Normal leaders are included in their unit's base or bases.
The following leader figures are represented by a single figure on a small base:
- Company commanders (often captains)
- Platoon leaders (often lieutenants)
- 'Good' commanders. This can be one of the platoon leaders or company leaders from above, or their NCO, or simply a leader of men that stands out on the battlefield.
- Captain (commands up to 8 bases in combat)
- Lieutenant (commands up to 6 bases in combat)
- Sergeant (commands up to 4 bases in combat)
- -2 (exceptional) adds 2D6
- -1 adds 1D6
- +1 (poor) substracts 1D6.
Turn Sequence (updated):
Rally and command phase
PhaseBoth players: Rally broken troops
Artillery, air support, reinforcements enter the board
- Attacking player: move troops
- Defensive player: interrupting with overwatch fire at the expense of command
- Defensive player: tactical movement
- Defending fire (not overwatch) at the expense of command
- Attacking Player: attacking fire
- Attacking Player: advance movement (move one base)
- Attacking Player: Set up overwatch
The different combat rules require a number of states for units. A unit can be:
- Prone (as a consequence of dashing movement, when suppressed by cover fire)
- Pinned (when suppressed by anything but cover fire)(not for tanks and towed ordnance)
- In retreat (not for towed ordnance)
- Routing (towed ordnance abandon their gun)
- Immobilized (vehicles only)
- Surrendered (not for tanks)
Movement styles (advanced rule)
Movement allowance and vulnerability of a unit is determined by the style of movement: normal movement, cautious movement, dash, entrench. Dash movement is fastest, but you end up on your belly, but more likely to suffer in case of an attack, the other extreme is troops entrenching instead of moving, being less visible and better protected.
Combat styles (advanced rule):
Different kinds of attacks depending on the intended effect on the enemy target. Styles include combat fire, cover fire, full fire, possibly special units get more styles depending on their weapon mix.
Spotting rules (advanced rule):
These rules allow players to determine how likely it is to spot an enemy unit, rather than use the blunt 'if you have a line of sight you can see it' rule