Anti-tank Units ▪ British and American Anti-Tank guns can be towed by any vehicle other than tanks (AT guns may begin the game towed). ▪ Towing units receive -1 movement points when towing an AT gun. ▪ A fresh squad is needed in the same hex to equip for towing or unhook for deployment. This squad can be inside the towing unit in the same hex and exit to equip/unhook the AT gun. When a fresh squad equips or unhooks an AT gun, that squad and the AT gun are fatigued, and the squad can enter the towing unit only if it did not start the round inside that towing unit. The towing unit is not fatigued and may take actions normally. Squads inside towing units are placed on offboard tokens as normal but AT guns remain with the towing unit. ▪ The AT gun can only take actions the next game round after it was unhooked (otherwise it will move with the towing unit if equipped for towing). ▪ Once unhooked, the stacking limit is reached: one fatigued squad, one AT gun, and one towing unit (if there are other units in the hex the action cannot be performed), and the AT gun follows normal special equipment rules. ▪ Towed AT guns cannot attack while towed. ▪ The AT gun does not take damage if the towing unit is attacked but is destroyed if that towing unit is destroyed (along with any squads in the towing unit). ▪ Attacks can only target the towing unit and no cover/armor is applied to the AT gun because there is no separate attack roll for the AT gun. ▪ The towing unit and AT gun are considered as one vehicle for stacking purposes. When unhooked the towing unit and AT gun are then counted as two vehicles for stacking purposes. ▪ Follow normal special equipment rules for all AT guns.
British Reinforcements British forces can receive reinforcements from the western road hex bordering maps 43A and 46A after round 6 as long as they control that hex.
Determining Control over Objectives In any round other than round 10, during the Command Phase step one: Determine Control over Objectives, if the Allied forces control at least one Victory Objective, remove the German Artillery Deck I. Any cards in the German HQ or Play Area remain. German forces cannot recover this deck even if they retake control over the lost objective (even if they control both objectives).
Flak 36 “88” AT Guns ▪ German Flak 36 “88” AT Guns can begin the game concealed. ▪ The German Division Two Flak 36 “88” AT Gun in the fountain hex bordering maps 44B and 43A cannot move but can rotate 360 degrees for Attack or OP Fire (the other Flak 36 guns can move per normal special equipment rules). ▪ The Flak 36 is destroyed when heavily damaged. ▪ A fresh squad or squad in Op Fire must be in the same hex (also in an entrenchment in same hex) to activate the Flak 36.
Half-hexes ▪ Follow Stalingrad rules for road half-hexes that border the map edges. Vehicles can use these hexes but cannot end their movement on a road half-hex. ▪ The road hex in-between buildings in the center of map 44B provides line-of-sight for units attacking or OP Fire. This road is also usable for vehicles but vehicles cannot pass over the Tank Pit unless there are no units (Jagdpanzer is destroyed), and must use Bombarded Terrain rules.
Jagdpanzer Tanks ▪ Jagdpanzer tanks receive +1 cover from Tank Pits (Bombarded Terrain). These tanks can fire only in a three-hex wide cylinder and only in Op Fire or using a Fire and Move action (they can fire in the same threehex cone using machine gun fire via the Tank-Mounted Machine Guns card). ▪ Jagdpanzers can spend an action to turn 1 hex and face a new direction (left or right). This action can be a Fire and Move at a cost of -1 to firepower (Infantry and Vehicles). ▪ If lightly damaged, Jagdpanzers can still turn but when taking a Fire and Move action they take an additional cost of -1 to firepower for a total of -2. They still take a cost of -1 to firepower and -1 to armor per the normal lightly damaged rules. ▪ Heavily Damaged Jagdpanzers cannot turn or move (or Fire and Move) and have the normal -1 to armor and firepower is 1/2 (rounded up).
Mortar Units Mortar units on the top level of level one building hexes except for the two building hexes on Map 7A (The Belvedere) can fire normally (mortar units cannot fire inside level zero building hexes).
Multi-Level Buildings ▪ Multi-Level Buildings use Stalingrad rules (squad movement/attack and destructible buildings). ▪ The Building Hexes (The Belvedere) on map 7A use a level one and a level two. Units not adjacent to the level two building hex can target this hex but must use level two hill rules (the forest hexes create blind hexes because they obstruct line of sight, see pages 23-25 of the Next Wave Rules of Play book). The level two has an entrenchment that provides additional cover to a squad (+3 for the building and +2 for the entrenchment). This is the only building hex that can have an entrenchment (only this single entrenchment, Engineers cannot add more entrenchments to this building hex).
Razor Wire German units in hexes with razor wire can fire at full firepower, British/American forces follow normal rules and fire at half-firepower.
Sherman Firefly ▪ Sherman Firefly variants receive +2 to range and +2 to firepower for both Infantry and Vehicles. Place a onepoint British Objective Marker under each Firefly. German forces gain one command point for each destroyed Firefly tank (only once). Stats • Base Movement: 4 • Armor: 4 • Against Infantry: Range: 5, Firepower: 5 • Against Armor: Range: 8, Firepower: 12 • Concussive Firepower: Receives +3 range and +3 firepower when attacking a squad in a building or pillbox. • Overrun: May move through an enemy-occupied hex, pinning all squads present (+1 movement cost per enemy unit). • Sturdy: Being lightly damaged by Op Fire does not cause a Heavy Vehicle to become fatigued.
Truck Movement Trucks can only move along contiguous roads at 1/2 movement cost instead of the normal 1/3 movement cost.
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