Please send all changes, corrections, additions, suggestions, and opinions to: thh@cccc.cc.colorado.edu ASCII Symbol Equivalents: <= less than or equal to >= greater than or equal to ^ Leadership DRM NA (equivalent to the triangle in ASLRB) B(#) Low Ammo Breakdown number (pound sign in a circle in ASLRB) (R) Radioless vehicle (registered trademark in ASLRB) INDEX & GLOSSARY: When numerous references are given for a single entry, a brief parenthetical description is also listed for the secondary entries. Most terms which have a common abbreviation are listed in full only under the abbreviation, but all references refer to the main rule. FORMAT: "Entry" "(any spelled out version/description)": "main rule #" "[other applications of entry: ]" (a) (counter symbol for U.S. manufacture): D2.5 A# (APCR Depletion Number) See APCR: C8.1-.2 AA Fire: E7.5 [NA from Caves: G11.83] [Leader Direction NA (^): E7.5] AA Gun: C2.2 [Gun Elevation: C2.6] [Gun Type: C2.22] AAMG (Anti-Aircraft Machine Gun): D1.83 [CC: A11.62] [Repair: D3.7] A-B Mines (Anti-Boat) [Beach: G14.53] Abandonment, SW: A4.43 [Captured: A20.21] [Surrender: A20.24] Abandonment, Vehicle: D5.4 [Armor Withdrawal: O11.614] [Capture A21.2] [RePh: O11.6131, P8.6141, P8.6145] [Shock vs: C7.42] [Unprotected Crews: D5.311] Abrupt Elevation Changes: B10.5 [HD NA: D4.222] [Wadis: F5.12] Accessible (an adjacent hex which an Infantry unit can advance into under normal APh conditionsÑeven if it requires placement of a CX counter or is currently out of LOS) [Caves: G11.6] Acquired Target: C6.5 [Deliberate Immobilization NA: C5.71] [vs Caves: G11.832] Adj: counter abbreviation for Adjacent ADJACENT (units are considered ADJACENT if any Infantry unit in one hex could conceivably advance into another during the APh and a LOS exists between those two hexes, excluding SMOKE Hindrance DRM as a factor; B.10): A.8 [Building hexes: B23.25] [Caves: G11.6] [DM Cause: A10.62] [NA Examples: A6.8] Adjacent (hexes are considered adjacent if they share a common hexside): A.8 Adv (counter abbreviation for Advance) Advance/Move: see Move/Advance: A.3 Aerial AF: C7.12 [HD NA: D4.2] [Underbelly Hit: D4.3] Aerial Attack (originating from an aircraft): E7 [Aerial AF: C7.12] [vs Column: E11.533] [vs HD: D4.2] [vs LC: G12.66; vs AFV on LC: G12.6711] [TK Case B: C7.22] Aerial Combat: E7.22 Aerial Landings [Cloaking E1.41] Aerial LOS Hindrances: E.6 Aerial Observation: E7.6 Aerial Range: E.5 Aerial [vs Cave: G11.86] [Dust: F11.793] [Heat Haze: F11.622] [vs Huts: G5.43] [Jungle: G2.213] [Panji: G9.47] [Parachutes/Gliders in Rice Paddies: G8.22] [RB Roofless Factories: O5.47] [Sighting TC in Debris: O1.7] [NA to file Starshell: E1.921] AF (Armor Factor): D1.6 [Achieving Final TK#: C7.11] [Aerial AF: C7.12] [CC NA: A11.612] [vs Minefield: B28.42; A-T Mines: B28.52] [vs OBA: C1.55] AFPh (Advancing Fire Phase): A3.5 AFPh Fire (half FP for non-ordnance weapons or To Hit Case B/C for ordnance): A7.24 [Case B TH: C5.2] [Case C TH: C5.3] [NA for Paratroops: E9.5] AFPh SW/Gun Fire Limits: A4.41 & C5.2 [& Bounding (First) Fire: D3.31] [MG: A9.2] [Moved Guns: C2.8] AFV (Armored Fighting Vehicle): D1.2 [DYO PTO 1944-45, Japanese buy AFV at halved BPV if set up beneath a separately purchased Trench counter: G1.661] [RePh: O11.6131, P8.6206] [as Unarmored (vs mines): B28.42 & B28.52] AFV Combat: D3 [Infantry Advance vs AFV: A4.71] AFV Destruction Table: C7.7 AFV Radio: D14 AFV Smoke Dispensers: D13, F.10 AFV/Dozer [vs Huts: G5.4] AFV/Wreck LOS Hindrance: D9.3, D9.4 [Deirs: F4.51] [Hillock: F6.52] [onboard LC: G12.43] [unit above a Bank counter cannot claim TEM of a AFV/Wreck IN a Rice Paddy] Aground: G12.21 [Bog for LC: G12.21] Air Burst: B13.3 [Entrenchments: B27.3] [Residual FP: A8.26] [WP: A24.31] Air Support: E7 [cannot be used vs any Location in Fog E3.313] [NA in Overcast: E3.55] [during Seaborne Assault/Evacuation: G14.34] [DYO Chinese: G18.83] [DYO purchase for Japanese: G1.6621] [DYO during Seaborne Assault: G14.262] ALL MP/MF Expenditure: D2.7 Allied Minors: A25.9 Allied Troops: A10.7 Alpine Hill Option: B10.211 Alternate Hex Grain (see Hex Grain for illustration): A9.221 Alternate Terrain Types: F13 Ambush: A11.4 [Attacks first in CC: A11.32] [ATTACKER adds +1 to Ambush in jungle, kunai, or bamboo Location: G.6] [Hand-to-Hand CC: J2.31] [Partisans: A25.241] [Street Fighting: A11.8] [T-H Heroes are created after Ambush determination: G1.421] American: A25.3 [U.S. Early Army, U.S. Marine Corps: G17] Ammo Dump: E10.6 Ammo PP Reduction: C10.13 [Rider PP NA: D6.2] Ammo Type TH Modifications: C4 Ammo Vehicles: E10 Ammunition Depletion: C8.9, D3.71 [28LL & 40LL EXC: C4.3 & C7.32] Ammunition Shortage: A19.131 [Battery Access: C1 .211] [Captured SW: A21.11] [German in KGP: P8.619] [Residual FP: A8.221] Ammunition: C8 [Plentiful/Scarce: C1.211] [German in KGP: P8.619] Amphibians( any vehicle having a printed amphibious-MP superscript): D16, G13.401 [Drift: B21.121] [Marsh: B16.42] [MP Allotment: D1.1] [Pond hexside: B21.13] Animal Drawn Transport: D.2 & D12 [Bypass: D.2] [Night, considered Normal: E1.62] Animal Pack: G10 Anti-Tank (A-T) Mines: B28.5-.53 [Bridges: B6.6] [Unhidden: B28.53] Anti-Tank Ditch: B27.56 Anti-Tank Rifle: see ATR: C13.2 ANZAC: A25.44 [at Night, considered Stealthy: E1.62] AP (Armor Piercing): [vs Guns: C11.52] [HE Equivalency & Residual FP NA: C8.31] [Limited Stowage: C8.8] [To Kill Table: C7.31] A-P Mines: (Anti-Personnel) B28 [Beach: G14.54] APCR/APDS: C8.1-.2 [German 28LL & 40LL EXC: C4.3 & C7.32] [vs Guns: C11.52] [HE Equivalency: C8.31] [TH# Modification: C4.3] [To Kill Table: C7.32] [Residual FP NA: C8.31] APh (Advance Phase): A4.7 [Board Entry Delay: A2.5] [Boats: E5.22] [Building Levels: B23.422] [Gliders: E8.4] [Sequence of Play: A3.7] [wearing Skis: E4.32] AR (Artillery Request): C1 .3 Area Fire: A7.23 [Crest Infantry firing through Non-Crest Status hexsides: B20.94] [vs Dash: A4.63] [vs Fording: B21.42] [from Marsh: B16.32] [Ordnance: C.4] [from Stream: B20.6] Area Target Acquisition: C6.521 Area Target Type: C3.33-.332 [NA vs Caves if LOS/LOF enters its hex outside its CA Hexside: G11.831] [LC: G12.63] Arid Climatic Conditions: F11 Arid Land: F11.2 Armed (Any SMC or MMC is considered Armed, even if not in Good Order, unless specifically defined as Unarmed: A20.54. Vehicles are not necessarily Armed unless they have a MA: D.3): [Leader with no SW is considered Armed for Routing: A10.5] Armor Factor: see AF: D1.6 Armor Leader: D3.4-.44 [DYO: H1.43] [Japanese that is forced to Abandon a vehicle can become an Infantry leader counter of the next-lower quality: G1.411] [Recall: D5.341] [RePh: O11.6207] Armor Withdrawal [RePh: O11.614] Armored Assault: D9.31 Armored Cupola: D9.5, O.7 Armored Halftracks: see Halftracks: D6.6 ART (Artillery): C2.2 [Conditional ROF: C2.5] [Gun Type: C2.22] Artificial Terrain (AFV, wreck, SMOKE): B.9 Assault Boats: E5.11 Assault Engineers: H1.22 Assault Fire: A7.36 [SS: A25.11] Assault Movement: A4.61 [Human Wave NA: A25.231] [Search NA: A12.152] [Wire: B26.4] A-T: Anti-Tank A-T Mines (Anti-Tank): B28.5 [Beach: G14.53] A-T Set DC [Japanese: G1.6121] AT Gun (Anti-Tank Gun): C2.2 [Gun Type: C2.22] [NT Conditional ROF: C2.5] ATMM (Anti-Tank Magnetic Mine): C13.7 [Gunflashes: E1.85] [T-H Heroes may carry one in CC: G1.4231] ATR (Anti-Tank Rifle): C13.2 [vs Gun: C11.52, C13.23] [HE Equivalency: C8.31] [Japanese Squad/HS, has B# and Multiple ROF lowered by 1: G1.611] [OVR FP NA: D7.11] [Residual FP NA: C13.24] Attack Break (armed, non-berserk Japanese squad that fails an IFT/Collateral-Attack/Bombardment/FPF MC {but does not suffer Casualty Reduction} or suffers a dr "1" sniper attack undergoes an Attack Break): G1.12 Attack DRM: A.5 ATTACKER (the player whose Player Turn is currently being played): A.13 Availability Table, DYO: H1.3 Axis Minors: A25.8 [Berserk EXC: A15.1] [non-elite at Night, considered Lax: E1.62] Axis Vehicles [Extreme Winter: E3.744] [pre-10/42 in North Africa: F.4] B# (Breakdown Number; weapon is repairable): A9.7 [Ammo Shortage: A19.131] [Captured: A21.11, C5.8] [Extreme Winter: E3.741] [Guns: C2.28] [Inexperienced: A19.32] [Intensive Fire: C5.62] [Low Ammo B#: D3.71] [Non-qualified use: A21.13] [Sustained Fire: A9.3] [Vehicular: D3.7] [X#: A.11] Backblast: C13.8 [RCL: C12.3-.4] [Huts: G5.62] Bailing Out: D6.24 [Bypass: D6.5] [Cavalry: A13.51] [Motorcyclists: D15.53] [due to Terrain: D6.21] Balance: A26.5 Bamboo: G3 Banks: G8.21 Banzai Charge: G1.5 [mandatory for DC Hero: G1.424] [T-H Heroes: G1.423] [T-H Hero does not increase ML by 1: G1.423] Barbed Wire Fences: P3 Barrage: E12 Barrel Length: C4.1 Base Level (Usually the lowest level Location other than sewer/tunnel in a hex; however if the lowest level Location in a building hex does not allow VBM along at least one hexside of that hex, the Base Level is that of the highest building level in that hex; EX: The Base Level of 20C7 is 2.5; that of 20D7 is 0.): C1.323 Battery Access: C1.21 Battle Hardening: A15.3 [Battlefield Integrity: A16.3] [RePh: O11.611, P8.611] Battlefield Integrity: A16 [Japanese: G1.622] [NA to assaulting side during Seaborne Assaults: G14.24] [Prisoner Rejection: A20.3] BAZ (Bazooka): C13.4 [HE Equivalency: C8.31] Beach Elevation and Slope: G13.2 Beach Obstacles: G14.5 Beach Slope: G13.2 [DYO: G13.92] Beach Width [DYO: G13.93] Beaches: G13 Beaching: E5.23, G12.3, G13.442 Berserk: A15.4 [Commissar: A25.223] [Concealment NA: A12.12, .14] [FG: A7.54] [Fortified Building: B23.922] [Hand-to-Hand CC: J2.31] [Heat of Battle NA: A15.1] [Human Wave NA: A15.1] [Inexperienced: A19.31] [Infantry in a Cave become Battle Hardened on a Final Heat of Battle DR >= 9] [NA to enter a Boat: E5.54] [Massacre: A20.4] [Night, always Lax, not subject to Straying E1.533] [Opportunity Fire NA: A15.432] [Pillbox: B30.44] [Pin EXC: C13.31] [Units in Ocean are not considered Known for berserk creation/charge: G13.492] [wearing Skis: E.4.7] BF (counter abbreviation for Bow Flamethrower) Bicycles: D15.8 [DYO: H1.45] [Panji: G9.422] Blast Area: C1.5 Blast Height (two levels higher than Base Level of hex): C1.323 Blaze (fully-developed Fire): B25.1 [Falling Rubble vs: B24.6] [Ground Snow/Deep Snow: E3.721] [LC: G12.44] [RePh: O11.609, P8.609] [NA in Debris: O1.1] Blaze Spread [RB Cellars: O6.5] Blind Hex: A6.4 [Crest Line: B10.23] BMG (Bow MG): D1.81 [CC: A11.61] Bnd (F) F: counter abbreviation for Bounding (First) Fire Boats: E5 [Crossing Frigid Stream: B20.7] [Drift: B21.121] [Marsh NA: B16.42] [(un)Beaching: G13.4423] Bocage: B9.5 [Underbelly Hit: D4.3] Bog: D8.2-.4 [Aground - LC: G12.21] [Armor Leader: D3.44] [Bocage: B9.54] [Breach: B9.541] [Buildings: B23.41] [Bulldozer: B24.71] [Debris: O1.2] [Deep Snow: D8.23, E3.7332] [Factory: B23.742] [Ford: B20.82] [Graveyard: B18.41] [Jungle: G2.211] [Marsh: B16.43] [Motorcycles NA: D15.47] [Mud: D8.23, E3.61] [Mudflat: B16.72] [OVR: D7.11] [RePh: O11.6131, P8.6044] [Rubble: B24.121 & B24.4] [Sand: B7.31] [Stream: B20.46] [Swamp: G7.31] [Temporary Crew: A21.22] [VCA Change: C5.11] [Wadi: F5.21] [Wire: B26.43] [Woods: B13.41-.42] Bombardment: C1.8 [DYO Cost: H1.53] [DYO purchase for Japanese: G1.662] [Panji: G9.74] [vs Cave: G11.841] [vs Huts: G5.32] Bombs, Aerial: E7.42 [Heavy Payload: C.7] [vs Mines: B28.62] [Shellhole Creation: B2.1] [vs Wire: B26.52] Bonus Infantry, DYO: H1.71 & H1.73 Booby Traps: B28.9 [Deactivation in RePh: O11.6123] [Motorcyclists NA: D15.54] Bore Sighting: C6.4 [KGP Setup: PCG12, RB Setup: OCG5] [Ocean hex may be Bore Sighted if it is Shallow: G13.45] [RCL: C12.24] [Residual FP: A8.26] [Underbelly Hit: D4.3] Bounding Fire (fire by a vehicle in the AFPh after movement to a new hex during the MPh): C5.3 Bounding First Fire (fire by a vehicle during its own MPh which enables a vehicle to both move and fire in the same phase): C5.13 & D3.3 Bow MG: see BMG BPV (Basic Point Value; the relative value of one unit or OBA battery for DYO/Battlefield Integrity purposes): [Personnel: A1.4] [Battlefield Integrity: A16.1] [DVP: F.3] Bracketing: C6.52 Breach: [Bocage: B9.541] [DC Hero: G1.4241] [Fortified Building: B23.9221] [Movement across RB Factory Interior Wall: O5.32] [RB Cellar: O6.11] [RB Factory Interior Wall: O5.33] [Rice Paddy: G8.8] [Rowhouse: B23.711] [Seawall: G13.624] [Beach Obstacles: G14.57] Breakdown: see B#: A9.7 Bren Carriers: see Carriers: D6.8-.84 Brew Ups: D5.7 Bridge Collapse: B6.42 [Falling Rubble: B24.121] Bridge Demolition: A23.71 Bridge: B6 [Bombardment vs: C1.822] [Crest status NA: B20.9] [Falling Rubble: B24.121] [Gullies: B19.1, .3 & B6.1] [Streams: B20.3] British: A25.4 [Green Units: A19.2-.3, A25.41] Broken Terrain: F13.1 Broken Units: A10.4 [Battle Hardening: A15.3] [Berserk: A15.4] [Boat Entry NA: E5.54] [Broken/shocked Passengers BU: D6.61] [CC: A11.16] [Concealment NA: A12.12 & .14] [Crest status: B20.96] [ELR Replacement NA: A19.1] [FFMO/FFNAM: A8.14] [Hero: A15.21] [Pin NA: A7.8] [receive a -1 Rally DRM in Bamboo only if in a Pillbox: G3.11] [Riders Bail Out: D6.23-.24] [TI NA: A4.8] Brush: B12 [Path: B13.6] BU (Buttoned Up): D5.2 [Amphibian: G14.31] [Interdiction NA: A10.532] [OT AFV: D6.61] [Passengers on LC: G12.123] [Pinning: A7.82] [TH Penalty: C5.9] Buildings: B23 [Cavalry: A13.3] [Factory Movement: O.4] [Minefields: B28.44] [Motorcycle: D15.45] [Rally DRM: A10.61] [RePh: P8.6094] [Schuerzen Loss: D11.22] [Single Hex Two-Story Building: O4, P5.3] [TH vs Multi-Levels: C3.32-.33] [Towing NA into: C10.1 & .4] Bulldozers: B24.7-.71, G15 [Bocage: B9.541] Bunkers: B30.8 Burma [DYO Chinese vs Japanese: G18.81] Burnable Terrain (bamboo, brush, buildings, cactus patch, dense jungle, grain, hut, kunai, light jungle, olive grove, orchard, paddy (in-season), palm trees, pier, rubble, vineyard, woods): B25.1 Burning Wreck: B25.14 [Ammo Vehicles: E10.4] [Creation: AFV C7.6; Unarmored: A7.308] [RePh: O11.6091, P8.6091] [TEM NA: D10.3] Buttoned Up: see BU: D5.2 Bypass, Infantry: A4.3 [allowed on Barbed Wire hexside: P3.4] [Concealed enemy: A12.151] [Exit Playing Area: A2.6] [Grid Coordinates: A2.2] [Horses/Animal-Drawn: D.2] [NA along a Beach/Ocean overlay hexside: G13.81[NA in a Panji Location along a covered hexside: G9.46] [NA in Jungle: G2.212] [NA through a Drift: E3.752] [Residual FP: A8.21] [Stream remnants NA: B20.1] Bypass, Vehicular: see VBM: D2.3 C#: Canister Depletion Number CA (Covered Arc, if used in reference to a vehicle, it refers to VCA/TCA): C3.2 [Bocage: B9.531] [Caves: G11.12] [Changes vs Dash NA: A4.63] [Changes for fire vs own hex: C5.51] [Changing TCA without fire: D3.12] [Changing without fire: C3.22 & C10.22] [Firing Within: C3.21] [Maintaining CA: D3.51] [MG: A9.21] [Pinned Gun: A7.81] [TCA/VCA: D.4] [Vehicular: D3.1-.12] Cactus Hedge: F13.3 Cactus Patch: F13.4 CAFP (Covered Arc Focal Point; the vertex of a hexside in front of a straddling VBM vehicle): D2.32 Caliber Size: see Gun Caliber Size Camouflage [wearing Skis: E4.4] Canal: B21.11 Canister: C8.4 [vs a Cave: G11.836] Capture [Japanese may attempt Hara-Kiri: G1.641] Captured AFV [RePh: O11.6136] Captured Equipment [RePh: O11.6135, P8.6144] Captured Equipment: A21 [Motorcycles NA: D15.7] [Multiple ROF: A21.12] Carriers: D6.8-.84 [DYO: H1.43] Casualty MC: A10.31 Casualty Reduction (A combat result which eliminates a HS or crew, and wounds any SMC it afflicts. A squad is Reduced to a HS.): A7.302 [Booby Trap: B28.9] [Casualty MC: A10.31] [CC: A11.11] [Crew Small Arms: A11.621] [Fate: A10.64] [Interdiction: A10.53] [PF To Hit DR: C13.36] Casualty Victory Points (CVP): See VP: A26.2 Cavalry (Personnel on horsebackÑnot those on Wagons): A13 [above a Bank counter: G8.2112] [Heat of Battle NA: A15.1] [Jungle: G2.4] [Night, considered Normal: E1.62] [Swimming: E6.5] [in Wire: B26.42] [Stationary Bypass: D.2] Cave Complex Setup Sheet (CCSS): G11.32 Cave Complex(es): G11.2 [entry, advance, rout G11.73] Cave Elimination: G11.88 Cave Entry: G11.7 Caves: G11 [Dozer vs: G15.22] CC (Close Combat): A11 [Armor Leader: D3.44] [Berserk: A15.43] [BU: D5.2] [Bypass into "?": A12.151] [Cavalry: A13.61] [CMG NA VCA: D1.82] [Cowering NA: A7.9] [Crest: B20.94] [Dare-Death Squads: G18.62] [Gunflashes: E1.82] [Hand-to-Hand: J2.31] [Human Wave: A25.231] [Infantry OVR: A4.152] [Japanese ATTACKER becomes Hand-to-Hand: G1.64] [NA between a unit in a Cave vs a unit outside a Cave: G11.87] [NA in non-frozen Ocean Locations: G13.495] [Night: E1.73] [On Wire: B26.31] [Pillbox: B30.6] [Reaction Fire: D7.2] [T-H Heroes: G1.4231] [Unarmed Units: A20.54] [units in Boats: E5.6] [wearing Skis: E4.5] CCPh (Close Combat Phase): A3.8 [T-H Heroes attack: G1.423] CCSS (Cave Complex Setup Sheet): G11.32 CCT (Close Combat Table): A11.11 CCV (Close Combat Value; CC Kill Number vs vehicles: squad 5, crew: 4, HS: 3, SMC: 2, ): A11.5 [T-H Hero 5 : G1.4231] CE (Crew Exposed): D5.3-.342 [Air Bursts: B13.3] [Amphibian: G14.31] [Halftrack Passengers: D9.1] [Passengers on LC: G12.123] CE TEM: D5.31 & D9.1 Cellars: B23.41 [Factory NA: B23.742] [Printed Rubble Locations never have a RB Cellar Location beneath them: O3.3] [RB Cellars: O6] [Rubble NA: B24.4] CG (Campaign Game): O11.2, P8.2 CG Date: P8.2 CG Day (One day of CG): O11.2 CG End: P8.2 CG Roster: O11.2, P8.2 CG-LVP Total: P8.2 CG-Scenario End: P8.2 CH (Critical Hit): C3.7 [Bombardment NA: C1.8] [Deliberate Immobilization NA: C5.72] [vs Gun: C11.4] [Harassing Fire: C3.75] [HD: C3.9] [Improbable Hit: C3.6] [Indirect Fire: C1.53] [LC never receives Case C(C7.23) Basic TK#: G12.64] [Mortar: C9.5] [Multiple Hits: C3.8] [Pillbox: B30.113] [Rubble: C3.73] [WP: A24.31] Charge (Special Cavalry Attack): A13.6 [Woods-Road: B13.4] Chinese: G18 Civilians: E2.4 Class, Personnel Types (E: Elite; 1: 1st Line; 2: 2nd Line; G/C: Green/Conscript): A1.25 Clear: E3.2 Clearance (of rubble, mines, Wire, roadblock, Set DC, Flame): B24.7 [Debris: O1.5] [Jungle: G2.7] [Panji: G9.71] [Printed Rubble: O3.2] [Prisoners: A20.5] [Roadblock by HE: B29.5] [Wire by vehicles, DC, FFE: B26.51-.53] Cliffs: B11 [Beach: G13.24] [Crest NA: B20.9] [HD NA: D4.222] Climbing (the act of ascending or descending a Cliff hexside): B1 I .4 [Heat of Battle NA: A15.1] [place DC above a Cave: G11.8331] [Scaling Bridge & Buildings: B23.424] Cloaking: E1.4 Close Defense Weapon System (Nahverteidigungswaffe): A11.622 [Smoke Capability: D13.34] CMG (Coaxial MG): D1.82 [AA use: C2.6] [Acquisition Loss: C6.5] [in Bypass: D2.321] [CC: A11.62] [Mandatory Fire Direction NA: A9.4] [Stabilized: D11.13] Coin (as overlay): [Destroyed Bridge: B6.331] [Ice: B21.6] Collapse: G5.5 [RB Cellars: O6.62] Collateral Attack: A.14 [CH: C3.74] [Residual FP NA: A8.22] [vs LC: G12.67] Column [Dash and Human Wave NA: E11.52] [Mule may be part of a Column: G10.5] [Panji: G9.44] Commando: H1.24 [Climbing: B11.433] [DYO: H1.24] [Gurkha: A25.43] [at Night, considered Stealthy: E1.62] [Scaling: B23.424] Commissar: A25.22 [Chinese: G18.31] [Disruption NA: A19.12] [RB: OCG12] [RePh: O11.6206] [RtPh Surrender NA: A20.21] Concealment Loss [if T-H Hero creation attempt is made: G1.421] [revealed in Interrogation: E2.21] Concealment Terrain, Initial (bamboo, broken ground, brush, building, cactus patch, cave, cave complex, dense jungle, grain, hut, kunai, light jungle, marsh, olive grove, orchard, paddy (in-season), palm trees, rubble, scrub, swamp, vineyard, woods): A12.12 [non-Concealment Terrain is considered Concealment Terrain at Night for HIP-loss purposes: E1.2, E1.31] Concealment: A12 [Bocage: B9.55] [Caves: G11.812] [CC: A11.14-.15; A11.19] [Column: E11.54] [DLV: F11.601] [Debris: O1.11, Rooftops O.5] [Effects on Rout: A10.533] [Japanese receive a -2 drm to their Concealment dr: G1.63] [KGP Setup: PCG11] [Mandatory Fire Direction: A9.4] [NA for units above a Panji counter: G9.53] [NA in Ocean unless Night: G13.4212] [NA on Banks: G8.2111] [Night E1.3] [Observer: C1.6] [Pillbox: B30.7] [RB: OCG15] [RCL: C12.22] [Residual FP: A8.224] [Rooftop: B23.82] [Scrub: F2.3] [Target Acquisition: C6.5, .521, & .57] [TH DRM: C6.2] [Trench: B27.54] [Voiding Dash: A4.63] [WP Loss: A24.31] Concentration FFE (an OBA Fire Mission with a seven hex Blast Area): C1.5 Conditional ROF: C2.5 Conscripts: A19.2-.3 Contact [PTO, DR gets +1 DRM: G.7] Continuous Slope: B.5 [Caves: G11.51] [Fire Lane: A9.22] [Height Advantage: B1.14] Control Markers [RePh: O11.6052, P8.605] Control: A26.1 [Cave: G11.94] Convoys: E11[Vehicle Dust: F11.741] Coral Soil: G13.82 Correcting Fire: C1.4 [Barrage: E12.4] [Creeping Barrage: E12.74] COT (Cost of Terrain): B.2 Counter (any of the die-cut square pieces of the game) Covered Arc: see CA: C3.2 Cowering: A7.9 [British EXC: A25.45] [Fanatic NA: A10.8] [FT: A22.1] [Hero FG: A15.24] [Inexperienced Personnel: A19.33] [Residual FP NA: A8.22] [SMC SW Usage: A9.12] Coy (Company): O11.2 CPP (Campaign Purchase Points): O11.2, P8.2 CPP Replenishment [RePh: P8.616] Crag: B17 Creeping Barrage: E12.7 [DYO purchase for Japanese: G1.662] Crest Line: B10.11 [Bypass along: A4.34] [Elevated Road: B5.21] [Valley: B22.2] Crest Status: B20.9 [FFE vs: C1.52] [Leadership: A2.8] [NA in a Culvert Location: O7.4] [NA on Stream Culvert: P4.22] [OVR: D7.15] [Setup: A2.9] [Stream Hex Terrain: P4.12] [Wadi, may be used by all types of Infantry, SW, vehicles, and Guns: F5.4] Crew Small Arms: A11.621 Crew: A1 .123 & C2.1 [Broken inherent crews: D5.311] [DYO: H1.212, H1.3, H1.4] [ELR & Heat of Battle NA: A15.1] [Gun Movement: C10.111] [Inherent Vehicle: D5] [LC: G12.112] [Survival: D5.6] [Temporary: A21.22] [Unprotected: D5.311] Critical Hit: see CH: C3.7 CS# (Crew Survival Number for all PRC): D5.6 & D6.9 [Brew Up: D5.7] cs# (Survival Number for Passengers/Riders only): D5.6 & D6.9 CT (Closed Topped; a fully-armored AFV which is not OT): D1.24 [BU/CE Firing Restrictions: D5.2-.3] Culin Hedgerow Device: B9.541 [Underbelly Hit NA: D4.34] Culvert: O7 [Stream Culvert: P4.2] Cumulative Terrain Effects: A2.4 Cupola: see Armored Cupola: D9.5 Current-LVP Total: P8.2 Current: B21.121 CVP (Casualty Victory Points): See VP: A26.2 CX (Counter Exhaustion): A4.51 [Advance into Difficult Terrain: A4.72] [Assault Movement NA: A4.61] [Berserk NA: A15.42] [Climbing: B11.434] [CX DRM NA to Cavalry Charge: A13.6] [Deep Stream Entry: B20.43] [Interdiction NA: A10.532] Cycle (a motorcycle without a sidecar): D15.1 [above a Bank counter: G8.2112] D#: APDS Depletion Number. See APCR: C8.1-.2 Daisy Chain: B28.531 [Japanese must convert all A-T mine factors to Daisy Chain: G1.613] Dare-Death Squads: G18.6 Dash: A4.63 DC (Demolition Charge): A23 [vs AFV: C7.346] [Assault Movement: A4.61] [Berserk: A15.431] [vs Caves: G11.833] [Cowering NA: A7.9] [vs Gun: C11.4] [Gunflashes: E1.85] [Japanese may Place/Throw DC into their own Location: G1.612] [NA against LC: G12.611] [Panji: G9.211] [vs/from Pillbox: B30.31/B30.46] [Pinned Attacker NA: A7.81] [RePh: O11.6134] [vs Roadblock: B29.5] [Thrown from: (Halftrack: D6.63) (Sidecar: D15.6)] [vs Wire: B26.45,.51] see also Thrown: A23.6 & Set DC: A23.7 DC Hero: G1.424 DD Tanks: D16 Debris: O1 [Factory: O5.41] [Road Negating: O.1] Deep Snow: E3.73 [A-P Minefield: B28.3] [A-T Minefield: B28.51] [Brush: B12.6] [Marsh: B16.8] [Smoke NA: C1.71] DEFENDER (the player whose Player Turn is not presently being played): A.13 Deirs: F4 Delay: D2.17 Deliberate Immobilization Attempt: C5.7 Demolition: A23.7 Dense Jungle: G2.2 Depleted: O11.2, P8.2 Depletion Numbers: C8.9 [28LL & 40LL NA: C4.3] [Ammunition Shortage: A19.131] Deployment: A1.31 [Automatic (Guard/Prisoner/Scrounging Wrecks): A20.5 & A21.22 & D10.5] [Finns: A25.7] [Japanese squad: G1.16] [Offboard: A2.52] [Russian NA: A25.2] [Seaborne Assault: G14.311] [Setup: A2.9] Depression Cliff: B11.1-.21 [Crest status NA: B20.9] Depressions (Gully, Stream, Sunken Road): A6.3 [Hill Depressions: B19.5] [IN/INTO: A.6] [Woods: B13.2] [Leadership: A2.8] Depth: B21.122 Desert Low Visibility (see DLV): F11.6 Desert Overlays: F12 Desert Victory Points (see DVP) : F.3 Desperation Morale: see DM: A10.62 Desperation: C13.81 Destruction, Self: see Self Destruction [SW: A9.73] [Vehicles: D5.411] Destruction, SW: A9.73-.74 Detection [NA in jungle, kunai, or bamboo Location against hidden, Stealthy Infantry DEFENDERS: G.4] [units in a Column: E11.522] DF (Defensive Fire): A8 DFPh (Defensive Fire Phase): A3.4 [Gliders: E8.21] [Paratroops: E9.3] [Creeping Barrage: E12.74] Difficult Terrain (any hex which costs >= four MF or all of a unit's available non-Double Time MF allotment to enter in MPh): A4.72 Direct Fire: Any fire attack requiring a LOS from the firer which does not use Indirect Fire. See C.1 and C9.1. [LC: G12.61-.62, G12.671] Direct Hit (a KIA/K result on the IFT Effects Final DR of any hit): C11.4 Directing Fire: A7.53 Direction, Random: B.8 Directional Aid Counter (any counter depicting a hex with each hexside numbered from 1 to 6 to aid in assessing the direction from that point on the mapboard in accordance with a dr such as Sniper Target Selection, AR, Parachute Drift, SR, FFE) Disabled (Vehicular armament which has malfunctioned and cannot be repaired is marked with a Disabled counter because it cannot be removed separate from the vehicle): D3.7 [Abandoned: D6.631] [Scrounging NA: D10.5] Disembarking: see Unloading: D6.5 Dispersed Smoke: A24.5 & .61 [Breeze: B25.63] [Smoke Grenades NA: A24.11] Disruption: A19.12 [Heat of Battle Surrender: A15.5] [Japanese are exempt: G1.62] DLV (Desert Low Visibility): F11.6 DM (Desperation Morale): A10.62 [BU Halftrack: D6.66] [Commissar EXC: A25.222] [blocked LOS NA: A6.11] [Interdiction: A10.53] [Self Rally: A18.2] dm (Dismantled): A9.8 [76-82mm MTR Passenger PP Reduction: C10.13] [76-82mm MTR Rider PP Reduction: D6.2] Double Time: A4.5 [Pushing Gun: C10.3] [Wagon: D12.4] [Wire: B26.46] see also CX: A4.51 Double-Crests: B10.52 [HD NA: D4.222] [Wadis: F5.12] Doubles (same number on each dr of a DR): [Bombardment Casualty Reduction: C1.8] [Cowering: A7.9] [Multiple Hits: C3.8] Down-Slope: P2.2 DR (dice roll; a roll of two or more dice): A.1 dr (die roll; a roll of one die): A.1 Drained Rice Paddies: G8.11 Drift: [LC: G12.23] [River: B21.121] [Smoke: A24.61 & B25.2] [Smoke Grenades NA: A24.11] Drifts (Snow): E3.75 DRM (dice roll modifier) [Cumulative: A.17] [TH: C3.4, C5-6] drm (die roll modifier) [Cumulative: A.17] Dropping SW: see SW, Dropping: A4.43 Drowning: E6.21 Dud: C7.35 Dummy (a "?" counter used to represent a fake, unknown unit): A12.1-.11 [CC: A11.19] [vs OVR: A12.41] Dummy Minefields: F.7B, P7.2 Dune Crest: F7.51 Dust: F11.7 DVP (Desert Victory Points): F.3 DYO (Design Your Own): H Early Morning: F11.611 EC (Environmental Conditions): B25.5 [Arid Land: F11.4] [Falling Snow are always considered Moist: E3.713] [Ground Snow are always considered Moist: E3.72] [RB Factories: O5.44] [RePh: O11.618] [Tropical: G16.3] Effluent (Ef): G13.14 Elevated Road: B5 Elevation Change: A4.133 [Vehicles: B10.4] Elevation Effects: B9.33 [BU Halftrack: D6.61] [CE DRM: D5.31] [vs HD Amphibian: D16.3] [Maximum Gun Elevation/Depression: C2.6] [PF/PSK/BAZ/US RCL: C13.8] [PIAT: C13.61] Eligible: P8.2 Eliminated: O11.2, P8.2 [RePh: P8.6095] Elimination [Beach Obstacles: G14.56] [Cave: G11.88] [LC: G12.69] Elite (E): A1.21 [AFV Depletion Number increased by one: C8.2] [AFV crew Morale: D5.1] [British fire not affected by Cowering: A7.9] [British Guardsmen, Gurkha, ANZAC, and Free French/Polish forces: A25.4] [Class: A1.25] [Crew: A1.123] [DYO Assault Engineer, Commando: H1.22] [Experience Level Rating: A19.1] [becomes Fanatic in Battle Hardening: A15.3] [German (Africa, 1942-'43: F.6) (prior to 1944: A25.1) (SS: A25.11)] [Hungarians in Hungary: A25.8] [Italian can Deploy: A25.61] [Parachutes: E9.1] [Partisans NA: A25.24] [Prisoner gets +1 on Interrogation: E2.2] [Russian GUARDS: A25.2] [SMC: A1.11] [Skis: E4] [U.S. Marine: E17.1] ELR (Experience Level Rating): A19.1 [DYO: H1.28] [Increase due to Massacre: A20.4] [Loss: A16.2] [Night: E1.22] [Regaining: B16.3] [RePh: O11.617, PCG4] Emplaced Gun: Any Gun which has not been hooked up to a vehicle and has not been moved from its setup hex during the scenario [EXC: if it set up on a paved road]. Such a Gun (and its manning Infantry) are entitled to a +2 Emplacement TEM): C11.2-.3 [Air Bursts EXC: B13.3] [Desert: F.1A] [NA in Bamboo: G3.4] [Sand: F7.41] [Scrub: F2.2] Encirclement: A7.7 [Japanese do not lower their morale by 1: G1.62] [NA to units in RB Cellars: O6.7] [Pillbox EXC: B30.32] [RePh: O11.6041, P8.6041] [Rout Effects: A20.21] Enterable: P8.2 Entrenching [Coral Soil: G13.82] [Desert: F.1B] [Extreme Winter: E3.743] [increased by +1 in Mud: E3.63] [Sand: F7.421] Entrenching: B27.11, O.8 [NA in Bamboo: G3.5] [CX: A4.51] [Prisoners: A20.5] [Russians: A25.21] [Wire: B26.4] Entrenchments (foxhole, trench): B27 [Air Bursts: B13.3] [Coral Soil G13.93] [Desert F.18] [Dozer vs: G15.21] [Elevation Advantage vs: B9.33] [NA in Extreme Winter: E3.743] [Ground/Deep Snow E3.722] [Mud E3.63] [NA in Extreme Winter E3.743] [elimination by Shellhole creation: B2.1] [Stacking: A5.6] Entry Area: P8.2 Environmental Conditions: see EC: B25.5 Equipment: O11.2, P8.2 Equivalency, DYO: H1.74 Errors: A.2 ESB (Excessive Speed Breakdown): D2.5 [Platoon Move NA: D14.21] Escape: A20.55, O11.2, P8.2 [NA for Japanese prisoners: G1.621] [RePh: O11.6063, P8.606] Evacuation: G14.4 EX (Example) EXC (Exception) Exit of mapboard: A2.6 Exit Victory Conditions: A26.3 Extent of Error: C1.4 Extinguishing Attempts: B24.72 [Falling Rubble: B24.6] Extreme Winter: E3.74 Extremely Heavy Dust: F11.75 (f) French manufacture counter symbol: D2.5 Factory: B23.74 [Backblast penalties NA: C13.8] [RB: O.4, O5] [Vehicle Movement in RB: O.4] Failure to Rout: A10.5 [not subject at Night E1.54] [RtPh Surrender: [20.21] [Withdraw from Melee: A11.16] Falling Snow: E3.71 Fanaticism: A10.8 [Battle Hardened: A15.3] [KGP, German : PCG13] [RB, Russian: OCG11] Fascine British Note 37 [Seawall: G13.625] Fast Aground: G12.211 Fast Turret Traverse: D1.31 Fate: A10.64 [Extreme Winter: E3.742] FF: counter abbreviation for Defensive First Fire FFE (Fire For Effect; used to resolve OBA fire): C1.5 [all hexes in the Blast Area are marked with Gunflashes: E1.87] [Barrage: E12.3] [Dust: F11.75] [Mines: B28.62] [Offboard Effect: A2.51, C1.32] [Routing: A10.51] [Shellholes: B2.1] [Wall/Hedge: B9.34] [Wire: B26.52] see also Indirect Fire: C.1 FFE Vision Effects: C1.57 [Dust: F11.75] FFMO (First Fire Movement in Open Ground; a -1 DRM vs moving Infantry in Open Ground, provided no other DRM beneficial to the target applies): A4.6 [vs Broken units: A8.14] [Bypass: A4.32] [FFE: C1.51] [HA: B10.31] [Loading/Unloading: D6.5] [not negated by LV hindrance E3.1] [Road Use: A4.132] [Woods-Road: B13.31] FFNAM (First Fire Non-Assault Movement; a -1 DRM vs moving Infantry, provided the target is not using Assault Movement): A4.6 [FFE: C1.51] [Unloading: D6.5] FG (Fire Group): A7.5-.55 [Bore Sighting DRM: C6.44] [Halftrack/ Carrier: D6.64-.65] [Heavy Payload NA: C.7] [NA in dense jungle, kunai, bamboo, or swamp: G.3] [Leadership: A7.53] [MOL: A22.611] [Night: E1.73] [NA to assaulting side during Seaborne Assaults: G14.25] [Spraying Fire: A9.52] [Vehicular: A7.51 & D6.64] Field of Fire: A9.21 Field Phones: C1.23 [Cave: G11.837] Field Promotions: A18 Final DR/dr (a DR/dr after all applicable modification by DRM/drm) Final Fire: A8.4 [Cowering Penalty: A7.9] [Gliders, Paratroops: E8.3] [Reaction Fire: D7.21] [Spraying Fire: A9.52] [Thrown DC NA: A23.63] [Vehicular: D3.32] Final Protective Fire: see FPF: A8.31 Finnish: A25.7 [at Night, considered Stealthy: E1.62] Fire (Blaze or Flame): B25 [Cave: 11.95] [Clearance: B24.72] [Control Forfeiture: A26.13] [Fortified Building: B23.94] [FT-caused: B25 .12] [Ground Snow/Deep Snow: E3.721] [HE-caused: B25.13] [Huts: G5.6] [Illumination at Night: E1.94] [MOL-caused: A22.611] [Rice Paddy: G8.6] [Rubble: B24.6] [WP-caused: A24.32] Fire Attacks: A7 [First/Final Fire EXC: A.15] Fire Attacks NA: [AFV SA MG TK D3.54] [vs friendly units A7.4] [MMG, HMG, mortar or 5/8" non-vehicular ordnance if moved A4.41] [Out of hex if TPBF possible A7.212] Fire Direction: A7.53 [Mandatory MG Long Range: A9.4] Fire Group: see FG: A7.5-.55 Fire Lane: A9.22 [Bore Sighting NA: C6.41] [can originate from a Cave but cannot enter one: G11.821] [Dash: A4.63] [Lip Hexside of Deir blocks: F4.52] [not affected by Huts: G5.21] [IFE NA: C2.29] [Night: E.71] [Slope: P2.31] [Wreck Blaze: B25.2] Fire Mission (A Fire Mission consists of the entire time between a Battery Access draw in which a FFE is on board; i.e., from the time it is placed as a FEE:1 counter to the CCPh of the Player Turn in which the FFE:2 counter is changed to a FFE:C counter): C1.7 Fire Phase (PFPh, DFPh, AFPh) Firer-Based Hit Determination DRM: C5 Firing Within Hex (i.e., firing at zero range): A7.212 & A7.21 & C5.5 [Area Target Type NA: C3.33] [Bypass: A12.151] [CA: C3.2] [Concealment: A12.15-.151] [Japanese DC Usage: A23.61] [Marketplace: B23.732] [OVR Prevention: C5.64] [Reaction Fire: D7.2] [Stairwells: B23.25-.26] [Target Gunshield NA: C11.5] [To Hit Case E: C5.5] [TPBF: A7.21-.212] First Fire (FF): A8.1 [vs Bypass: A4.33] [OBA: C1.51] [Reaction Fire: D7.2-.21] [Residual FP: A8.2] [Spraying Fire: A9.52] [TB DRM: B13.4212] Fixed Mount MG: D1.81 Flail Tank: B28.7 Flame (preliminary-stage fire, as distinct from Blaze): B25.1, .15 [Clearance: B24.7, .72] [Falling Rubble vs: B24.6] [MOL-Projector: O10.44, O10.5] [provides Illumination at Night only in its own Location: E1.942] [RePh: O11.6096, P8.609] [Smoke NA: B25.2] Flamethrower: See FT: A22 Fog: E3.31 Foot Bridge: B6.44 Fording Lines: E6.6 Fording: B21.41-.43 Fords: B20.8 [Crest status NA: B20.9] [P4.3] Forest: B13.7 Fortification (Caves, Entrenchment, Minefield, Panjis, Pillbox, Roadblock, Tetrahedrons, Wire): [Blaze Location in RePh: O11.6097, P8.6095] [Cave: G11.93] [Debris: O1.3] [DYO purchase of "?" counters for Japanese: G1.663] [DYO purchase of "?" counters for Japanese: G1.663] [Elimination in RePh: P8.615] [Elimination RePh: O11.615] [HIP: A12.33] [Hidden in RePh: O11.6073] [Hidden in RePh: P8.6073] [hidden fortifications revealed in Interrogation: E2.23] [NVR: E1.16] [only Beach Obstacles allowed in Ocean: G13.5] [Panji: G9.55] [Purchasing RePh: O11.621] [Rice Paddy: G8.7] [Sand: F7.42] [Wire/Entrenchments NA in Bamboo: G3.5]: [NVR applies to Fortifications in jungle, kunai, or bamboo: G.2] Fortified Building: B23.9 [DC Hero: G1.4241] [RB Cellars: O6.11] [Rooftop NA: B23.81] [Rubble: B24.3] [Sewers: O.2] [Tunnels: O.2A] [Wall Advantage: O.2B] Foxhole: B27.1 FP (Firepower): A1.21 FPF (Final Protective Fire): A8.31 [vs Berserk: A15.432] [Cavalry: A13.6] [Human Wave: A25.231] [Pillbox: B30.43] [Thrown DC NA: A23.63] FPP (Fortification Purchase Points): O11.2, P8.2 FRD (Fractions Rounded Down) Free French: F.8 French: A25.5 [Green Units: A25.51, A19.2-.3] Friendly Board Edge: A20.53 Frigid: B20.7, E6.1, P4.23 Front Line Location: O11.2, P8.2 Frozen Stream: B20.7 FRU (Fractions Rounded Up) FT (Flamethrower): A22 [Armor To Kill: C7.344] [Bounding (First) Fire: D3.31] [vs Caves: G11.834] [vs Guns: C11.51] [Gunflashes: E1.84] [NA against LC: G12.611] [Motion Fire: D2.42] [OVR: D7.15] [RePh: O11.6134] [Vehicular-Mounted: D3.6] Full Strength: O11.2, P8.2 (g) German manufacture counter abbreviation: D2.5 G: see Gyrostabilizer: D11.1 Gallop: A13.36 [Wagons: D12.4] Game Turn (two Player Turns each consisting of eight phases [RPh-CCPh]): A3 German: A25.1 [1942-43 in North Africa: F.6] [pre-1943 MMC at Night, considered Lax: E1.62] Glider: E8 [Collapse Huts on entry: G5.5] [Ocean: G13.492] [Panji: G9.47] [[Rice Paddies: G8.22] [Tetrahedron: G14.51] Goliath: see German Vehicle Listing Note 93 in Chapter H Good Order (a Personnel unit or vehicular inherent crew which is neither broken, berserk, captured, stunned, shocked, or held in Melee; or a SW which is fully manned by a Good Order Personnel unit, and is not malfunctioned, or restricted by an Ammunition Shortage): A.7 [non-Good Order units at Night, considered Lax: E1.62] Grain: B15 Graveyard: B18 Green Units: A19.2-.3 [British: A25.41] [Class ID: A1.25] [French: A25.51] Grid Coordinates: A2.2 Ground Pressure: D1.4 [Bog Check DRM: D8.21] Ground Snow: E3.72 Ground Support [Heat Haze: F11.622] Guard: A20.5-.55 [CC Withdrawal EXC: A11.16] [Victory Point EXC: A26.2] GUARDS (Russian elite status MMC units): A25.2 Gully: B19 [Exit; Underbelly Hits: D4.3] [Rubble: O.3] [Shellholes: O.3A] [Gully Entrance Hexside: O8] Gun & Ammo Type Basic TH# Modifications: C4 [360¡ Mount: C2.3] Gun (any non-vehicular ordnance on a 5/8" counter): C2.1 [never Emplaced in Bamboo: G3.4] [Cave: G11.92] [Concealment: A12.2] [Emplacement: C11.2] [HIP: A12.34] [First/Final Fire: C2.241] [Non-Qualified Use (& SMC): A21.13] [Pillbox: B30.111] [Possession: A4.43] [Random Destruction: A9.74 & A11.13] [RB: OCG5] [setting up in a RB Factory: O5.6] [Rooftops: B23.85] [Sangar: F8.52] [Stacking: A5.4] [Wadi Crest position: F5.43] Gun Caliber Size: C2.21 [Brush Concealment: A12.2] [Overscore: AP NA] [Small Calibers (<= 57mm): C4.2] [Underscore: HE NA] Gun Classification: C2 Gun Depression/Elevation: C2.6 [Depression across Cliff: B11.31] [Elevation across Cliff: B11.32] Gun Destruction: C11 [by CC: A11.13] [by OVR: A9.74] [while in Tow: C10.1] Gun Duel: C2.24 [No MP Expenditure: C5.33] Gun Flashes: E1.8 Gun Movement: C10 [Building: B23.423] [Fortified Building: B23.93] [Minimum Move NA: A4.134] [Prohibited hexes: C2.7] Gun Target Size: C2.271 Gun Towing: C10.1 Gun Type: C2.22 [Vehicular: D1.3] Guns As Targets: C11 [ATR: C13.23] [Barrage: C1.821] Gunshields: C11.5 [RCL NA: C12.1] [Malfunction: C2.28] Gurkha: A25.43 [Climbing: B11.433] [DYO: H1.24] [at Night, considered Stealthy: E1.62] [Stealth: A11.17] Gusts: B25.651 [affected by Dust: F11.76] Gusty: E3.4 Gutted Factory: O5.5 Gyrostabilizer (G; aka Stabilized Gun): D11.1 [Acquisition: C6.55] [DYO: H1.42] H#: HEAT Depletion Number [H#[9]: H, see German Ordnance Note B] HA (Height Advantage): B10.31 [Climbing NA: B11.42] [Continuous Slope: B1.14] [Hillock: F6.51] [Indirect Fire NA: C1.55] [Residual FP: A8.26] [Vehicular: D4.22] Half Hexes: A2.3 Half Squad: see HS: A1.122 Half-Level Obstacles (Cactus Hedge, Cactus Patch, Dune Crest, Hedge, Hillock, Hillside Wall/Hedge, Roadblock, Rubble, Seawall, Wall): A6.21 [FFE: C1.52] Halftracks, Armored (ht): D6.6 [CC: A11.62] [Symbol: D1.14] [Trench entry NA: B27.55] [Unarmored: D6.7] Hammada: F3 Hamper (a Final Fire Clearance DR < 7 but > 2 which prevents a Flame from becoming a Blaze): B24.721 Hand-to-Hand CC: J2.31 [Japanese ATTACKER in CC: G1.64] Hara-Kiri: G1.641 Harassing Fire: C1.72 [CH: C3.75] [FFE Hindrance NA: C1.57] [Pre- Registered Fire: C1.733] Hazardous Movement: A4.62 [To Hit DRM: C6.6] [Infantry above a Bank counter: G8.2111] [Crew Survival D5.6] HD (Hull Down): D4.2 [Bocage: B9.522] [Bow-Mounted Weapons: D4.223] [CH: C3.7] [Elevated Road NA: B5.21] [Elevation Effects vs wall: B9.22,- .33] [Setup on Crest: D4.221] [Trench: B27.52] [Wall: D4.21] [Water Obstacle: D16.3] HD Maneuver Attempt: D4.22 [Armor Leader: D3.44] [Setup: D4.221] HE (High Explosive; a type of attack including DC, aerial bombs and all forms of Indirect Fire): [vs CE: D5.31] [CH: C1.53, C3.7-.74] [+1 TEM in Deep Snow: E3.731] [German 28LL & 40LL EXC: C4.3] [IFT Use: C.6] [Limited Stowage: C8.8] [Marsh: B16.31] [+1 TEM in Mud: E3.62] [To Kill Table: C7.34] HE Equivalency (use of AP/APCR/APDS/ATR/HEAT on IFT): C8.31 HEAT (High Explosive Anti-Tank): C8.3 [vs Cave: G11.835] [vs Guns: C11.51] [HE Equivalency: C8.31] [vs Huts: G5.31] [IFT Resolution & Personnel Target Restrictions: C8.31] [Range Effects NA: C7.24] [Rubble Creation: B24.11] [vs Schuerzen: D11.23] [To Kill Table: C7.33] Heat Haze: F11.62 Heat of Battle: A15 [Human Wave NA: A25.231] Heavy AA: E7.52 Heavy Dust: F11.73 Heavy Payload: C.7 Heavy Surf: G13.44 Heavy Wind [Dust: F11.761] Hedgerow: see Bocage: B9.5 Hedges: B9 [Bypass LOS across: A4.34] [Hillside: F10, P6] [OVR TEM: D7.15] [TEM NA to PRC: B9.3] Height Advantage: see HA: B10.31 Hero: A15.2 [BAZ: C13.45] [Casualty MC: A10.31] [DYO: H1.2] [Heat of Battle NA: A15. I] [Pin EXC: C13.31] [RePh: O11.6112, P8.6113] [Rider with AAMG: D5.34] Hex (the area inside the six hexsides which compose a hex, including those hexsides and their vertices): [Location: A2.8] [Normal Stacking Limits: A5] Hex Grain (any string of connected hexes in which a straight LOS drawn between the first and last hex center dots also bisects the hex center dot of every hex between them; all the red lines in the example below are drawn along a Hex Grain of the central hex, the blue lines represent the Alternate Hex Grain of the central hex): [Alternate Hex Grain: A9.221] [Field Phone Security Area: C1.23] [Fire Lane: A9.22] Hexside (one of the six lines which combine to form a hex; each hexside also contains two vertices) [Hexside DRM: B.6] [Indirect Fire TEM: C1.52] [MF cost: A4.131] [TEM: B1.16] Hexspine (the hexside of an adjacent hex which combines with two hexsides of the subject hex as if forming six spokes of a wheel; hexside E8-E9 is a hexspine of hex F8 and hex D8): C3.2 HH (Hull Hit required) Hidden Guns: A12.34 Hidden Initial Placement: see HIP: A12.3-.34 High Seawalls: G13.61 Hill Depressions: B19.5 Hill: B10 [Open Ground: B1.14] Hillock: F6 Hillock Summit: F6.6 Hillside Walls and Hedges: F10, P6 Hindrance Level: B.4 [SMOKE: A24.4] Hindrance, LOS (Bridge, Brush, Crag, Grain, Graveyard, Marsh, Orchard, SMOKE, FPF, various weather effects): A6.7 [Blockage: B.10] [Debris: O1.1] [FFE: C1.57] [Fire Lane: A9.22] [IFT: A7.6] [Inherent Terrain: B.6] [LC provides +1 TEM/LOS Hindrance only if beached: G12.81] [Level: B.4] [Motion/non-stopped NA: D2.41] [Outgoing LOS: A24.8] [Residual FP: A8.26] [To Hit: C6.9] [Wreck/AFV: D9.4] HIP (Hidden Initial Placement): A12.3-.34 [Caves and Cave Complexes: G11.3] [DLV: F11.601] [Field Phone: C1.23] [Emplaced non-vehicular Gun: A12.34] [Interrogation: E2.22] [Japanese: G1.631] [Japanese Pillbox: G1.632] [Loss in CC: A11.19] [T-H heroes: G1.422][VBM vs: A12.42] Hit Location: C3.9 [DC: C7.346] [Deliberate Immobilization: C5.72] [Fire in Same Location: D3.2] [Immobilization: C7.5] [UK: C7.41] [Underbelly Hits: D4.3] Hits: [Critical: C3.7] [Direct: C11.4] [Improbable: C3.6] [Multiple: C3.8] [Near Miss: C11.1] HMG (Heavy Machine Gun): [AFPh: A4.41] [dm: A9.8] [First Fire: A9.2- 21] [Japanese Squad/HS, has B# and Multiple ROF lowered by 1: G1.611] Holding Box: P8.2 Hooking Up Guns: C10.11 Horse-Drawn Transport (wagon, pulkka, sledge): D12 [Bypass: D.2] [DYO: H1.44-.441] [VBM: D2.3] [Wire: B26.42] Horses: A13.7 [Bypass: D.2] [Capacity: A13.32] [DYO: H1.44] [Foot Bridge: B6.44] [Night, considered Normal: E1.62] [Panji: G9.422] [* Vehicle Target: A13.511] House Rules (any mutually agreed upon method for speeding up play, or adjusting the official rules for a particular group's own enjoyment or convenience): A.9 [Concealment: A12.16] HS (Half Squad): A1.122[Casualty VC: A26.21] [Deploying: A1.31] [DYO: H1.212] [Recombining: A1.32] [Stacking Equivalency: A5.5] [SW Usage: A7.352] ht: halftrack: D6.6 Hull Down: See HD: D4.2 Hull Hit: C3.9 Human Wave: A25.23 [Chinese may make Human Wave attacks: G18.5] [Cloaking: E1.423] [Dare-Death Squads: G18.61] [Heat of Battle NA: A15.1] Hungarian: A25.8 & A20.55 Huts: G5 (i) Italian manufacture counter symbol: D2.5 Ice: B21.6 Identity, Personnel: A1.24 [Vehicles: D1.4] Idle Date: P8.2 Idle Day: O11.2 IF (counter abbreviation for Intensive Fire): C5.6 IFE (Infantry Firepower Equivalent): C2.29 [Acquisition NA C6.53] [vs AFV: A9.61] [Concealment Loss: A12.34] [Mandatory Fire Direction NA: A9.4] [Pinned: A7.81] IFT (Infantry Fire Table): A7 [HE Use: C.6] Illuminating Rounds: see IR: C8.7, E1.93 Illumination: E1.9 [RB Roofless Factories: O5.48] Immob (counter abbreviation for Immobilized): D8.1 Immobile (any vehicle which is Abandoned, Bogged, Immobilized, Shocked, or Stunned): D.7 [RePh: O11.6131, P8.615] [Target Status: D8.4] Immobilization: D8.1 [Ammo Vehicles: E10.4] [Deliberate: C5.7] [Hammada: F3.31] [LC: G12.602] [Motorcycles NA: D15.5] [OVR: D7.17] [immediately for vehicle crossing Panji hexside, unless it is a full-tracked vehicle/dozer: G9.42] [Recall: D5.341] [Random: C7.5] [RePh: O11.6131, P8.6141] [TC: D5.5] [Unarmored Vehicle: A7.308] Improbable Hits: C3.6 Impulse (one segment in the movement of a Human Wave or radioless AFV platoon): A25.231 & D14.2 In-Season Rice Paddies: G8.13 IN/INTO (used in reference to the bottom of a Depression hex, rather than to Crest status units in the same hex): A.6 [Gully Bridge: B19.3] Indirect Fire (mortar/OBA fire): C.1 [Air Burst: B13.3] [Bocage: B9.53] [vs Bridges: B6.32] [Building: B23.32] [Climber: B11.42] [Crest: B20.92] [against a unit in a Culvert: O7.3, P4.24] [HA NA: C1.55] [HD NA: D4.2] [RB Roofless Factories: O5.45] [Roadblock: B29.5] [Upper Level Rubble: B24.3] [Wall/Hedge: B9.34] see also FFE: C1.5 Inexperienced Crew: D3.45 Inexperienced Personnel: A19.3 [Night, considered Lax: E1.62] INF Gun: C2.22 [Gun Type: C2.22] [Conditional ROF: C2.5] Infantry (all SMC & MMC counters on foot; i.e., not mounted as Cavalry or PRC): A [DYO: H1.2-.28 & H1.7-.73] Infantry crew counter (distinct from a vehicular crew counter by its FP of 2): A1.123 [Captured AFV: A21.22] Infantry Movement: A4 Infantry OVR: A4.15 Infantry Target Type: C3.32 Inferior Turret (AF is in circle): D1.6 Infiltration: A11.22 Inherent (any capability included within a counter with no need to be represented by another counter; for example, any AFV has an inherent crew that can Abandon the AFV and take separate counter form) Inherent Crew: D5 [Heat of Battle Exclusions: A15.1] [LC: G12.11] Inherent Terrain (bamboo, cactus patch, crag, debris, dense jungle, graveyard, hillock, olive grove, orchard, paddy (in-season), palm trees, pier, reef, shellhole, vineyard): B.6 [Debris: O1.1] Initial Scenario: O11.2, O11.5, P8.2, P8.5 Inspection: see Right of Inspection [Before Play: A2.9] [Caves: G11.52] [During Play: A12.16] [Pillbox: B30.7] Integrity Base: A16.1 Integrity Check: A16.2 Intense Heat Haze: F11.621 Intensive Fire (IF): C5.6 [APPh Restriction: A4.41] [Area Target Type: C3.33] [B#/X#: A.11] [Conditional ROF: C2.5] [Depletion Number: C8.92] [Final Fire Restriction: A8.41 & C2.241] [OVR Prevention: C5.64] [Subsequent First Fire: A8.3] Interdiction: A10.53 [Area Target Type: C3.33] [Armor Leader: D3.44] [Changing Location within same hex: B27.41] [HA: B10.31] [not negated by LV hindrance E3.1] [Minefields: B28.413] [Woods-Road: B13.31] Interdictor: A10.532 Interior Building Hex (a building hex completely surrounded by building hexsides, such as 1X4 or 20C7): [Indirect Fire: B23.32] [RB factory: O5.3] [Sniper Attacks NA vs: A14.22] Interrogation: E2 [Dare-Death Squads: G18.71] [PTO, a non-Russian Ally may add -1 DRM: G1.621] [revealing the presence of Caves: G11.981] IPC (Inherent Portage Capacity): A4.42 [Broken Units: A10.4] [CX: A4.52] [Voluntary Rout: A10.711] IR (Illuminating Round): C8.7, E1.93 [NOBA: G14.672] Irrigated Rice Paddies: G8.12 Isolated Area: O11.2 [RePh: O11.606, O11.6072, P8.6052, P8.6057] Isolated Location: O11.2, P8.2 Italian: A25.6 [Berserk EXC: A15.1] [non-elite MMC at Night, considered Lax: E1.62] Japanese: G1 [DC Usage: A23.61] [Disruption NA: A19.12] [Escape NA: A20.55] [Massacre: A20.4] [RtPh Surrender NA: A20.21] Jitter Fire: E1.55 [NA in Jungle: G2.22] Jungle: G2 K (Kill): A7.302 K# (Kindling Number): B25.11 KGP (Kampfgruppe Peiper): P8.2 KIA (Killed In Action): A7.301 Kindling: B25.11 [Gutted Factory: O5.51] [Night Illumination: E1.942] Kindling NA: [Night: E1.94] Known Enemy Unit (any unconcealed, non-prisoner enemy unitÑeven one which is broken or in MeleeÑwhich the unit in question currently has a LOS to): A12.11 Known Minefields: F.7, P7 Kunai: G6 Labor Status: B24.8 [CX: A4.51] [Entrenching: B27.11] [Pushing Gun: C10.3] Lake: G13.12 Landing Craft (see LC: G12) Large Rafts: E5.122 LATW (Light Anti-Tank Weapon; ATR, ATMM, BAZ, PIAT, PF/PFk, PSK): C13 Lax: A11.18 [Inexperienced Personnel: A19.36] [Night: E1.62] [Non-elite Italians: A25.64] LC (Landing Craft): G12 [Non-CC Attacks vs LC: G12.6, Hit vs Passenger Vehicle/Gun: G12.65] LD (Counter abbreviation for leadership): A10.7-.72 Leader Creation: A18.1 [G.M.C. Chinese receives +1 drm: G18.2] Leader Exchange Table/DR, DYO: H1.82 Leader Generation, DYO: H1.8 Leadership: A10.7-.72 [Berserk Leader: A15.41] [Berserk NA: A15.42] [Cowering: A7.9] [Fire Direction: A7.5-.531] [Infantry OVR: A4.15] [Japanese: G1.41] [LLMC/LLTC: A10.2] [Location: A2.8] [Mandatory: A10.72 & D3.45] [Mandatory Fire Direction: A9.4] [MC/TC: A10.21-.22] [MF Bonus: A4.12 & A17.2] [PAATC: A11.6] [Partisan: A25.241] [Pin Effect: A7.831] [Radio Contact: C1.2] [SW Recovery: A4.431-.44] [RePh: O11.6113, P8.6114] [Vehicular FG: D6.64] [^ : A.10] [Wounded, RePh: O11.610, P8.610] LF (Limbered Fire): C10.24 [Gun Caliber Size EXC: C2.21] LG (Leader Generation Factor): see National Capabilities Chart (A25) & H1.8 Light AA: E7.51 Light Dust: F11.71 Light Mortar: C9.2 Limbered Fire: see LF: C10.24 Limbering: C10.2 [Limbered Fire: C2.21 & C10.24] Limited Stowage (AP/HE): C8.8 LLMC (Leader-Loss Morale Check; an additional MC caused by the elimination of a leader with a higher Morale Level than other friendly units in the same Location. The level of the required MC is equal to the strength of the negative leadership modifier of the affected leader; e.g., 0 is a NMC, -1 is a 1MC, etc.): A10.2 [Cavalry EXC: A13.52] [Climbing EXC: B11.42] [Leadership NA: A10.21] [Motorcyclist EXC: D15.55] [Prisoner NA: A20.54] [Unbroken Japanese treat as LLTC: G1.62] LLTC (Leader-Loss Task Check; an additional TC caused by the breaking of a previously unbroken leader with a higher Morale Level than other friendly units in the same Location. The level of the required TC is equal to the strength of the negative leadership modifier of the affected leader; e.g., 0 is a NTC,-1 is a 1TC, etc.): A10.2 [Human Wave NA: A25.231] [see all LLMC Exceptions listed above] LMG (Light Machine Gun): [First Fire: A9.2-.21] [Passenger Use: D6.1] Loading Amphibian [Pier: G13.731] Loading Boat [Pier: G13.732] Loading LC [Pier: G13.731] Loading: D6.4 [FFMO/FFNAM: A4.6] [Green/Inexperienced: A19.31] [LC: G12.4, G13.443] [Minimum Move NA: A4.134] [Narrow Street: P5.125] Location (a hex as well as any of the following sub-divisions of that hex: sewer, upper building or bridge level, pillbox): A2.8 [Area Target Type Multiple Effects: C3.33] [Known enemy units: A4.14] [Rally Effects: A10.6] [Wire: B26.32] Location of Vehicular Hits: C3.9 [Improbable Hits: C3.6] LOF (Line of Fire; the LOS along which an attack has been traced) Long Range Fire: A7.22 [vs Aerial Target is halved FP: E.5] [Assault Fire NA: A7.36] [ATR NA: C13.24] [FT: A22.1 & .32] [Ordnance (Interdiction/Encirclement): A10.532] [Ordnance NA: C3.52] LOS (Line of Sight): A6 [Aerial Units: E7.25] [Atypical LOS: A6.12] [Caves: G11.5] [Paratroops: E9.31] [Pier: G13.71] [Rice Paddy: G8.4] [Seawall: G13.622] LOS Checks: A6.11 LOS Hindrance Blockage: B.10 LOS Hindrance: see Hindrance, LOS: A6.7 Low Ammo B# (B(#)): D3.71 Low Crawl: A10.52 [Disrupted NA: A19.12] [Fording: B21.43] [No Quarter: A20.3] [Wire: B26.4] Low Seawalls: G13.62 Low Visibility: See LV: E3.1 Lumberyard: B23.211 LV: E3.1 [Falling Snow automatically causes Mist: E3.711] [Rain automatically causes Mist: E3.52] LVP (Location Victory Points): P8.2 M# (Manhandling Number): C2.27 [Pushing: C10.3] [Bamboo NA: G3.2] [Caves: G11.76] [Deep Snow: E3.7332] [LC: G12.421] [Mud: E3.61] [Panji hexside: G9.411] MA (Main Armament; the most important weapon on a vehicle and the only vehicular weapon which can possibly have a Multiple ROF. The Vehicle Listings cite each vehicle's specific MA as does the counter display): D1.3 [AA Use: C2.6] [Disabled Recall: D3.7] [MG as: D3.53-54] Machine Gun: see MG: A9 Maintenance [PTO, DR gets +1 DRM: G.7] Majority Squad Type: E.4 Malfunction; SW: A9.7 [Bail Out: D6.24] [Fire Lane Cancellation: A9.223] [dm German MMG/HMG: A9.8] [Gun: C2.28] [Low Ammo B(#): D3.71] [OVR: D7.17] [Residual FP: A8.221] [Vehicular Weapons: D3.7] [Residual FP: A8.221] Mandatory FG: A7.55 [Vehicular MG/IFE: D3.5] Mandatory Fire Direction: A9.4 Mandatory Leadership: A10.72 Manhandling Number: see M#: C2.27 Manhole: B8.1 [Debris: O1.6] [RB Cellars: O6.21] [Rubble NA: B24.4] Map Group: P8.2 Map Section: P8.2 Map-Edge Markers [RePh: O11.6053] Mapboard: A2 Marker (another term for a counter that indicates status, mode, condition, etc.) Marketplace: B23.73 [Cellar NA: B23.41] Marsh: B16 [Drift NA: B21.121] [Dry Stream: B20.41] [Low Crawl NA: A10.52] [SW Possession: A4.43] Massacre: A20.4 [KGP: PCG4] MC (Morale Check): A10.1 [Failure: A10.3] [Panjis: G9.31] [Passengers on LC: G12.13] Mechanical Reliability: D2.51 [Desert: F.4] [Platoon Movement: D14.21] Melee (a condition existing between opposing Known enemy units occupying the same Location after being attacked in CC): A11.15 [Infantry OVR: A4.152] [Pillbox EXC: B30.6] [RePh: O11.601, P8.601] [Unarmed: A20.54] [Withdrawal with Vehicle/Cavalry/cyclists/PRC: A11.7-.71] MF (Movement Factor; a measure of movement capability for Infantry, Cavalry, and Horse-Drawn vehicles): A4.11 [Cloaking: E1.42] [Deep Snow: E3.733] [Drift: E3.752] [Ground Snow, all Infantry/Cavalry expend +1 MF per elevation change: E3.723] [wearing Skis: E4.3] MG (Machine Gun): A9 [Aerial vs AFV: C7.22] [Bore Sighting: C6.4-.44] [CH NA: C3.7] [Leadership: A7.53] [by Pinned: A7.81] [TH vs AFV: A9.6] [TK vs AFV: A9.61 & D3.53-.54] [Vehicular: see Vehicular MG: D3.5-.54] Minefield: B28 [A-B: G14.53] [A-P: G14.54] [A-T: G14.53] [Bombardment vs: C1.822] [Clearance: B24.74] [Column: E11.534] [vs Concealed Stack: A12.11] [Culvert: O7.6] [+1 DRM in Deep Snow: E3.732] [Gunflashes: E1.83] [Known Minefields: F.7, P7] [LC affected only by A-B mines: G12.614] [RePh: O11.6042, P8.6042] [Residual FP NA: A8.22] [Routing: A10.51] [vs Search: A12.33] [Narrow Street: P5.142] Minimum Move, Infantry: A4.134 [Wire NA: B26.4] Minimum Move, Vehicular: D2.15 [Platoon Movement NA: D14.21] [Reverse: F.11] Mired: D8.31 [RePh: P8.6044] [LC: G12.211] Mist: E3.32 ML (Counter Abbreviation for Morale Level): A10 MMC (Multi-Man Counter): A1.12 MMG (Medium Machine Gun): [AFPh: A4.41] [dm: A9.8] [First Fire: A9.2-.21] [Japanese Squad/HS, has B# and Multiple ROF lowered by 1: G1.611] Mnvr (counter abbreviation for Maneuver) Mobile (any vehicle which is not Abandoned, Bogged, Immobilized, Shocked, or Stunned): D.7 Moderate Dust: F11.72 Moderately Sloped Beach: G13.22 Modified TH#: C4.5 MOL (Molotov Cocktail): A22.6 [vs AFV: C7.344 & C7.22] [DYO: H1.25, or mix oil, gasoline in glass jar, ignite with oil-soaked rag placed IN/INTO mixture] [Gunflashes: E1.84] [NA against LC: G12.611] [TK Case B: C7.22] [vs Guns: C11.51] MOL-Projector: O10 Mopping Up (NA when No Quarter is in effect) : A12.153 [Gunflashes: E1.86] [NA in PTO in/after 6.42: G1.621] [Rooftop: B23.82] Morale Check: see MC: A10.1 Morale: A10 [Gain: Commissar, Fanaticism, Battle Hardening, Berserk, Human Wave, Hero] [Japanese are exempt from PAATC, exempt from NTC from OVR, do not Disrupt, do not Surrender in the RtPh; Unbroken Japanese treat LLMC as LLTC; Japanese do not lower their morale by 1 if Encircled: G1.62] [LC is Morale Level 8: G12.122] [Loss: Encirclement, Wound, Replacement, Friendly FFE (C1.5)] [Rating: A1.23] [Morale Level Ceiling: A.18] Mortars: C9 [AFPh: A4.41] [Bamboo treated as Dense Jungle: G3.1][NA from a Cave {EXC. Japanese light mortar can fire from a Cave}: G11.83] [Crag: B17.4] [may not fire from Dense Jungle or Dense Jungle Road: G2.24] [Direct Fire vs Indirect Fire: C.1 & C9.1] [DYO OBA: H1.51] [Foxhole: B27.1] [Graveyard: B18.43] [Jungle: G2.24] [OVR FP NA: D7.11] [Radio Contact: C1.22] [Removal from AFV: A9.8] [Rooftop: B23.85] [Scrounging: D10.5-.52] [dm 76-82mm PP Reduction: C10.13 & D6.2] [SMC Usage: A21.13 & C9.2] [TK Tables NA: C7.345] [Towing 76- 107mm: C10.1] [Trench: B27.51] [Wall/ Hedge: B9.34] Motion Fire (the FP of all vehicles is halved while in Motion): D2.42 [Motion AFV Fire: C5.35] Motion Status: D2.4 [Flail: B28.7] [Leadership: A10.7] [Offboard: A2.52] [Reverse NA: D2.24] Motorcycles: D15 [A-T Mines NA: B28.5] [Deep Stream NA: B20.46] [DYO: H1.45] [Hammada: F3.32] [Lumberyard pushing: B23.211] [Wire: B26.42] Motorized Vehicles [Night, considered Lax: E1.62] Mounted Firer (halving of FP of Riders [D6.22], truck/unarmored halftrack Passengers [D6.72], and Cavalry [A13.4] in attacks [EXC: Cavalry Charge] on the IFT) Move/Advance: A.3 [Armored Assault: D9.31] [Mandatory Advance after PAATC: A11.6] [Stacked: A4.2] Movement Factor: see MF: A4.11 Movement, Guns & Ammo: C10 Movement, Infantry: A4 [+1 MF per elevation level change in Rain: E3.54] [Mud, all ground units expend 1/2MF extra: E3.64] [Night: E1.5] Movement NA: [AFV stop or end MPh with LOS to enemy AFV in same hex: D2.6] [Cave entry (EXC. Japanese Infantry): G11.7] [Infantry into location of known enemy unit during MPh: A4.14] [Infantry into fortified building location occupied by unpinned, Good Order enemy squad equivalent: B23.922] Movement, Vehicle: D2 [+1 MP per elevation level change in Rain: E3.54] [Convoys: E11.2] [Expending more MP than required: F11.74] [Mud, all ground units expend 1 MP extra: E3.64] [Night: E1.5] [LC: G12.2] Moving Vehicular Target: C.8 MP (Movement Point; a measure of movement capability for vehicles) [Bail Out NA: D6.24] [Deep Snow: E3.7331] [Drift: E3.752] [Expending more MP than required: F11.74] [Ground Snow: E3.724] MPh (Movement Phase): A3.3 [Boats on land: E5.21] [Water Movement: E5.3] MPV (Modified Point Value): H1.211 MTR (mortar): C2.2 [Gun Type: C2.22] see also Mortars: C9 Mud: D8.23, E3.6 [Desert boards: F11.8] [Rice Paddy: G8.5] Mudflat: B16.6-.72 Multi-Story Building: B23.23 [Spraying Fire: A9.5] Multiple Hits: C3.8 Multiple Immobilization: D8.11 Multiple ROF (any weapon which can attack more than once in the same phase either due to an encased ROF number or Intensive Fire): A9.2 & C2.24 [AFPh: A4.41 & C5.2] [Area Target Type: C3.33] [Captured Weapons: A21. 12] [Case A TH#: C5. 12] [Conditional ROF: C2.5] [Final Fire: A8.41] [IFE: C2.29] [Intensive Fire: C5.6] [LOS Checks: A6.11] [Mandatory FG: A7.55] [Pinned: A7.81] [Residual FP: A8.23] [SMC with Mortar: C9.2] [Special Ammo use: C8.1] [Sustained Fire: A9.3] [Target Acquisition: C6.54] NA (Not Allowed) NA VCA (armament listed cannot fire through VCA) Nahverteidigungswaffe: see sN: A11.622 & D13.34 Napalm: G17.4 [DYO Chinese: G18.831] Narrow Street: P5.1 Nationality Distinctions: A25 Naval Bombardment: G14.7 Naval OBA (see NOBA): G14.6 NCC (National Capabilities Chart): A25, A./G. Near Miss (any hit vs a Gun not resulting in a KIA/K result prior to any gunshield modification): C11.4 New CG Day: O11.6121 Night Visibility Range: See NVR: E1.1 Night: E1 - E1.942 [Cave: G11.96] [Dust: F11.78] [Jungle: G2.3] [KGP: PCG5] [RB: O11.6234] NM (No Movement): C10.26 NMC (Normal Morale Check; requiring a DR <= the current Morale Level of the unit - even if the unit is currently broken or suffering from a reduced Morale Level. Leadership benefits apply to a NMC.): A7.303 Nml (counter abbreviation for Normal) No IF (counter abbreviation that indicates a Gun cannot use Intensive Fire): C5.63 No Man's Land: O11.2, P8.2 [RePh: O11.6051, P8.6051] No Quarter: A20.3 [always in effect in PTO in/after 6/42: G1.621] [Dare- Death Squads: G18.7] NOBA (Naval OBA): G14.6 [Heavy Surf adds a +1 drm to its Accuracy dr: G13.449] [IR: G14.672] Non-Beach Shoreline: G13.41 Non-Stopped (a moving vehicle that has not expended a Stop MP since its last Start MP expenditure): C.8 Normal Range: A1.22 [Ordnance: A10.532] Normal [Night: E1.63] North Africa: F11.2 NT (Non-Turreted): D1.33 [Heroic CA Change: A15.23] [1MT: D1.322] NTC (Normal Task Check; requiring a DR 5 the current Morale Level of the unitÑeven if the unit is suffering from a reduced morale. Leadership benefits apply) [from OVR, Japanese are exempt: G1.62] NVR (Night Visibility Range): E1.1 - E1.16; [Concealment: E1.3] [Gun Flashes: E1.81] [RB Factories: O5.311] [RB Roofless Factories: O5.48] OB (Order of Battle): The forces which compose one side in any scenario as defined by the scenario card: O11.2, P8.2 OBA (Off-Board Artillery): C1.1 [NA vs Cave unless it crosses the cave's CA hexside: G11.84] [Column: E11.533] [Dust: F11.791] [DYO: H1.5-.53] [DYO Chinese: G18.82] [DYO Japanese: G1.662] [Heavy Payload: C.7] [KGP: PCG14] [LC: G12.63] [vs Mines: B28.61] [No Depletion Numbers: C8.9] [RB: OCG6] [Shellhole Creation: B2.1] [vs Wire: B26.52] Objective Hex: P8.2 Observer (a Good Order leader with radio who directs OBA): C1.2, C1.6 [OP Tank: H1.46-.465] Obstacle: A6.2 Ocean: G13.12 Offboard Actions: A2.52 [Starting MP Exclusion: D2.12] Offboard Observer: C1.63 [Heat Haze: F11.624] Offboard Setup: A2.51 [Starting MP Exclusion: D2.12] Offboard: Anything taking place outside the parameters of the scenario defined Mapboard Configuration OG: (counter and chart abbreviation for Open Ground): B1 Olive Grove: F13.5 One Lane Bridge: B6.43-.431 One Man Turret (1MT): D1.322 [OT: British Vehicle Note O. (includes German OT Vehicles)] OP (Observation Post) Tanks: H1.46-.465 Open Ground (OG): B1 [Dash: A4.63] [Defined for Rout & Interdiction: A10.531] [Desert: F1] [FFMO: any hex in which no positive TEM or LOS Hindrance applies: A4.6] [Mud: E3.65] [OVR DRM: D7.15] Open Topped: see OT: D1.23 Opportunity Fire: A7.25 [Assault Fire NA: A7.36] [Berserk NA: A15.432] [Thrown DC: A23.62] Optional Armament: H1.31, D1.84 [DYO: H1.12, H1.41, PCG8] Optional Rules: A.4 [Alpine Hills: B10.211] [Battlefield Integrity: A16] [Bombardment Shellhole/Fire Creation: C1.822] [Gyrostabilizer Use: D11.1] [PF Possession: C13.311] [Sz: D11.211] ["?": A12.16 & see footnote A18] Orchard Road: B14.6 Orchard: B14 Ordnance (any weapon which must score a hit on a To Hit Table before rolling again on the IFT or To Kill Table to resolve that hit): C.2 [Area Fire: C.4] [DYO: H1.3] [Motion Fire: D2.42] [Non-qualified use: A21.13] [Residual FP: A8.25] [vs Unarmored Vehicle: D6.71] [Using IFE: C2.29] Ordnance Listings: H Ordnance Normal Range: A10.532 Original DR/dr (a DR/dr prior to any applicable modification by DRM/drm of any kind) OT (Open Topped; AFV lacking full roof armor): D1.23 [Airburst: B13.3] [BU Firing Restrictions: D5.3] [Crew Morale: D5.1] Overcast: E3.5 ["Overcast" on NVR Table does not cause Overcast weather: E1.11] Overlays: A2.7, F12, G.9A Overstacking: A5 [Concealment Loss: A12.14] [Entrenchment/Pillbox/ Sewer NA: A5.6] [Prisoners: A20.51] [Rout: A10.51] OVR (Overrun): D7 [Armor Leader: D3.44] [BU CT AFV: D5.2] [Buildings/cellars: B23.41] [Concealed Units: A12.41] [NA if in Convoy: E11.2] [Crest: B20.92] [Dozer: G15.26] [Japanese are exempt for NTC: G1.62] [NA against LC: G12.612] [Lumberyard NA: B23.211] [Motorcycles: D15.43] [Random SW Destruction: A9.74] [TB non-factor: B13.4212] [Unloading: D6.5] [Woods-Road: B13.32] OVR Prevention: C5.64 P. (chart abbreviation for Possible) P. Sh (Possible Shock): C7.41 PAATC (Pre-AFV Advance/Attack Task Check; NA to berserk/ Fanatic/Japanese/SMC): A11.6, G1.62 [vs Armored Cupola: O.7] [DC Placement: A23.3] [1 PAATC: Chinese, Non-Elite Italians, Inexperienced, Allied/Axis Minors] [OVR vs "?": A12.41] [Reaction Fire: D7.2] Pacific Theater of Operations (PTO) Palm Trees: G4 Panjis: G9 [on Beach: G14.55] Panzerfaust: see PF: C13.3 Panzerschreck: see PSK: C13.5 Paratroop Landings: E9 [Bamboo, treat as landing in woods: G3.7] [DYO purchase for Japanese: G1.664] [landing on Tetrahedron: G14.51] [Ocean: G13.492] [Panji: G9.47] [Rice Paddies: G8.22] [Swamp: G7.32] Partial Kill (one defending unit in a CC attack suffers Casualty Reduction): A11.11 Partially Armored Vehicle: D1.22 [AF NA to TK#: C7.11] [Spraying Fire: A9.51] [Unprotected Crews: D5.311] Partisans: A25.24 [Commissar: A25.22] [DYO: H1.27] [Massacre: A20.4] [at Night, considered Stealthy: E1.62] [Stealth: A11.17] Passengers: D6.1 [Armored Halftrack: D6.6-.66] [CC: A11.52 & .611] [CE: D9.1] [Collateral Attacks: A.14] [FG: A7.51, D6.64] [Indirect Fire: C1.55] [LC: G12.12, G12.45] [Minefields: B28.43] [OVR FP: D7.11] [Stacking: A5.3] [Survival: D5.6 & D6.9] [Truck: D6.7-.72] [Vehicular Target Hits: D.6] Path: B13.6 [Lumberyard NA: B23.211] Paved Road: B3.1 [Emplacement NA: C11.2] [Entrenchment & Hidden Mines NA: B3.5] [Manhandling: C10.3] [Runway: B7] PBF (Point Blank Fire): A7.21 [vs Aerial Target is NA: E.5] [AFV in CC NA: A11.62] [Canister EXC: C8.41] [CC NA: A11. l] [DC EXC: A23.1] [FT EXC: A22.1] [MOL: A22.611] [Ordnance NA: C3.51] [Sewer: B8.3] Perimeter Area: O11.2 Perimeter Determination [RePh: O11.605] Perimeter Markers [RePh: O11.6054] Perimeter: O11.2 Personnel (all SMC and MMC counters, including those mounted as Cavalry or Passengers/Riders, but excluding inherent crews since they are not in counter form): A1 Personnel Escort (any personnel in same hex with a vehicle providing it with a favorable DRM when attacked in CC): A11.51 PF/PFk (Panzerfaust): C13.3 [Backblast: C13.8] [HE Equivalency: C8.31] [KGP Setup: PCG13] [Residual FP NA: C13.31] PFPh (Prep Fire Phase): A3.2 [Berserk NA: A15.432] [Creeping Barrage: E12.73] PIAT: C13.6 [Passenger Use: D6.1] [HE Equivalency: C8.31] [Gunflash NA: E1.88] Piers: G13.7 Pillbox: B30 [Backblast: C13.8] [Blaze: B25.4] [Bunker: B30.8] [Cave: G11.932] [Dozer vs: G15.21] [FG NA: A7.5] [Stacking: A5.6] [unit IN may not fire a Starshell: E1.921] Pin: A7.305 & A7.8 [AFV: A7.82] [AFV Riders Bail Out: D6.23-.24] [Assault Fire: A7.36] [Broken leader: A10.2] [Bypass: A4.33] [Cavalry NA: A13.52] [Clearance NA: B24.7] [Concealment Loss: A12.14] [Fire Lane Cancellation: A9.223] [Fording NA: B21.41] [Hampered Flame: A24.721] [Hazardous Movement: A4.62] [Human Wave NA: A25.231] [Intensive Fire: A7.81] [Leadership: A7.831] [MG/IFE: A7.81] [Minimum Move: A4.134] [Motorcyclist NA: D15.54] [Ordnance: C5.4] [PAATC: A11.6] [Search NA: A12.152] [Sniper: A14.3-.4] [Spotter: C9.3] [Voluntary Rout NA: A10.711] Pine Woods: P1 Placed DC: A23.3 [vs AFV: C7.346] Placement Hex (the hex ADJACENT to the target occupied by the unit Placing a DC): A23.3 Platoon Formation by Radioless AFV: D14.23 [Convoys: E11.2] [Vehicle Dust: F11.741] Player Turn (The eight consecutive phases (RPh-CCPh) which are half of one Game Turn. The half portion of each Game Turn in which a player may move his forces is his Player Turn): A3 Plentiful Ammunition, OBA: C1.211 [DYO: H1.52] [U.S.: A25.33] Plowed Fields (April & May only): B15.6 Pltn (platoon): O11.2, P8.2 Pneumatic Boats: E5.12 Pocket: O11.2 [RePh: O11.6056] Pond: B21.13 [Flooded Stream: B20.44] Pontoon Bridge: B6.41 [HE Attack vs: B6.33] Portage A4.4 [Berserk: A15.431] [Broken: A10.4] [Cavalry: A13.33] [CX: A4.52] [dm Mortars: C9.2] [IPC & SMC additions: A4.42] [Motorcycles: D15.2] [Riders: D6.2] [Sewer: B8.4] [NA while Swimming: E6.6] [Vehicle Portage: D6.1-.2] [Voluntary Rout: A10.711] [Wounded: A17.2] Possession, SW: A4.43 PP (Portage Points): A4.4 [CX IPC: A4.52] [IPC: A4.42] [Vehicular Capacity: D6.1-.2] [0 PP if vehicle is in Convoy: E11.3] [Vehicular PP Reduction: C10.13] PRC (Passengers/Riders/Crew): A5.3 [Collateral Attack: A.14] [Double Time NA: A4.5] [Heat of Battle NA: A15.1] [LLMC/LLTC: A10.2] [Night, considered Lax: E1.62] [disembarking in Panji: G9.422; embarking: G9.51] [Residual FP vs: A8.22] [TPBF vs: A7.211] Pre-Registered Fire: C1 .73 [Battery Access: C1 .211] [DYO Cost: H1 .53] Printed Rubble: O3 Prisoners: A20 [Cave: G11.98] [Dare-Death Squads: G18.7] [Forced Labor: A20.5] [Infantry above a Panji counter may not guard an Unarmed unit beneath the Panji, and vice versa: G9.56] [Majority Squad Type: E.4] [RePh: O11.608, P8.608] [Sequential CC: A11.33] Promotion Out Of The Ranks: O11.6114, P8.6115 Promotion [RePh: O11.611, P8.611] PSK (Panzerschreck): C13.5 [HE Equivalency: C8.31] PTC (Pin Task Check): A7.305 [Collapsed Hut: G5.5] PTO (Pacific Theater of Operations) PTO Terrain: G.1 Pushing (see also Gun & Ammo Movement): C10.3 [Minimum Move NA: A4.134] [Wrecks: D10.42] QSU (Quick Set-Up): C10.23 (R) (Radioless AFV): D14 R# (Repair Number): A9.72 [Hull Rear MG: D1.81] [Ordnance: C2.28] [Vehicular Armament: D3.7] Radio Contact: C1.2 Radio: C1 [AFV: D14] [Captured Use NA: A21.1] [Cave: G11.837] [PTO, Contact and Maintenance DR get +1 DRM: G.7] Radioless AFV [Convoy: E11.252] [Platoon Movement: D14.422] Railway Embankment: O2 Rain: E3.51 [Dust: F11.77] Rally: A10.6 [Berserk: A15.4] [Commissar: A25.221-.222] [Fate - Extreme Winter: E3.742] [Field Promotion: A18.11] [Leader: A10.71] [Lumberyard NA: B23.211] [Pillbox: B30.5] [RePh: O11.6032, P8.6031] [Roof: B23.83] Ramp: G12.41 Random Direction: B.8 Random Event (an event caused by a DR resolving some other function such as SW malfunction, Ammunition Shortage, Sniper Attack, Field Phone loss, etc.) Random Location DR: E.3 Random Selection: A.9 Random SW Destruction: A9.74 [CC: A11.14] [Towed Guns: C10.1] Range: A1.22 [Maximum Hindrance: A6.7] [Normal Ordnance: A10.532] [to Vertex: C.5C] [Ordnance Limits: C2.25] [vs TK#: C7.24] [of Zero: see Firing Within Hex]: A7.212 & A7.21 & C5.5 Ranger [at Night, considered Stealthy: E1.62] Rarity Factor: see RF: H1.3 Rate of Fire: see Multiple ROF: A9.2 & C2.24 RB (Red Barricades): O11.2 RB Campaign Game: O11 RCL (Recoilless Rifle): C12 [Gun Type: C2.22] Reaction Fire: D7.2 [Bypass: A12.151] [Close Defense Weapon System: A11.622] Rear MG: see RMG: [Hull: D1.81] [Turret: D1.82] Rearming: A20.551 Recall: D5.341 [Convoy: E11.253] [Disabled MA: D3.7] [LC: G12.111] [LC during Seaborne Assaults: G14.232] [1MT: D1.322] [NA to Seaborne Assault/Evacuation side: G14.33] [Sniper: A14.3] Reciprocity (LOS): A6.5 Recombining HS: A1.32 [Horses: A13.32] [Motorcycles: D15.44] [RePh: O11.6111] Recon [Trip Flares: G.8C] [vs a hidden Cave: G11.33] Recovery, SW: A4.44 [jungle, kunai, or bamboo Location: G.5] [Broken NA: A10.4] [Cavalry NA: A13.33] [CX: A4.51] [Motorcycle: D15.7] [+1 if attempted at Night E1.56] [PRC NA: D6.31] [Tunnel: B8.61] Reduction (the changing of a squad to a HS due to casualties incurred): see Casualty Reduction: A7.302 Reef: G13.43 [DYO: G13.91] Reinforcements, DYO: H1.7 & H1.84 [RB: OCG9] Removal [Panji: G9.7] Removal, SW (a crew taking with it a vehicle's MG/MTR armament as it voluntarily abandons that vehicle): D6.631 Removal, Wreck: D10.4-.42 [Elimination in RePh: P8.615] [LC: G12.83] [Sunken Lane: B4.43] Repair: [SW: A9.72] [Vehicular Armament: D3.7] RePh (Refit Phase): O11.2, P8.2, P8.6 Replacement (the changing of a Personnel unit to another Personnel unit with at least one lesser number in its Strength Factor and no greater number in its Strength Factor): A19.13 & A1.3 Reserve: P8.2 Residual FP: A8.2 [AP/APCR/APDS/ATR NA: C8.31] [Boresighting NA: A8.26] [Caves: G11.82] [Dash: A4.63] [not modified by LV hindrance E3.1] [Long Range MG Fire: A9.4] [PF/PFk NA: A8.25] [Rejected Hex Entry: A12.15 & B23.922] [Snap Shot NA: A8.223] [Spraying Fire: A9.52] [Surviving PRC: D5.6] [Narrow Street: P5.131] Retained: O11.2, P8.2 REV (counter abbreviation for Reverse): D2.2 Reverse Motion: F.11 [allowed for LC: G12.22] Reverse Movement: D2.2 [Bocage/Breach NA: B9.54-.541] [Minimum Move: D2.15, F.11] [OVR NA: D7.13] [Woods Entry: B13.41] RF (Rarity Factor): H1.3 RFNM (Restricted Fire, No Movement): C10.25 RG (Reinforcement Group): O11.2, P8.2 RG Purchase Record: P8.2 RG Strength, Quality, Weapons, and Leaders [KGP: P8.620] RG Strength, Weapons & Leaders [RePh: O11.620] Rice Paddies: G8 Rider (Personnel transported on the outside of an AFV, Cavalry, or a motorcyclist): D6.2-.25 [Amphibian: D16.7] [Bocage NA: B9.54] [Carrier: D6.81] [CC: A11.611] [Hero with AAMG: D5.34] [LC: G12.14] [Survival: D6.9] [Wall/Hedge TEM NA: B9.3] [Woods TB NA: B13.43] Right of Inspection: [Before Play: A2.9] [Caves: G11.52] [During Play: A12.16] [Pillbox: B30.7] River: B21.12, G13.12 RMG (Rear MG): hull: D1.81; turret: D1.82 [CC: A11.62] [OVR NA: D7.11] Rmvl (counter abbreviation for Removal): D6.631 Road Bonus [NA during Ground Snow: E3.723] [NA if Road crosses a Panji Covered hexside: G9.54] Road: B3 [Dash: A4.63] [Effect on Open Ground: B1.11] [FFMO: A4.132] [Gun Emplacement NA on Paved Road: C11.2] [Mapboard Entry: A2.51] [Vehicular Passing Penalty: D2.14] Roadblock: B29 [NA on Railway Embankment: O2.2] [Narrow Street: P5.141] Roads [Road-Negating Terrain: O.1] Rocket OBA: C1.9 [DYO: H1.51] ROF (Rate of Fire; see Multiple ROF): A9.2 & C2.24 Roofless Factory Hex: O5.4 Roofless [Each hex of a Gutted Factory is considered Roofless: O5.52] Rooftop: B23.8 [vs Indirect Fire: B23.32] [Factory Rooftop Access Points: O.4B, O.5] [LOS on Factory Rooftop: O5.43] Rounding: A10.5 [Concealment: A10.533] [Crest Infantry: B20.96] [FFE: C1.51] [Offboard: A2.6] [Passengers: D6.1] [Pillbox: B30.5] [Rowhouse: B23.71] [Surrender: A20.21] [Tunnels: B8.62] [Unprotected Crews: D5.311] [Voluntary Leader: A10.711] [Wire: B26.41] Rowhouse: B23.71 [Spreading Fire: B25.62] RPh (Rally Phase): A3.1 RST (Restricted Slow Traverse): D1.321 RtPh (Rout Phase): A3.6, F.1C [Caves: G11.77] [from Cave Complexes: G11.73] [Desert: F.1C] [does not normally Rout at Night E1.54] [onto LC/Amphibian during Evacuation: G14.41] [OBA during: C1.51] [NA for Paratroops: E9.5] [wearing Skis: E.4.33] Rubble: B24 [AFV Building Entry: B23.41] [Debris: O1.4] [Gullies: O.3] [Printed Rubble: O3] [RB Cellars: O6.6] [RB Factories: O5.34] [RB Roofless Factories can still be rubbled: O5.46] [Rooftop: B23.86] [Road-Negating Terrain: O.1] [Sewers: O.6] [Narrow Street: P5.15] Runway: B7 Russian: A25.2 [Massacre: A20.4] [Temporary Crew Driving Ability: A21.22] s: see Smoke Same-Hex Fire: see Firing Within Hex: A7.212 & A7.21 & C5.5 SAN (Sniper Activation Number): A14.1 [DYO: H1.29] [DYO during Seaborne Assault: G14.261] SAN Adjustment [RePh: O11.6122, P8.6122] Sand Dunes: F7.5 Sand: F7 Sandbars: G13.31 Sangar: F8 [Dozer vs: G15.261] Sappers: B28.8 [Clearance DRM: B24.7] [DYO: H1.23] Scaling: B23.424 Scarce Ammunition, OBA: C1.211 [DYO: H1.52] Scenario Attacker/Defender: The Scenario Defender is the side that sets up wholly or partly on-board and does not have to capture terrain (on other than its setup board(s)) in order to fulfill its Victory Conditions, while facing an opposing side that enters wholly from offboard. This latter side is termed the Scenario Attacker. The Scenario Defender and Attacker both exist or neither does; a scenario cannot have one without having the other. In scenarios where nether exists, the use of rules pertaining specifically to their respective roles is not allowed. [Bombardment: C1.8] [Booby Traps: B28.9] [Bore Sighting: C6.41] [Night: E1.2] [Pre-Registered Fire: C1.73] Schuerzen (Sz): D11.2 [DYO: H1.42] Scrounging: [General: A20.552] [RePh: O11.6072, P8.6145] [Voluntarily Abandoning Crew: D5.41] [Wrecks: D10.5] Scrub: F2 SCW (Shaped-Charge Weapons; PF/PFk, PSK, PIAT, BAZ): C13.9 [Cave: G11.835] [FG NA: A7.5] [HE Equivalency: C8.31] sD (Vehicular Smoke Discharger): D13.1 & D13.31 [Depletion Number NA: C8.9] Seaborne Assaults: G14 Seaborne Evacuation: G14.4 Searching: A12.152 [Bamboo counts as Searching two hexes: G3.22] [Gunflashes: E1.86] [HIP units in jungle, kunai, or bamboo Location: G.4] [Minefield: A12.33] [Panji: G9.48] [PTO, the opponent of the Japanese receives a +2 drm unless Searching building/rubble: G1.63] [Rooftop: B23.82] [Trip Flares: G.8C] [vs a hidden Cave: G11.33] Season (monthly variations): [EC: B25.5] [Grain: B15.6] [Orchard: B14.2] [River Depth: B21.122] [Stream Depth: B20.4] Seawalls: G13.6 Secret DR/dr: D.5 Sect (Section): P8.2 Security Area: C1.23 Self-Destruction: [SW: A9.73] [Vehicles: D5.411] Self-Rally (the capability of a broken unit to rally itself): A10.63 [Commissars: A25.221] [Disrupted: A19.12] [Field Promotions: A18.11] [Heat of Battle NA: A15.1] [KGP: PCG18] [RB: OCG17] Sequence of Play, Basic: A3 Set DC: A23.7 [vs Caves: G11.8332] [Removal: B24.75] Setup Area: P8.2 Setup Limitations: A2.9 [Concealment: A12.12] [Crest: B20.91] [HD: D4.221] [HIP: A12.3-.34] [HIP Deployment: A5.5] [Offboard Actions: A2.52] [Ordnance: B23.93 & C2.7] Sewers: B8 [cannot connect to any other type of subterranean Location: G11.934] [Fortified Buildings: 0.2] [RB: OCG18] [Rubble: O.6] [SCW Fire: C13.8] [Stacking: A5.6] SF (counter abbreviation for side-mounted FT): D3.6 SFCP (Shore Fire-Control Party): G14.61 Shallow/Deep Water: G13.4 Shellholes: B2 [Elevation Advantage: B9.33] [can occur in Huts, in which case the Hut terrain in that hex no longer exists: G2.6] [can occur in Jungle, in which case the Jungle terrain in that hex no longer exists: G2.6] [Gullies: O.3A] [Motorcycle Wreck Check: D15.46] [Rice Paddy: G8.72] Shift: P8.2 [RePh: P8.613] Shipboard Observer: G14.68 Shock (the condition of any AFV crew/Passenger currently beneath a Shock or Unconfirmed Kill counter): C7.4-.42 [Automatic BU: D6.61] [Carrier EXC: D6.84] [LC: G12.602] [RePh: P8.6043] Shore Fire-Control Party (see SFCP): G14.61 Shore Hex: O11.2 Sidecar (a motorcycle with a Passenger pod): D15.1 Sighting TC [Swamp treated like Woods: G7.21] [vs Cave: G11.86] Single Hex Two-Story Building: O4, P5.3 Single Story House: B23.21 [Dozer vs: G15.25] Sissi: A25.73 Size: see Target Size: C6.7 Ski Troops: E4 Skis: E4.21 Sledge: D12.5 Slightly Sloped Beach: G13.21 Slope (Continuous Slope): B.5 Slope Hexsides: P2 Slow Turret Traverse: see ST: D1.32 sM (Smoke Mortar): D13.1 & D13.32 Small Arms Fire (the inherent FP of any personnel counter) Small Rafts: E5.121 SMC (Single Man Counter): A1.11 [Captured AFV use: A21.22] [CC: A11.14] [Firing crew-served Weapon: A21.13] [Night, Good Order SMC considered Stealthy: E1.62] SMG (Submachine Gun): An Infantry weapon inherently represented by a squad's Assault Fire and Spraying Fire capabilities. SMOKE (s) (Collective term for Smoke & WP): A24 & C8.5 [Acquisition: C6.56] [Aerial LOS Hindrances: E.6] [from a Barrage is allowed: E12.51] [Blaze: B25.2] [vs Cave: G11.85] [NA from a Creeping Barrage: E12.75] [Deep Snow: E3.734] [Depletion Numbers: C8.9] [Fired Round: C8.5] [Gusts: B25.651] [MOL-Projector: O10.45] [Narrow Street: P5.131] [NA in Ocean: G13.47] [OBA: C1.71] [Rain: E3.53] [RB Roofless Factories: O5.441] [Strength & Placement phases: A24.5 & C8.5] [TH# Modification: C4.4] [Wind Force: B25.63] Smoke Dischargers: see sD: D13.1 & D13.31 Smoke Dispensers (sD, sM, sP, sN): D13, F.10 [Using & "?" Loss: A12.2] Smoke Grenades A24.1 [Hillock: F6.21] [Vehicular: F.10] Smoke Mortar: see sM: D13.1 & D13.32 Smoke Placement Exponent (the FP exponent of a squad which is used to place smoke grenades): A1.21 & A24.1 Smoke Pot: see sP: D13.1 & D13.33 sN (Nahverteidigungswaffe; German AFV Close Defense Weapon System): A11.622 & D13.34 Snap Shot: A8.15 [Depression: B19.4 EX] [Entrance of/rebuffed from Enemy hex: A12.15] [Loss of Concealment: A12.141] [Residual FP NA: A8.223] [through Wall/Hedge: B9.2] Sniper Check: A14.4 Snipers: A14 [Ammunition Shortage NA: A19.131] [DM: A10.62] [against LC: G12.603] [KGP: PCG15] [Night: E1.72] [RB: OCG8] [TEM in factory: O.4A] [unit IN a Culvert Location is considered a non-target: O7.5] Snow: E3.7 [NVR: E1.15] sP (Smoke Pots): D13.1 & D13.33 Special Ammunition: C8 Split Level Building: B23.72 Splitting Cycles: D15.44 Spotted Fire: C9.31 Spotters: C9.3 Spraying Fire: A9.5-.52 [Bore Sighting NA: C6.44] [Caves: G11.811] [Residual FP: A8.24] [Squad: A7.34] Squad Equivalent (two crews/HS or one crew/HS and five SMC): A5.5 Squad: A1.121 SR (Spotting Round): C1 .31 [not considered Gunflashes, seen by Observer only: E1.87] SS: A25.11 [Massacre: A20.4] SSR (Scenario Special Rule): Always takes precedence over Game System rules. ST (Slow Turret Traverse): D1.32 [1MT: D1.322] Stabilized CMG: D11.13 Stabilized Gun (any AFV equipped with a Gyrostabilizer): D11.1-.12 Stacking Limits: A5 [Cave: G11.4] [Inspecting: see Right of Inspection: (Before Play: A2.9) (During Play: A12.16) (Pillboxes: B30.7)] [Cloaking: E1.422] [LC: G12.15] [Prisoners: A20.51] Stairwell: B23.2 [LOS: B23.26] [RB Cellars: O6.61] [Rubble: B24.4] Stall: Rules are given in a chapter H Vehicle Note if a nationality's AFV are subject to Stall; for example, German Vehicle Note H. [Platoon Movement: D14.422] Starshells: E1.92 Starting: D2.12 [Reversing: D2.21] Stationary Bypass: D2.34 [Horse/Animal Drawn Transport: D.2] Stealth: A11.17 [Inexperienced Personnel NA: A19.2] [Night: E1.61] [Searching: A12.152 & A12.154] Steeply Sloped Beach: G13.23 Steeple: P5.2 Step Reduction: G1.11 Steppe Terrain: F13.2 Stone Location: O11.2 Stopping: D2.13 [Reversing: D2.21 & .24] Storage Tanks: O9 Strategic Location: O11.2, P8.2 Straying: E1.53 [Bamboo: G3.21] [Beach: G13.83] [Column: E11.6] [Jungle: G2.22] [NA following a Railway Embankment: O2.3] Stream: B20 [Exit; Underbelly Hit: D4.3] [Motorcycle Wreck: D15.46] [Low Crawl NA in non-dry: A10.52] [Stream Hex Terrain: P4] [Stream Culvert: P4.2] [SW Possession: A4.43] Street Fighting: A11.8 [Reaction Fire: D7.2] [Narrow Street: P5.132] Strength Factor: A1.2 [BAZ/PIAT/PSK/MG: FP-Range] [Leaders: Morale Leadership] [MMC & Hero: FP-Range-Morale] Strength: O11.2, P8.2 Stun: D5.34 [Carrier EXC: D6.84] [Halftrack Passengers NA: D6.62] [LC: G12.111] [Vehicle of Assaulting/Evacuating side: G14.33] Stunned Vehicles [RePh: P8.6141] Subsequent First Fire: A8.3 Subterranean [NA in Rice Paddy hex: G8.73] Sun Blindness: F11.61 Sunken Lane: B4.43 Sunken Road: B4 Superior Turret (AF in square): D1.63 Surr (counter abbreviation for Surrender): A15.5 Surrender: A15.5 [Japanese are exempt in the RtPh: G1.62] [Night, only during CC or Mopping Up E1.54] [refusal NA in North Africa: F.5] Survival: D6.9, D5.6 Sustained Fire: A9.3 [AFPh Restriction: A4.41] [B#/X#: A.11] [Final Fire Restriction: A8.41] [Subsequent First Fire: A8.3] SW (Support Weapon; any weapon depicted on a half inch counter): [DYO Allotment: H1.83-.84] SW Malfunction: A9.7 [Bail Out: D6.24] [Multiple SW: A9.71] SW Possession: see Possession, SW: A4.43 SW Recovery: see Recovery, SW: A4.44 SW Removal: see Removal, SW: D6.631 SW Self-Destruction: A9.73 [Motorcycles: D15.5] [Random Destruction: A9.74] SW Usage: A7.35 [AFPh Limits: A4.41] [Berserk: A15.431] [Cloaking: E1.42] [CC NA: A11.13] [Cavalry NA: A13.4] [DM in a Column, unless transported by wagons: E11.5] [Leadership: A7.531] [Loading: D6.4] [Motorcyclists: D15.6] [Multiple Targets: A7.33] [Passengers: D6.1] [Possession: A4.43] [Recovery: A4.44] [Transfer: A4.431] [Wadi Crest position: F5.41] SW, Dropping: A4.43 [Prisoners: A20.21] SW/Gun dm/Elimination [RePh: P8.6149] Swamp: G7 Swamping: G13.441, G13.4222 Swimming: E6 Sz (Schuerzen): D11.2 (t) (Czech manufacture counter abbreviation): D2.5 360¡ Mount: C2.3 T (Fast Turret Traverse): D1.31 T# (Towing Number): C10.1 & D1.5 [Narrow Street: P5.124] Tank-Hunter (see TH) Heroes: G1.421 Target Acquisition [Night: E1.73] Target Determination: A7.4 Target Facing: D3.2 [VBM: D2.32] Target Hit Determination DRM: C6 Target Selection Limits: A7.212 Target Size: C6.7 [Gun: C2.271] [Revealing when Concealed: A12.2] [Vehicular: D1.7] Target Types (Vehicle, Infantry, Area): C3.31-.332 [Undeclared: C.9] Target-Based Hit Determination DRM: C6 TB (Trail Break): B13.421 [Dozer : G15.24] [Minefield: B24.74] [Mines: B28.61] [Rubble: B24.71 & B13.4212] [Vehicle in Woods-Road: B13.31] [Woods: B13.421] TC (Task Check): A10.1 [Bog: D8.22] [Booby Traps: B28.9] [Deploying: A1.31] [Immobilization: D5.5] [Infantry OVR: A4.15] [Kindling B25.11] [LLTC: A10.2] [Passengers on LC: G12.13] [PAATC: A11.6] [Prisoner attacking Guard: A20.55] [PTC: A7.305] [Set DC: A23.7] [Swimming: E6.1] TCA (Turret Covered Arc): D3.12 [Bypass: D2.32] [TCA change with Riders: D6.21] [Narrow Street: P5.121] TEM (Terrain Effect Modifier: a DRM caused by terrain): A7.6 [LC provides +1 TEM/LOS Hindrance only if beached: G12.81] [Ordnance: C6.8] Temporary Crew: A21.22 [Temporary Driver: A21.21] Terrain Modification to Anti-Vehicle Fire: D4 Terrain Overlays: A2.7, F12, G.9A Tetrahedrons: G14.51 [DYO: G14.58] TF (counter abbreviation for Turret FT): D3.6 TH (Tank-Hunter) Heroes: G1.421 TH# (To Hit Number): C3.3 Basic TH#: derived by cross-indexing Target Type & Range on To Hit Table Modified TH#: Basic TH# plus any modifications for Gun and Ammo Types Third Level Structures: B23.24 Thrown DC: A23.6 [vs AFV: C7.346] [Berserk: A15.431] [Cavalry EXC: A13.4] [vs Caves G11.833] [Passenger: D6.1] [Sidecar: D15.6] TI (Temporarily Immobilized): A4.8 [Berserk NA: A15.42] [Clearance Attempts: B24.7] [Hooking/unhooking/pushing: C10.11-.3] [Mopping Up: A12.153] [Scrounging: D10.5] [Searching: A12.152] Tide [DYO: G13.97] TK# (To Kill Number): C7.11 Basic TK#: Number beneath Gun Caliber & Length on applicable To Kill Table Modified TK#: Basic TK# plus applicable To Kill Modifications (Cases A-D) Final TK#: The Modified TK# minus the AF of the Target Facing hit To Hit Number: see TH#: C3.3 To Hit Process: C3 [Armor Leader: D3.44] To Kill Number: see TK#: C7.11 To Kill Tables: C7 Towing: see T#: C10.1 & D1.5 TPBF (Tripled Point Blank Fire): A7.21-.212 [during the ATTACKER's MPh in jungle, kunai, or bamboo Location: G.4] [vs Aerial Target NA: E.5] [AFV in CC NA: A11.62] [Berserk: A15.432] [Bypass: A12.151] [CC NA: A11.13] [DC EXC: A23.1] [FT EXC: A22.1] [MOL: A22.611] [Ordnance NA: C3.51] [Pillbox: B30.44] [Reaction Fire: D7.2] [Spraying Fire NA: A9.5] Tracks: F9 Trail Break: see TB: B13.421 Trailers: C10.4-.41 Transfer, SW: A4.431 [Prisoners: A20.5] Transporting Personnel: D6 Trench: B27.5 [exit to lower elevation: F8.6] [RB Cellars: O6.21] [Rice Paddy: G8.71] Trip Flares [Panji Location with no jungle/bamboo: G9.121 [PTO: G.8] Tropical Climatic Conditions: G16 Trucks: D6.7 Tunnels: B8.6 [Cave: G11.933] [Dozer vs: G15.21] [Fortified Buildings: 0.2A] [RB Cellars: O6.21] [Stacking: A5.6] Turn Record Chart: A3.9 Turret Hit: C3.9 [Wall HD TH drm: B9.33] Two Story House: B23.22 UDT (Underwater Demolition Teams): G14.22, G14.561 UK (Unconfirmed Kill; the condition of an AFV and its crew/Passengers if it has failed to recuperate from Shock): C7.4 [RePh: O11.6131, P8.6043] [Unarmored NA: D6.71] Unarmed: A20.5 [Heat of Battle NA: A15.1] [Inherent Driver: D5.1] [Japanese: G1.15] Unarmored Vehicles: D1.21 [AFV (vs A-P mines: B28.42) (vs A-T mines: B28.52)] [Airburst: B13.3] [Crew Morale: D5.1] [Crew Protection: D5.311] [Halftrack: D6.6] [IFT vs: A7.308] [MG: A9.6] [Ordnance Hits vs: D6.71] [Spraying Fire: A9.51] [Target Selection Limits: A7.212] [Wreck TEM NA: D9.3] Unbeaching: G12.3, G13.442 Unconfirmed Kill: see UK: C7.4 Uncontrolled Territory: P8.2 [RePh: P8.6053] Underbelly Hits: D4.3 [AFV is subject to these if it crosses an unbreached Bank hexside: G8.2121] [Bocage/Breached: B9.54-.541] [Dune Crest: F7.515] [OVR: D7.1] [Sangar: F8.51] Underwater Demolition Teams (see UDT): G14.22, G14.561 Unhooking Guns: C10.12 [Bogged/Immobilized Vehicle: D8.32] Unit (Any game piece or counter with its own MF/MP allotment capable of movement without being portaged, pushed, or towed. Infantry, Cavalry (but not unpossessed horses), Dummy stacks, and vehicles are all different types of units.) Unit Setup [KGP: P8.624] Unit Substitution: A19 Unlikely Kill: A7.309, A11.501 Unlimbering: C10.2 Unloading Amphibian [Pier: G13.731] Unloading Boat [Pier: G13.732] Unloading LC [Pier: G13.731] Unloading: D6.5 [Green/Inexperienced: A19.31] [LC: G12.4, G13.443] [Minimum Move NA: A4.134] [RePh: P8.6031] [Seaborne Assaults: G14.231] [Narrow Street: P5.125] Unprotected Crew: D5.311 Up-Slope: P2.2 Upper Levels: B23.421 [Encirclement: A7.72] US# (Unit Size Number; SMC: 1, Crew/HS: 2, Squad: 3, 5/8" counter: 4, Large vehicle or Gun: 5): A1.6 [Majority Type Squad: E.4] Usage Number (the number which must be rolled <= to fire a Smoke Dispenser): D13.1 Valley: B22 VBM (Vehicular Bypass Movement): D2.3 [Burning Wreck Spreading Fire: B25.6] [Concealed Enemy: A12.42] [Fire within Hex: C5.5] [(un)Hooking Gun NA: C10.12] [Minefield: B28.44] [OVR NA: D7.13] [Reaction Fire: D7.2] [Stationary Bypass: D2.34] [Street Fighting: A11.8] [Unloading/Bailing Out: D6.5] VCA (Vehicular Covered Arc): D3.11 [Motion VCA Change: D2.401] [VCA Changes: D2.11] [Narrow Street: P5.123] Vehicle Counters: D1 [DYO Purchase: H1.4-.465] Vehicle Crew Counters (Distinct from Infantry crew by its FP of one): A1.123, D5.1 [Captured AFV: A21.22] Vehicle Dust: F11.74 Vehicle Listings: H [see also D.1] Vehicle Target Type: C3.31 [CH vs AFV Location: C3.74] Vehicles as Cover: D9 Vehicular MG Armament: D1.8-.83 Vehicular MG Fire: D3.5-.54 [Bounding First Fire: D3.3-.32] [Fixed Mount: D1.81] [Malfunction: D3.7] [Motion: D2.42] [Multiple MG Malfunction: A9.71] [Range: D1.81-.83] [Spraying Fire: A9.5] [Sustained Fire NA unless MA: A9.3] Vehicular Minimum Move: D2.15 [Reverse: F.11] Vehicular Morale: D5.1 [Armor Leader: D3.41-.43] Vehicular Movement: D2 [Expending more MP than required: F11.74] [RB factory: O.4] [Reverse: F.11] Vehicular Smoke Dispensers (sD, sM, sN, sP): D13, F.10 [Ammunition Depletion NA: C8.9] Vehicular Target Hits vs PRC: D.6 Vertex (a point in every hex where one hexside meets another; every whole hex has six vertices of its own; when written as a three hex number coordinate the first number is always the hex actually containing the unit referred to): C.5 Very Heavy Dust: F11.74 Victory Conditions: A26 [Escaped Prisoners: A20.55] [Half-Hexes: A2.3] Victory Points: See VP: A26.2 Village Terrain: P5 Vineyard: F13.6 Voluntary Break: A10.41 [DM: A10.62] [NA for Japanese SMC: G1.4] Voluntary Rout: A10.711 VP: A26.2 [allowed for units/equipment lost from Swamping/Beaching: G13.84] [Captured Chinese Equipment: G18.44] [Desert: F.3] [Evacuation: G14.42] [Exit Victory Conditions: A26.3] [LC: G12.84] [opponent does not gain VP when Japanese are flipped to their Reduced side: G1.65] vs: versus Vulnerable PRC (any PRC subject to a specified attack if their vehicle is not eliminated or shocked/stunned; all CE PRC are Vulnerable as are all units conveyed by an unarmored vehicle and those in an AFV which for a particular reason is treated as unarmored for that attack) Wading: G13.42 [Heavy Surf: G13.447] Wadis: F5 Wagons: see Horse-Drawn Transport: D12 Wall/Hedge Advantage: B9.32 [VBM: D2.37] Walls: B9 [Bypass LOS across: (Infantry: A4.34); (Vehicle: D2.37)] [NA on Dune Crest: F7.514] [Fortified Buildings: 0.2B] [Hillside Walls/Hedges: F10, P6] [HD: D4.21] [OVR TEM: D7.15] [PRC, TEM NA: B9.3] [Turret Hit drm: B9.33] [Underbelly Hit: D4.3] Water Obstacles (river, pond, frigid stream, canal, lake, ocean): B21 [Frigid/Frozen Stream: B20.7, E6.1, P4.23] [Low Crawl NA: A10.52] [SW Possession: A4.43] Watercraft (LC, boat, or amphibian): G13.401 Waterproofing: G13.4221 Weapon Repair [RePh: O11.6132] Weapon: O11.2, P8.2 Weather: E3 [always "Clear" for units in a building viewing/firing at a non- Bypassing target in their own Location: E3.8] [KGP: PCG3, P8.617] [RB Roofless Factories: O5.44] [RB: OCG3] [RePh: O11.618] [Tropical: G16.2] White Counters: A.12 Wind Force [Arid Land: F11.5] [Heavy Surf: G13.448] Wind: B25.63-.651 [affected by Dust: F11.76] [Effects on Fog: E3.312] [RB Roofless Factories: O5.441] [RePh: O11.624] [Tropical: G16.4] Winter Camouflage: E3.712 Wire: B26 [NA in Bamboo: G3.5] [Beach: G14.52] [Bombardment vs: C1.822] [Bypass A4.3] [Clearance: B24.73] [Column: E11.534] [Dozer vs: G15.23] [Pushing Gun: C10.3] Withdrawal: A11.2 [AFV: A11.7] [Ambush: A11.41] [Infiltration: A11.22] [Pillbox EXC: B30.6] [Vehicles, Cavalry, Cyclists, Skiers, PRC: A11.71] Woods-Road: B13.31-.41 Woods: B13 [Rally DRM: A10.61] [Schuerzen Loss: D11.22] Wounds: A17 [Berserk: A15.431] [Climbing NA: B11.41-.42] [Motorcyclist: D15.56] [RePh: O11.610, P8.610] WP: White Phosphorous A24.3 [vs Cave: G11.85] [DM: A10.62] [Ordnance/OBA: C8.6] Wreck Blaze: B25.14 [Smoke DRM replaces Wreck DRM: D9.4] Wreck Check, Motorcycle: D15.46 [Wagon: D12.4] Wreck Removal: see Removal, Wreck: D10.4-.42 Wreck: D10 [Convoy: E11.23] [IN Water Obstacle: B21.122] [Sunken Lane: B4.43] [TB: B13.4211] X# (Breakdown Number; weapon is not repairable): A9.7 & A.11 [AFV: D3.7] [BAZ: C13.47] [Captured: A21.11] [DC: A23.4] [Extreme Winter: E3.741] [FT: A22.5] [Non-qualified use: A21.13] [OVR: D7.17]