COMMAND 36: SS Panzer ===================== 2.11 Soviet Static Units. These units may stack with any other Soviet unit, and do count toward the stacking limit. 4.1 Corps/Division Impulse. The reference to 7.3 should be to 7.2. 4.2 Actions. The last sentence of the Move section should read "If the unit is suppressed, it may not move." 7.2 EZOC Effects on Movement. If a unit moves next to an enemy unit, it takes 1 die of fire from that enemy (if applicable). If the moving unit moves directly into another EZOC, it takes 2 dice of fire from the unit exerting the EZOC being exited, and 1 die of fire from the unit exerting the hex being entered (even if it's the same unit). Each of those fires is conducted separately. 8.4 Road Bonus. A "trucked unit" is any motorized, non-vehicular unit. 9.6 Scoring Hits. Artillery hits everything on a roll of 1-3, subject to modification per this rule. Therefore, it hits infantry in the open on a 1-3, but vehicles on a "1" only. 9.7 Hit Effects. The fire of two or more units and / or planes and / or artillery may never be combined, nor do hits on the same target carry over from one firing unit to another. To score a step loss, a single firing unit must score two hits. 9.8 Suppression & Recovery. A suppressed unit may not conduct regular or entry fire combat. Once all entries into a close combat have been made, remove all suppression markers in that hex. Those units may now participate in the close combat. Soviet units are subject to the +1 modifier for being adjacent to German units, so in effect they recover on a 1 or 2 only. Early in playtesting, some Soviet recovery was allowed during unit impulses - that part of the rule was dropped, but we just didn't change the rule. 10.3 Crossfire. To set up a cross-fire, all units with relevant kill-zones must fire at the target unit; if the target is destroyed before all have fired, the unfired units may not fire at another target. 11.2 Entry Fire. Each defending unit may fire once at each unit entering the hex; all entries into a single hex in a single impulse are considered to be simultaneous. To "resolve normally," treat each defending unit as though it were firing at the entering unit in the adjacent hex - if the firing unit could not fire at the adjacent hex, then it cannot conduct entry fire. 11.3 Close Combat Resolution. Each unit participating in the close combat may fire at any one enemy unit in the close combat. All fires need not be declared beforehand. No hits are registered until all fires are made, but each unit still fires separately; do not add up all hits on each target. The first hit scored by any unit is suppression and is ignored; each firing unit must score two hits to cause a single step loss. Units outside the hex may not fire in; units inside the hex may not fire out. Design Note. In some ways, close combat is more deadly than fire combat - two impulses of combat per turn and no range limits. On the other hand, suppression has no effect and step losses aren't more likely. In the real world too, close combat isn't necessarily more deadly than ranged fire - it's more chaotic, so fire is less controlled, and troops are in more imminent danger, so they spend more time hiding. Thus, virtually all modern combat doctrines stresses engaging at long range, and closing only with overwhelming advantage. 11.4 Special Unit Rules. Infantry units are only the Rifle/Infantry and airborne units. 12.2 Air Attack Resolution. There is no scatter diagram on the map. Instead, select one adjacent hex as "1," and move clockwise around the intended target hex the number of hexes corresponding to the roll. In the event the new target hex is a close combat, roll one die to determine which unit, friendly or enemy, is struck by the air attack. Each unit has an equal chance of being attacked.