Stepping Up to Version Three

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    With the arrival o Version 3, lots o existing playersare asking the obvious question: Whats changed?. oanswer this question, Ive written this document as aquick summary o the changes between the old and new

    versions. It is aimed squarely at existing gamers, so itdoesnt make any attempt to explain how the existingrules work. Rather it ocuses on what has changed.

    Note: page reerences are to the new version.

    Design elements

    Te biggest changes are the tables, summaries, diagrams,and index. We have made the distinction between tablesin the rules and summaries clearer. Te summaries arenow at the end o each major topic, as well as a overallsummary at the end o each step. Tere are nearly threetimes as many diagrams, and each diagram is larger andclearer than beore. Te index is now ve pages long,making it much easier to nd rules.

    teams

    Motorcycle reconnaissance teaMs (page 11)

    Motorcycle Reconnaissance teams are now ank teamsthat can be converted to Inantry teams rather thanInantry teams that move and operate like ank teams.

    Warriorsand independent teaMs (page 13)

    Warriors and Independent teams are now distinct.Warriors are the ghters (including now the 2iC), whileIndependent teams are specialists (like observers) that

    do not generally ght. Independent teams cannot vol-untarily join a platoon or assault, and do not stop theenemy rom deploying, inltrating, or moving at thedouble.

    terrain

    sloWgoing (pages 24, 43)

    Slow Going is Rough errain that does not require aBogging Check. It covers ploughed elds, crops, gentlehills, ords over streams, etc.

    terrain suMMary(page 30)

    Te terrain summary is more complete.movement

    MoveMent distance (pages 36, 40, 41, 62)

    Movement distances have increased in some cases.Jeeps, motorcycles, wheeled vehicles, and wagons areaster. Hal-tracks are aster on roads. Light, Medium,and Heavy Gun teams are aster. Light ank, Slow ank,and Very Slow ank are now mobility ratings ratherthan special rules.

    Stepping Up to VerSion 3byPhil yates

    movement Distancestype cross country road rough terrain

    Fully-tracked tanksand transports

    Standard Tank 12/30cm 12/30cm 8/20cm

    Light Tank 16/40cm 16/40cm 8/20cm

    Slow Tank 8/20cm 8/20cm 8/20cm

    Very Slow Tank 6/15cm 6/15cm 6/15cm

    othertanksand transports

    Jeep, Motorcycle 16/40cm 24/60cm 4/10cm *

    Hal-tracked 12/30cm 18/45cm 4/10cmWheeled 12/30cm 18/45cm 4/10cm *

    Slow Wheeled, Wagon 8/20cm 12/30cm 4/10cm *

    inFantry

    Cavalry 10/25cm 10/25cm 10/25cm **

    Inantry 6/15cm 6/15cm 6/15cm **

    guns

    Man-packed Guns 6/15cm 6/15cm 6/15cm **

    Light Guns 6/15cm 6/15cm 4/10cm *

    Medium and Heavy Guns 4/10cm 4/10cm 4/10cm *Immobile Guns Cannot Move

    * Cannot move in Very Difcult Going ** No Bogging Checks required

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    Making Bogging checks (pages 43, 61)

    Hal-tracked vehicles can move through Very DicultGoing.

    Moving atthe douBle (pages 50, 91)

    Individual teams in a platoon can now move At theDouble without the whole platoon having to. I anyteam being shot at moved At the Double, the number

    o dice rolled is doubled as beore. eams can move Atthe Double near Independent teams, but not Warriorteams.

    Moving through gaps (page 42)

    A gap needs to be big enough or a model to passthrough. Wrecked vehicles are Slow Going.

    recoveryvehicles (page 45)

    Recovery Vehicles are Independent teams.

    transportsand passengers (pages 46 to 48)

    All ransports can carry up to six passengers.

    ransports can move ater their Passengers havemounted, including At the Double.

    Limbered Gun models are treated as part o the trans-port team when shot at. I a Gun does not move (asiderom rotating) when it Unlimbers, it does not count asmoving and can shoot or re a bombardment.

    ransports must be Sent to the Rear when empty. Teycan be Sent to the Rear beore the game.

    ransports can be Brought Forward ater being Sent tothe Rear. Place them within 4/10cm o their squad as iin Ambush. Passengers can mount up and the ransports

    can move, but cannot shoot or assault.Moving into Buildings (page 52)

    eams move in and through buildings via openingsusing normal movement. Tey are positioned exactly

    where they are placed. Tey do not occupy the wholeroom as they did in the past.

    eams can reely enter buildings containing a riendlyteam or with a riendly team touching an opening intoit. eams need to take a Skill test to enter other build-ings. I they ail they stop at the opening, stopping ol-lowing teams using the same opening.

    digging Foxholes (page 51)

    Platoons can Dig in while Pinned Down. eams DiggingIn are still Concealed and will be Gone to Ground ithey do not shoot.

    leavingthe BattleField (page 60)

    I any team leaves the battleeld, its platoon must pass aSkill est or the whole platoon is destroyed.

    overloaded (page 61)

    Overloaded teams must re-roll successul BoggingChecks in Very Dicult Going.

    unreliaBle (page 61)

    Unreliable vehicles Bog Down rather than BreakingDown.

    coMMand distance (page 65)

    Command Distance is the lesser o the command dis-tances o the two teams it is measured between.

    WarriorsanD inDePenDent teams

    (Pages 68 to 70)

    Only Warrior teams may voluntarily Join a platoonor other Independent team. Tey may Join between aroll and its re-roll, but cannot benet rom a roll madebeore they Joined. Independent ransport teams havea 3+ save.

    shooting

    shooting overinFantry(page 80)

    Vehicles and Gun teams can shoot over any stationaryInantry team, even i the inantry shoots. Inantryteams can shoot at vehicles over any stationary Inantryteam, even i the stationary inantry shoots.

    rotateto Face target (page 84)

    eams square up against a wall or building do not rotateto ace the target.

    shootingacross linearoBstacles (page 86)

    eams must be square up against a tall linear obstacle tosee or be seen through it.

    concealedinthe open (page 89)

    Man-packed Anti-aircrat Gun teams are concealed ithey do not move.

    goneto ground (page 90)

    eams can go to ground anywhere as long as they dont

    move or shoot. Tey are only harder to hit i they arealso concealed.

    All teams start the game gone to ground.

    shooting While Moving (page 91)

    eams shoot with hal o their ROF (rounded down)when moving.

    allocating Mixed ratings (pages 93 to 95)

    Dierent Firepower and Anti-tank ratings must be al-located as evenly as possible. Te best Firepower ratingsmust be allocated to the chosen target type. Te highest

    Anti-tank ratings must be allocated to the highestarmour.

    BunkerBusters against tanks (page 96)

    Hits rom Bunker Buster weapons cannot be allocatedto vehicles that are not Bogged Down or Bailed Out.

    hittingthe turret (page 98)

    I the acing o the turret matters or armour saves, rolla die or each shot: 1 to 3 it hits the hull, 4 to 6 it hitsthe turret.

    gun shieldson vehicles (pages 99, 134)

    Unarmoured vehicles hit rom in ront o their GunShields do not roll their 5+ save. Instead shooting teamsneed a Firepower test to Destroy them. Tis appliesto things like British portee anti-tank guns, German

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    sel-propelled anti-aircrat guns, and the Italian truck-mounted 90mm gun.

    recce vehicle saves (pages 99, 134)

    Recce Unarmoured vehicles save on 3+ rather than 5+.

    goneto ground gun saves (pages 99, 134)

    Gun teams save on 3+ rather than 5+ when they aregone to ground (even i not concealed).

    no savesFroM Big guns (pages 100)Inantry and Gun teams and Unarmoured vehicles haveno save when hit by Breakthrough Guns or BunkerBusters.

    passengersin transports (page 101)

    I an Unarmoured ransport team is hit, every Passengerin it is hit. I a ransport team is Destroyed, remove allUnarmoured ransport teams rom the platoon.

    I a platoon with Armoured ransports has an Armouredransport team Bailed Out or Destroyed, it takes a

    Motivation est at the end o the Shooting Step. I itpasses, all Bailed Out ransport teams Remount imme-diately. I it ails, all ransport teams in the platoon areimmediately Sent to the Rear.

    passengerson tanks (page 101)

    Passengers dismount rom tanks when hit.

    destroyed arMoured vehicles (page 103)

    Destroyed Armoured vehicles do not produce a smokeball. Instead, the vehicle itsel is Concealing and is SlowGoing.

    shooting While pinned doWn (page 104)

    Pinned Down Inantry and Gun teams shoot with halo their ROF (rounded down) when Pinned Down.

    sMoke aMMunition (page 107)

    Shooting player chooses which team is hit.

    When you re smoke at a target, place two 2/5cm ballsin ront o the team.

    I all lines o sight to a team pass through smoke, theteam cannot be seen beyond 16/40cm and counts asbeing Concealed and Gone to Ground.

    snipers (page 110)

    Snipers re-roll ailed rolls to hit. Snipers can be removedin the Movement Step, and on a roll o 4+ returnedto the sniper pool to be placed again in a uture turn.Snipers within 4/10cm o enemy inantry or tanks rolla die. On 4+ they return to the pool, otherwise they aredestroyed.

    shootingat Buildings (pages 108, 109)

    eams must be square up against an opening to shootout o a building, and other teams must be able to seethe opening to shoot them. eams can Dig In insidea building to create loopholes (openings or shooting

    only) in adjacent walls.

    anks can shoot through any adjacent wall, but can beshot through any wall at all.

    turret-rearMg (page 113)

    Inantry and Gun teams must pass another Skill testto hit i their hit is allocated to a tank with a urret-rear MG. Bailedout tanks cannot use their urret-rearMG.

    Mg teaMs (page 114)

    MG teams have ROF 2 when Pinned Down.

    hMgand lMg teaMs (page 116)HMG teams have ROF 3 when moving or PinnedDown. LMG teams have ROF 2 when moving orPinned Down.

    MortarteaMs (page 116)

    3, 8cm, 81mm, and 82mm mortars can re directly ata target at ranges over 8/20cm.

    Range 24/60cm, ROF 2, Anti-tank 2, Firepower 3+.

    gun teaMs can Fireas riFles (page 117)

    Gun teams can re as a Rife team instead o their

    normal weapons.horse artillery(page 118)

    Horse Artillery can Unlimber at the end o theirmovement.

    liMited vision (page 118)

    anks with Limited Vision must rotate their turret tothe ront when moving. When rotating to ace a targetbehind the ront o the turret, they add +1 to hit.

    one-Man turret (page 118)

    anks with a one-man turret, add +1 to hit with mainguns when moving, rather than not being able toshoot.

    sloWtraverse (page 119)

    anks with Slow raverse add +1 to hit when rotating toace a target behind the ront o the turret.

    staBiliserJacks (page 119)

    Vehicles with Stabiliser Jacks now use the Gun ShieldsProtect Unarmoured Vehicles rule on page 99 ratherthan their old rule.

    artillery

    oBserversin tanks (page 127)You may dismount the Observer rom a dedicated AOPor a ank team they have commandeered and removethe tank i you wish.

    all guns repeat (page 128)

    Te Spotting team must still have a Line o Sight to theAiming Point to use All Guns Repeat.

    six-gun Batteries (page 131)

    Six to eight gun batteries can either re-roll misses or usea double-wide template.

    nine-gun Batteries (page 131)

    Nine to thirteen gun batteries can either use a double-wide template and re-roll misses or use a devastatingbombardment template.

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    Fourteen-gun Batteries (page 131)

    Fourteen gun batteries use a devastating bombardmenttemplate and re-roll misses.

    Mixed BoMBardMents (page 131)

    I a third o the weapons ring have a better Anti-tankor Firepower rating than the rest, they all re as the

    worst, improved by one level.

    passengersin transports (page 135)Unarmoured ransport teams are not Sent to the Rear

    when hit by a bombardment.

    Armoured ransport teams automatically remount iBailed Out by a bombardment.

    sMoke BoMBardMents (pages 136, 137)

    I all lines o sight to a team pass through smoke, theteam cannot be seen beyond 16/40cm and counts asbeing Concealed and Gone to Ground.

    rocket launchers (page 138)

    Rocket Launchers must use the larger template ratherthan re-rolling misses.

    airoBservation posts (page 139)

    An AOP is a vehicle, not an aircrat, but only interactswith ground troops as an Observer team or by beingshot at by anti-aircrat guns. An AOP must be within16/40cm o the aiming point to spot or artillery.

    assaults

    tankterror(page 143)

    Inantry must take a Motivation est beore Launching

    an Assault i there are any Assaulting teams within6/15cm and in the Field o Fire o enemy tanks (otherthan Independent teams that are not Warriors).

    assaultingteaMs (page 144)

    eams must be In Command and within 8/20cm o adeending team to be able to assault (Soviet companies

    with Quality o Quantity increase this to 12/30cm).

    chargeinto contact (pages 145 to 147)

    Rather than moving the closest team to closest team,you must maximise the number o enemy teams con-tacted and the number o assaulting teams in contact.

    charge toWards Who you shot (page 147)eams must charge a team that is within 8/20cm o theplatoon that it shot at.

    Which platoonsare deFending (page 151)

    All platoons with teams within 8/20cm o an assault-ing team are deending platoons, but only teams within8/20cm can counterattack or Deensive Fire (Sovietcompanies with Quality o Quantity increase thesedistances to 12/30cm).

    deFensive Fire (page 152)

    All deending teams within 8/20cm o assaulting teamscan Deensive Fire. Deensive Fire can only hit teamswithin 8/20cm o the shooting team and hits can onlybe allocated to assaulting teams. Smoke conceals but

    does not make teams Gone to Ground or DeensiveFire. Only machine-guns and turret-mounted weaponscan hit Inantry teams in Deensive Fire.

    Forcingthe assaultto Fall Back(page 154)

    I the assault takes ve hits, assaulting teams must FallBack until they are 2/5cm rom deending teams. anksare orced to Fall Back i they have two Bailed Out or

    Destroyed results against them rom Deensive Fire.Vehicles do not need to take Bogging Checks to FallBack. Vehicles that were Bogged Down or Bailed Out

    within 2/5cm still Fall Back. I this takes a BoggedDown team out o the terrain it Bogged Down in, it isno longer Bogged Down.

    assaulting Mixed platoons (page 156)

    Te assaulting player may elect to hit anks, Inantry,Guns or ransports. Hits must be allocated to the ap-propriate type i possible.

    guns hit side arMour(page 157)

    Guns with ROF 2 or more hitting a team within theirField o Fire can hit Side armour with their normal

    Anti-tank rating rather then op armour with theirAssault Anti-tank rating.

    opponent tests Motivation (page 162)

    Rather than rolling a Motivation test or every deend-ing platoon, roll one die and apply the result to all de-ending platoons. Re-rolls apply to all platoons aectedby the rule giving the re-roll.

    counterattacking (page 163)

    eams must be within 8/20cm o a deending (previ-ously assaulting) team to move when counterattacking.

    BreakoFF (page 165)

    Only teams within 8/20cm o an assaulting team moveto Break O. Gun teams within 2/5cm o an enemyteam cannot break o and are destroyed.

    victorconsolidates (page 167)

    Consolidating teams must attempt to get back intocommand and may move within 2/5cm o deendingteams. Any deending platoons then within 2/5cm oan assaulting team must then all back again.

    Passengers can dismount to consolidate. All Bailed OutArmoured ransport teams in Assaulting and Deendingplatoons Remount ater Consolidation.

    Breakthrough Assaults

    Tere are no Breakthrough Assaults in Version 3.

    morale

    ignore transport teaMs (page 173)

    ransport teams are ignored or Platoon MoraleChecks.

    sole surviving inFantryteaM (page 176)I a platoon has been reduced to a single Inantry teamat the start o your turn, roll a Motivation est. I youail, the platoon is Destroyed.

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    aircraft

    place aircraFt (pages 180, 185)

    Place one aircrat model within 4/10cm o the targetteam. It can approach rom any angle, but the templateis placed square to the table edges. Place an aircrat dieon the base to show how many aircrat in the fight.

    anti-aircraFt range (page 182)

    Anti-aircrat weapons can re 8/20cm more thannormal at aircrat.

    Flying tanks (page 183)

    Flying tanks add +1 to the opposing Firepower ratherthan requiring a re-rolled Firepower est.

    rollto range in (page 184)

    Aircrat automatically range in on targets in the open.Roll once to range in on targets within 2/5cm o treesor buildings.

    passengersin transports (page 189)

    Unarmoured ransport teams are not Sent to the Rearwhen hit by an air attack.

    Armoured ransport teams automatically remount iBailed Out by an air attack.

    reconnaissance

    reconnaissance deployMent (page 193)

    Recce teams can now move up to 8/20cm rom theenemy i they stay out o Line o Sight, and ignoreIndependent and Warrior teams.

    disengaging (page 194)

    Recce teams cannot disengage rom artillery or assaults.I they disengage, teams cannot move in their next turn,but count as moving.

    eyesand ears (page 195)

    Instead o shooting, roll a Skill est or each Recce teamattempting to use Eyes and Ears within 16/40cm othe Gone to Ground platoon. I any succeed, all teams

    within line o sight o the recce platoon are no longerGone to Ground. Te Recce teams cannot do anythingelse this turn.

    Motorcycle reconnaissance (pages 197, 198)

    Motorcycle Reconnaissance teams are ank teams ratherthan Inantry teams. Tey can remount ater dismount-ing, as long as they are ar enough away rom the enemyto ambush.

    FlaMe-throWers (pages 198, 199)

    When red at Fully-armoured vehicles, Flame-throwerstake a Firepower test. I they pass, the vehicle is bailedOut. Otherwise, it cannot shoot in Deensive Fire.

    Flame-thrower teams can shoot as Rife teams.

    tankescorts (pages 200, 201)

    ank escorts are a permanent part o the tank. Tey rollone die or shooting and one die in assaults. Te tankcan elect not to enter Rough errain in an assault, losingits attack, but still retaining the tank escorts attack.

    cavalry(pages 202 to 204)

    Cavalry can take a Skill est or the platoon instead oShooting. I they succeed, all Mounted Cavalry teamscan move a urther 4/10cm.

    Cavalry can remount ater dismounting, as long as theyare ar enough away rom the enemy to ambush.

    Cavalry re-roll ailed Motivation tests to rally rom

    being Pinned Down.Cavalry only move 4/10cm when Charging intoContact, Breaking O, or Consolidating. Cavalry canDismount to Consolidate.

    bunkersanD fortifications

    Firing sMokeat Bunkers (page 222)

    Bunkers are unaected by Smoke, but may be the targeto a Smoke Bombardment.

    crossing oBstacles (pages 223, 224)

    Obstacles are Slow Going unless otherwise noted.

    eams are across an obstacle once they touch the arside. Assaulting across obstacles has been claried.

    gapping oBstacles (page 225)

    All obstacles aside rom anti-tank obstacles and bar-ricades are now gapped with a successul Skill test.Inantry re-roll successes while Pioneer Supply vehiclesallow re-rolling ailures.

    crossing BarBed Wire (page 227)

    eams do not need to halt at barbed wire obstaclesbeore crossing them. Hal-tracks can cross barbed wireas Very Dicult Going.

    deMolition carriers (pages 233)

    Demolition Carriers cannot move beore switchingto remote control. Tey then move 16/40cm (or4/10cm across Rough errain). Tey do not have atemplate. Instead, the target a team, obstacle, building,or bunker. Dug-in inantry, guns, bogged down orbailed out vehicles, obstacles, buildings, and bunkersare automatically hit. All other teams require a Skilltest to hit. Inantry teams have a 3+ save. Armouredvehicles are Bailed Out on a successul Firepower test.Bunkers are destroyed on a Firepower test. All others aredestroyed i hit.

    us sPecial rules

    tankdestroyers (page 238)

    Te ank Destroyer rules have been completelyrevamped.

    Te Security Section (recon elements) now operatescompletely separately rom the rest. Tey can appointnew command teams i needed.

    Te ank Destroyer Section is placed as i ambushingwithin command distance o the Security Section,then the Security Section is removed. Any losses o theSecurity Section are ignored. I the Security Section isdestroyed, the ank Destroyer Section is deploys on the

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    position o the Security Sections command team.

    truscott trot (page 239)

    Man-packed guns can ruscott rot.

    hit eM With everything youve got (page 240)

    Tis has been revamped to allow multiple artilleryplatoons (whether they have sta teams or not) to becombined into a single bombardment based on a battery

    with a sta team.

    german sPecial rules

    kaMpFgruppe (page 242)

    Kampgruppe rules have changed slightly to requirerump platoons to be let with at least two tanks or threeother teams. Te 2iC team remains a warrior team.

    Mounted assault (page 243)

    Armoured hal-tracks that can use this rule are ankteams while they have a passenger mounted. I they havetwo passengers mounted, they also have tank escorts.

    Tey do not need to be sent to the rear when empty.Begleit platoon (page 245)

    Begleit teams are now ank Escort teams.

    arMoured rocket launchers (page 245)

    Armoured Rocket Launchers may take a Skill test aterring. I they pass, they remove the Fire in the Skysmoke trails.

    british sPecial rules

    night attack(page 246)

    Te British can elect to be Always Attacks to make a

    Night Attack. I they do so, British Inantry platoonsgain Spearhead Deployment.

    artilleryBoMBardMents (page 248)

    HQ command teams and sta teams must joint oneo the gun troops at the start o the game. Tey are notindependent teams. Other troops rom the battery canstill use the sta team.

    All British artillery can re a combined bombardmentwith all troops rom a battery i any troop has a stateam, and to combine troops rom multiple batteriestogether using a sta team.

    Mike target (page 248)

    Mid and Late War only. Any battery may re-roll theirrst Range In attempt and orces the enemy to re-rollsaves when using All Guns Repeat!

    soviet sPecial rules

    inFiltration (page 250)

    Inltration rules have been cleaned up and now coverall o the scout and spetznaz-type platoons.

    QualityoF Quantity(page 251)

    eams must be in command to count or quality oquantity. eams must be assaulting teams to count whenacing deensive re. eams with quality o quantity

    within 12/30cm (instead o 8/20cm) o the enemy

    can assault.

    henand chicks (page 252)

    I the Platoon Command team moves, everyone inthe platoon must move. Otherwise no one can move,except that teams that are out o command must moveback into command. When moving tanks have a +1 tohit except with machine-guns and fame-throwers. ROF

    1 teams have +2 to hit, +1 or ROF 1 moving and +1 orHen and Chicks.

    tankodesantniki (page 252)

    ankodesantniki teams are now ank Escort teams.

    tank-ridercoMpanies (page 252)

    ank-rider Companies have a 3+ save while mountedon tanks. Tey do not have to Dismount i hit byshooting.

    missions

    Tere are now twelve standard missions, with a random

    mission table.Multiple-part platoons (page 259)

    Platoons like British Carrier Platoons with multiple subplatoons treat each sub platoon as a separate platoon orevery purpose.

    hQ support Weapons (page 260)

    Te handling o teams in the Company HQ has beenamended. I they are let in the HQ, they orm a platoonunder the 2iC (who remains a warrior). anks must belet in the HQ Support Platoon. Inantry must be al-located out. Guns can be either way or a mix o both.

    I there is no 2iC team, appoint one o the teams as thePlatoon Commander o the HQ Support Platoon.

    coMBat attachMents (page 260)

    Combat attachments are part o the platoon or allpurposes. No more than hal o a platoon may becombat attached unless all o it is, and no more thanhal can be combat attached to one platoon.

    Meeting engageMent (page 264)

    Te second player is no longer counted as moving in therst players rst shooting step. All teams start the game

    gone to ground.

    prepared positions (page 264)

    Both sides now start the game dug in.

    aMBush (page 266)

    Bunker Busters, Heavy and Immobile Guns cannotambush within 16/40cm.

    reserves (pages 268, 269)

    I a player is rolling three or more dice or Reserves, theyalways get one platoon rom Reserves, even i they ailall o the rolls.

    Fully-armoured ank teams must be selected as reservesin a Fortied Company. An Inantry Company can haveone platoon o Fully-armoured ank teams on table,

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    and a Mechanised Company can have two platoons oFully-armoured ank teams on table in missions withreserves.

    Mobile Reserves now allows two platoons on table atthe start o the game i there are no platoons withoutvehicles.

    decidingthe Winner(page 275)

    Victory Points are as or Version 2, except that orceswith nine or more platoons ignore their rst platoonlost.

    dust up (page 278)

    Te mission in Hellre and Back.

    holdthe line (page 280)

    A No Retreat with two ambushes and delayed reserves.

    pincerMove (page 281)

    A No Retreat with delayed reserves arriving rom thefanks.

    surrounded (page 282)A new mission with all deenders on table, but attackedrom both sides.

    hastyattack(page 284)

    Revamped version o the Bagration mission.

    cauldron (page 285)

    Te Witches Cauldron mission in Hellre and Back.

    Breakthrough (page 286)

    Attackers deployment area is now xed, reeing thedeender to deploy as they want rather than picketing

    the attackers deployment area.counterattack(page 287)

    A new mission.

    no Mans land (page 288)

    Te mission rom Hellre and Back or use betweentwo Fortied Companies.