Fighting bases are 30mm square, with each one representing a squad, an HMG or a mortar. In addition, commanders (company and platoon) and forward observers are represented on table.
A platoon is represented by 3 rifle stands, a PC (platoon commander) stand and perhaps an attached HMG stand. There is no fixed ground scale.
Actions and Initiative.
The side with the initiative can perform any one of the following actions:
1) Move a squad or group straight ahead any distance (may pivot first) but may not enter and exit the same terrain feature in the same move and must stop if pinned by reaction fire.
2) Order a squad or group in open ground to 'ground hug' which confers a 'target in protective cover' benefit.
3) Order a squad or group in open ground which is ground hugging to stand up.
4) Order a squad or group to do a retreat move. Stands in a retreat move cannot be attacked by reactive fire in the terrain feature they begin the move in.
5) A squad or group may shoot at an enemy squad, or fire at a terrain feature for 'recon by fire'.
6) Attempt to rally a pinned or suppressed unit.
If an action fails, if a moving squad is suppressed by reactive fire, or if the phasing player gives up his turn, the initiative passes to the opposing player. Otherwise, the phasing player may continue to activate other or the same squads, HMGs, commanders or groups for subsequent actions as long as he retains the initiative.
Command and Control.
German squads can move at at any time. An American squad can only move if it begins its move with line of sight to its platoon commander.
Group moves can be undertaken by squads from the same platoon who are in close proximity to one another.
To move as a group, one squad/HMG, platoon commander or company commander is designated the group leader. All other stands from the same platoon within one stand of the group leader are then also able to move in conjunction with it.
The board is made up of open ground overlaid with terrain features. Movement does not rely on rulers, but is limited by entering a new terrain feature, by being fired upon and pinned, or by player choice.
Some terrain blocks line of sight, other types provide protective cover, others hinder movement.
As a general rule squads in adjacent terrain features can see each other, but intervening terrain may block LOS.
Depressions - do not block LOS. Troops in a depression can only be shot at by troops on higher ground or by troops also in the depression.
Hedges/walls - squads must stop when contacting a hedge or wall. It takes one move action to cross to the other side, and on a third action may continue moving normally. Hedges block LOS; walls do not.
Woods - block LOS and provide protective cover for all fire (-1 attacking dice).
Hills / crests - intervening hills block LOS: crests block LOS unless squad is touching crest. Both hills provide protective cover from direct fire only.
Rough ground - does not block LOS. Provides protective cover from all fire.
Fields - block LOS in season; do not block LOS if out of season. Provide protective cover from direct fire only.
Orchards - in season function as woods; out of season as rough ground.
Ordered stands roll a number of dice (typically 2, 3 or 4). Hits are scored on a 5-6, and fire is by individual squad or weapon. One hit causes a pin result, 2 hits a suppression, and 3 hits a kill. A suppressed squad that is suppressed again is killed.
There are three kinds of direct fire: single squad/weapon fire, fire group fire, or crossfire. Fire group fire requires a fire group leader to be designated, with other stands within 30mm of that stand also allowed to fire at the same target. A crossfire requires a PC or CC to direct the fire of two or more squads or HMGs from one platoon to fire on the same target.
Rifles roll 3 dice, SMGs 2 (4 at point blank range), and HMGs 4 dice.
Mortars can be called in by forward observers to fire or land smoke. They roll a number of dice depending on the weapon and hit on 5s and 6s, and may have an area effect.
Attacking stands which move to touch a target squad will perform close combat. Attacker and defender roll a die, add applicable modifiers, and the high die wins. Commanders can influence combat and more than one attacking or defending stand can take part. Defeated stands are eliminated.