20.1 VALUE: Every unit which surrenders or is captured and still under guard at the end of a scenario is worth double its normal Victory Condition value.
20.2 CAPTURE: Berserk units can neither take prisoners, nor be captured. Otherwise, units can be captured in any of three ways.
20.21 RtPh: Any broken Infantry unit during its RtPh that is both ADJACENT to Known, Good Order, armed enemy Infantry/
20.22 CCPh: Any non-vehicular, non-berserk unit attacking anything but a manned AFV in CC may predesignate its CC attack as an attempt to take prisoners by adding a +1 DRM to its CC DR. If the Final CC DR is < the CC Kill Number for that attack, all defending units are captured; if the Final CC DR is equal to the CC Kill Number for that attack, one defending unit of the defender's choice is captured (one HS if the defending unit is a squad; the other HS remains uncaptured). The +1 DRM for a capture attempt is instead a -1 vs Inexperienced Personnel (19.35).
EX: A German 5-7-8 attacks two Russian 4-2-6 squads and 447 squad in CC at 8-12 (1-2) and a announces he will attempt to Capture them. If the Original CC DR is a 3, the Russian 4-4-7 is exchanged for two HS (one of which is captured) and the two 4-2-6 squads are captured. The 4-4-7 squad is not completely captured because the +1 capture attempt DRM applies to it.
20.221 Whenever any side in a CC or Melee Location is completely eliminated/
20.23 MOPPING UP: See 12.153
20.24 Whenever a unit surrenders or is captured, it first abandons all its SW. Those SW must be Recovered normally to be possessed by the captor.
20.3 NO QUARTER: The captor may opt to reject a RtPh surrendering unit at the instant of its capture and eliminate it instead, but if he does so all other enemy units will subsequently always use Low Crawl or risk Interdiction to avoid surrendering - even if Disrupted. A rejected surrendering unit does not count toward the Battlefield Integrity Casualty Tally. Q&A
20.4 MASSACRE: Only SS, Japanese, Partisan, Russian, or berserk troops - if not in Melee - may eliminate an unarmed unit not in the act of escape. They do so in their fire phase by declaring the prisoners as their target, which automatically eliminates them. Any berserk unit in the same Location with prisoners, whether guarding them or not, will decline its charge requirement and eliminate those prisoners (and its berserk status) in the next fire phase instead. If not in the same Location with prisoners, a berserk unit will ignore them in determining the closest enemy unit to charge. Should a Massacre occur, the ELR of all enemy units in that scenario is increased by one (once only) to a maximum of 6, in addition to the application of all the penalties of 20.3. Q&A
20.5 GUARDS & UNARMED UNITS: A Personnel unit is captured as (i.e., exchanged for) a white unarmed counter of the appropriate size, and is placed above the unit that captured it (captor's choice if more than one capturing unit). An unarmed SMC must be noted on a side record, but maintains its normal morale and leadership levels. All unarmed units have a FP factor of "(1)", which can be used only in CC vs Personnel. The captor unit becomes the Guard until relieved of that task during any friendly RPh/
20.51 STACKING: A single Guard unit can guard prisoners with a total US# up to five times its own US#, and can automatically exchange two prisoner HS/
20.52 GUARD FP: A Guard may not attack or Interdict any unit other than its prisoners except in CC [EXC: a Guard whose US# is ≤ the total US# of its prisoners does not have its FP, attack, or Interdiction capabilities restricted by those prisoners]. A Guard's FP is halved for attack (but not defense) purposes when attacking non-prisoners in CC.
20.53 MOVEMENT: All prisoners move at the foot rate (not the Cavalry rate) of their accompanying Guard as one combined stack, and are moved during the captor's MPh/
20.54 ATTACK EFFECTS: Fire into a hex containing prisoners or unarmed units from outside the hex affects both the Guard and the prisoners/
20.55 ESCAPE: Unless a Melee exists in the Location, prisoners must pass a NTC before they can attack their Guard. This attack can only occur during the CCPh and only if the Guard is broken. Once a Melee exists within the Location, prisoners may, during the CCPh, attack without passing a NTC. Prisoners must eliminate their Guard before they can attack any other units in that Location unless they attack their Guard and other units in the same Location as part of the same CC attack. Once Melee exists with a Guard, prisoners may attempt Withdrawal from Melee in a subsequent CCPh. Prisoner CC attacks are sequential in that the prisoners may make all of their CC attacks before they can be attacked in turn by the survivors and any other enemy units in that Location. Escape is successful only if there are no enemy units in the same Location (other than prisoners) or by successful Withdrawal from Melee (11.2) or Infiltration (11.22), in which case the former prisoner unit has freedom of action thereafter until recaptured. Prisoners eliminated in an escape attempt do not incur any penalties upon the captor, and are still counted (although not doubled) for Victory Condition purposes (20.1). An escaped prisoner does not count at all toward Victory Conditions, unless subsequently eliminated or recaptured. Italians, Japanese, and non-Finnish Axis Minors [EXC: Hungarians in Hungary; see 25.8] will not attempt escape unless abandoned.27 Q&A
EX: A German 2-4-7 HS and a broken crew are in a hex with three prisoner squads that are all stacked above the crew, which is the Guard. Only two prisoner squads pass their NTC and are allowed to attack in CC. They can attack their Guard at 1-1(2-2) with a -2 DRM (vs broken unit), or both the Guard and HS both at 1-2 (2-4). The broken Guard cannot attack but the HS can, and elects to attack both of the prisoner squads at 1-1(2-2). The non-participating prisoner squad is not involved at all and remains under control of the Guard. Neither side is successful in CC, but now all the units are in Melee and the stack is so marked with a Melee counter. During the next CCPh, none of the prisoners need to pass a NTC to participate. One of the squads elects to withdraw from CC while the other two engage the HS and broken Guard at 1-2 (2-4). If the HS tries to stop the withdrawing unarmed squad alone at 2-1 it gets no CC DRM (2 [standing units] -2 [CC Withdrawal DRM] = 0) so the German player elects to attack all three prisoner squads at 1-2 (2-3). The German player knows that unless his HS is eliminated by the Prisoner's CC attack, he will succeed at least in keeping the other two prisoner squads in Melee even though the withdrawing squad will probably escape.
20.551 REARMING: One attacking Unarmed friendly unit of equal or smaller size is rearmed immediately for each armed enemy unit eliminated/
20.552 SCROUNGING: Small arms capable of rearming any one Infantry counter may be scrounged from any non-water/