25.01 ASSAULT ENGINEERS: Additionally, MMC counters with a DC symbol are provided to indicate units that have been designated as Assault Engineers (H1.22). The enhanced Smoke capability normally afforded an Assault Engineer squad is already reflected in the printed Smoke Placement Exponent, which may not be increased further. These Elite (1.25) MMC include German 85-3-8s (SS and regular), Russian 62-2-8s, American 75-4-7s, and British 64-4-8s and their respective HS. If an Assault Engineer is Replaced by a lower quality unit, it loses all special capabilities, even if it subsequently Battle Hardens.
25.1 GERMAN: In general, elite troops prior to 1944 should be represented by 4-6-8; 5-4-8 squads should be used in 1944-45. The 4-6-8 must undergo three ELR Replacements to reach Inexperienced status, whereas the 5-4-8 will do so in two Replacements.
25.11 SS: SS squads/HS (6-5-8/
25.111 LATE WAR SS:31A If an SSR designates the German OB as consisting of "Late War SS," the following special Unit Substitution (19.) rules apply for non-crew SS MMC [EXC: SS 8-3-8s/
LATE WAR SS UNIT SUBSTITUTION
25.12 COMBAT ENGINEERS: 8-3-8 squads represent special units such as the Combat Engineers of Pioneer Battalions and are therefore given an ELR of 5, regardless of the ELR of other German forces in the scenario. However, 8-3-8's are not automatically considered Assault Engineers; any elite unit can be designated as an Assault Engineer in a DYO scenario (H1.22).
25.13 VOLKSGRENADIER:31D Volksgrenadier MMC are 2nd Line troops (1.25), and represented by 5-3-7 squads and their 2-3-7 HS, both distinguished by a square encased "2" in the upper right corner. A Volksgrenadier MMC that Battle Hardens becomes Fanatic (10.8). Neither Heat of Battle nor ELR Replacement can transform a non-Volksgrenadier MMC into a Volksgrenadier MMC.
25.2 RUSSIAN: Use of elite Status troops should be reserved for those formations classified as Guards quality. Any weapon/
25.21 ENTRENCHING: Russian units are entitled to a -1 DRM when entrenching. This DRM does not apply to prisoners of any nationality.
25.211 RUSSIAN SMG SQUADS:31C Prior to 1941, Russian Conscript squads/
25.212 RUSSIAN EARLY WAR DOCTRINE:31D The following apply only if invoked by SSR. All CC attacks against Russian 4-2-6/
25.22 COMMISSAR: A Commissar is a 9-0 or 10-0 leader with special capabilities. In any scenario (including DYO/
25.221 A Commissar is superior to all leaders regardless of Morale Level, and therefore is the first unit in a Location to take an IFT-dictated MC (10.2), and can even cause LLMC/
25.222 RALLY: A Commissar must attempt to rally broken units in his Location. In effect, Rally DR are made with a -1 DRM due to the Morale Level increase caused by the presence of the Commissar (25.221). A unit is immune to DM status while being rallied by a Commissar. However, any MMC which fails to rally under the direction of a Commissar is Replaced by the next lower quality unit of its size [EXC: a broken 4-2-6 is Reduced to a broken 2-2-6 HS]; broken 2-2-6 or SMC which cannot be Replaced by a poorer quality unit is eliminated. Q&A
25.223 BERSERK: Should a Commissar go berserk, all friendly Infantry in the same Location automatically become berserk also.
25.224 8+1 COMMISSAR: This lesser-quality Commissar can be present only if listed in a scenario OB or Campaign Game or if generated by NKVD Leader Creation (A25.25).
25.23 HUMAN WAVE: Human Wave may only be conducted by Russians and Chinese (G18.5), but it also forms the basis for Cavalry Wave (13.62) and Banzai (G1.5). The ATTACKER may declare a HW attack during his MPh by selecting ≤ 1 participating MMC (and an average of at least two MMC per hex) from each hex of a chain of three or more adjacent contiguous hexes, as well as ≤ 1 leader from any of these hexes. All the participating units must be in a contiguous chain of ADJACENT Locations, must be in Good Order, free to move, and cannot have started their MPh yet. No unit in the HW chain can be a Guard, PRC [EXC: Cavalry Wave (13.62)], or ADJACENT-to/
25.231 DIRECTION: The ATTACKER must choose one Hex Grain or alternate Hex Grain that includes the target enemy unit and that is as close as possible to a HW Unit that has LOS to, and is within eight hexes of, the target enemy unit. This HW (alternate) Hex Grain should be marked with HW Direction counters. The direction along the HW (alternate) Hex Grain towards, and beyond, the target enemy unit is the HW Direction [EXC: a unit conducting a Banzai Charge (G1.5) against an enemy unit in the same hex cannot be used to establish the HW Direction; if no other unit can establish the HW Direction, then only units in the hex may participate in the Banzai Charge].
25.2311 FORWARD AND SIDE LOCATIONS: During the HW, two or three of the hexes adjacent to a HW Unit are considered forward hexes. Given a normal HW Hex Grain, the hex adjacent to a HW unit in the HW Direction is a forward hex, as are the two hexes adjacent to both this hex and the HW unit. Given an alternate HW Hex Grain, the two adjacent hexes in the HW Direction are forward hexes, and the two hexes adjacent to the HW unit and one of the forward hexes are side hexes. The Locations in forward hexes that are ADJACENT to the HW Unit are Forward Locations and the Locations in side hexes that are ADJACENT to the HW Unit are Side Locations.
25.232 MOVEMENT: All HW Units have 8 MF (which can never be increased) and can enter enemy-occupied Locations, but cannot Assault Move, Dash, Search, carry more than their IPC, or use Column movement. The HW units must move using Impulse Movement (D14.3 [EXC: a wounded SMC has 3 MF without restricting the other HW units’ movement; if a wounded SMC has enough MF for its next action, but not as many MF as are being expended by the rest of the HW that Impulse, the remaining units may move as normal while the SMC instead expends its remaining MF for this action as if it were making a Minimum Move (4.134) - i.e., it becomes pinned and CX - even if it already entered a new Location this MPh]32 For each Impulse, each HW Unit must (if possible) do exactly one of the following and cannot expend MF for any other reason: move to a Forward Location; move to a Side Location that contains an enemy unit; move up or down in a building while moving closer to the Ground Level and/
For each Impulse, each HW Unit must (if possible) do exactly one of the following and cannot expend MF for any other reason: move to a Forward Location; move to a Side Location that contains an enemy unit; move up or down in a building while moving closer to the Ground Level and/
25.2321 RANGE: If a HW Unit increases its Range to the HW (alternate) Hex Grain (25.231) - i.e., to the closest hex of that Hex Grain - it must be marked with a Range counter. As long as it is so marked, it cannot enter a hex that would increase the range to the (alternate) Hex Grain. The Range counter is removed as soon as the HW Unit decreases the range in a later Impulse (or at the end of the MPh).
25.2322 A HW Unit may enter neither a Location that it left in a prior Impulse that MPh nor a Location ADJACENT to such a Location. If the HW Unit is unable to move to a new Location, it must spend its remaining Impulses in its current Location.
25.233 ENEMY UNITS: If a Forward Location enterable by a HW Unit is devoid of armed, friendly units and contains an armed, Known, non-Disrupted enemy unit, the HW Unit must move to that Location, or to another enterable Location that contains either a Known enemy unit or a pillbox occupied by such a unit. Once any HW Unit enters such a Location during an Impulse, the Location is no longer devoid of friendly units, freeing other HW Units from the requirement to enter that Location during that Impulse. Upon entry of an enemy-occupied Location, mark all units with a CC counter. If a Location entered contains one enemy SMC only, Infantry OVR (4.15) is automatic without a NTC and with normal (non-doubled) MF cost, and the SMC cannot move to another Location. If the Location contains Disrupted/
25.234 ENDING THE HUMAN WAVE: A unit remains a HW Unit (even if no longer adjacent to another HW Unit) until it is: eliminated; broken; out of MF at the end of an Impulse; at the start of an Impulse in a Location (or in a hex with a pillbox) containing an armed, Known enemy unit [EXC: if it uses the Impulse to move beneath an enemy-occupied Entrenchment counter]; or is a Guard due to capturing a SMC/
EX: The Russian has just declared a Human Wave attack using the enemy units in O3 for determining the direction. He must now choose a (alternate) Hex Grain that includes O3 and is as close to a HW Unit as possible. Possible (alternate) Hex Grains are: O1-O2-O3-O4...; P1-O2-O3-N3...; P1-P2-O3-O4...; Q2-P2-O3-N3...; and R2-Q3-P2-O3... which all have a range of 0 to a HW Unit. He chooses P1-P2-O3-O4.... by marking it with HW Direction counters. During the Human Wave, a unit’s forward hexes will be the hexes that share hexsides 4 and 5 (see Sniper counter) with the unit’s current hex, and its side hexes will be the hexes that share hexsides 3 and 6 with the current hex (i.e., a HW Unit in P2 will have O3 and P3 as forward hexes and O2 and Q3 as side hexes). If instead the non-alternate Hex Grain Q2-P2-O3-N3... had been chosen, a unit’s forward hexes would be the hexes that share hexsides 4, 5 and 6, and there would be no side hexes (i.e., a HW Unit in P2 would have O2, O3, P3 as forward hexes).
25.231 The elements of a Human Wave attack are exempt from Heat of Battle, PAATC, and pin results (including LLTC). All Infantry in the chain have their morale increased by one level during that Player Turn, lose any concealment, and have a MF of 8 (which can never be increased). However, these units cannot Assault Move, search, carry more than their IPC, or move individually. All of the units in the chain not actually in an enemy-occupied Location must move forward (in the same general direction) one hex as a stack before any part of the chain can be subject to Defensive First Fire. This fractional part of the unit's MPh is called an Impulse. After each Impulse the DEFENDER can First Fire on any hex(es) in the chain presently occupied. After resolving all First Fire attacks against the chain, the unbroken remnants of the chain not in an enemy-occupied Location must all move on to the next hex Location in their next Impulse where they are again subject to First Fire from any eligible DEFENDERS, and so on. Defensive First Fire attacks against these moving stacks affect all moving occupants of the Location. The chain always moves at a MF cost equal to that of the costliest terrain encountered by any segment of the chain, so that all members of the chain expend the same MF with each hex entered.32 The Russian player must continue to move his stacks forward even when they are no longer adjacent to each other until they are all in an enemy-occupied hex, or out of MF, or broken by enemy fire. Each element of a Human Wave may enter an enemy-occupied Location [EXC: pillbox; B30.42] during its MPh, imposing possible FPF on any Known enemy Infantry in that Location, and must remain in there for the rest of the MPh. Such units are not yet in Melee and the stack is marked with a CC counter to signify this. Q&A
EX: The Russian has just declared a Human Wave attack and as his first Impulse has moved all elements of the chain forward one hex as shown, at a total cost of two MF (because the units in Q2 and R2 had to cross a hedge). The German 4-6-7 attacks N1 with its inherent 4 FP and -2 FFMO/
It is now the Russian second Impulse and he moves all unbroken units forward one hex at a cost of two more MF because of the entry of the O3 woods hex. The German must use Subsequent First Fire vs the Russians as they enter his hex (8.312) but because they all enter O3 as part of the same Impulse, he is not forced to fire at them separately - which would make him susceptible to FPF vs. the second and third units to enter the hex. However, should more Russians enter O3 in the next Impulse, he will be forced to use FPF against them. It is now the Russian third Impulse; the Russian units currently in O3 may move no farther. Their MPh is over but the Russians in N2 and P3 must continue the Human Wave by entering O3 (and stopping) in their third Impulse or moving on to N3, O4, or P4. When the Russian MPh is over, the German squad must use FPF vs. any new units entering O3 in that Impulse with 13½ FP (9 [FP] x 3 [TPBF] = 27 / 2 [Area Fire] = 13½), but only the Russian units entering O3 during that Impulse will be affected.
25.24 PARTISANS:33 Partisans can belong to any nationality but are listed here and represented by Russian colors because they were most prevalent on the Eastern Front. Partisans are represented by 3-3-7 squads with a broken Morale Level of 6, and are considered Stealthy while in Good Order. Partisans are not affected by the special rules for their nationality; a Russian Partisan unit is treated as a Partisan unit, not a Russian unit. [EXC: Russian Partisans may use Commissars; A25.22]. Partisan Leaders have no leadership effect whatsoever over non-partisan units (and vice versa). Unless specifically indicated otherwise, Partisans always have an ELR of 5 regardless of the ELR of non-Partisan allied forces in the scenario. Partisans never surrender by RtPh method, are considered neither elite (including SMC) nor Inexperienced for any purpose, and never become Disrupted.
25.241 MOVEMENT: Partisans are often subject to SSR which grant them specific movement advantages in wooded or urban areas. Partisans that are moving as a combined stack together with non-Partisan units may endow the regular units with whatever SSR-endowed movement advantages they have.
25.242 Ordnance used by Partisans always uses the red To Hit Numbers [EXC: ATR/
25.25 NKVD MMC:33A Russian NKVD Personnel are represented by 6-2-8/
NKVD FIELD PROMOTION | COMMISSAR CREATION drm | ||
---|---|---|---|
dr | Commissar Type Created | drm | Cause |
≥ 6 | None | -1 | CC vs AFV or Per odds column < 1:1 |
4-5 | 8+1 | ||
2-3 | 9-0 | -1 | Base unit was Fanatic |
≤ 1 | 10-0 | +1 | Base unit was broken |
25.3 AMERICAN: U.S. Infantry squads have a printed broken Morale Level one higher than that used on their Good Order side except for 1st Line Infantry, which have a broken Morale Level two higher than their Good Order side. Second Line Infantry should generally be used to represent any American unit which has not been in combat previously.
25.31 PARATROOPS: 7-4-7 squads usually have an ELR of 5, regardless of the ELR of other forces in the scenario.
25.32 ORDNANCE: Any U.S.-built AFV/
25.33 AMMUNITION: No fighting men were better supplied than the Americans, who excelled in logistics. American OBA batteries are assumed to have Plentiful Ammunition unless specified otherwise.
25.34 SMOKE: An American squad may place either WP or conventional Smoke grenades at its option, but placing WP is more difficult (see 24.3).
25.35 U.S.-BUILT, BRITISH-/FRENCH- COLOR SW: U.S. MMG, HMG, .50-cal HMG, M2 60mm mortars and BAZ 44 are provided in the British color in FOR KING AND COUNTRY and in French color in CROIX DE GUERRE (2nd Edition). They are identified by having "(a)" in their piece name and are used by Free French as per 25.55. The BAZ 44(a) is also used to represent a BAZ 44 Scrounged (D10.5) from a U.S.-built vehicle/
25.4 BRITISH: British troops also encompass all "Commonwealth", Free French, and other liberated forces. Guardsmen, Gurkha, ANZAC (Australian and New Zealand), and Free French/
25.41 GREEN: British 4-3-6 squads (and their HS) are Green troops. They are considered Conscripts only in hypothetical scenarios depicting the British Home Guard or poor quality colonial troops.
25.42 AIRBORNE: The 6-4-8 squads represent Airborne troops and have an ELR of 5, regardless of the ELR of other British MMC in the scenario.
25.43 GURKHA: Gurkha troops were feared in CC due to their handiwork with their famed Kukri knives (which were a combination knife-hatchet-sword). Whenever ≤ one unbroken Gurkha Infantry unit is the ATTACKER in CC/
25.44 ANZAC: Good Order ANZAC (Australian and New Zealand) forces are Stealthy unless Green.
25.45 COWERING: British troops were renowned for their marksmanship and calmness under fire (or "Moral Fibre" as they termed it). Therefore, their elite and 1st Line units are immune to Cowering effects. [EXC: Free French; 25.53]
25.46 WP: A British squad may place only normal smoke prior to 1944. Beginning in 1944, they may also place WP (24.3). This restriction does not apply to ordnance WP ammo.
25.5 FRENCH: French units and the rules (25.51-.52) pertaining to them apply only until the French capitulation in June 1940, and to Vichy French forces (25.58) thereafter.35 See 25.53 for Free French forces. See Clarification
25.51 GREEN: French 4-3-7 squads are considered Green reservists (not Conscripts), and should usually be brought into play by ELR Unit Substitution.
25.52 ORDNANCE: French ordnance uses the black To Hit Numbers, except for their AFV which must use red To Hit Numbers [EXC: non-captured MG MA uses black To Hit Numbers]. French OBA (not Free French) always needs a Final Accuracy dr of 1 or less for accuracy (C1.3). See Clarification
25.53 FREE FRENCH: Use Free French Personnel (designated by a white "Cross of Lorraine" symbol in the upper left hand corner) and French SW counters and rules (or optionally British counters) for Free French Personnel [EXC: in/
25.54 PRE-12/43 EQUIPMENT: For scenarios set prior to 12/43, Free French use (without Captured penalties) certain British [/British-color "(f)"; 25.56] SW, vehicles and Guns and (optionally) SW, and the rules covering them.
25.55 12/43-5/45 EQUIPMENT: For scenarios set in/
25.56 FRENCH-BUILT EQUIPMENT: Certain French-built SW/
25.57 DYO: Free French use their own SW Allotment, OBA Availability, and Rarity Factor Charts for DYO scenarios. Use H1.463 for Free French OP tanks. Free and Vichy French cannot be purchased by the same side.
25.58 VICHY FRENCH: Vichy French Personnel and SW counters have a unique two-tone color and are used after June 1940 for Vichy French forces. Vichy French use French vehicles and guns and in some circumstances German SW, vehicles, and guns.
25.6 ITALIAN: Italian ordnance uses the red To Hit Numbers [EXC: all ATR and MG use black To Hit Numbers unless captured].36
25.61 ELITE: 4-4-7 squads, their 2-4-7 HS, and 2-2-7 crews are the only elite Italian MMC. Only elite Italian squads may Deploy [EXC: 20.5, 21.22]. Q&A
25.62 1ST LINE: The 3-4-7 squads represent the Bersaglieri which were light infantry transported by trucks, motorcycles, or bicycles. A 3-4-7 which suffers ELR failure must be Replaced by a Conscript unit, and not a lower quality 1st Line unit. Q&A
25.63 SURRENDER: The +1 CC DRM for a capture attempt does not apply to non-elite Italian defenders. Once captured, no Italian unit will attempt escape (20.55).
25.64 LAX: Non-elite Italian units are always Lax.
25.65 PAATC: Non-elite Italian units must pass a 1PAATC rather than a normal PAATC whenever required to take a PAATC.
25.66 ERITREAN:36A Eritrean units are treated as Italian except as stated otherwise. Eritrean 3-4-7 squads and their 1-3-7 HS that suffer ELR failure are replaced by 2nd Line MMC, not Conscripts, and become Fanatic when they Battle Harden. An Eritrean 2nd Line MMC which Battle Hardens becomes an Eritrean 1st Line MMC and one which suffers ELR failure is Disrupted. Eritreans are not Lax and must pass only a normal PAATC whenever required to take a PAATC. Neither Heat of Battle nor ELR Replacement can transform an Eritrean MMC into an Italian MMC or viceversa.
25.7 FINNISH:37 Finnish Personnel [EXC: Conscript squads/
25.71 LEADERS: Finnish units usually take less severe LLMC/
25.72 BATTLE HARDENING:37A Finnish leaders Battle Harden and are Replaced according to the unique Finnish rank structure (25.71). The 8+1 leader cannot be Replaced and will therefore Disrupt instead. The progression for all Finnish MMC subject to Replacement (19.13) is shown here. All Finnish MMC that Battle Harden (15.3) follow the reverse of this order. A Finnish 1st Line MMC that Battle Hardens becomes Fanatic (10.8). An Unarmed Finnish MMC that becomes rearmed (20.551-.552) is replaced by a Conscript squad/
25.73 SISSI: The 8-3-8 squads and 3-3-8 HS represent Sissi elite units that were handpicked and specially equipped.
25.74 1st Line: Finnish 1st Line Personnel may use FT and DC as if they were Elite (22.3, 23.2).
25.75 CAPTURED EQUIPMENT: Finnish Personnel may use Russian MG [EXC: LMG in 1939; .50-cal HMG] and Russian Personnel may use Finnish "(r)" MG without Captured Use penalties (21.11-.12, E1.76). Germans may use Finnish-color PSK (and vice-versa [EXC: 25.77]) without Captured Use penalties.
25.76 PANZERFAUST (PF):37B Finnish Elite/
25.77 PANZERSCHRECK (PSK): Finnish Personnel may only use PSK in scenarios set in 7/44-45. Finnish 2nd Line/
25.78 OBA: Finnish OBA batteries use a Draw Pile (C1.211) of six black and three red chits if the scenario is set in 1939-40, and seven black and three red if it occurs in 1941-45. In 1943-45, Finnish OBA batteries are assumed to have Plentiful Ammunition [EXC: vs. Germans] unless specified otherwise.
25.79 ORDNANCE: Finnish ordnance uses red To Hit numbers [EXC: ATR/
25.8 AXIS MINORS:38 The Romanian, Hungarian, Slovakian, Croatian, and Bulgarian troops which comprised Germany's minor allies were neither well equipped, nor particularly ardent practitioners of Hitler's war. As such, the broken Morale Level of all such non-elite squads is one less than their unbroken Morale Level. Any Axis Minor troops fighting within their own borders should generally be represented by Elite and 1st Line MMC with an SSR making their broken side Morale one higher than printed [EXC: when fighting against partisans or Germans]. Due to the historical dislike Hungarians and Romanians had for each other, in all scenarios where Hungarians are fighting Romanians, the broken Morale Level of their MMC is one higher than printed and No Quarter (20.3)39 is in effect for both sides.
25.81 Non-elite Axis Minor troops40 (including Conscript units) [EXC: 1st Line Romanian MMC beginning 7/43] must always pass a 1PAATC rather than a normal PAATC when called upon to take a PAATC. Q&A
25.82 ESCAPE: Axis Minors [EXC: if within own national borders vs. Russians] will not attempt escape. Non-Elite Axis Minors surrender on a Final Heat of Battle DR ≥ 10 [EXC: in any scenario where the Hungarians and Romanians are fighting each other, each nationality goes Berserk on a Final Heat of Battle DR of 10 or 11 (rather than Surrender)].
25.83 ORDNANCE: Axis Minors use red TH# [EXC: Romanian, Hungarian, and Slovakian units using German-manufactured or Czech-manufactured equipment, as designated by "(g)" or "(t)" in the piece name, use black TH#]. HEAT is available beginning 1/43 per the applicable Chapter H note.
25.84 SMG SQUADS: The 5-3-7 squad, and their 2-2-7 HS are 1st Line MMC that are available as Romanian SMG squads (infantry in armored units, Air Force security units, etc.) beginning 1/43 and in some Bulgarian armored units beginning 10/44. A 5-3-7/
25.85 PANZERFAUST (PF): Non-crew Romanian and Hungarian MMC use PF as if they were Germans (C13.3) except as otherwise noted. Availability begins 3/44 for Romanians and 6/44 for Hungarians. A unit making a Final PF check dr ≤ 2 has a PF and an opportunity to fire it. PF range is limited to one hex prior to June 1944 and two hexes from June 1944 on. All non-date-dependent PF check drm apply normally. Additionally, Conscripts receive a +1 PF Check drm, Elite Romanians receive a -1 PF check drm vs. AFV, and all Romanians receive a +1 PF check drm in scenarios set in 1945. The total number of PF shots taken in a scenario may not exceed the number of squad-equivalents for Hungarians in 1944-45 and for Romanians in 1945, and 1½ times the number of squad-equivalents for Romanians in 1944.
25.86 HUNGARIAN TROOPS: Hungarian troops are represented by unique two-tone counters41. All Axis Minor rules apply normally.
25.87 ROMANIAN ATMM: Beginning 7/43 an unbroken and unpinned Elite/
25.9 ALLIED MINORS: The broken Morale Level of all minor country squads is one less than that unit’s unbroken Morale Level [EXC: Greek or Yugoslavian forces opposing an all-Italian OB have the broken Morale Level of their MMC increased by one]. Polish and Belgian elite and 1st Line squads should generally be assigned Assault Fire (7.36) via a SSR.
Polish elite and 1st Line MMC, as well as Infantry crews, with the Polish eagle in the upper left-hand corner have their broken Morale Level increased by one on the counter; such squads have their FP underscored signifying Assault Fire capability.43
25.91 Non-elite Allied Minor troops (including Inexperienced units) must pass a 1PAATC rather than a normal PAATC when called upon to take a PAATC. Q&A
25.92 After the conquest of their own country, Allied Minor Forces are often represented by the British or Russian forces by whom they were organized and supplied, and are therefore governed by those British or Russian nationality rules.
Nationality distinctions for the Chinese, the Early American Army, the Japanese and the US Marines are found other chapters.
25.93 ETHIOPIAN: Ethiopian units are treated as Allied Minor except as stated otherwise. Ethiopian MMC have their own Class structure.44
25.931 ELITE: 3-4-7 squads, their 1-3-6 HS, and 1-2-7 Infantry crews are the only elite Ethiopian MMC. Only elite Ethiopian Personnel may be part of a multi-Location FG, and only elite Ethiopian squads may Deploy [EXC: 20.50; 21.22]. A 3-4-7 which suffers ELR failure is Replaced by a 3-3-7.
25.932 1ST LINE: The 3-3-7 squads represent troops generally led by European-trained officers and equipped with modern small arms. A 3-3-7 which suffers ELR failure must be Replaced by a Conscript squad, not a lower quality 1st Line squad, while a Conscript squad that Battle Hardens becomes a 2-3-7 unless there are no 2-3-7s in the Ethiopian OB. The different 1-2-6 HS are functionally the same but are differentiated so that they can Recombine into the proper squad.
25.933 HUMAN WAVE: Ethiopians may make Human Wave attacks just as if they were Russians (25.23-.234).
25.934 CC: Ethiopians resolve CC as if Japanese (G1.64), but MMC have a CCV 1 lower than normal.
25.935 TANK FLIP: Whenever ≥ two unpinned Ethiopian squad-equivalents (including any SMC) are eligible to attack a vehicle weighing ≤ 4 tons, they may choose to forgo their normal 11.5/
25.9351 RESOLUTION: The vehicle is Immobilized on a Final DR of 7 and destroyed on a Final DR ≤ 6 (place a Scrounged counter on the wreck). The only possible modifiers to a Tank Flip Attack are:
-1 | by Ambush |
+X | Leadership modifier |
-1 | For one additional squad-equivalent (beyond two) |
-1 | For each participating Hero |
-1 | vs Immobile AFV (11.61) |
+1 | CX |
+1 | On Wire |
+1 | Per escorting Personnel HS/ |
+2 | Vehicle is in-Motion/ |
25.936 MMG/
25.937 CAPTURED USE: Captured Guns (and vehicles) used by Ethiopians have the 21.11-.12 penalties doubled, and Ethiopians operating as a Temporary Crew must add a +2 drm to the start dr (21.22).
25.938 NO QUARTER & LEADER CREATION: No Quarter (20.3) is always in effect for the Ethiopians and is in effect for both sides in scenarios set in/