1.1 NIGHT VISIBILITY RANGE (NVR): Night1 rules are in effect only when cited by SSR. A SSR must always cite the Base NVR in effect for that scenario. The NVR is the maximum distance in hexes that any unit can see (barring LOS obstacles). This maximum distance is always measured in terms of the least number of hexes from the viewing unit's hex to the viewed hex (inclusive only of the latter), regardless of the actual number of hexes crossed by the LOS. Mark the current Base NVR by sliding the NVR counter along the Base NVR track of the Chapter K divider Scenario Aid Card. See Clarification.
1.101 BEYOND NVR: Any unit at > another unit's NVR is beyond the hex range of visibility, and is therefore out of the latter's LOS unless marked by a Gunflash (1.81). Illuminated Locations (1.9)/
1.11 DYO: To determine the Base NVR in a DYO scenario for which research has not suggested an appropriate value, make a DR on the NVR able prior to setup but after rolling for Weather (3.) if Weather rules are in play. The colored dr indicates the Cloud Cover and the white dr indicates the phase of the moon. A +1 drm applies to the colored dr if the scenario occurs in December, January, or February. If Weather rule are in play, Cloud Cover is automatically Overcast during Overcast/
NVR TABLE | ||
---|---|---|
colored dr* | white dr | |
Final dr | Cloud Cover | Moon Phase |
≤ 2 | None | Full |
3,4 | Scattered | Half |
≥ 6 | Overcast | No Moon |
*colored drm is +l in Dec, Jan, Feb
Next, cross-index the Moon Phase and Cloud Cover to determine the NVR modifier.
NVR MODIFIER | |||
---|---|---|---|
Moon Phase | |||
Cloud Cover | No Moon | Half | Full |
None | 0 | +1 | +2 |
Scattered | -1 | 0 | +1 |
Overcast | -2 | -1 | 0 |
This NVR Modifier is added to 3 (or to 6 if Ground/
EX: The NVR Table DR (in a scenario with no Ground/
1.12 NVR CHANGE: At the start of each subsequent RPh after the opening Player Turn of every night scenario, a NVR Change DR is made as an inherent part of the Wind Change DR: a 6 on the colored dr results in a one-hex change of the Base NVR. [EXC: If the scenario specifies Scattered Clouds and a Half or Full Moon, the NVR change is not necessarily a one-hex change, but is equal to a subsequent Final dr that is divided by three (FRU) for a Half Moon, or divided by two (FRU) for a Full Moon.] When the NVR Change colored dr indicates a Base NVR change, the white dr determines whether the Base NVR increases or decreases; a white dr ≤ 3 lowers the Base NVR (to a minimum of 0) and a white dr ≥ 5 raises the Base NVR (to a maximum of 6).2 A white dr of 4 results in No Change [EXC: before the first starshell/
EX: The base NVR is 3; there is no Cloud cover and No Moon. A Wind Change DR of 11 is made with a 6 on the colored dr. This results in a one-hex increase in the NVR to four hexes. Had there been Scattered Clouds and a Half Moon, another dr would have to be made to determine the amount of increase in the NVR; a dr of 1-3 would result in an increase of one, a dr of 4-6 would result in an increase of two.
1.13 ZERO NVR: When a unit's NVR is 0, all Locations except the one occupied by that unit are beyond its NVR [EXC: as per 1.101].
1.14 VEHICULAR NVR: A vehicle (and its PRC) that is in Motion/
1.15 SNOW: Whenever Ground/
1.16 FORTIFICATIONS: All Fortification counters are set up hidden at night regardless of terrain, and remain hidden until their protective TEM is used, a non-Dummy enemy unit (determined by the procedure given in A12.11 for minefields) enters the Location that contains it, or extra MF/
1.2 SCENARIO DEFENDER: The Scenario Defender in a night scenario may use HIP to set up ≤ 25% (FRU) of his squads (including the HS of the 10% of his squads that may set up Deployed; A2.9) and any SMC/
1.21 FREEDOM OF MOVEMENT3: Each onboard unit of a Scenario Defender in a night scenario may attempt to move/
1.22 ELR LOSS: The ELR of a Scenario Defender in a night scenario is always printed on the OB as (and for a DYO scenario is assumed to be) one less than it would be normally. Those Scenario Defender units with an underlined Morale Factor have their ELR lowered to 4 but retain their special characteristics when exceeding their adjusted ELR (A1.23).
1.23 RECON: A SSR or DYO purchase (10 BPV, recorded as "Recon" in the "Fortifications" section of the DYO Purchase Roster) may give the Scenario Attacker a single Recon dr after the Scenario Defender has set up but prior to his own setup. The Final dr is the number of hexes (chosen by the Scenario Attacker) which the Scenario Defender must reveal units in, if in fact he had set up in them. Hidden units are placed in their setup hexes concealed. Concealed units in these hexes lose their concealed status (the Scenario Attacker also receives Right of Inspection of those units; A12.16) regardless of the presence of a LOS to any enemy units. If any hidden Fortifications are in the hex, they must be revealed and placed on the board [EXC: the type/
Description | Modifier |
---|---|
British, Partisans, Russians, Japanese | +1 |
Stealthy | +1 |
Germans, U.S. | 0 |
All other nationalities | -1 |
Lax | -1 |
1.3 CONCEALMENT: "?" is generally gained/
1.31 LOSS: An Infantry unit loses Cloaking/"?" at night if it uses Non-Assault Movement in a Location that is already Illuminated when that unit expends MF in it, or if it enters an enemy-occupied Location during the MPh. Otherwise, it does not lose Cloaking/
1.32 GAIN: Situations requiring a "?" dr (A12.122) in a daylight scenario gain "?" automatically in a night scenario.
1.33 NVR: An unconcealed unit beyond a viewing unit's NVR is never Known to that viewing unit unless the target can be treated as being within NVR as per 1.101.
1.4 CLOAKING4: Only the Scenario Attacker uses Cloaking. A Cloaking counter is a "?" of any nationality not in play, and has all the characteristics of a "?" plus certain special benefits. Cloaked units are always concealed, but concealed units are not necessarily Cloaked. All rules pertaining to "?" apply to Cloaking counters except as specified otherwise herein.
1.41 CONTENTS: The Scenario Attacker's Infantry (only) always enter the board in the form of Cloaking counters [EXC: Aerial landings]. Each Cloaking counter has an ID letter to identify it, and is used in place of actual units. Each Cloaking counter can represent any number of Infantry and their portaged SW up to the normal stacking limits of a Location (A5.1) - or it can represent no units at all (i.e., a Dummy which can be eliminated by its owner at any time). The actual contents (if any) of each Cloaking counter are recorded by placing them in the corresponding section of the Cloaking Box of the Chapter E/
1.411 SETUP: The Scenario Attacker sets up offboard (including the possible use of Dummy Cloaking counters). He is allotted one Cloaking counter for each squad (or its equivalent) in his starting OB. Q&A
1.42 MF & SW: A Cloaking counter has six MF, regardless of its contents. These MF cannot be increased by any method except road (B3.4) or downhill ski (4.31) bonus. A Cloaking counter can portage four- or five- PP SW as if they were three-PP SW, but must include sufficient MMC to carry them. However, a SW ≥ four PP cannot be fired in the Player Turn it loses its Cloaked status. Cloaked SW must be dm if possible. Q&A
1.421 MF COSTS: All MF costs for a Cloaking counter are identical to daytime costs [EXC: a +1 DRM applies to the Falling DR (B11.41) of Climbing units during a night scenario]. When involuntarily revealed, Cloaked units are placed on board and must immediately revert to their normal MF allotments for any future movement undertaken in that MPh minus any MF already expended in that MPh, but with no extra penalty if they had already exceeded such (see 1.51).
1.422 STACKING: All units represented by a single Cloaking counter always move/
1.423 HUMAN WAVE: All elements of a Human Wave attack lose Cloaked status.
1.43 LOSS: Cloaked status is lost, and replaced by its unconcealed actual contents (if any), for any situation that would cause one or more of its units to lose concealment at night (1.31; 1.72), and for making any attack other than a successful Ambush. Once removed, Cloaking counters cannot be regained.
1.5 MOVEMENT: The rules governing daytime movement remain in effect at night except as altered below (and in 1.42).5
1.51 ON FOOT: Infantry/
EX: A squad ascending Crest Line and entering woods must expend five MF ({2 [entering woods] x2 [moving to higher elevation] = 4} +1 [entering Concealment Terrain Location at night] = 5).
1.52 VEHICULAR: All vehicles must pay an additional MP/
1.53 STRAYING6: At the start of its MPh, each ground unit or stack wishing to move to a new hex in that MPh [EXC: 1.531] must first make a Movement DR (Δ). If the colored dr of the Movement DR is a 6, that unit/
1.531 EXCEPTIONS: A unit or stack that, at the start of its MPh, wishes to enter a sewer/
1.532 FRIENDLY CONTACT: Whenever a Straying Mover enters a Location that contains a Good Order friendly unit, it is no longer subject to Straying and the ATTACKER may use the remainder of its MF/
1.533 BERSERK: A berserk unit is always Lax (even in daytime) but is not subject to Straying. If it can see a Known enemy unit, its charge is predetermined (A15.431); if not, it is not berserk (A15.44).
1.54 ROUTING: A broken unit does not rout normally at night, nor is it eliminated for Failure to Rout. A broken Inherent Crew still uses all of its RtPh to rout out of its vehicle into the same hex as per D5.11. A unit is captured or Surrenders at night only by CC or Mopping Up (even if Disrupted). A DM unit retains DM until its makes a Rally/
1.55 JITTER FIRE: Jitter Fire cannot occur in a scenario until at least one Gunflash has been placed due to an attack vs an enemy unit. Thereafter, whenever a unit or stack makes a Straying DR (1.53) that results in Doubles, Jitter Fire can occur as follows: See Clarification.
Doubles DR | Result |
---|---|
2 | Closest DEFENDER Jitter Fires |
4 | Closest DEFENDER Jitter Fires unless Stealthy |
6 | Closest DEFENDER Jitter Fires unless Stealthy or Normal |
8 | Moving unit(s) Jitter Fires unless Cloaked, Stealthy or Normal |
10 | Moving unit(s) Jitter Fires unless Cloaked or Stealthy |
12 | Moving unit(s) Jitter Fires |
1.551 UNIT DETERMINATION: The "Closest DEFENDER" is one or more Good Order non-hidden units in the nearest (in hexes) occupied hex to the moving unit(s) - ATTACKER's choice in the case of equidistant hexes. If more than one applicable unit is able to Jitter Fire, all such applicable units are affected. Only MG and Small Arms fire are subject to Jitter Fire. Heroes, units with no FP (e.g., a leader without a functioning MG), units already marked with a Final Fire counter, and units marked with a First Fire counter and closer to a Known enemy unit than to the moving unit, are exempt from Jitter Fire. Should no unit in the closest occupied hex be able to Jitter Fire, none occurs. If a squad with a MG must Jitter Fire, both the squad's inherent FP and that of one of its MG are affected. However, a vehicle subject to Jitter Fire will fire only its MG armament and PRC. No LOS to another unit is necessary to activate Jitter Fire. Should a Dummy Cloaking counter be subject to Jitter Fire (as determined by the side's Majority Squad Type), it is eliminated. Moving Infantry, which cannot normally fire in its own MPh, can do so for Jitter Fire purposes only. Q&A
1.552 EFFECT: Jitter Fire has no effect on anyone other than the firer (i.e., placement of appropriate fire/
1.56 RECOVERY: There is a +1 drm to all Recovery attempts (A4.44) at night.
1.6 LAX/
1.61 STEALTHY: At night, Stealthy units are generally those designated as Commando, Ranger, ANZAC, Gurkha, Finnish, Good Order SMC, or Partisan.
1.62 LAX: At night, Lax units include all Inexperienced, berserk, non-elite Italian/
1.63 NORMAL: At night, all other Good Order MMC are Normal, as are Good Order Lax units stacked with a Good Order SMC (even for purposes of Ambush; A11.18). Horses, Cavalry, and Animal-Drawn Transport are Normal (unless their Passengers/
1.7 COMBAT7: All night attacks [EXC: Fire Lanes, mines, Snipers, DC, Specific Collateral attacks, Residual FP, CC, and OBA] are subject to a +1 Low Visibility (LV) Hindrance DRM (which does not nullify a FFMO DRM; 3.1).8 However, the +1 Night LV DRM is never applicable in combination with any positive TEM due to HA or if the target hex contains any terrain (inclusive of hills/
EX: The attack of the 4-6-7 in 3R6 against the Russian 5-2-7 in T7 is subject to only a +1 DRM for the Woods TEM. An Attack by the 4-6-7 in T9 would also be subject to a +1 LOS Hindrance for firing through the grainfield (in season). The Night LV DRM does not apply to either attack because the topmost height of the T7 woods is 1 full level higher than the firers. If the 4-6-7 in R6 were on the first level of that building, the +1 LV DRM would apply to its attack because the topmost height of the T7 woods would not be a full level higher. If the Russian squad fires back at R6 the +1 LV DRM will not apply to its attack regardless of which level that 4-6-7 is on.
1.71 FIRE LANE: At night, a Fire Lane Residual FP counter can be placed beyond the firer's NVR although the firer must still have a LOS to the moving initial target. [EXC: Once any starshell/
1.72 SNIPERS: An effective Sniper attack (dr 1 or 2) removes any Cloaking counter it attacks and places its contents onboard unconcealed. Random Selection is then used (if necessary) to determine which of those contents are affected by that Sniper attack.
1.73 TO HIT: When a unit enters another unit's NVR it is treated as emerging from a Blind Hex for that latter unit's To Hit purposes.
1.74 TARGET ACQUISITION: Target Acquisition DRM (C6.5) are NA at night unless the target is Illuminated. Remove all Acquired Target counters from a target/
1.75 FG: Multi-Location FG are not allowed at night.
1.76 MISTAKEN FIRE: The printed (or recorded, for DYO) SAN of each side in a night scenario is increased by two (up to a maximum of 7) in actual play, due to random mistaken fire. The actual SAN can never be reduced below the printed (or recorded) SAN in a night scenario; Sniper Checks can reduce it only to the printed number. In addition, anytime a captured MG is fired at night its Location is subjected to an automatic sniper attack.9
The BPV of a DYO-purchased SAN (H1.29) is doubled for a night scenario.
1.77 CC: During a night scenario, the ATTACKER's Ambush dr need be only at least two less than the DEFENDER's to gain Ambush (A11.4) status unless Illuminated.
1.8 GUNFLASHES: Gunflashes are not a form of Illumination. However, any unit that fires (regardless of its B#/X# DR, or Illumination, or NVR) reveals its Location to any unit with a LOS to it, regardless of NVR. This allows units to fire at a Location that contains a Prep/
EX: A MG using Prep Fire and maintaining its ROF is marked with a Gunflash counter.
1.81 BEYOND NVR: Fire at/
1.82 CC: CC causes a Gunflash for as long as it is covered by a Melee counter.
1.83 MINES: Mines cause a Gunflash only if they cause Casualty Reduction, or break, immobilize, or eliminate a non-Dummy unit.
1.84 MOL/
1.85 DC/
1.86 SEARCHING/
1.87 SR/
1.88 PIAT: A fired PIAT does not create a Gunflash.
1.9 ILLUMINATION11: Illumination can occur via Starshells/IR or Fires - none of which create daylight conditions. Night rules remain in effect in an Illuminated Location [EXC: Cloaking/
1.91 INITIAL USE: No Starshells/
Once a Starshell/
1.92 STARSHELLS: Starshells may be fired in either the PFPh or Defensive First Fire/
1.921 USAGE RESTRICTIONS: A unit must be in Good Order and neither pinned nor TI to fire a Starshell. Before a leader (including a CE Armor Leader) can fire a Starshell during that Player Turn, he must first make a Usage dr (Δ) of ≤ 4. Before a CE AFV with no Armor Leader, or a MMC, can fire a Starshell, it must first make a Usage dr (Δ) of ≤ 2.12 In addition, after the Player Turn in which the first Starshell/
1.922 PLACEMENT: A player has three choices after his unit passes its Starshell Usage dr, but must announce his choice before making the Starshell/
EX: A leader in 13I4, having "heard gunfire" and suspecting an enemy assault on the bridge in K6 (even though he can't see any Known enemy units), opts to fire a Starshell toward the bridge. The DEFENDER picks K6 as the initial placement hex, and then makes a Starshell Placement DR which is a colored 5 and a white 3, resulting in the Starshell counter being finally placed in H7. Had the Elevated Road in K6 not blocked the LOS to K7, the Gunflash in K7 would have allowed the DEFENDER to halve the Extent of Error dr so as to place the Starshell in I7.
1.923 EFFECTS & DURATION: A Starshell Illuminates all non-subterranean and non-interior building Locations within three hexes (even vs Aerial counters) even if it is placed offboard. Temporarily butt any unused board to the map edge to mark the placement of an offboard Starshell. Starshells are removed at the end of each CCPh after placement of "?".
1.93 ILLUMINATING ROUNDS (IR): IR may be fired only via Indirect Fire, and only by OBA/
1.931 USAGE: No Usage dr is necessary for OBA to fire IR. However, the firer of an onboard mortar must make a Usage dr of ≤ 4 before he can fire an IR, and in order to fire it he must make a To Hit DR (only to check for malfunction/
1.932 PLACEMENT: If the mortar/
1.933 EFFECTS & DURATION: An IR Illuminates all non-subterranean and non-Interior Building Locations within six hexes.13 It is otherwise treated like a Starshell (1.923). Q&A
1.94 FIRES: All Blazes cast an Illuminated Zone whose range from the Blaze's hex is equal to twice the number of Blazing levels (excluding Rooftops) in that hex. A hex containing a Blaze is Illuminated at all levels (even vs Aerial counters), as is any hex within the Blaze's Illuminated Zone [EXC: Blind Hexes; 1.941]. Fires may not be deliberately set at night unless allowed by SSR. Any attempt to Kindle a Fire automatically causes loss of the Kindler's concealment and a Gunflash if within the LOS of any Good Order enemy ground unit - regardless of range. Q&A
EX: Vehicle, brush, orchard, grainfield, woods, and single-story building blazes all have a two-hex Illumination range. A two-story house casts a four-hex Illumination range if both levels contain blazes. A building of level 2 or 3 has an Illumination zone of six - or eight - hex range respectively if all levels are ablaze.
1.941 SHADOWS: Terrain obstacles of ≥ one level within the Illuminated Zone of a Blaze cause quasi-Blind Hexes in the sense that the obstacle blocks the Illumination of those hexes. Any such LOS obstacle in a Blaze's Illuminated Zone therefore creates a non-Illuminated hex(es) behind it, just as if each Blaze counter were instead a viewing unit whose LOS to those hexes was blocked by that obstacle.
1.942 FLAME: A Flame Illuminates only its own Location.