, whether it be interplatin [8.2b] as taught in map reading in the military, r the pancake methd [8.4] that is easier but can lead t sme dd runding. Players interested in real-life map reading are referred t US FM Map Reading and Land Navigatin which is als generally available via internet search. Elevatin Determinatin Example Standard Methd [8.2b]: Hex 4.04: The center dt is clsest t the 1/4 mark between the 60m and 80m cntur lines. Therefre, 1/4th f the cntur interval is added t the lwer cntur elevatin (60m). The elevatin f the center dt and hex is 65m. Hex 3.05: The center dt tuches the 60m cntur line. Therefre, the elevatin f the center dt and hex is 60m. Hex 3.06: The center dt is clsest t the 4/4 mark between the 60m and 80m cntur lines. Therefre, 4/4ths (all) f the cntur interval is added t the lwer cntur elevatin (60m). The elevatin f the center dt and hex is 80m. LOS Determinatin Examples Standard Methd [8.2]: A-G: Unit A is between tw cntur lines [8.2b] and is determined t be at an elevatin f 35 meters. The center dt fr hex 4.05 is n a Hilltp [8.2a] which is surrunded by an 80m cntur line, s G is at 80 meters. PC 2.04 has an elevatin f 50m, and PC 3.05 has an elevatin f 60m. These pints are then pltted n the LOS Grid and a line is drawn between A and G. It can be seen that the LOS is clear because n PC is higher than the line cnnecting A and G. See LOS Grid example. B-C: Bth the center dts fr B and C are in a Bttm [8.2c] which is surrunded by the 40m cntur line, s B and C are at 40m. The LOS tuches the crner f hex 2.09 which is a village hex. A village hex has a height f 20m and includes its hexsides, s the ttal height f this PC is 60m. Therefre, the LOS is blcked. B-H: B is at 40 meters. H is at 80m. PC 3.11 has an elevatin f 70m. If pltted n the LOS Grid it wuld be seen that this PC blcks the LOS. C-D: Bth C and D are at 40 meters. The LOS passes thugh a hex cntaining wds (2.07). The LOS is clear because the LOS des nt tuch the wds depictin. D-G: D is at 40m and G is at 80 m. PC 4.06 has an elevatin f 60m. PC 3.07 has a base elevatin f 40m. The LOS crsses the wds depictin in the hex s the 20m height f the wds is added t the 40m base elevatin. Therefre, the ttal height f PC 3.07 is 60m. These pints are then pltted n the LOS Grid, and a line is drawn between D and G. It can nw be seen that the LOS is clear. See LOS Grid example. E-I: E is at 65m and I is at 65m. Either hex 3.12 r 3.13 can be used fr a PC. Hex 3.12 has an elevatin f 80m. Since a PC includes its hexsides, the LOS is blcked. F-G: F is at 50m. G is at 80m. PC 4.04 has a base elevatin f 65m. The LOS tuches the building, s the height f the building is added t the base elevatin f the PC. In this example we will assume that the game specific rules give buildings a height f 5m. Therefre, the ttal height f the PC is 70m. When these pints are pltted n the LOS Grid, we can see that the LOS is blcked, because the PC is higher than the line cnnecting F and G. If the building was nt present, the LOS wuld be clear. See LOS Grid example. G-H: Bth G and H are at 80m with n PC between them higher than 80m. The LOS is clear. Optinal Cntur-Head Methd [8.5]: These examples are similar t the Standard methd, but with sme ntable variatins depending n which prtins f 8.5 players chse t use: Using 8.5c, B, C and D culd be cnsidered t be at 35m as they are near the edge f a Bttm. If there was a unit in hex 1.08, it culd be cnsidered t be at m. Using 8.5b G wuld be at 85m because it is apprximately half way between the 80m cntur line and the center f the Hilltp, and H wuld be at 90m based n its psitin between the 80m cntur line and the 96m benchmark. Sme LOS differences, depending n the prtins f 8.5 used, are as fllws: A-G: Whether using nly 8.5a, r using 8.5b in cmbinatin with 8.5a, this LOS is blcked by PC X in hex 2.04 which has an elevatin f 55m. D-G: If using nly 8.5a, this is blcked by PC Y in hex 4.06 which has an elevatin f 75m; if using 8.5b and 8.5c in cmbinatin with 8.5a, hwever, the LOS is clear. G-H: If using nly 8.5a, the LOS is clear; if using 8.5b in cmbinatin with 8.5a, hwever, the LOS is blcked by PC Z in hex 4.09 which has an elevatin f 96m. Optinal Simplified Methd [8.4]: A-G: A is at is at 20m, because the next lwer line frm the center dt is the 20m cntur line. G is at 80m, because the next lwer cntur line (there is nly ne) frm Page 12

13 Multi-Man Publishing, Inc. the center dt is the 80m cntur line. PC 2.04 is at 40m and PC 3.05 is at 60m. When pltted n the LOS Grid, it can be seen that the LOS is clear because n PC is higher than the line drawn between A and G. B-C: Bth the center dts fr B and C are in a Bttm which is surrunded by the 40m cntur line, s B and C are ne cntur interval (20m) lwer than the surrunding cntur line. They are bth, therefre, at 20m. The LOS tuches the crner f hex 2.09 which is a village hex. A village hex has a height f 20m and includes its hexsides, s the ttal height f this PC is 40m. Therefre, the LOS is blcked. B-H: B is at 20 meters. H is at 80m. PC 3.11 has an elevatin f 60m. PC 2.10 has an elevatin f 40m. When pltted n the LOS Grid, it can be seen that the LOS is clear. C-D: Bth C and D are at 20 meters. The LOS passes thugh a hex cntaining wds (2.07). The LOS is clear because the LOS des nt tuch the wds depictin. a base elevatin f 20m. The LOS crsses the wds depictin in the hex s the 20m height f the wds is added t the 20m base elevatin. Therefre the ttal height f PC 3.07 is 40m. Neither PC is high enugh t blck the LOS. E-I: E and I are bth at 60m. Either hex 3.12 r 3.13 can be used fr a PC. Hex 3.12 has an elevatin f 80m. A PC includes its hexsides, s the LOS is blcked. F-G: F is at 40m. G is at 80m. PC 4.04 has a base elevatin f 60m. The LOS tuches the building, s the height f the building is added t the base elevatin f the PC. In this example we will assume that the game specific rules give buildings a height f 5m. Therefre, the ttal height f the PC is 65m. When these pints are pltted n the LOS Grid, we can see that the LOS is blcked. If the building was nt present, the LOS wuld be clear. G-H: Bth G and H are at 80m with n PC between them higher than 80m. The LOS is clear. D-G: D is at 20m and G is at 80 m. PC 4.06 has an elevatin f 60m. PC 3.07 has 9.0 Fire Cmbat Fire cmbat ccurs in tw frms: Area and Pint. A-firers can nly cnduct Area Fires. P-firers may cnduct either Pint Fires r Area Fires. All fire cmbat is reslved using the Fire Table, but each type f fire uses a smewhat different prcedure. Fire cmbats can ccur during the Actin Phases as Suppressive Fire Actins (SFAs), Pint Fire Actins (PFAs), Overwatch Fires, Assault, and Overrun cmbats. 9.1 Rules and Restrictins 9.1a A unit can fire an unlimited number f times in respnse t Overwatch Triggers. In additin, a unit may perfrm up t three PFAs r ne SFA per turn, if therwise eligible. Exceptin: Mrtar units can nly fire nce per Actin Phase. 9.1b All direct fires require an unblcked LOS frm the firer t the target. Mrtars require an unblcked LOS frm an bserver t the target. 9.1c Only units in Fire Mde can cnduct SFAs, PFAs, r Overwatch Fires. Page 13

14 TCS Series Rules v d Paralyzed units may fire nly in Assault cmbat. 9.1e Munted Infantry units may fire nly in Assault r Overrun cmbat. Munted r twed Weapns units may never fire. 9.1f AT guns cnduct Area Fires at 1/2 Fire strength. 9.1g Unless allwed by the game rules, n unit can split its fire acrss multiple targets. 9.2 Target Type Restrictins A unit s target type (Pint, Area, r Bth) determines hw an enemy unit can engage it in fire cmbat. 9.2a A-firers engage Area targets and B-targets using the Area Fire mdifiers n the Fire Table. Infantry units cannt affect B-1 targets with A-fires. 9.2b P-firers engage Area targets using the Area Fire mdifiers and Pint targets using the Pint Fire mdifiers. They may chse either type f fire against B- targets. 9.3 Terrain Effects n Fire Cmbat The Target Terrain/Psture Table gives terrain effects fr fur types f terrain: Billiard Table, Open, Partly Prtective, and Prtective. Each game s Terrain Effects Chart classifies its terrain. 9.3a The applicable terrain effects are thse f the target s hex and the hexsides f the target hex that the fire passes thrugh. Use the mst prtective terrain f the target hex r hexside fired thrugh when reslving a fire cmbat therefre, a hex with sme Open terrain and a small amunt f frest (Partly Prtective) is cnsidered Partly Prtective. 9.3b Terrain has n effect n attacks by Minefields [21.0]. 9.3c Fr reslutin f SFAs against unsptted targets [7.1d], use the bld clumn f the Target Terrain/Psture mdifiers if any firer is Lw Trajectry Lsses Lsses fr all units are taken in steps. Different unit types have different numbers f steps available. Mark step lsses by placing a Step Lss marker under the unit. 10.0a Infantry platns usually have 5 steps. Mrtar units, Infantry sectins, MG sectins, and Carrier units have 2 steps. Vehicle units and On-Map artillery units have 1 6 steps per cunter. All ther units have 1 step unless therwise indicated. 10.0b Step lsses d nt affect the printed Fire strength f Infantry r MG units, but d reduce the Fire strength f Infantry at clse range [11.3d] and als affect Mrale Checks [17.2]. Mrtar and Carrier units have their Fire strength halved if they have lst ne step. Design Nte: The lack f effect due t hits n, say, an infantry platn, can seem dd at first. The reasn? Let s take the infantry platn as an example. Small arms represent nly ne pint f its firepwer; the rest f its Fire strength cmes frm MGs. As it takes lsses, unless ne f the MGs is destryed (unlikely), the platn will scramble t ensure that the MGs remain manned and firing right up t the end. S, while that ne pint f firepwer keeps drpping due t lsses, the bulk f the platn's firepwer remains the same until the last step (the last six guys available t feed the pigs ) is destryed and n ne is left t man the guns. Disagree if yu like, but I believe that bth histry and the inner wrkings f infantry units bear this ut. A much mre imprtant methd f reducing enemy fire effectiveness is suppressin by fire, bth in real life and here. 10.0c Whenever a Fire Table result calls fr ne r mre step lsses, adjust the markers under the target units and remve any units that have reached their step lss limit. Place destryed units in their Battalin Mrale bxes and track Vehicle Mrale, if applicable. 10.0d Step lsses belng t the unit that incurred them. Never transfer, absrb, r cnslidate them with ther units unless allwed by the game rules. 10.0e Ignre lsses in excess f the number f steps in a stack. 10.0f In Area Fires, step lsses can cme frm any unit in the hex that is nt munted in a Carrier but the first lss must cme frm the largest (in steps) nn-munted unit in the hex. The defender chses if there are tw r mre largest units. When assaulting, the largest unit in the assaulting stack must be selected. Lsses after the first step can cme frm any unit in the hex. The defending player selects which units take half the lsses (rund up), then the attacker assigns the remaining lsses. 10.0g When a unit (Carrier r Vehicle) carrying anther unit r units lses ne r mre steps, eliminate the same prprtin f the carried steps, using 10.0f t assign lsses. Thus, if a 2-step truck which is carrying a 5-step Infantry platn lses ne step, the Infantry platn lses three steps (50% runded up). Example: Player A makes a large Area Fire attack against a stack f Player B s units. The Fire Table result turns ut t be eight steps. After Player B gets dne screaming at Player A and kicking furniture arund the rm, they must inflict the eight steps. There are tw full-strength Infantry platns and an AT gun in the target hex. First, Player B takes the very first step lss frm ne f the Infantry platns. This leaves seven steps t distribute. They divide the seven by tw and rund nrmally t get fur. Player B inflicts fur step lsses between the tw Infantry platns. Player A then gets t inflict the remaining three step lsses. He takes great care t kill ff the AT Gun and then t hit the Infantry platn hard which has the wrst Mrale f the tw thereby setting up the target hex fr a big failure when it cmes time t d the Mrale Check required by the Fire Table result. Player B swears under his breath and starts planning a large artillery barrage fr the next turn. 10.0h T assign lsses fr Pint Fires, players, beginning with the firer, alternate selecting a step t eliminate frm amng the eligible target steps Area Fires Reslve fires against Area targets using the Area Fire mdifiers given fr the Fire Table. Handle the attack as ne strike against the hex, with all A-targets and vulnerable B-targets being attacked tgether. Prcedure: Identify the target hex and the firers. Ttal the applied Fire strength and find the clumn heading cntaining that amunt. Add any applicable Area Fire clumn shifts tgether and apply the net result (psitive shifts t the right, negative shifts t the left), then rll tw dice (11 66) n the Fire Table and apply the result. Make a Mrale Check if any result ther than n effect is achieved. Any attacks shifted t the right f the 101+ clumn are rlled n the 101+ clumn. Attacks adjusted t the left f the zer clumn have n effect Rules and Restrictins 11.1a Area Fires may nt be made at targets beynd the firer's maximum range. Area Fires d nt affect Pint targets. 11.1b B-1 targets take lsses frm Area Page 14

15 Multi-Man Publishing, Inc. Fires nly if nne f the firing units is an Infantry unit. 11.1c Cmbat results n the Fire Table appear as step lsses. If units are cmpletely destryed as a result f the Area Fire, be sure t assign them fr Battalin Mrale purpses [17.1]. 11.1d A-firers and P-firers can cmbine t make Area Fires. 11.1e P-firers can cnduct Area Fires at a range f up t twice their nminal range. 11.1f Multi-step Vehicle, gun, and On-Map Artillery units have an Area Fire strength equal t the number f steps in the unit multiplied by its Fire rating. Thus, a 5-step Tiger unit (P-5 firer) has an Area Fire strength f 25. Example: Player A annunces an SFA n a hex cntaining a 5-step Infantry platn in Mve Mde, a full-strength half-track unit (B-1) with a munted Infantry platn, and anther half-track unit with nly ne step remaining that is twing an AT Gun. The hex is Open terrain. The attacking Fire strength is 11. The attacking units include tw Infantry platns at range 4 and a Mrtar. A Fire strength f 11 uses the clumn, but is shifted +2 (t the right) fr Mve Mde in Open terrain and 1 (t the left) fr range 4. The munted platn des nt cunt fr stacking, nr d the half-track units since they cannt be harmed by this attack [11.1b], but the AT Gun des cunt because it is being twed and is vulnerable, s there are six steps in the hex fr determining a stacking mdifier, yielding n shift. The ttal shift is +1 t the right and the fire is reslved n the clumn. The firing player rlls tw dice and gets a 65 (uch!) which results in three step lsses. Because an Infantry platn was invlved in the fire, the B 1 targets (AND their passengers) are immune t lsses. The twed AT Gun, hwever, is vulnerable t lss. The defending player assigns ne step lss t the dismunted platn since it is the unit with the mst steps. The remaining tw step lsses are split between the firing player and the defending player. The defending player applies his t the Infantry platn again, while the firing player elects t destry the AT gun. The defending player then makes his Mrale Check using the weakened platn s Mrale since it is the unit with the wrst Mrale in the hex (and nw even wrse with 2 steps) Lw-Trajectry vs. High-Trajectry Fires Sme Area Fire mdifiers are based n whether the incming fire is Lw-Trajectry r High-Trajectry. Area targets can hide frm lw grazing-type fire but are mre vulnerable t high trajectry HE-type fires. 11.2a High-Trajectry firers are all Mrtars, Infantry Guns, On-Map Artillery, and Vehicle units with an Area Fire rating that are indicated in the game rules as being High-Trajectry firers (als Artillery and Srties). High-Trajectry firers cannt help t create a Crss Fire. 11.2b Lw-Trajectry firers are all ther firers, including Infantry, MG, AA Guns, and P-firers. Lw-Trajectry firers can create Crss Fires [11.4]. Design Nte: While ne can quibble abut whether Shermans carrying 105mm guns are Lw-Trajectry firers r High-Trajectry firers, the distinctin demnstrates that Area targets hugging the grund (i.e. in Fire Mde) are difficult t kill with Lw- Trajectry ballistic weapns. Sme Infantry Guns fire at fairly lw trajectries, but their large HE effect makes up fr this Area Fire Mdifiers The mdifiers used t reslve Area Fires are fund with the Fire Table. 11.3a Terrain. Find the rw with the terrain in the defender s hex and crss-index it with the psture f the defending units. If a hex r applicable hexside cntains mre than ne terrain type, apply the ne that mst favrs the defender. [Exceptin: fr sme Mvement-based Overwatch Triggers, the terrain f the hexside crssed may be used; see 15.2c]. If the target SFAis unsptted and any firing unit Lw Trajectry, use the numbers in bld fnt in the right-hand clumns f the Target Terrain/Psture mdifiers. 11.3b Target Psture. If units in mre than ne target psture ccupy the hex, apply the ne that least favrs the defender. Ignre all Pint targets, munted units, as well as all B-1 targets if the Area Fire cannt affect them [11.1b]. Billiard Table mdifiers apply differently t Vehicles/Carriers. 11.3c Range. Find the range mdifier fr each firing unit n the Area Fire Range Mdifier Table and apply the ne that mst favrs the defender. The rw fr Lw-Trajectry cvers all Lw-Trajectry firers except Infantry. Design Nte: Using the wrst range mdifier inhibits giant cnslidated and crdinated shts (quite rare in real life, but all t cmmn in wargames). TCS highlights and rewards the kind f clse-in, spradic fighting that did ccur nt the typical wargame everyne within tw clicks fire up that platn in hex sht. 11.3d Infantry. Infantry units receive a bnus t their Fire strength (nt clumn shifts!) if they are clse t their target. This represents small arms and grenades. At range zer (in the same hex), add the number f Infantry steps remaining t the ttal Fire strength. At range ne, add ne-half f all Infantry steps, runding nrmally. 11.3e Stacking. T find the stacking mdifier, cunt the steps in the hex, excluding all Pint targets, units being carried inside a Carrier, and any B-1 targets that cannt be affected by the attack. Include twed units, units being carried by Vehicles, and eligible B-1 targets when cunting steps. 11.3f Other Mdifiers. Apply additinal mdifiers frm this table as apprpriate. Night, Twilight, Smke, Illum, and Artillery Attack Znes d nt affect Artillery reslutin n the Fire Table. Suppressed and Paralyzed targets d nt receive a favrable shift at range zer. A target hex cntaining a Vehicle step with a P-defense rating f 2 r higher receives a 2 shift if any firer is a Lw-Trajectry Firer. The 2 rad mving mdifier is used in Mvementbased Overwatch if the triggering stack is utilizing rad mvement. It als applies t stacks mving int a hex in r adjacent t an Artillery Attack Zne [18.8c] The Crss Fire Mdifier Lw-Trajectry firers (Pint r Area) can create a Crss Fire if they can direct fire int a single hex frm widely separated angles. Crss Fires gain psitive mdifiers bth n the Fire Table and the Mrale Table. Prcedure: Twelve lines ( apart) radiate frm the center dt f the hex ccupied by the target unit: ne thrugh the center f each hexside (directly dwn each hex rw) and ne thrugh each hex crner (alternately alng a hexside and diagnally acrss a hex). Pick any tw Lw-Trajectry firing units. Cunt the number f degree lines n and between thse units, using the smaller f the tw pssible angles (in ther wrds, if the tw units are sitting right next t each ther, yu dn t g the lng way rund fr nearly 360 degrees). If the ttal is five Page 15

16 TCS Series Rules v r mre (that is, frming an angle f 120 degrees r mre), apply the Crss Fire mdifier. Illustratin: In each image abve the center hex is the target hex. The fur arrws represent tw separate attacks. The attacks with five pints qualify fr the Crss Fire mdifier. The attacks with nly fur pints d nt qualify fr the Crss Fire mdifier. The circled numbers cunt the number f degree increments between the tw firers in each attack. Fr an attack t qualify fr the Crss Fire mdifier it must include at least five f the degree increments between tw f the firers using the smaller f the tw pssible angles. Design Nte: The Crss Fire rule reflects the difficulty f finding defensive terrain that wrks facing in many directins. It is als designed t highlight the imprtance f flanking the enemy Pint Fires Pint Fires represent the fire f precisin weapns against relatively large individual targets such as Vehicles r AT Guns where a kill results frm a direct hit. Reslve Pint Fires n the Fire Table using the Pint Fire mdifiers. Prcedure: a) Select eligible firing unit(s). b) Select targets. The firing player determines which Pint targets r B-targets he is engaging in the target hex subject t nrmal rules f PFAs (14.0) and Overwatch Fires (15.0). c) Cunt the number f steps firing (nt their Fire strength) and find the apprpriate clumn n the Fire Table. d) Apply clumn shifts frm the Fire Table fr Pint Fires. e) Rll n the Fire Table and apply the result Pint Fire Mdifiers 12.1a Terrain/Target Psture Chart. Find the rw with the terrain type in the defender s hex and crss-index it with the psture f the defending units. If a hex r applicable hexside cntains mre than ne terrain type, apply the type that favrs the defender mst [exceptin: 15.2]. If units in mre than ne target psture ccupy the hex, apply the psture that favrs the defender least. Only units actually being fired upn are used t determine this mdifier. Example: A hex cntains Dug In AT Guns and tanks in Mve Mde. The firer selects the AT Guns nly as the targets, s the target psture is Dug In. 12.1b Range. Find the Range Mdifier fr each firing unit n the Pint Fire Range Mdifier Table and apply the ne that favrs the defender mst. The range printed n the frnt f a P-firer cunter is its Nminal range. The Pint Fire weapn range categries are Clse (less than r equal t ne-half the printed range, runded up), Nminal (beynd Clse, up t the printed range), and Lng (beynd Nminal, up t twice the printed range). S, fr a unit with a printed range f 7, Clse is 0 4, Nminal 5 7, and Lng c Differential. Find the attacking unit with the lwest Pint Fire strength and then subtract the best P-defense strength f the defending units. 12.1d Other Mdifiers. Apply mdifiers frm the Other Mdifiers Table as apprpriate t Pint Fires. This includes the Crssfire Mdifier Rules and Restrictins 12.2a Unlike Area Fires, specific units in a target hex may be selected. This is imprtant because nly the actual targets affect target psture and defense strength. Thus a firing player culd decide t fire at three armred cars while ignring a Panther tank in the same hex. 12.2b A given target can be engaged by as many r as few firers as the player wants, given the PFA and Overwatch rules. 12.2c The firing player can selectively target Pint Fires against twed units; such fires never affect the twing unit regardless f the result. 12.2d B-targets with a Mrale Value n their cunter have a Defense value f e When rlling n the Fire Table, any number result indicates the number f targets destryed. Apply lsses as per 10.0h. 12.2f Pint Fires never cause Mrale Checks. 12.2g Pint Fire Clumn shifts use all clumns n the Fire Table, nt just thse clumns that have a value fr the number f P-firers. Example: A Panther (P 5) fires n tw Shermans (P 3 defense) in Fire Mde in Open terrain (+0) at range 8. This is Lng range (+0) fr the Panther (whse Nminal range is 7). The fllwing mdifiers apply: Terrain: +0 Range: +0 Differential: +2 The fire begins at the 4 clumn (1 P-firer) and is shifted t the right 2 clumns fr the differential (5 3), landing n the 6 clumn. The German player rlls a 65, yielding a 1-step lss. Had he rlled a 66, bth Shermans wuld have been eliminated. The American player mutters abut his bad luck, remves ne Sherman, and places a marker in the Vehicle Mrale Bx fr the Sherman s frmatin [17.8]. The remaining Sherman uses the Panther s fire as an Overwatch Trigger with which t return fire. The Panther is als in Fire Mde in Open terrain. The Sherman s attack is 3 (a shrt barreled 75mm gun) and the Panther s defense is 4. The range fr the Sherman is als Lng. The mdifiers fr Target Terrain/Psture and Range are bth +0. The differential is -1 (mdifier -2). The fire again starts n the 4 clumn and shifts left 2 clumns because f the -1 fire differential. The player rlls tw dice fr a 62 which fails t kill the Panther (he needed a 63). In retrspect, the player cntrlling the Sherman feels he shuld have cnducted a Vehicle SYR [15.2h] with the Sherman instead f firing, since the Panther still has tw mre Pint Fire Actins [14.0] Suppressive Fire Actins The Suppressive Fire Actin (SFA) allws units frm ne r mre hexes t attack a target hex with a single Area Fire. Cnducting an SFA is the nly way fr units in multiple hexes t engage in a cmmn Page 16

17 Multi-Man Publishing, Inc. Area Fire attack in ne fire cmbat. T cnduct an SFA, fulfill the varius requirements belw and annunce the firers and the target hex. Mark any units firing an SFA with Fired markers. Design Nte: SFAs represent an entire turn f fire trying t suppress and keep units in a hex pinned dwn. Players shuld be frewarned f the implicatins f firing SFAs. While the fire f an SFA is crdinated between different units, the trade-ff is that after firing the SFA, all units are marked as Fired. This greatly restricts their ability t fire Overwatch until their next Actin Phase. If yu chse t fire many SFAs and fail t leave smene t cver the units firing SFAs, dn t cme crying t me if yu have n ne left t fire Overwatch when the enemy blts acrss an pen field t assault yur units Rules and Restrictins 13.1a Units can cnduct SFAs nly in the friendly Actin Phase. 13.1b T fire an SFA, units must have been cntinually in Fire Mde since the beginning f the current phase and cannt be marked with a Fired marker r have fired a PFA r made an AT attack c Unassigned units [6.3] and units n implemented Mve Op Sheets cannt fire SFAs. 13.1d Each SFA prvides ne Overwatch Trigger which the nn-phasing player can use t fire at any ne hex cntaining units which participated in the SFA. 13.1e Units in different stacks may cmbine their fires t d an SFA. 13.1f Paralyzed units may nt participate in SFAs. 13.1g SFAs d nt require a Trigger. 13.1h A hex can be the target f nly ne SFA per Actin Phase. SFAs cnsisting nly f AT rlls are nt s limited. 13.1i After each SFA is executed, including any SYRs caused by the SFA, mark all the units that fired with Fired markers. Example: Player A wishes t cnduct an SFA against a hex ccupied by an Infantry platn (5 steps), a MG sectin (2 steps), and an AT Gun, all in Fire Mde in Partly Prtective terrain and marked with a Fired marker. The firer can bring t bear tw Infantry platns with an Area Fire strength f 4 each (ne at range 3, the ther at range 4); tw MG sectins with a Fire strength f 2 each, at range 4; tw AT Guns with a Fire strength f 2 each, at range 3; and a Mrtar with a Fire strength f 4, at range 16 (within range). The Infantry units are nt at range 0 r 1 s they nly use their Area Fire strength withut adding anything fr their steps remaining. The AT Guns are halved fr making an Area Fire. The ttal attack strength is therefre 18. Fire Mde Area targets receive a -2 shift fr Partly Prtective terrain. The wrst range mdifier is fr the Infantry platn at range 4 s the whle attack suffers anther -1 shift. Because f the Fired marker, the target hex is sptted at range 8 (base 3, -1 shift fr Partly Prtective terrain, +4 (Fired marker) s n unsptted target mdifiers apply. Eight steps stacked in the target hex yields a +1 shift. The net shift is -2, s the final clumn fr the attack is After the SFA is executed, all firing units are marked with a Fired marker. The nn-phasing player can use a Fire-based Overwatch Trigger against any ne hex that cntains units participating in the SFA as lng as the units firing Overwatch can spt the hex Pint Fire Actins Pint firers d nt spend an entire turn trying t keep a hex suppressed. Rather, they try t kill their target (which they can see perfectly well) as quickly as pssible Rules and Restrictins 14.1a Pint Fire Actins can nly be made against sptted B-targets r Pint targets. 14.1b A Pint Fire Actin invlves a unit r units frm ne r mre hexes cnducting ne Pint Fire against at least ne B-target r Pint target in a single hex. 14.1c A unit may participate in up t three PFAs in a single Actin Phase. Units which cnduct ne r mre PFAs in an Actin Phase may nt mve [Exceptin: see 20.2 Vehicle Impulses] r fire an SFA; they may cnduct Overwatch Fires [15.0]. 14.1d Unlike SFAs, units which cnduct a PFA are nt marked with a Fired marker. 14.1e Once a PFA has been cmpleted, the nn-phasing player has a Fire-based Overwatch Trigger n ne f the firing hexes. 14.1f Vehicle units may fire ne PFA during each f their three Vehicle Impulses [20.2]. 14.1g P-firers must begin the Actin Phase (r Impulse) in Fire Mde in rder t cnduct a PFA. Thus units cannt change t Fire Mde (which is mvement) and fire a PFA in the same Actin Phase r Impulse. 14.1h There is n limit t the number f PFAs that can be fired at a hex. 14.1i Units that are Unassigned, Paralyzed, r marked as Fired may nt cnduct PFAs Overwatch Overwatch (OW) is the TCS versin f what is cmmnly called Opprtunity Fire in ther games. Overwatch Fire is a prvked actin taken by units with an unblcked LOS t an Overwatch Trigger. An Overwatch Trigger is an event that draws enemy fire such as mvement int a hex r firing. A unit can fire any number f Overwatch Fires in a phase as lng as it meets the cnditins fr firing. Overwatch Fires are vluntary and need nt be planned in any way. Imprtant: Only ne stack can respnd t an Overwatch Trigger. Once a Trigger is sptted, cnduct the Overwatch Fire exactly as any ther fire in the game, and reslve it fully befre cntinuing play. The firing player chses whether t respnd t the Trigger and which stack t fire Overwatch Cycles There are fur primary Overwatch Cycles. In the examples belw, it is Player A s Actin Phase. 15.1a Mvement-based Overwatch Cycle. This cycle ccurs in an Actin Phase the instant a unit mves int a hex (nte: this cycle can als ccur in the Aircraft & Artillery Phase r in either Actin Phase in respnse t an SYR [17.4f & 18.10]). Mvement-based Overwatch Trigger (Player A). Overwatch Fire (Player B). Overwatch Return Fire (Player A). 15.1b Fire-based Overwatch Cycle. This cycle ccurs in an Actin Phase when a player has executed a PFA r SFA (nte: this cycle can als ccur in the Aircraft & Artillery Phase in respnse t AA fire r an On-Map Artillery Missin [18.10]). SFA/PFA/AA/On-Map Artillery Missin is executed (Player A). Overwatch Fire (Player B) against ne firing hex. 15.1c Recvery Overwatch Cycle. This cycle ccurs when a player has declared a unit in a stack t be recvering frm Suppressin r Paralysis. Recvery cnducted (Player A). Overwatch Fire (Player B). Page 17

18 TCS Series Rules v d Final Overwatch Cycle. This cycle ccurs when an Assault r Overrun is declared. Attack annunced (Player A). Overwatch Fire (Player B, target hex nly may respnd t this Trigger) Overwatch Triggers Overwatch Fires ccur in respnse t Overwatch Triggers. If there is n Trigger r the Trigger cannt be sptted, there can be n Overwatch Fires. 15.2a Events Generating Overwatch Triggers. Fur events can trigger Overwatch Fires: (1) Mvement (including SYRs), (2) Fires, (3) Recvery frm Suppressin r Paralysis; and (4) Assaults r Overruns. Overwatch Triggers ccur when an enemy unit r stack A) enters a hex; B) executes an SFA, PFA, AA fire, On-Map Artillery Missin, r Mvement-based Overwatch; C) declares a Recvery; r D) declares an Overrun r Assault. AT Rlls d nt generate Overwatch Triggers. 15.2b LOS and Triggers. The Overwatching unit r bserver (in the case f Mrtars) must have an unblcked LOS t the Trigger and must be within Sptting Range. A Mvement-based Trigger is lcated at the center f the hex which the unit just entered. All ther Triggers are lcated at the center f the hex the triggering unit r stack ccupies. 15.2c Mvement-based Triggers. A Mvement-based Trigger ccurs the instant an enemy unit enters a hex, whether due t mvement r because f an SYR. Attack such units with Artillery Barrages r Minefields nly after any Overwatch Fires. Units may nt change t Fire Mde until after any Overwatch Fire has been cnducted (and any Artillery Barrages r Minefield attacks executed). Once all attacks have been reslved, the mving units can switch t Fire Mde r cntinue t mve. A mving unit which triggers Overwatch Fires can never use thse fires as a Trigger fr its wn Overwatch Fires. A stack can respnd t a nn-adjacent Mvement-based Overwatch Trigger in Prtective r Partly Prtective terrain nly if it can trace an unbstructed LOS t the hex that the unit is leaving in additin t the ne it is entering. The hex the unit leaves des nt have t be within the Sptting Range f the respnding stack; nly a valid LOS is required. If a stack respnds t a Mvement-based Overwatch Trigger and can trace a LOS t bth the hex that the mving unit r stack is leaving and the hex it is entering, the firing player may, at his discretin, use the terrain f the center f the hexside crssed rather than the terrain f the hex entered t determine Sptting Range, terrain mdifiers n the Fire Table, and the mdifiers t any resulting Mrale Checks. Mde change, munting/dismunting and entering the target hex f Assault Cmbat d nt generate Overwatch Triggers. Exiting Overrun cmbat des generate an Overwatch Trigger. 15.2d Fire-based Triggers. A Fire-based Trigger ccurs whenever an SFA r PFA is cnducted, an On-Map Artillery Missin r AA fire is executed during the Aircraft & Artillery Phase, r a stack cnducts Overwatch Fire against a Mvement-based Overwatch Trigger. Fires that ccur within Assault and Overrun cmbats d nt generate Overwatch Triggers. 15.2e Recvery Triggers. A Recverybased Trigger ccurs immediately after a unit r stack recvers frm being Suppressed r Paralyzed. Nn-mrtar units marked as Fired may fire at these Triggers nrmally. 15.2f Final Overwatch Triggers. These Triggers ccur immediately when the phasing player annunces an Assault r Overrun. Only eligible units in the hex targeted by the Assault r Overrun can fire OW in respnse t this Trigger. The Trigger lcatin is the center f the hex ccupied by the assaulting r verrunning units, althugh the nn-phasing player may, at his discretin, use the terrain f the hexside being crssed by the assaulting r verrunning units rather than the terrain f the trigger hex t determine terrain mdifiers fr the Fire Table as well as any Mrale Checks. The range f Final Overwatch Fire is ne hex. 15.2g Targets and Overwatch Triggers. Each unit in the hex respnding t an Overwatch Trigger uses either Area Fire r Pint Fire. All A-firers cmbine in ne Area Fire and all P-firers cmbine int ne Pint Fire. Pint Fires may be made at any sptted units in the hex, even if these units did nt prvide the Trigger themselves. 15.2h Vehicle SYR. Vehicle units which respnd t an Overwatch Trigger prvided by a Pint Fire actin may cnduct an SYR rather than fire at the Trigger. Units munted n retreating Vehicles stay with the unit (hlding n fr dear life). Vehicle units that retreat d nt affect the ability f ther units in the same hex t use Overwatch Fire. Vehicles in Mve Mde may cnduct Vehicle SYRs even thugh nrmally nly units in Fire Mde may respnd t Overwatch Triggers Rules and Restrictins 15.3a N unit marked as Suppressed r Paralyzed may fire any type f Overwatch, including Final Overwatch. 15.3b Units marked as Fired are prhibited frm firing in respnse t Mvementbased r Fire-based triggers at any range greater than ne. They are nt prevented frm firing at Recvery and Final Overwatch Triggers by being marked Fired. 15.3c MG units are nt restricted by 15.3b and may respnd t any Overwatch Trigger if therwise able, even when marked with a Fired marker. Design Nte: This ability f MG units t fire Overwatch even after cnducting an SFA represents the MG units better supply and capabilities vs. light MGs incrprated int the fire strength f Infantry platns. 15.3d Units in Mve Mde can bserve fr Overwatch Fire frm Mrtars. 15.3e Overwatch Area Fires affect ALL eligible units in the target hex, nt just the nes wh ffered the Trigger. Remember that Pint Fires can nly affect sptted P- targets r B-targets that the firing player has designated as targets. 15.3f Units can make AT Rlls in respnse t Overwatch Triggers, in additin t any ther fires. 15.3g A player cannt fire an Artillery Missin in respnse t an Overwatch Trigger. 15.3h A unit can fire Overwatch even if the fire cannt affect the triggering unit. Thus, if Vehicle units mve thrugh a hex cntaining friendly A-targets, the ppsing player may fire Area Fire Overwatch in respnse t that Trigger hping t affect the A-targets in the hex even thugh the Vehicles that triggered the fire will be unaffected. 15.3i Vehicle Impulse Triggers. Vehicles cnducting a Vehicle Impulse [20.2] trigger Overwatch Fire nrmally. Hwever, any given stack belnging t the nn-phasing player may fire at a mving Vehicle stack nly nce per Impulse. Different stacks can respnd t each Trigger during an Impulse mve, but units in any given enemy stack can nly fire at it nce fr that Impulse. 15.3j SYRs. Units cnducting an SYR ffer Mvement-based Triggers as if they had mved nrmally. An SYR is treated as a single Impulse fr Vehicles units cnducting an SYR. 15.3k Unlike with SFAs, units which cnduct Overwatch Fire are NOT marked with a Fired marker. Page 18

19 Multi-Man Publishing, Inc AT Rlls AT Rlls represent assaults by small infantry grups against P-targets and B- targets. Naturally, this cmbat methd depends n the cver and cncealment affrded by terrain. Units can nly use AT Rll attacks t destry Pint targets and B-targets at a range f ne hex r less. Imprtant: Each step f the firing unit(s) can make ne AT Rll against a Vehicle, Carrier, r B-target step, but a target step can be attacked nly nce in a given AT Rll attack. Units may cnduct Area Fires in additin t making AT Rlls against the same target hex in any rder desired. Prcedure: Crss index the target hex s terrain with the attack range (In-hex, One Hex Range) n the AT Rll Table t determine the base dice rll needed fr a kill. Rll tw dice fr each target in the target hex up t the maximum f ne attack per attacking step. Mdify each rll accrding t the AT Rll Table mdifiers Rules and Restrictins 16.1a Only Infantry units in Fire Mde can make AT Rlls [Exceptins: See 22.0 Assault cmbat and 23.0 Overrun cmbat]. Suppressed units can make AT Rlls. Munted units cannt make AT Rlls. Paralyzed units may nly make AT rlls in Assault cmbat. N unit is ever required t make an AT Rll attack. 16.1b An AT Rll attack can be part f an SFA, Overwatch Fire, Assault, r Overrun. Regardless, the unit cnducting the AT Rll can als fire nrmally at the same time. 16.1c When a unit makes an AT Rll attack against a hex, rll separately fr each Pint target r B-target step attacked. A given Infantry unit can nly attack ne hex with AT Rlls per fire, regardless f the number f steps invlved. 16.1d AT Rll attacks have a maximum range f ne. 16.1e An riginal (i.e., nn-mdified) dice rll f 3 r less in an AT Rll attack destrys the step making the attack. These lsses t the attacking unit d nt cause Mrale Checks. Only the ne step f the unit actually making the attack is affected by this rule. 16.1f AT Rlls may be reslved befre r after Area Fires and Pint Fires as desired by the firing player. Thus, in an Assault cmbat the firing player culd execute Area Fire first, hping t eliminate defending infantry and then execute his AT Rlls afterwards. 16.1g If an SFA cnsists nly f AT Rlls, the firing units are nt marked with a Fired marker but they are still treated in all ther ways as if they had cnducted an SFA (i.e., they may nt mve r cnduct any mre SFAs fr the rest f that Actin Phase, althugh they may cnduct Overwatch Fires nrmally). 16.1h AT Rlls by themselves d nt generate Overwatch Triggers. Example: Player A decides t cnduct an SFA cmpsed nly f AT Rlls with a platn f tw steps against an adjacent stack f five tanks. The target is cvered with Smke frm an earlier Mrtar fire. The terrain f the attack is that f the target hex (Prtective). The base rll fr One Hex Range attack in Prtective terrain is 8. Of the AT Rll Table mdifiers, nly the +1 fr a target in Smke applies, s the attack will be successful if the player rlls a 7 r mre. He rlls nce fr each f the tw tanks that the unit can attack (because nly tw steps are attacking), getting a 9 and 4. The final result is that ne f the tanks is destryed, pssibly requiring the nn-phasing player t make a Vehicle Mrale Check [17.8]. Because the SFA was cmpsed nly f AT Rlls, there is n Overwatch Trigger and the attacking stack is nt marked as Fired. It may nt cnduct any mre SFAs r mve fr the rest f its Actin Phase, althugh it may cnduct Overwatch Fires nrmally Mrale Mrale effects represent the trps cvert r vert actins t refuse t cntinue dangerus peratins. 17.0a All Infantry and Weapns units are subject t Mrale Checks and their results. Vehicles and Carriers never make Mrale Checks f their wn, althugh they may be affected by the Mrale Checks f the Infantry and Weapns units with which they are stacked, and Vehicle frmatins may be required t make Vehicle Mrale Checks [17.8]. When a Mrale Check is required, the entire stack checks Mrale as a whle and the result affects the entire stack. Vehicles and Carriers ignre Suppressed r Paralyzed results, but must fllw any SYR r Surrender results. 17.0b Infantry and Weapns units check Mrale whenever their hex is subject t an Area Fire attack that results in a Mrale Check r Step Lss. 17.0c Mark unit Mrale cnditins with Suppressed r Paralyzed markers. All units under a Mrale marker have the same Mrale cnditin. Units stacked in the same hex may have a variety f mrale cnditins Battalin Mrale Battalin Mrale measures the cumulative punishment that a battalin has received. Unless specified therwise, all Battalin Mrale values begin at zer; Battalin Mrale can increase withut limit but it can never drp belw zer. 17.1a Place destryed units in their battalin s bx n the Battalin Mrale Display. Each Infantry platn and every three ther units (MGs, Mrtars, AT guns, Carriers, etc.) in a bx add ne t that battalin s Mrale. Nn-infantry units nly have an effect each time the third ne is killed. Ignre nn-cmbat lsses (fr example, paradrps, amphibius landings, etc.) fr purpses f Battalin Mrale. 17.1b Battalin Mrale affects all units f the battalin when they make Mrale Checks, but the Battalin Mrale value f a battalin nly affects the units in that battalin. 17.1c Sme frmatins, especially Weapns Battalins, have n Battalin Mrale Bx and thus are nt subject t Battalin Mrale. Hwever, whenever an Infantry, Weapn r Carrier unit that is nt assciated with a frmatin subject t Battalin Mrale is eliminated, place the unit in the Battalin Mrale Bx belnging t the unit clsest t it that is subject t Battalin Mrale. If mre than ne battalin has units equidistant, the ppsing player decides which battalin the eliminated unit is applied t. This means that every nn-vehicle unit eliminated will cunt twards the Battalin Mrale f sme friendly battalin. 17.1d Battalin Mrale Reductin. During the Cmmand Phase f every full hur turn (i.e., 0800, 1100, 2200, etc.), bth players simultaneusly recver Battalin Mrale. Rll ne die separately fr each battalin with a Battalin Mrale value f ne r greater. If the die rll is equal t r less than the battalin s current Battalin Mrale, reduce that Battalin Mrale value by 1 (simply remve ne eliminated platn r three ther units frm the Battalin Mrale Display). On any ther result, there is n effect. See 26.1d fr Night effects. 17.1e If any unit f a battalin r similar frmatin is n an implemented Attack Op Sheet with an attack missin (i.e., nt in reserve r defending as part f the Attack Op Sheet), that battalin r frmatin may nt rll t reduce Battalin Mrale. 17.1f Old Battalin and Cmpany Mrale. Fr pre-v4.0 TCS games, ignre all starting Cmpany and Battalin Mrale values given in scenaris. Page 19

20 TCS Series Rules v Cnducting Mrale Checks A unit s Mrale value equals: Printed Mrale + Step lsses + Battalin Mrale + Mrale Table Mdifiers. Find the clumn n tp f the Mrale Table that cntains the resulting number. Rll tw dice (11..66). Read dwn the clumn t the rw cntaining the dice rll. Read t the table s right t determine the result. Apply the result. Example: After taking a step lss due t an Area Fire, a player has t make a Mrale Check fr his stack. The unit which tk the step lss is an Infantry platn with a Mrale f 4 and it has nw lst a ttal f three steps. It has a Battalin Mrale f 1. The nly mdifier which applies is the +1 fr being at Night. This gives a ttal f 9 (4 Mrale + 3 Steps Lst + 1 Battalin Mrale +1 Night). Find 9 alng the tp f the Mrale Table and rll tw dice (11..66). The player rlls a 46 which gives an SYR result. The defending player must nw execute a Save Yurself Retreat with the stack, hping it survives any Overwatch Fires it may receive in the prcess. 17.2a Determining Which Unit Checks Mrale fr the Stack. The selectin f which unit perfrms a stack s Mrale Check is imprtant. The chsen unit must have the wrst mrale in the hex. T determine the wrst mrale unit, select the ne that has the greatest ttal f printed unit Mrale, step lsses, and Battalin Mrale. Eliminated units are eligible, in which case their step lsses are equal t the full-strength stacking value f their cunter Suppressin Suppressin is the mst cmmn fire cmbat effect n a unit. Suppressin hampers a unit s ability t fire and mve. 17.3a Suppressed units may nt: change Mde vluntarily breach Minefields vluntarily munt r dismunt fire Overwatch f any kind cnduct a Vluntary SYR bserve fr Mrtars, Artillery, r Srties 17.3b Suppressed units may: fire SFAs and PFAs fire during Assault r Overrun cnduct AT rlls 17.3c Units in Mve Mde that becme Suppressed autmatically change t Fire Mde unless munted in a Carrier. Units munted n Vehicles dismunt, switch t Fire Mde and are Suppressed. 17.3d Additinal Suppressed results have n further effect [Exceptin: See 22.0c Assault cmbat] Save Yurself Retreats A Save Yurself Retreat (SYR) is the result f trps deciding that it is better t be elsewhere. An SYR can be Vluntary r Obligatry; all rules gverning SYRs apply t bth Vluntary SYRs and Obligatry SYRs unless specified therwise. A Vluntary SYR can begin in ne f three ways: (1) in lieu f perfrming nrmal mvement during the wning player s Actin Phase (all eligible units); (2) in lieu f Final Overwatch Fire prir t Assault cmbat (all eligible units [22.0]); r (3) Vehicle SYR as a respnse t a Pint-Firebased Overwatch Trigger (selected Vehicles nly [15.2h]). When a player chses t cnduct an SYR in lieu f perfrming nrmal mvement, every unit in the hex that is nt Suppressed r Paralyzed must participate in the SYR and is subject t the SYR prcedure belw; all Suppressed and Paralyzed units remain behind and are nt affected by the SYR prcedure. When a player chses t cnduct an SYR in lieu f Final Overwatch Fire, every unit in the hex that is nt Suppressed r Paralyzed must participate in the SYR and is subject t the SYR prcedure belw; all Suppressed and Paralyzed units remain behind and are nt affected by the SYR prcedure. When a player chses t cnduct a Vehicle SYR in lieu f Overwatch Fire as a respnse t a Pint-Fire-based Overwatch Trigger, he may select any Vehicle units nt marked with a Fired marker t participate in this SYR; all nn-selected units remain behind and are nt affected by the SYR prcedure belw. An Obligatry SYR nly ccurs as the result f a Mrale Check and always affects the entire stack. Use the fllwing prcedure t cnduct an SYR (Nte: steps 1-3, as designated, apply t nly certain types f SYR; steps 4-6 apply t all types f SYR): 1) Remve half the remaining steps (runding up) frm each Paralyzed unit that cnducts an SYR frm Assault cmbat (nly applies t Obligatry SYRs during Assault cmbat). 2) Remve any Paralyzed r Suppressed markers (nly applies t Obligatry SYRs). 3) Eliminate any nn-suppressed/nn- Paralyzed AT guns, Infantry Guns, AA guns, Mrtars, and On-Map Artillery nt in Mve Mde with Integrated Carriers r munted/being twed (applies t all types f SYR except Vehicle SYRs). 4) Place all affected units in Mve Mde (applies t all SYRs). 5) Owning player cnducts an SYR accrding t the rules belw (applies t all SYRs). 6) Upn stpping, Vehicle and Carrier units (including units using Integrated Carriers), as well as any units munted n them, remain in Mve Mde. All ther units enter Fire Mde and are autmatically Suppressed (applies t all SYRs). 17.4a All units in a hex that cnduct an SYR must mve tgether as ne stack. 17.4b The wning player retreats the stack t the hex ppsite the enemy actin (if any) that caused it. If that first hex is blcked by terrain r enemy units, yu can substitute anther ne as clse t it as pssible. If a unit is unable t retreat as required, destry it. 17.4c Units perfrming SYRs cnduct mvement in terms f hexes, nt mvement pints. A stack cnsisting nly f Vehicles and/r Carriers (including carried/twed units) executing an SYR must retreat six hexes. All ther stacks must retreat three hexes. SYRs may nly mve thrugh hexes that are traversable in regular mvement and nt ccupied by enemy units. If a unit is unable t retreat as required, destry it. 17.4d Units must make all SYRs lcally t the rear and twards Prtective r Partly Prtective terrain. N dubling back is allwed, and the retreat must be in a reasnably straight line. If the retreat carries units int a Prtective r Partly Prtective hex, even if it is the first hex entered, the wning player may at his discretin end the retreat at that pint. 17.4e Retreating units must end their retreat n clser t any sptted enemy units than it began. Thus if the clsest sptted enemy unit was tw hexes away at the start f the retreat, the retreating unit(s) cannt end their retreat adjacent t any sptted enemy unit. 17.4f Units cnducting an SYR generate Mvement-based Overwatch Triggers. 17.4g Artillery Barrage markers attack units cnducting SYRs that enter r mve adjacent t their Attack Znes. 17.4h Units crssing a Minefield hex during an SYR are always attacked, even if there is a breach. Page 20

21 Multi-Man Publishing, Inc. 17.4i Units cnducting an SYR ignre any further Mrale results btained during an SYR except Surrender. Other units they may happen t be stacked with during an SYR ARE affected by mrale results. 17.4j Multiple SYRs. Regular Overwatch Fires may generate Return Overwatch Fires that create additinal SYRs against ther stacks. In such cases, interrupt the current SYR and execute the new ne. Players may want t mark the previus SYR with a Step Lss marker t remember hw many hexes are left in the retreat. Theretically there is n limit t the "chain reactin" f nested SYR results. 17.4k Units eliminated because f step lsses incurred as a result f being Paralyzed and cnducting an SYR (step 1 abve) cunt tward Battalin Mrale. 17.4l If, during the Aircraft & Artillery Phase, a stack receives an SYR mrale result as a cnsequence f an Artillery Missin fire attack, the wning player may, at his ptin, cnvert the SYR int a Paralyzed result Paralysis Paralysis is a mre severe Mrale effect than Suppressin. 17.5a Paralyzed units suffer all the restrictins f Suppressed units [17.3a] and in additin may nt: fire as part f an SFA r PFA fire and make AT Rlls in Overrun cmbat 17.5b Paralyzed units may: fire and make AT Rlls in Assault Cmbat 17.5c Units in Mve Mde that becme Paralyzed autmatically change t Fire Mde unless munted in a Carrier. Units munted n Vehicles dismunt and are Paralyzed 17.5d Except in Assault cmbat, additinal Suppressed r Paralyzed results n a stack that is already Paralyzed have n effect. Paralyzed units which receive an SYR result frm a Mrale Check while nt munted n a Carrier lse their Paralyzed marker and cnduct the SYR. Fr Mrale effects in Assault cmbat, see 22.0c. 17.5e Paralyzed units may cnduct Recvery t becme Suppressed instead f Paralyzed [17.7]. 17.5f As nted abve, Paralyzed units cannt cnduct Vluntary SYRs r chse t SYR prir t Assault cmbat. They may nly cnduct an Obligatry SYR as a result f a Mrale Check r when munted n Carriers that cnduct an SYR Surrender The Surrender result n the Mrale Table represents the cmplete cllapse f resistance. Remve frm play any stack that surrenders. Remve all units in such a hex, even if nt nrmally subject t Mrale results. In ther wrds, tanks in a hex that surrenders are als destryed! Units lst by surrendering cunt twards Battalin Mrale and Vehicle Mrale Recvery At the end f each friendly Actin Phase, a player may, at his ptin, have Suppressed and Paralyzed units recver. Paralyzed units becme Suppressed, and Suppressed units lse their Suppressed marker. This ffers the ppnent an Overwatch Trigger [15.1c]. 17.7a Apply the fllwing prcedure n a stack-by-stack basis: Phasing player remves Suppressed markers and changes Paralyzed markers t Suppressed. Use this new status in any ensuing cmbats. The Nn-phasing player may nw fire at each Recvery Overwatch Trigger. The recvering units must be sptted [7.1]. Remember that units marked with a Fired marker ARE allwed t fire at Recvery Triggers (exceptin: Mrtars). This may result in the recvering units becming Paralyzed r Suppressed again. Such is life. 17.7b Units in an Artillery Attack Zne may nt recver frm being Suppressed r Paralyzed. 17.7c N unit is frced t recver frm being Suppressed r Paralyzed. It may remain in its current Mrale state indefinitely, if desired. 17.7d A stack may nly recver nce per Actin Phase. Design Nte: The Recvery rule represents units being pinned dwn under fire (hence units marked as Fired may respnd t these Triggers). Players will need t think twice abut having their trps recver when clse t enemy psitins Vehicle Mrale Vehicle units d nt have unit Mrale values, but Vehicle frmatins (such as tank battalins) have Vehicle Mrale values and may suffer adverse Mrale results when their tanks start brewing up. The Vehicle Mrale value fr each frmatin begins at zer; the Vehicle Mrale value can increase withut limit but it can never drp belw zer. 17.8a Each time a Vehicle frmatin suffers a step lss, place a marker n the first pen bx r circle f the frmatin s Vehicle Mrale Track. Each time a marker is placed n a square bx, add the number in the bx (usually 1, smetimes 2 r 3 fr small frmatins) t the frmatin s Vehicle Mrale. When all bxes n a track are filled, the player must recrd the frmatin s current Vehicle Mrale, then remve all the markers frm the track. Check recent game errata n the MMP web site fr new Mrale charts fr pre-v4.0 TCS games. 17.8b Fr each pint f Vehicle Mrale a frmatin gains, test the frmatin s Mrale by rlling ne die. If the die rll is less than r equal t the current Vehicle Mrale value, the frmatin fails its Vehicle Mrale Check. 17.8c All units in a frmatin that fails a Vehicle Mrale Check are immediately drpped frm any implemented Op Sheets, fail their current missin, becme Unassigned and must execute Failure Instructins [6.11]. 17.8d Vehicle frmatins recver Mrale in the same fashin as Infantry battalins [17.1d]. Rll a single die each full hur: if the rll is less than r equal t the frmatin s current Vehicle Mrale, reduce the Vehicle Mrale by 1. Units n an Attack Op Sheet with an attack missin may nt rll t reduce Vehicle Mrale. 17.8e Duble the amunt f Vehicle Mrale added when a square bx is filled if the frmatin has already lst at least half f its steps when the new lss is applied. 17.8f Lsses frm Vehicles nt assigned t a Vehicle Mrale bx (such as HQ r recn tanks) are ignred. Example: A fresh Sviet frmatin f nine T-34s has a Vehicle Mrale Track as shwn abve. A stack f its Vehicles is fired upn and lses three steps. The wning player places markers in the first and secnd bxes. Placing a marker in the secnd bx adds ne t the frmatin s Vehicle Mrale, s the player must check Mrale. He rlls a 3 and passes. He then places a marker in the third bx, anther square, which adds anther pint t Vehicle Mrale (nw 2). After recrding the frmatin s current Vehicle Mrale, the wning player remves all the markers frm the track (since it is filled) Page 21

22 TCS Series Rules v4.01 and checks the frmatin s Mrale again. This time he rlls a 2: the frmatin fails and is marked as such n its Op Sheet. All units in the frmatin are nw Unassigned and must execute their Failure Instructins. Design Nte: Because Vehicle frmatins are f vastly different sizes (anywhere frm 3 t vehicles), the Vehicle Mrale Tracks pr-rate lsses accrding t frmatin size Artillery Artillery Missins are fired during the Aircraft & Artillery Phase. During the apprpriate sub phase, players place all their Artillery Missins and then rll fr each Missin n the Artillery Adjustment Table. After all Artillery Missins have been adjusted, the players execute all attacks, reslving each hex cmpletely befre mving t the next hex. Each hex is attacked by ne cmbined Area Fire strength and each Barrage marker attacks each Pint target n the Artillery Pint Fire Table. Artillery Missins never need t be pltted in advance, unless required by a specific game. Ignre Called Fire Delays listed in lder TCS games General Artillery Rules 18.1a Unless specified therwise, Artillery can hit targets anywhere n any map. 18.1b A battery can execute ne HE, Cntinuus Fire, Fast Fire r Smke Missin in a single turn, plus ne Illum Missin. The number f guns in a battery has n effect n the battery s abilities r ammunitin cnsumptin [Exceptin: See 24.6 On-Map Artillery]. 18.1c Artillery fires cannt be cancelled after being annunced and placed Ammunitin Each scenari gives the ammunitin available in the frm f Battery Fires, which is defined as the quantity f ammunitin needed t fire ne Missin. Battery Fires are given as HE (High Explsive), Smke, r Illum (Illuminatin) types. Early TCS games (2-01 thrugh 2-05) alltted ammunitin differently: divide their HE and Smke ammunitin alltments by 4, but leave their Illum alltments the same. 18.2a Players must keep a running recrd f their remaining ammunitin by type and caliber. Delete used ammunitin the mment it is fired. A player can never use mre ttal Battery Fires than he has available either batteries r ammunitin. 18.2b Each Missin can cnsist f nly ne ammunitin type. 18.2c A Battery Barrage marker csts ne Battery Fire f ammunitin, whether firing a nrmal HE Missin r a Cntinuus Fire Missin. A Battalin Barrage marker (and hence, Missin) requires three Battery Fires f ammunitin. Fast Fire Missins cst triple the amunt f ammunitin fr the type f Missin being fired Missin Executin 1. Place New Missins Each player (in Initiative rder) first remves his wn Cntinuus Fire Missins frm the previus turn and then places the Barrage r Illum markers f all the Artillery Missins that he wishes t fire, in the target hex(es) f his chice, n mre than ne Barrage marker per hex. At this pint the player must declare each Missin type. Illum missins are nt adjusted they are autmatically successful and Artillery Illum markers just placed are nw functining and can be used fr adjusting ther Missins. 2. Adjustment In Initiative rder, each player rlls fr his Missins n the Artillery Adjustment Table in any rder desired. Barrage markers withut a LOS frm a valid bserver are autmatically a N Sht. 3. Fire Fr Effect Replace successful Smke Missins with Level 2 Smke markers. Then cnduct all attacks against ccupied hexes. Attack every hex in r adjacent t an Attack Zne that cntains Area targets and B-targets with the cmbined ttal f all Barrage markers (f bth players!) that affect the hex, using the Fire Table. Any Pint targets in the Attack Zne f a Barrage marker are attacked n the Artillery Pint Fire Table. In initiative rder, make any Mrale Checks r Vehicle Mrale Checks nly after all attacks have been executed but befre Barrage Markers are remved. Each player cnducts the attacks against ppsing stacks, regardless f whse Artillery is affecting the hex. 4. Remve Barrage Markers Remve all Barrage markers that are nt Cntinuus Fire Missins frm the map Observing All Missins except Illum Missins require an bserver with an unblcked LOS t the target hex. Identify the bserving unit fr the Missin when it is annunced. 18.4a Unless restricted by the game rules, any unit frm any rganizatin can bserve fr any Artillery Missin. 18.4b The bserver must be in Fire Mde and have an unblcked LOS t the target hex. The bserver cannt be Suppressed r Paralyzed. Any hex within Visibility and LOS f the bserver unit may be targeted regardless f the presence r absence f enemy units in r near the target hex. 18.4c Illuminatin Missins d nt need bservers and thus can be fired at any hex n the map Missin Types 18.5a HE Missins. This is the mst cmmn type f Artillery Missin, dumping several sheaves in rapid successin n a target hex. An HE Missin dubles the printed Fire strength f the Barrage marker. The Attack Zne f a Battery HE Missin is the hex in which the Barrage marker is lcated. Hexes adjacent t an Attack Zne are attacked at half the strength f the Attack Zne. Barrage markers fr HE Missins are remved at the end f the Aircraft & Artillery Phase. 18.5b Battalin Fire Missins. A Battalin Fire Missin is an HE Missin where all batteries frm the same artillery battalin fire tgether (and expend amm). Being part f a Battalin Fire Missin uses up a battery s Missin fr that turn. The Attack Zne f a Battalin Fire Missin is the target hex and the surrunding six hexes. In lder TCS games with generic Barrage markers, when yu are determining the Fire strength f the Artillery Attack Zne fr a battalin with mixed caliber tubes, use the smallest caliber in the battalin. Mre recent games have the cmbined battalin Fire strength printed n each Battalin Fire marker. 18.5c Smke Missins. An artillery battery (nt a battalin) can use Smke ammunitin t fire a Smke Missin; n special requirements exist, simply use Smke amm in place f HE and fire the Missin nrmally. Rll n the Artillery Adjustment Table; a Smke Missin is successful n any result ther than a N Sht. A Smke Missin can scatter if the Artillery Adjustment Table calls fr that result. Fr characteristics f Smke see d Illum Missins. An artillery battery can use Illum Missins t light the battlefield at night. An Illum Missin des nt cunt as a battery s Missin fr the turn. T fire an Illum Missin, simply place the Illum marker directly int the desired target hex during Subphase (3): Place New Missins. Page 22

23 Multi-Man Publishing, Inc Missin mdifiers HE Missins, bth battery and battalin, may be mdified as belw. 18.6a Fast Fire Missins. Only guns f 122mm caliber r smaller can fire a Fast Fire Missin. Declare the Missin (when the marker is placed) t be a Fast Fire Missin. Expend triple the Battery Fires yu nrmally wuld fr the size f Missin desired. Execute the Missin as an HE Missin except that the Fire strength f the Barrage marker is dubled and there is a mdifier n the Artillery Pint Fire Table. Yes, this means that Fast Fire HE Missins have quadruple (4x) the printed Fire strength f the Barrage marker. 18.6b Cntinuus Fire Missins. A Cntinuus Fire Missin spreads the fire ut ver time rather than trying t plaster the target in ne swp. The Barrage marker remains n the map fr the duratin f the turn and is remved during the next Aircraft & Artillery Phase. A Cntinuus Fire Missin cnsumes ne Battery Fire per battery and attacks with the Fire strength printed n the Barrage marker. A Cntinuus Fire Missin may be cmbined with a Fast Fire Missin and a Battalin Fire Missin, cmbining the characteristics f each; a Battalin-sized, Fast Fire, Cntinuus Fire Missin, therefre, wuld cnsume nine Battery Fires f HE amm and wuld attack at duble the Fire strength printed n the Barrage marker. Like Smke, Cntinuus Fire Barrage markers blck LOS. 18.6c Rcket Missin. Rcket Artillery must always scatter frm its target hex and des nt use the Adjustment Table. Rcket Artillery is always a simple HE Missin; it cannt execute Cntinuus r Fast Fire Missins. Rcket Artillery attacks nly affect the hexes in the Attack Zne adjacent hexes nt in the actual Attack Zne are nt affected by Rcket Artillery. T determine scatter, rll tw dice, a red ne fr directin and a white ne fr distance. Scatter the Barrage marker the number f hexes equal t the distance rll in the directin indicated by the Scatter Directin diagram n the map. Rcket Artillery never lands directly n its target hex. Because Rcket Artillery can nly be fired as an HE Missin, the dubled Fire strength is printed directly n the Barrage Marker. Fr the first games in the series, the Rcket Artillery Attack Znes and Area Fire strength are given belw. In later games, game-specific rules and/r Barrage markers indicate the Area Fire strength and Attack Zne fr Rcket Artillery. Bldy 110: The Nebelwerfer fires have an Attack Zne with a radius f 5 hexes and an Area Fire strength f 20 (dubled t 40 fr HE). Objective: Schmidt: Nne Omaha: The LCT(R) fires have an Attack Zne with a radius f 8 hexes and an Area Fire strength f (dubled t 60 fr HE) Adjustment Adjustment determines whether a Missin scatters frm its intended target hex and whether it uses its Gd Sht attack values r its Bad Sht attack values. Adjustment is perfrmed n the Artillery Adjustment Table. After bth players have placed all their Barrage markers, each player (in Initiative rder) rlls n the Artillery Adjustment Table and places remaining Barrage markers n their Gd Sht r Bad Sht sides. Scatters are executed at this time t. Attacks are executed nly after all barrages have been adjusted. Rcket Artillery always gives a Gd Sht and always scatters. D nt use the Adjustment Table fr Rcket fires [18.6c]. 18.7a Artillery Adjustment Table. Find the base Adjustment Value fr the firing Artillery. Games published with Versin 4.0 rules will usually list this in the scenari infrmatin. Otherwise lk up the natinality n the Artillery Adjustment Table. Rll tw dice (11 66) and crss index the dice rll with the adjusted rw f the firing unit. 18.7b N Sht. Remve the marker frm the map and return the ammunitin t the player s pl; nthing happened. 18.7c Scatter. Rll n the Artillery Scatter Table t see where the Missin lands. On a rll f 1 3 the attack scatters 1 hex (rll a die t determine directin). On a rll f 4 5 the attack scatters 2 hexes (again rll a die t determine directin). On a 6, the ppsing player places the Missin in any hex desired within 3 hexes (it des nt have t scatter in a straight line). All Missins which scatter are executed as Bad Shts. 18.7d Bad Sht. Flip the Barrage marker t the Bad Sht side and use its Bad Sht value when executing attacks. 18.7e Gd Sht. Leave the Barrage marker with the Gd Sht side up and use its Gd Sht value when executing attacks Artillery Barrage Markers and Fire Reslutin After all fires have been adjusted, players execute their wn Smke Missins and then execute attacks n enemy hexes in Initiative rder. Sme early TCS games d nt cme with game-specific Artillery Barrage markers fr thse games, use the generic Artillery Barrage markers included with the game, each side taking a different clr. 18.8a Immediately after cmpleting Subphase (4) Adjustment, and befre any Artillery attacks are executed, players with A-targets r nn-vehicle B-targets in Fire Mde currently in r adjacent t an Artillery Attack Zne may, in initiative rder, vluntarily "self-suppress" any f these units by placing a Suppressed marker n all eligible units in the hex b After all Missins have been reslved, bth players remve all Barrage markers that are nt Cntinuus Fire Missins. 18.8c While n the map, Barrage markers autmatically attack any unit r stack each time it mves int a hex in r adjacent t their Attack Zne. Such attacks nly affect the mving units units already in the hex have n effect n the Area Fire (i.e., d nt add their stacking value) and are nt affected by it. Apply any rad-mvement mdifiers if applicable Indirect Fire vs. Pint Targets Artillery rlls n the Artillery Pint Fire Table t attack Pint targets. 18.9a Only hexes inside the Attack Zne use this table. Pint targets adjacent t an Attack Zne are nt affected by it. 18.9b Rll tw dice fr each Pint target step (NOT B-type targets!) in each hex fr each Barrage marker attacking it. If the mdified rll is greater than r equal t the number indicated n the Artillery Pint Fire Table, destry the target. Make this same attack rll (nce per target step per hex) whenever a mving Pint target enters a Barrage marker s Attack Zne. 18.9c A miss dice rll n the Artillery Pint Fire Table has n effect. 18.9d Immediately after Subphase (4) Adjustment, players with Vehicle units currently in the Attack Zne f a Barrage marker may, in initiative rder, change any f these Vehicles t Mve Mde. Page 23

24 TCS Series Rules v Overwatch during Artillery & Aircraft Phase Overwatch Triggers are generated nrmally during the Aircraft & Artillery Phase a Mvement-based Overwatch Triggers can ccur during the Aircraft & Artillery Phase frm units cnducting SYRs. Cnduct these Overwatch Fires nrmally accrding t 15.1a, including Overwatch Return Fire b When On-Map Artillery fires an Artillery Missin, this fire ffers a Fire-based Overwatch Trigger at ne hex cntaining an On-Map Artillery unit that participated in the Missin. Cnduct this Fire-based Overwatch after the Artillery Missin has been executed. If an On-Map Artillery battery is firing a Cntinuus Fire Missin, and, because f this Overwatch Fire, fewer than tw nn-suppressed/ nn-paralyzed steps remain, remve the Cntinuus Fire Barrage marker c When an AA gun fires against a Srtie [25.1e], this fire ffers a single Fire-based Overwatch Trigger at the hex cntaining the AA gun that fired. Cnduct this Fire-based Overwatch immediately, befre the Srtie is executed, althugh the AA mdifier is applied even if the AA gun is eliminated r suffers a mrale result [25.2] Smke Smke blcks LOS and gives a mdifier n sme tables Smke Effects 19.1a A Smke marker creates an infinitely high LOS bstacle that affects the entire hex and all its hexsides. Any number f Smke markers can be in ne hex at ne time, but multiple Smke markers in the same hex give n additinal effect. Units can always see int r ut f a hex cntaining Smke fr any purpse, including bserving and Overwatch Trigger sptting. Hwever, units can never see thrugh such a hex. 19.1b Smke markers may nt be placed in an all-water hex. Smke markers which scatter int an all-water hex are treated as N Sht. 19.1c Smke adds +1MP t the cst t enter a hex Smke Reductin In each Clean Up Phase, first remve all Level 1 Smke Barrage markers, then flip all Level 2 Smke Barrage markers t Level 1 Smke Barrage markers. At the beginning f his Actin Phase, each player remves any Mrtar and Infantry Gun Smke markers that he placed during the previus turn Smke Markers Artillery Missins place Smke markers nly when Smke Missins are fired. 19.3a Each Smke Missin generates ne Level 2 Smke Barrage marker in the Attack Zne hex. 19.3b Treat all hexes adjacent t a Smke Barrage marker as als cntaining a regular Smke marker. 19.3c A Smke marker placed by a Mrtar r Infantry Gun fills nly the hex that the marker itself ccupies Mvement Players can mve all, sme, r nne f their units during the friendly Actin Phase. If a mving unit triggers Overwatch Fire [15.0], the players immediately fllw the Overwatch Cycle [15.1a] fr that Trigger; the unit can cntinue mving nly after the cycle ends. 20.0a Only units in Mve Mde can mve. Units that mve cannt fire an SFA later in the same phase. 20.0b Units can mve individually r in stacks. Stacks fr mvement are frmed when units begin mving. A unit r stack must cmplete its mvement befre anther unit r stack mves (Exceptin: Vehicle Impulses [20.2]). Units may nt vluntarily split ff frm a stack during mvement, thugh smetimes a stack may be brken up due t cmbat and mrale checks. 20.0c Each unit mves alng a cntiguus path f hexes (in any directin r set f directins), using its mvement allwance t pay the mvement pint cst f each hex and hexside, accrding t the game-specific Terrain Effects Chart. A unit cannt expend mre mvement pints than its mvement allwance. EXCEPTION: If therwise able t mve, a unit can always spend its entire mvement allwance t mve ne hex in its Actin Phase, int nn-prhibited terrain, regardless f the Mvement Pint cst. 20.0d Units cannt save unused mvement pints frm turn t turn r transfer them frm unit t unit. The nly time that the mvement f ne friendly unit assists anther is when Carriers and Vehicles act as transprts. 20.0e Players can mve units as they see fit as lng as they d nt vilate either the letter r the spirit f the units Op Sheet r Failure Instructins. 20.0f Units marked TO (tw-nly) in place f a mvement allwance cannt mve under their wn pwer and must be twed. If they are required t mve by themselves (e.g., an SYR), destry them instead. These units have an assumed mvement allwance f 2 t be used slely fr Mde Change and prprtining mvement with respect t Carriers. 20.0g Units cannt enter the same hex as enemy units, except in Assault r Overrun cmbat. Destry units frced t vilate this rule. 20.0h Units can cnduct an Assault r Overrun as a stack nly if the stack has existed since the beginning f the current Actin Phase (nt Vehicle Impulse) Terrain Effects n Mvement Terrain determines the mvement pint cst f varius hexes and hexside features, as given n the Terrain Effects n Mvement Chart. Each game has its wn Terrain Effects n Mvement Chart. Use the Basic Terrain Effects when playing earlier TCS games withut a game-specific chart. The mvement pint cst f a hex is the entry cst f the hex plus the cst f any hexside feature crssed t enter it. 20.1a Certain map features may nt be listed n the Terrain Effects n Mvement Chart. These have n effect n mvement. 20.1b Elevatin Changes. Units which crss a slid cntur line including any slid cntur line that runs thrugh the center dt f the hex that the units are entering but excluding any slid cntur lines that runs thrugh the center dt f the hex being exited must pay an additinal +1MP fr each slid cntur line crssed. Using rad mvement [20.1e] negates this cst. Sme TCS games als have brken cntur lines (usually representing 10m cntur intervals rather than the standard 20m intervals); these are used t determine elevatin fr LOS purpses [8.2] but d nt add t mvement csts. 20.1c Multiple Cntur Lines. Vehicle, Carrier and B-target Weapns units may nt enter a hex cntaining mre than ne slid cntur line r crss mre than ne slid cntur line when mving t an adjacent hex, except when using rad mvement [20.1e]. Cunt any slid cntur line running thrugh the center dt f the hex being entered but d nt cunt any slid cntur line running thrugh the center dt f the hex being exited. 20.1d Bttlenecks. Bttlenecks are features such as bridges that channel mvement within a hex r hexside. Bridges and Minefield breaches are ALWAYS Bttlenecks; each game specifies any additinal Page 24

25 Multi-Man Publishing, Inc. Bttleneck features applicable t that game. Units entering a hex r crssing a hexside with a Bttleneck feature generate an extra Mvement-based Overwatch Trigger, in additin t the nrmal Mvement-based Overwatch Trigger that the mvement itself generates, s that ptentially the ppnent culd fire at this stack twice, even with the same units if desired. Reslve such duble Overwatch Fires in sequence; reslving the first Overwatch Fire cmpletely befre cnducting the next ne. 20.1e Units using Rads and Rad-like features (trails, etc.) ignre the mvement pint csts f the ther terrain features and cnturs in the hex r alng the hexside. This nly applies t units that are fllwing the rad s path frm hex t hex. Mving alng a rad makes a unit vulnerable t negative mdifiers in relatin t Sptting [7.1] and Overwatch Fires [15.2]. T avid these penalties assciated with mving n the rad, units can mve paying the full nn-rad entry csts f hexes and hexsides and mve ff-rad. [Exceptin: units using wheeled r tracked mvement may nt enter a hex using ffrad mvement if they have t crss mre than ne slid cntur line r enter prhibited terrain t d s, see 20.1c and 20.1f]. 20.1f Certain hexes and hexsides are prhibited. N unit can enter a prhibited hex r crss a prhibited hexside unless using a rad r rad-like feature. Destry any unit frced t d s. 20.1g If mre than ne terrain type (each with different MP csts) exists within a hex, apply nly the mst cstly. Add the cst f any hexside features that a unit must crss t enter the hex t the cst f the mst expensive terrain in the hex t determine the hex s ttal mvement pint cst. 20.1h Slw G Terrain and Blcks. Slw G Terrain and Blcks are n lnger used. 20.1i Wds and Frest Features. Frest and wds map symbls smetimes ccupy nly a part f a hex. A hex is cnsidered t be frest (r wds) fr mvement and cmbat if any part f the hex is cvered by the symbl. The actual lcatin f the symbl determines its LOS effects [8.1h] Vehicle Impulses While, as a general rule, each unit r stack must cmplete its mvement befre prceeding t the next unit/stack, Vehicle units have increased flexibility since they perate at a much higher temp than d ft units. 20.2a Stacks cnsisting slely f Vehicles and units munted n them may split their actins int three Impulses per turn, which can be executed in any rder desired. That is, a player may execute ne Impulse fr a stack, then mve sme ther units and cme back t the stack t execute the remaining tw Impulses later in the Actin Phase. Vehicle units which fire as part f an SFA, hwever, may nt cnduct Vehicle Impulses. 20.2b A Vehicle Impulse may cnsist f mvement, changing t Fire Mde, r cnducting a PFA. Units cnducting a mvement Impulse may mve with nethird their nrmal mvement allwance. Any remaining fractinal mvement pints may be used in the last Impulse. A Vehicle using Impulses culd, fr example, mve in its first Impulse, change t Fire Mde in its secnd Impulse, and then fire a PFA t cmplete its three Impulses in an Actin Phase. 20.2c A stack may execute tw cnsecutive mvement Impulses at nce, using the ttal f their MPs fr bth Impulses, runded nrmally. Once the MP expenditure exceeds the MPs fr ne Impulse, a new Impulse is cnsidered t have begun fr Overwatch purpses [15.3i]. 20.2d Changing t Mve Mde des nt cst any MPs and may be dne in any mvement Impulse. Changing t Fire Mde requires an entire Impulse. 20.2e Vehicles using Impulse mvement may nt mve in the same stack with any units nt using Impulse mvement. Exceptin: Carried units d nt cunt against this restrictin. Dismunted Infantry and Vehicles mving tgether must begin the Actin Phase stacked tgether and cannt use Vehicle Impulses. 20.2f If Vehicles using Impulse mvement mve int a hex cntaining ther Vehicles, these Vehicles may frm a new stack and mve tgether in anther Impulse if desired. In a newly cmbined Vehicle stack, the number f Impulses expended thus far is that f the Vehicle in the stack which has expended the mst Impulses Minefields Minefields can be used t inhibit enemy mvement int an area r t channel the enemy int a kill zne. 21.0a Once emplaced, Minefields attack bth sides in the same manner. There are n friendly Minefields. 21.0b Units using Ft Mvement t enter a Minefield are attacked with an Area Fire strength f 18, mdified fr stacking nly. Rll tw dice fr each step using Vehicle Mvement t enter a Minefield hex, destrying the step n a result f c Minefields nly attack units when they enter the Minefield hex, nt when they exit it, nr if they simply remain in the hex. 21.0d D nt use the Dummy Minefields fund in earlier TCS games Laying Mines Lay mines befre the game begins (if given in the scenari set-up) r whenever a Prepared Defense Op Sheet implements. When laying mines befre play begins, the side that sets up first cannt place them in any hex in which enemy units can set up. When a Prepared Defense Op Sheet implements, the player can place ne Minefield fr every tw Infantry platns n the Op Sheet (rund dwn). Place Minefields the instant the Op Sheet implements, anywhere within fur hexes f the tw platns that generated the Minefield. The hex must als be at least five hexes away frm the nearest enemy unit Crssing Minefields Units pay tw additinal mvement pints t enter a Minefield hex. After they underg any Overwatch Fire triggered by their mvement and/r any Artillery attack, the Minefield attacks them as described abve [21.0b], after which they may freely exit the hex. Enemy units ccupying Minefield hexes may be assaulted nrmally, althugh the assaulting units must underg an attack by the Minefield when they enter the hex Breaching Breaches allw units t enter Minefield hexes withut being attacked by them. Dismunted Infantry units (nly) may attempt t breach a Minefield if they begin their Actin Phase in r adjacent t a Minefield hex and the Minefield hex is nt ccupied by enemy units. Units which attempt t breach a Minefield may nt mve, change Mde r participate in an SFA r AT Rll. 21.3a Only nn-paralyzed, nn-suppressed, Dismunted Infantry units can breach Minefields. Such a unit must begin the phase in r adjacent t the Minefield hex. It may be in either Mve Mde r Fire Mde. If a unit in Fire Mde attempts a breach, it may nt cnduct an SFA r mve during its Actin Phase. 21.3b T breach a Minefield, the wning player must declare the breach attempt and mve the unit, in its current Mde, int the Minefield hex (if it is nt already there). Nte that this is a Mvement-based Overwatch Trigger, even thugh the breaching Page 25

26 TCS Series Rules v4.01 unit may be in either Mve Mde r Fire Mde. Reslve any Overwatch Fires and Artillery attacks nrmally. 21.3c If the breaching unit is still in the Minefield hex, attack the breaching unit n the 9 clumn f the Fire Table, applying nly the stacking mdifier. If the unit still ccupies the Minefield hex and is nt Suppressed r Paralyzed, it has successfully created a Breach. Place a Minefield Breach marker in the hex. 21.3d Units may enter a breached Minefield frm any directin withut being attacked by it. Hwever, units may nt use the Breach when cnducting an SYR (the Minefield attacks them nrmally). Minefield Breaches are Bttlenecks [20.1d] Assault Cmbat Assault cmbats can ccur at any time during a player s Actin Phase. Reslve each f these cmbats in its entirety befre mving n. These cmbats affect nly the units within the target hex. Every Assault cmbat must end with ne side r the ther alne in the target hex. Assault cmbats d nt require any additinal MPs ther than the nrmal cst f entering the target hex. Only ne stack may cnduct an Assault at a time. Prcedure: 1) The attacker annunces the intended Assault and the target hex. The assaulting stack must be in Mve Mde and adjacent t the target hex. 2) The defending units have ne Final Overwatch Trigger at the assaulting stack befre it enters the target hex. Any unit in the target hex that is nt Suppressed r Paralyzed and is capable f firing Overwatch (including units marked Fired) may participate in this Final Overwatch Fire. At his ptin, the defending player may cnduct a Vluntary SYR in lieu f firing Overwatch. All eligible units must participate in this SYR; Suppressed and Paralyzed units are left behind. 3) If the attackers did nt receive a Suppressed, Paralyzed r SYR result in step 2, mve the assaulting stack int the target hex and remve any Suppressed marker frm the defending units in the hex. D nt remve a Paralyzed marker. Design Nte: This represents the lifting f suppressive fires t allw the assaulting units t crss the last 80m t their bjective. 4) If the target hex is in r adjacent t an Artillery Attack Zne, execute an attack n the assaulting units. Ignre the defending units in the target hex. Use the terrain mdifier f the target hex. 5) If the target hex cntains a Minefield it nw attacks the assaulting stack. Minefield Breaches cannt be used by assaulting stacks. Use the terrain f the target hex fr any Mrale Table mdifiers. If during steps 2, 4 r 5 the attacker receives a Suppressed, Paralyzed r SYR result, r is eliminated, the Assault ends and the attackers remain in, r are returned t, their starting hex in their current Mde. If an SYR ccurs during step 4 r 5, it starts frm the hex being assaulted. If all defending units retreated in step 2, skip t step 7. 6) Determine fire rder: If NONE f the units f ne side are Suppressed r Paralyzed and if ANY unit f the ther side is Suppressed r Paralyzed, the side with n Suppressed r Paralyzed units fires first. Otherwise, the fires are cnducted simultaneusly. Infantry units may als make AT Rlls. P-firers may participate using either Pint Fire r Area Fire, but nt bth. Cnduct any Mrale Checks r Vehicle Mrale Checks caused by a fire immediately after that fire has been reslved. If the fires were cnducted simultaneusly, cnduct any Mrale Checks r Vehicle Mrale Checks after all the fires have been reslved, with the assaulting player checking mrale first if his units are eliminated r execute an SYR, the defending stack des nt need t cnduct a Mrale Check, althugh he may still have t cnduct a Vehicle Mrale Check. 7) Munted units (either side) may dismunt and any units in Mve Mde (either side) may change t Fire Mde, if desired. The assaulting player decides first. Cnduct further runds f Assault cmbat, repeating steps 6 and 7 abve as many times as necessary until ne side r the ther is eliminated r cnducts an SYR, leaving nly ne side in the target hex. 22.0a Only units in Mve Mde that have enugh MPs left t enter the target hex may attack in Assault cmbat. 22.0b Infantry, Carrier, and Vehicle units may fire in Assault cmbat whether in Mve Mde r Fire Mde. Weapns units must be in Fire Mde t fire. Mrtar units (regardless f Mde) cannt fire in Assault cmbat. 22.0c Units which becme Suppressed during a rund f Assault cmbat and which receive anther Suppressed result when checking Mrale in a later rund f that Assault cmbat must either execute an SYR r lse ne step frm the largest unit as per 10.0f, at the wning player s discretin. Paralyzed units which receive a Suppressed result during a rund f Assault cmbat must cnduct an SYR [lsing half their steps, runded up; see 17.4]. If Paralyzed units receive anther Paralyzed result they immediately Surrender [17.6]. 22.0d The phasing player can Assault a hex as many times as he has the units t d s. He can make these Assaults in any rder with respect t ther actins and fires. 22.0e Area Fires in Assault cmbat affect nly enemy units. Calculate the stacking mdifier fr each side separately. 22.0f Ignre any negative shifts n the Fire Table that apply t bth sides equally (such as Night, bth sides Suppressed, Smke, etc.). 22.0g Terrain. If bth sides have negative terrain mdifiers, cancel enugh shifts fr bth sides t bring the smaller negative mdifier t 0. Fr instance, in a Prtective terrain hex the assaulting stack is in Fire Mde (-3 shift) and the defender is Dug-In (-5 shift). The smaller negative mdifier is the -3 fr Fire Mde, s cancel three negative shifts fr bth sides. There is nw n shift fr terrain against the attacker and a -2 shift against the defender (riginally 5, nw 2). 22.0h In Assault cmbat units can cnduct bth AT Rlls and Area Fires in any rder desired. All Area Fires must be cnslidated int ne fire. 22.0i After reslving an Assault cmbat, the attacking units may cnduct n further actins (mvement, PFAs, SFAs). They may bserve fr Mrtars and may fire Overwatch if eligible. 22.0j Unassigned units may nt initiate Assaults [6.3a]. 22.0k Vehicle units frm a frmatin which fails its Vehicle Mrale Check during Assault cmbat must immediately cnduct an SYR. If ther friendly units still remain in the hex, the Assault cmbat cntinues nrmally (after cnducting any Overwatch Fire against the retreating unit r units) Overrun Cmbat Overrun cmbat is a special vehicular versin f Assault cmbat. Effectively, the vehicles drive thrugh the hex with guns blazing and exit the hex immediately. These cmbats end after ne rund instead f the multiple runds invlved in an Assault cmbat. Cnduct Overrun cmbats as Assault cmbat [22.0] with the restrictins and changes listed belw. 23.0a Only Carriers (including any passengers) and Vehicles in Mve Mde with enugh MPs t bth enter and exit the target Page 26

27 Multi-Man Publishing, Inc. hex may cnduct an Overrun. Munted Infantry units may fire in Overruns. 23.0b Hexes which cst the verrunning stack mre than 3 MPs t enter cannt be verrun. Vehicles and Carriers may use rad mvement t cnduct an Overrun. Units using Integrated Carriers with Wheeled r Tracked mvement may cnduct Overruns if desired. 23.0c In Overrun cmbat, use the terrain f the target hex fr cmbat purpses. Terrain mdifiers are used nrmally n the Fire Table, unlike in regular Assault cmbat. 23.0d Any number f Overruns can be cnducted against a single target hex in ne phase. 23.0e Paralyzed units may NOT fire in Overrun cmbat. 23.0f Defending units may NOT vluntarily cnduct an SYR during step 2 f the Overrun in lieu f firing Final Overwatch. 23.0g Defending units d NOT remve any Suppressed markers. 23.0h After reslving an Overrun cmbat, the phasing player may cntinue t mve the units which made the Overrun (if they are still able t d s) with any MPs they have remaining. 23.0i Exiting an Overrun hex generates a Mvement-based Overwatch Trigger. 23.0j Units using Vehicle Mvement Impulses may cnduct Overruns by executing cnsecutive mvement Impulses if they d nt have enugh MPs in a single Impulse [20.2c]. 23.0k If a stack has enugh MPs left, it may leave ne Overrun cmbat and immediately cnduct anther Overrun in the next hex. Such an Overrun des nt ffer a Mvement-based Overwatch Trigger. 23.0l Unassigned units may nt initiate Overruns [6.3a] Special Units 24.1 Carriers Carriers are units designed t transprt ther units. Trucks, wagns, and half-tracks are the usual Carriers. Each Carrier unit represents the number f vehicles required t make up a platn-sized prtage capacity. Carrier units have tw steps when at full strength. Carriers usually have a white bx arund their unit type t designate their status as Carriers. Cnsider a unit munted (r twed) if the Carrier s cunter is n tp f it. While a passenger, a unit expends MPs in prprtin t the Carrier s MA. Fr example, if a Carrier with a MA f 18 MPs expends a third (6 MPs), the transprted unit with a mvement allwance f 6 MPs expends that fractin als (2 MPs). Fr simplicity, munting refers t all the peratins f munting, dismunting, hitching, r unhitching. 24.1a All full-strength Carriers can carry up t five steps r tw up t tw twable units (AT guns, On-Map Artillery, Tw- Only Mrtars, and Infantry Guns). Only Area target units may be carried. Carriers which have lst ne step may carry three steps r tw ne twable unit. Units with Integrated Carriers may nt be transprted by ther Carriers. A Carrier unit cannt carry Area target steps and tw a gun simultaneusly. 24.1b Munting csts the Carrier 3 MPs and the munting unit 1 MP. Tw-nly units have an assumed MA f tw MPs fr this purpse. Units must be in Mve Mde t munt and remain s while munted. Suppressed r Paralyzed units cannt vluntarily munt r dismunt. 24.1c Munted Infantry can fire in Assault cmbat and Overrun. N ther munted units may fire. 24.1d If a Carrier unit is destryed, autmatically destry any units it was carrying r twing. If it suffers a step lss but still survived, the wner must eliminate the crrespnding number f carried steps [10.0g]. These lsses d nt trigger a mrale check. 24.1e Vehicles as Carriers. Players can use tanks and ther vehicles as makeshift Carriers. Each Vehicle step with a P-defense strength f three r mre can carry tw Area target steps. Each Vehicle step with a P-defense f tw may carry ne Area target step. A Vehicle with a defense strength f ne may nt act as a carrier. Vehicles may nt tw guns. Vehicles in a stack may add their capacity tgether t carry multi-step units. Units carried by Vehicles are treated nrmally fr cmbat, (i.e., 10.0f and 11.3e d nt apply). Carried units must remain in Mve Mde [24.1b]. Fr lsses, see 10.0g Integrated Carriers In mre recent TCS games many units have Integrated Carriers (i.e., the transprt is rganic t the cunter). 24.2a When in Mve Mde, treat units with Integrated Carriers fr all purpses as being carried by a ntinal 1-step Carrier f the apprpriate target type (2-step Carrier if an Area Target with 3+ steps). Ntinal Carrier steps are treated as in 24.1d. if destryed in cmbat. Ntinal steps are cunted fr stacking in the same manner as regular Carriers. 24.2b Units with tw mvement types can chse between Ft Mvement and Vehicle Mvement. The Ft MA is given n the cunter in white and the Vehicle MA next t it (black fr Wheeled, yellw fr Tracked). 24.2c When units with Ft and Vehicle MAs enter Mve Mde, they must declare which type f mvement they are using. Only ne type f mvement can be used per phase. This type remains valid fr all game purpses until the units enter Fire Mde r declare a different type f mvement during a succeeding Actin Phase. 24.2d Units with Integrated Carriers expend 1/2 their mvement allwance t change Mde. 24.2e Nn-MG Weapns Units with Integrated Carriers may nly cnduct an SYR if they are in Mve Mde and are using Vehicle Mvement instead f Ft Mvement Mrtars All Mrtar units have tw steps and are subject t Mrale effects. They may make indirect fire attacks using ther units t bserve fr them. 24.3a Mrtars d nt require an unblcked LOS t the target frm their wn hex. They must, hwever, have an apprpriate bserver frm the same next-higherecheln as the Mrtar itself the same cmpany (in the case f cmpany mrtars), same battalin (in the case f battalin mrtar platns r heavy weapns cmpanies), r the same regiment (in the case f regimental heavy weapns cmpanies r battalins). Suppressed and Paralyzed units cannt bserve fr Mrtars. Mde has n effect n a unit s ability t bserve fr Mrtars. 24.3b Mrtars can fire nly nce per Actin Phase and nce during the Aircraft & Artillery Phase in respnse t an Overwatch Trigger. Mrtars withut Fired markers can fire Overwatch Fires prvided the bserver can spt the Trigger. Mrtars may nt fire at range zer (i.e., in Assault r Overrun cmbat). 24.3c In lieu f an SFA, a 3 /80mm r larger Mrtar can fire ne Smke r Illum marker. Fr Illum, chse any hex within range (an bserver is nt required). Smke requires an apprpriate bserver. Identify the target hex, mark the Mrtar as Fired, and rll n the Mrtar and Infantry Gun Smke Table. Smke and Illum cannt be fired in respnse t an Overwatch Trigger. 24.3d Mrtars can mve by themselves r be carried by Carriers. Large Mrtars Page 27

28 TCS Series Rules v4.01 (marked as Tw Only) cannt mve by themselves and must be twed. 24.3e Negative mdifiers frm the Fire Table fr Artillery Attack Zne and Smke apply bth t the bserver (if nt the Mrtar unit itself) as well as t any firing Mrtar unit(s) Anti-Tank (AT) Guns AT Guns are B-0 targets and P- firers with a Mrale f 3. When firing Area Fires, they use ne-half their Pint Fire rating, runding up. Always add all AT Gun fire first, then rund Infantry Guns Infantry Guns are B-0 targets and High-Trajectry A-firers with a Mrale f a In lieu f an SFA, an Infantry Gun f 100mm r larger can fire ne Smke r Illum marker. Fr Illum, chse any hex within range (LOS is nt required), place the Illum marker and marke the IG as Fired. Smke requires an apprpriate LOS and must be within range f the Infantry Gun. Identify the target hex, mark the Infantry Gun as Fired, and rll n the Mrtar and Infantry Gun Smke Table. Smke and Illum cannt be fired in respnse t an Overwatch Trigger. Use Mrtar Smke and Illum markers t indicate Infantry Gun Smke and Illum. 24.5b Infantry Guns that are 100mm r larger may attack Pint targets n the Artillery Pint Fire Table [18.9b].When firing at hexes cntaining Pint targets, rll nce n the Artillery Pint Fire Table fr each participating Infantry Gun f 100mm r larger. IGs firing in this fashin have a maximum range f 14 hexes, and suffer a -1 mdifier n the Artillery Pint Fire Table fr targets at range On-Map Artillery Mst games will restrict artillery t being ff-map, but smetimes the situatin will require these units t be n the map. On-Map Artillery functins like its ff-map cusin in all ways except the fllwing: 24.6a On-Map Artillery units are B-0 targets and High-Trajectry A-firers with a Mrale f 6. Depending n the game, an On- Map Artillery Battery may be represented by several single-step gun cunters (i.e., ne gun per cunter) r by ne r mre multi-step gun cunters. 24.6b When firing direct, On-Map Artillery units are treated as Infantry Guns and may cnduct SFAs and Overwatch Fires nrmally. A single-step On-Map Artillery unit is handled exactly like an Infantry Gun [24.5], except that it cannt fire Smke r Illum [24.6d]. Fr a multi-step gun cunter, all steps in the cunter must fire tgether with an Area Fire strength equal t the number f steps remaining multiplied by the Fire strength printed n the cunter. If n ratings are prvided n the cunters (as in lder TCS games), use the fllwing Area Fire strengths: Less than 100mm 4 [Range 14] 100 1mm 6 [Range 24] 131mm+ 8 [Range 40] 24.6c If any gun f a battery fires direct during a phase, expend a ttal f ne Battery Fire f ammunitin n matter hw many (r few) guns f the battery fire r hw much (r little) they fire. 24.6d On-Map Artillery units can nly fire Smke r Illum as part f an Artillery Missin. 24.6e T fire a regular Artillery Missin, an On-Map Artillery Battery must have a minimum f tw guns/steps remaining in play, and these guns/steps must be in Fire Mde, may nt be marked with a Fired marker, and may nt be Suppressed r Paralyzed. It need nt be assigned t an Op Sheet t fire Artillery Missins. 24.6f After an On-Map Artillery Battery has fired an Artillery Missin, even a N- Sht, mark the Battery cunter (r each unit in the Battery) with a Fired marker. On- Map guns firing Artillery Missins, even N-Shts, generate Fire-based Overwatch Triggers nrmally, even thugh Artillery fires d nt ccur during the nrmal Actin Phases. Execute these Overwatch Fires after the Artillery attack has been executed. If Overwatch Fires bring the ttal number f nn-suppressed/nn-paralyzed steps belw tw, remve any Cntinuus Fire Barrage markers assciated with the artillery battery immediately (18.10b) AA Guns AA Guns are marked as AA n the cunter. While the majrity f AA Guns are A-firers, sme are P-firers, such as the German 88mm Flak. AA Guns are always Lw-Trajectry firers [11.2b]. AA Guns may als affect Aircraft Srties [25.0]. Like AT guns and Infantry Guns, AA Guns are B-0 targets with a Mrale f Aircraft When aircraft are available, they are given as Srties. A Srtie is the attack f ne aircraft against ne target unit r hex. In earlier TCS games using runs treat each run fr an aircraft as a separate Srtie Srties Cnduct Srties in the first subphase f each player s Aircraft & Artillery Phase. The player places all Srtie attacks at nce and then executes each Srtie separately, in any rder desired. 25.1a On any turn in which ne r mre Srties are available, the player uses them all in the Aircraft Fire Phase. He picks each target hex. There is n limit t the number f Srties which can be placed in a hex. 25.1b Srties use their Area Fire rating t make an Area Fire n the hex. Srtie attacks are cnsidered sptted High-Trajectry fire and use mdifiers fr Terrain, Target and Stacking n the Fire Table. The Srtie s Pint ability is a die rll t kill Pint targets r B-targets. These abilities cannt be cmbined in ne Srtie. The player must annunce which ability the Srtie is t use befre he reslves the attack and frfeits the ther ability when he des s. 25.1c The Pint Kill rll requires a rll f tw dice. Pick ne target and mdify the rll accrding t the Srtie Pint Fire Mdificatins Chart. If the mdified rll is greater than r equal t the kill number, destry the target. Any ther rll has n effect. 25.1d Vehicles destryed by Srtie attacks add t Vehicle Mrale, if applicable. 25.1e AA Guns. The nn-phasing player may cmmit an unfired AA Gun t defend target hexes frm Srties. Such an AA Gun must be in Fire Mde and nt marked as Fired, Suppressed r Paralyzed. Declare that the AA gun is firing against the Srtie and mark it with a Fired marker. AA firing ffers a single Fire-based Overwatch Trigger. Only ne AA Gun may be cmmitted t any ne Srtie. AA Guns must be able t trace LOS t the hex they are defending and may fire up t their printed range (if A-firer) r their lng range (if P-firer). Unassigned AA guns may cnduct AA fire nrmally Aircraft Srtie Reslutin Reslve Srties as fllws: Place all the side s available Srties fr the turn. Page 28

29 Multi-Man Publishing, Inc. Fr each Srtie, fllw the remaining steps after placement: Identify the Srtie t be reslved and its type Nn-phasing player identifies any AA Gun firing. Immediately place a Fired marker n this AA Gun and reslve any Fire-based Overwatch against it. Apply the mdifier n the Srtie Success Table even if the AA Gun is eliminated r suffers a mrale result. Identify an bserver if desired: any friendly unit within six hexes and LOS f the target hex, in Fire Mde, and neither Suppressed nr Paralyzed can be the bserver. Observers are nt mandatry but they prevent a negative mdifier n the Srtie Success Table. Rll ne die n the Srtie Success Table and apply any mdifiers. If the rll is equal t r greater than the value indicated n the table, execute the attack. Otherwise, the Srtie is expended, but n attack is made. Execute the attack, if any. If mre than ne Srtie is directed against a hex, each must be reslved independently. Nte: "Full wds hex" means that the target hex is cmpletely filled with wds r frest (nt rchard) and des nt have any rad r trail in it. Targets in such hexes are extremely difficult t spt frm the air Night The difficulty f military peratins at night is impssible t describe adequately. Dawn, Dusk, and Twilight are the turns just befre Night begins and just after Night ends. Dawn, Dusk, and Twilight turns d nt qualify as either Night r Daytime; during these turns the fllwing rules mdificatins are in effect: 1) Maximum Visibility is limited as shwn n the Turn Recrd Track 2) Night rules and mdifiers d nt apply 3) Srties cannt be used 4) Illum cannt be used 26.1 Night Effects 26.1a Weighted turns accrue at a maximum base rate f tw per turn (six fr Vehicle Op Sheets). 26.1b Night Missins must be tightly cntrlled by their Op Sheets. Players must use much mre precise rutes and ther cntrl measures. 26.1c Visibility at night is tw hexes if nt therwise indicated in the game rules. 26.1d Each night turn represents a full hur. Battalin Mrale recvery attempts ccur nly n even Night turns (2000, 2200, 2400, etc.). 26.1e Mrale Checks at night suffer additinal mdifiers. Illum-lighted areas d nt negate these. 26.1f Area Fires, Pint Fires, and AT Rlls are mdified at night. 26.1g Srties cannt be used at night Illuminatin (Illum) Illum runds prvide battlefield illuminatin. 26.2a Each Illum Battery Fire and each Illum Mrtar r Infantry Gun sht generates ne Illum marker. 26.2b Each Artillery Illum marker generates a lighted area with a five hex radius arund its lcatin. This lighted area acts as a spt f daylight and reduces the night effects n the Fire Table, but nt n the Mrale Table. Mrtar and Infantry Gun Illum markers have a radius f three hexes. During Dawn, Dusk, and Twilight turns, Illum markers cannt be used. 26.2c Remve all Artillery Illum markers n the map during each Clean Up Phase. Each player remves his wn Mrtar and Infantry Gun Illum markers frm the previus turn at the very beginning f his Actin Phase. 26.2d Units in an illuminated hex can spt, bserve r fire at illuminated hexes at any range (subject t ther rules), but can nly spt, bserve r fire at nn-illuminated hexes if they are adjacent t them Scenari Set- Up Each game s specific rules include instructins fr setting up the game. Unless therwise nted, the fllwing cnventins are used: 27.1 Set-Up ntes 27.1a w/i X means set up the unit at r within X hexes f the listed hex. 27.1b Units can set up in any Mde and can be munted r dismunted. 27.1c Units can never start the game verstacked unless specifically allwed in the game rules. 27.1d Unless nted therwise, units start at full strength. 27.1e Where given, spread lsses as equally as pssible within the listed rganizatin. If lsses are by type, eliminate the lsses frm that type. 27.1f Histrical rders are fr infrmatinal purpses nly. The player is free t create his Op Sheets befre the game begins. All Op Sheets created befre the game start play implemented. Unless the scenari requires therwise, these can be f any type. Players cannt begin the game with unimplemented Op Sheets these must be drawn up n earlier than turn ne Reinfrcements 27.2a At the beginning f a player s Actin Phase, place reinfrcements next t the map adjacent t their entry area. Reinfrcements enter the map by paying MPs t enter the first hex at the map s edge and cntinuing frm there. If there are enemy units, Artillery Attack Znes r Minefields n r adjacent t the assigned entry area hexes, then reinfrcements may shift their entry area t anywhere alng the map edge within 10 hexes f that assigned entry area. 27.2b Reinfrcements may nt enter the map unless they are n an Implemented Op Sheet r executing Preliminary Instructins. 27.2c Unless therwise nted, all reinfrcing units enter with their full mvement allwances. They are nt lined up behind each ther ff the map. 27.2d Op Sheets drawn up fr reinfrcements befre the game are autmatically implemented. 27.2e Reinfrcements may be assigned t an implemented Op Sheet at the beginning f each game r be assigned t an Op Sheet and accumulate weighted turns nrmally during the curse f the game. 27.2f Unless therwise nted, reinfrcements d nt have t enter the map n their assigned turn f entry. They may enter n a later turn. Units f a reinfrcement grup d nt all have t enter n the same turn Playing Slitaire Yu can easily enjy this game series slitaire. While such playings will lack the tensin f nt knwing the enemy s plan, this can be made up fr by rigidly fllwing the rders yu give as intended at the time yu wrte them. Playing slitaire is best using the Cmmand system. Yu d nt have t frget what the enemy is ding, etc. Play each side (rders and all) the best way yu can. Or write up multiple Op Sheets fr each side at the beginning and chse ne set randmly. During game play, d nt write Op Sheets that directly cunter the ther side s intentins nt yet shwn by mvements n the map. If yu d, yu will nly destry yur wn fun. Remember, the Cmmand system was nt designed as a limited intelligence tl, but as a limitatin n respnsiveness. Page 29

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