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1.0
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Introduction
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2.0
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The Cards
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3.0
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Prepare to Play
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4.0
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Sequence of Play
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5.0 |
Movement and Range Determination |
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6.0 |
Fire Attacks |
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7.0 |
Terrain and Movement Fire Attack
Modifiers |
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8.0 |
Terrain Effects |
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9.0 |
Concealment |
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10.0 |
Pinned Men & Rally |
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11.0 |
Crew Served Weapons |
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12.0 |
Moving Fire |
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13.0 |
Artificial Terrain Cards |
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14.0 |
Snipers |
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15.0 |
Command Control |
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16.0 |
The Action Deck & Victory Determination |
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17.0 |
Flanking Fire & Encirclement |
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18.0 |
Weapon Acquisition |
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19.0 |
Malfunction |
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20.0 |
Infiltration & Close Combat |
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21.0 |
Demolition Charges |
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22.0 |
Flamethrowers |
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23.0 |
Pillbox |
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24.0 |
Minefield |
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25.0 |
Ordnance |
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26.0 |
Mortars |
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27.0 |
Target Acquisition |
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28.0 |
Armored Fighting Vehicles (AFV's) |
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29.0 |
Overrun Attack |
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30.0 |
Light Anti-Tank Weapons |
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31.0 |
Anti-Tank Magnetic Mines |
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32.0 |
Prisoners |
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33.0 |
Wounds |
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34.0 |
Infantry Guns |
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35.0 |
Reinforcements |
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36.0 |
Entrenchments |
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37.0 |
Partisans |
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38.0 |
Night |
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39.0 |
Troop Types |
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40.0 |
Artillery |
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41.0 |
Team Play |
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42.0 |
Campaign Game |
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43.0 |
Design Your Own (DYO) |