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Tiger Leader

This document provides an overview of the rules and setup for a board game about commanding a German Panzer group during World War 2 campaigns. Key details include: 1) Players select a campaign, objective cards, units and commanders to form their command. 2) Each week players decide which enemy battalions to attack, allocate their own forces, and resolve battles tactically on the battlefield display. 3) Commanders gain experience but also stress over time. Players must decide how hard to push their men each week. 4) The game involves both operational decisions like unit allocation and tactical combat resolution using the battlefield display and rules.

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Kevin Hill
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© © All Rights Reserved
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100% found this document useful (1 vote)
321 views24 pages

Tiger Leader

This document provides an overview of the rules and setup for a board game about commanding a German Panzer group during World War 2 campaigns. Key details include: 1) Players select a campaign, objective cards, units and commanders to form their command. 2) Each week players decide which enemy battalions to attack, allocate their own forces, and resolve battles tactically on the battlefield display. 3) Commanders gain experience but also stress over time. Players must decide how hard to push their men each week. 4) The game involves both operational decisions like unit allocation and tactical combat resolution using the battlefield display and rules.

Uploaded by

Kevin Hill
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Introduction ................................................

1 • Introduction
You are the commander of a Panzer Kampfgruppe. Your group
Sequence of Play ........................................2
can fight its way through any of World War II’s greatest
Campaign Set-Up ........................................2 campaigns, starting with the Invasion of Poland in 1939, and
Start of Week ..............................................9 carrying through France, North Africa, Russia, Italy, and D-
Pre-Combat................................................10 Day!
Combat ......................................................12 Each of your Campaigns involve both operational and tactical
Post-Combat ..............................................16 decisions. At the start of a Campaign, you select the Units and
Commanders to make up your Command. During each Week
End of Week ..............................................17 of the Campaign, you decide which Allied Battalions to attack,
End of Campaign ......................................19 which of your forces to allocate, and then resolve each battle
Optional Rules ..........................................19 using the tactical battlefield.
Credits ......................................................19 Your Commanders gain Experience with every battle, but they
Sample Game ............................................20 also gain Stress. Each Week, you must decide how hard to
push your men.
• Sequence of Play • Campaign Set-Up
This rulebook is organized according to this Sequence of Play.
Tactical Display Sheet
Campaign Set-Up Place the Tactical
Display Sheet on the
Select Campaign Card
table in front of you.
Select Objective Card
Use this Display to
Draw Battalion Cards
resolve the Combat
Buy Units
steps of each Battle.
Select Commanders
This sheet contains the
Start of Week Battlefield, Sequence
Special Condition Card of Play, Battle Turn
Assign Units track, Operational
Map, Enemy Tactical Movement chart, and areas to place some
of your cards.
Pre-Combat
Event Card Head Quarters Sheet
Place Turn Counter Place the Head Quarters Sheet next to the
Place Terrain Tiles Tactical Display Sheet. This sheet has
Place Friendly Units helpful reference charts and general
Place Enemy Units information you will need to play the
game as well as areas to place some of
Combat your cards.
Fast Move and Attack
Roll for Enemy Movement
Enemy Actions
Slow Move and Attack
Advance Turn Counter
Cards
Post-Combat Separate the cards by type: Unit cards, Commander cards,
Event Card Campaign cards, Objective cards, Battalion cards, Event cards,
Battalion Status and Special Condition cards.
Record Commander Stress
Record Commander Experience Points

End of Week
Move Battalions
On Leave
Adjust Special Option Points
Repair/Replace
Priority R&R

End of Campaign
Campaign Outcome

2
Form a Special Condition Deck, and an Truck - Used to reduce the cost of attacking enemy
Event Deck. Shuffle each of the two Battalions deep in enemy territory.
decks, and place them face down in the
labeled areas on the Tactical Display
Sheet.
Enemy Battalion - Full and Half
When you need to draw a card and no Strength. Used to show the Battalion’s
cards remain in a deck, shuffle the position on the Operational Map.
discards to form a new deck.
Damage Counters
Gather the Vehicle/Infantry Damage Counters and put them in
an opaque cup. The Damage counters are two-sided.
The camouflaged side is for Damage inflicted on
Separate the three your Infantry.
types of Battalion
cards, and form
three decks of:
The gray side is for Damage inflicted on your
Assault, Supply,
Vehicles.
and Command
cards. Each
Battalion card has its type noted on its card back.
Player Log
The information you record on the
Player Log determines Commander
Promotion, and shows Special Option
Point expenditures, Combat Unit
Status, and Victory Points earned.
Photocopy this sheet or download it
Do not form decks for Campaign cards, Objective cards, Unit from www.dvg.com.
cards, and Commander cards. You select cards from each type,
at the beginning of a Campaign.

Counters
Stress - Used to record the Stress your
The Die
Commanders suffer during a Campaign.
Whenever a die roll is called for in the game, roll a ten-sided
die (1d10). This will generate random numbers from 1 to 10.
Some dice have numbers ranging from 1 to 10, others range
Tactics - Used to record the number of Tactics uses from 0 to 9. Treat the die’s “0” face as being a “10”.
your Commanders and Units have in a Battle.
End of a Campaign
The Campaign ends when you complete the last Week of your
Enemy Unit - The Flag indicates the Campaign, or when you must pay a Special Option Point and
Unit’s country. The backside shows cannot do so, or when you achieve a Great result.
the Unit when it is Destroyed.
Select Campaign Card
Choose the Campaign card you would like to
German Unit - With Numbers indicating Unit use and place it on the Head Quarters Sheet.
numbers.
We recommend starting with the Poland
1939 Introductory Campaign for your first
Campaign.
Scout - Used to increase Battle Turns.
The parts of a Campaign card are as follows:

3
1 - Campaign Name and Enemy Select Objective Card
Force
Choose the Objective card you would like to
Example: In the Poland 1939 use and place it on the Head Quarters Sheet.
Campaign, you will fight against the We recommend using the For the Reich!
Polish forces. Objective for your first Campaign.

These cards show information specific to


2 - Year of the Campaign your chosen type of Objective.
You may only choose German
Units whose years of service
include this year. The parts of an Objective
card are as follows:
3 - Difficulty Level
The difficulty Levels from easiest 1 - Objective Name
to hardest are: Introductory, Standard, Advanced, and Expert.
4 - Special Option Points 2 - Starting SO Points
This number modifies the number of SO (Special Option) Each Objective card
points you get at the start of the Campaign, from your specifies the number of
Objective card. Special Option points (SO
points) you have at the
5 - Terrain beginning of the Campaign.
Each Campaign card lists the Terrain type This number is modified by
used during its Campaign: Desert, the SO points information
European, or Winter. on your Campaign card.
Example: When playing the
For The Reich! Objective (40 SO), in the US Italy 1943 Campaign
The 8 Terrain tiles with the brown triangles are (+19 SO), you get 59 SO points at the start of the Campaign.
used in Desert Campaigns.
You purchase Units with your Special Option points. SO points
The 8 Terrain tiles with the green triangles are used may also be expended during Special Conditions and Events.
in European Campaigns.
Record your starting SO points on the Player Log.
The 8 Terrain tiles with the gray triangles are used
in the Winter Campaigns. 3 - Weeks
You have the designated number of Weeks to complete the
6 - Special Notes Campaign.
Each Campaign has Special Notes that modify the Campaign.
Record the number of Weeks on the Player
7 - Commander Skill Levels Log. You’ll also record each Week’s
Each Campaign shows activities on the Player Log.
your starting 4 - Weekly SO Points
Commander Skill At the end of each Campaign Week, you gain this number of
levels. You get one SO points. Record this number on the Player Log Sheet.
Commander for each
Unit you purchase. From lowest to highest the Commander 5 - Battalion Point Value
Skill Levels are: Recruit, Green, Average, Skilled, Veteran, and This number shows the total value of Battalion Victory Points
Ace. you randomly draw at the start of the Campaign.
Record the name of your 6 - Special Notes
Campaign card on the Player Each Objective card has specific rules that modify your
Log. Campaign.
7 - Evaluation

4
The Victory Point chart shows how well 5- Battalion Point Value
you are doing in the Campaign. You score This number shows the Battalion’s point value. You use this
Victory Points (VPs) when you Destroy number when drawing Battalion cards for a Campaign, and
enemy Battalions. As you play the you earn this number of Victory Points (VPs) by Destroying
Campaign, compare the number of Victory the Battalion card.
Points you have earned to the Evaluation
Chart on the Objective card. 6 - Placement and Special Notes
The Battalion card designates
Record the Name of your which Operational Map
Objective card on the Player Log. Range Band it starts in.

Draw Battalion Cards


Battalion cards represent the
enemy formations present in
your vicinity.
The parts of a Battalion card
are as follows:
Example: A Battalion card has the
1 - Battalion Name Transit trait. Place its Battalion
counter in the Transit Range Band
2 - Enemy Units on the Tactical Display Sheet.
Lists the quantity and types
of Enemy Units present in Any Special Conditions specific to this Battalion card are also
the Battalion. You will fight noted here. Unless the note specifies otherwise, Special Notes
these Units on the only affect this Battalion card.
Battlefield area of the +1 or +2 on Tactical Move rolls: Add the indicated
Tactical Display Sheet. number to the Battalion’s Tactical Movement die rolls
Example: If you were fighting the Mixed Combat Force, you would
during Battle.
encounter the 12 enemy counters listed on the Battalion card. XP: When you Destroy the Battalion, add the indicated
3 - Battalion Designation number of Experience Points
A - Assault Battalions: These Battalions advance to each Commander
quickly on the Operational and Tactical maps. participating in the Battle.

S - Supply Battalions: These Battalions usually Ignore the Special Note text on a Battalion card that has been
add or subtract from your SO points. reduced to Half.

C - Command Battalions: These Battalions have Special Notes Exception, some Battalion cards have Special Note text printed
that affect other Battalions. in yellow. Yellow text still applies when the Battalion has been
reduced to Half.
4 - Half / Destroyed Values
Each Battalion card has a set of Example: The “1XP” is in yellow. You still gain 1 extra XP when you
numbers. The Battalion is reduced to Destroy the Battalion, even if has been reduced to Half in the past.
Half if the value of Enemy Units
Fixed Battalions
remaining on the Battlefield is
reduced to the first number. The Battalion is If a Battalion card has the
Destroyed if the value of Enemy Units remaining “Fixed” Special Note, the
on the Battlefield is reduced to the second number or lower. Battalion does not move during
the Move Enemy Battalions
Each Enemy Unit counter has a Point value in its phase. Fixed Battalions have a Building
top-left corner. graphic on their counters. Fixed Battalions remain Fixed and
never move.
Example: This Bldg Counter is worth 4 points.

Example: If, at the end of the Battle there are 15 or


more points of Enemy Unit counters remaining on the
Battlefield, the Battalion is still at full strength. If that
number is from 14 to 6 points, the Battalion is reduced to Half
strength. If there are 5 or fewer points remaining, the Battalion has
been Destroyed.
5
Determine and Place Battalions Buy Units
Draw cards from the 3 Battalion decks in the Select the Unit cards you would like to have
following order: Assault, Assault, Supply, under your command. You can only select
Command. Units that have a Service life that includes
the Year of your Campaign.
Draw one card from the Assault deck, then
another card from the Assault deck, then one Be sure and save a few SO points to
card from the Supply deck, and finally one purchase Trucks, Scouts, and still have a
card from the Command deck. Repeat the couple SO’s to spend once the Campaign
cycle as needed. starts.
Once you draw a Battalion card and its Battalion Example: The British North Africa
point value brings the total equal to, or in excess of, Campaign takes place in 1941. All Units
the Objective card’s Battalion point value, stop purchased for this Campaign must have
drawing Battalion cards. The Battalion cards drawn, a Service life including 1941. The STUG
including the last card drawn, are part of your Campaign. III Long has a Service life of 1941-45, so it can be purchased for
this Campaign.
Example: You are playing the
Cut-Off Objective which has 23
The parts of a Unit card are
Battalion points. You draw as follows:
Battalion 5A worth 3 points, 8A
worth 4 points, 5S worth 2 1 - Unit Name
points, 6C worth 5, 1A worth 5,
7A worth 3, and 2S worth 2. You 2 - Service Life
have now drawn 24 points of The years this Unit was in
Battalions, so you stop drawing. service.
You will fight these 7 Battalions.
3 - Unit Number
Set aside the remaining This number is
Battalion cards. You will not also found on a
use them during the Campaign. Unit counter.
The Unit card is
The designation on the
placed in front of you on the
Battalion card corresponds
table, and the Unit counter
to a Battalion Counter.
will be placed on the Terrain
Find the counter for each tiles during Combat.
Battalion appearing in your Campaign.
4 - Special Option Points
For easy reference, the Victory Point
Spend this number of SO points to purchase this Unit.
value is printed on each counter.
5 - Unit Type
Place the Battalion Counters on the
Units have the following types: Armor, Unarmored, Artillery,
Tactical Display Sheet’s Operational
and Infantry.
Map. Each Battalion card designates where on the Operational
Map the counter is placed. The Battalion counters are placed 6 - Special Notes
with their Full side facing up. Any Special Notes pertaining to this Unit are noted in this area.
Example: The 1S Supply Convoy is placed in the Breakthrough +1, +2, or +3 Attack vs. Infantry: Add the noted
band on the Operational Map. modifier to the Unit’s Attack rolls when attacking Enemy
Place the Battalion cards on the Head Infantry Units.
Quarters Sheet in the Battalion cards area.
+1 or +2 Attack vs. Vehicles: Add the noted modifier to
the Unit’s Attack rolls when attacking Enemy Vehicle
Units.
+1 Die When Stationary: If the Unit does not Move
during the Battle turn, it gets to roll 1 extra Attack die.
No Die Bonus For Advancing: The Unit does not get to
roll an extra die for Advancing.
Large: Each time you assign this Unit to a Battle, you
must pay 1 SO point during the Repair/Replace step. If

6
you do not pay the SO point, Destroy the Unit and remove Select Commanders
the Commander who was commanding the Unit from the
You automatically get one Commander for
Campaign.
each Unit you purchased. You cannot select
Transport: This Unit can move 1 Infantry Unit and/or 1 extra Commanders.
Artillery Unit when it moves.
The Campaign card shows the number of
Tactic: The Unit starts each Battle with the noted number Commanders you receive at each Skill
of Tactic counters. Level. You must select Commanders in order
of Skill level from lowest to highest: first
Command Tactic: The Unit starts each Battle with the Recruit, then Green, Average, Skilled,
noted number of Tactic counters and can use them as Veteran, and finally Ace.
Command Tactics.
Once you have selected
7 - Speed the specified number of
The maximum number of hexes this Unit can move during its Recruit Commanders, you
turn. then select the specified
number of Green
8 - Attack Commanders, and so on.
You must roll this number or higher on any of your Attack dice
to Destroy an Enemy Unit. If you select more Commanders than are listed, all additional
Commanders have the Skill level noted with the asterisk.
9 - Range
This Unit can attack enemy forces in any hex within its attack Example: You are playing
range. Some Units cannot Attack at Range 0 (their own hex). the Poland 1939 Campaign.
You purchased 9 Units. You
Example: The STUG III has an Attack Range of 1-3. It cannot must choose exactly 9
Attack at Range 0. Commanders. According to
the Campaign card, the first 3 Commanders are Recruits, the next
10 - Defense 2 are Green, the next is Average, and the next Commander is
Subtract this number from all enemy attacks rolled against this Skilled. After gaining the 7 Commanders with the Skill levels found
Unit. on the Campaign card, the 2 final Commanders are Green.

Example: The STUG III has a Defense of 1. An Enemy Unit rolls If you had purchased only 6 Units, you would receive 3 Recruit, 2
two Attacks against it, rolling a 7 and 4. The STUG’s Defense Green, and 1 Average Commander.
subtracts 1, reducing the rolls to a 6 and 3.
Each Commander card has two sides that show different
Record on the Player Log the SO Experience Levels. Each Commander’s Name has 3 cards with
points you spend on Units. a total of 6 Skill Levels.
Find the Unit Counters that have A Commander can only
the same Unit numbers as the Unit cards you selected. Place Command the type of Unit listed
the Unit counters near the Tactical Display Sheet. on his card.
Place the Unit Example: If you purchased 2
cards on the Armor Units, 1 Unarmored Unit, 3 Infantry Units, and 1
Head Quarters Artillery Unit, you must select 2 Armor Commanders, 1 Unarmored
Sheet. Commander, 3 Infantry Commanders, and 1 Artillery Commander.

We suggest a Commanders are not permanently assigned to a specific Unit.


balanced They can Command any Unit of that type.
selection of Select the Commander cards you would like to have in your
Units. command. You may not choose more than one card with the
For example: same Commander’s Name.
2 or 3 Armor,
1 or 2
Unarmored, 2 or 3 Infantry, and 0 or 1 Artillery. Also, be sure
and leave a few points unspent, to purchase Support forces,
Promote your Commanders, or save them for future uses.

7
The parts of a Commander’s 10 - Special Notes
card are as follows: Any Special Notes pertaining to this Commander are noted in
this area. Special Notes cannot be used when the Commander
1 - Commander’s Name is Unfit.
2 - Unit Type Medic: At the start of the Repair/Replace step, each of
A Commander can only your Medics can do one of the following: Freely remove a
Command Units of the Type Wounded Commander counter, freely remove a Casualty
listed on his card. Damage, or freely remove 2 Stress from one Commander.
3 - Skill Rating Mechanic: At the start of the Repair/Replace step, each of
In order from lowest to your Mechanics can do one of the following: Freely
highest, the Skill Levels are: remove 1 Vehicle Damage counter, or pay the Large SO
Recruit, Green, Average, point cost of 1 Large Vehicle.
Skilled, Veteran, and Ace.
Cautious: The Commander’s Unit cannot Move (even if
4 - XP (Experience Points) Moved by a Transport) and Attack in the same Battle Turn.
The number of Experience Points the Commander must earn to Overdrive: You can add 1 to the Speed of the Unit each
be Promoted to his next higher Skill Level. time it is about to Move, but the Commander suffers 1
5 - Cool Stress.
Cool removes Stress from the Commander after a Battle. A Spotter: The Unit ignores blocking Line of Sight Terrain
Cool of “-1” actually adds 1 point of Stress to a Commander hexes.
who participated in a Battle.
Marksman: Enemy Units do not gain a Terrain Cover
6 - Stress bonus when defending against this Unit’s Attacks.
Commanders suffer Stress just for participating in a Battle.
Commanders can suffer additional Stress when attacked during Tactic: Expend a Tactic counter for the Unit during either
a Battle. the Fast or Slow step when it is not scheduled
to act. The Unit can now act during this step
If a Commander’s Stress falls for this Battle Turn in addition to acting
into the “Okay” range, he during its normal step.
uses his “Okay” Skill Values.
Example: Commander Gerver is a Fast Commander. He
attacks during the Fast Move and Attack phase, then uses a
Tactic counter to attack again during the Slow Move and
Example: The Okay Stress range on the sample card is 0 to 9.
Attack phase.
Commanders exceeding the Okay range become Shaken, Command Tactic: The same as Tactic, except the Unit
causing him to use his lower Skill values. can expend the Tactic for another Unit to use.
Example: The Shaken Stress range on the sample card is 10 to
Example: Commander Uwe uses a Command Tactic to allow
18.
(Slow) Commander Hans to attack during the Fast Move and
Commanders exceeding the Shaken Range become Unfit. Attack phase. Hans can also attack again during his normal
Slow Move and Attack phase.
Example: The Unfit range on the sample card is 19 and above.
Close Combat: Roll 1 extra die for the Unit when it
7 - Status performs Range 0 Attacks.
Okay, Shaken, or Unfit. This is based on the Commander’s
current Stress points. After selecting your Commanders, find their other Skill level
cards, and place them in the Promoted Commander Cards area
8 - Speed on the Head Quarters Sheet. You will need them when your
Fast or Slow. A Fast Commander Attacks before the Enemy Commanders get Promoted during the Campaign.
Attacks each Battle Turn. A Slow Commander Attacks after the
Enemy Attacks each Battle Turn. Commander Promotion Priority
9 - Attack Rating at Range 0, or Range 1+ After selecting your Commanders, you may spend SO points
Modifies the Commander’s die rolls when attacking the enemy. to immediately Promote one or more of your Commanders to
his next higher Skill Level.
Use the Range 0 modifier when attacking Enemy Units in his
same hex. When you Promote a Commander pay 3 SO points for each
Skill Level improvement. You can Promote a Commander
Use the Range 1+ modifier when attacking Enemy Units more than once.
outside his hex.
8
Example: I choose to use Commander Promotion to increase Place the Enemy Units to the side of the Tactical Display Sheet
Weber from Average to Skilled. I pay 3 SO points and use the to use during the Combat steps.
Weber Skilled card in my Campaign.

Record the Set-Up Complete


Commander Record on the Player Log the number of SO points you spent
Names, Skill on Trucks, Scouts, and Promotions.
Levels, XPs
needed for Write the number of remaining SO
Promotion, and points in the SO points box of the
Cool points on first column.
the Player Log. This completes the Set-Up steps. You are now ready to start
Record the your Campaign.
number of Commanders you have with the Medic or Mechanic
Skills on the Player Log.
• Start of Week
Trucks and Scouts Perform the following steps each Week of the Campaign.
You can also purchase support forces.
Special Condition Card
Trucks Draw a card from the Special Condition
Each Truck counter costs 2 SO points. Each Week, deck on the Tactical Display Sheet and
each Truck assigned to an Enemy Battalion in the follow the card’s directions.
Breakthrough, Rear, or Transit Range Band Unless the card text says otherwise, the
subtracts 2 from your SO point cost to attack the Special Condition applies to all of the
Battalion. Battles fought during the Week, and takes
You can use each Truck once each Week. effect immediately. Any costs must also be
paid immediately.
You can assign multiple Trucks to a single Battalion.
Assign Units
You may also purchase Trucks during the Repair/Replace step
Each Week, you will need to attack 1 to 3 Enemy Battalions to
each Week.
do well in the Campaign. Compare the Victory Points you will
The counter mix does limit your purchases. earn by Destroying each Battalion to the Evaluation chart on
the Objective card to get an idea of which Enemy Battalions
Scouts you need to Destroy during the Campaign.
Each Scout Motorcycle counter costs 1 SO point. Choose which Battalions you will Attack during this Campaign
Each Scout assigned to an Enemy Battalion adds 1 Week. Then, select the Units and Commanders that will Attack
Battle Turn to the Battle. each Battalion, and place their cards together for later use.
You can use each Scout once each Week. Each Unit assigned to a Battle must have a Commander of the
same Type.
You can assign multiple Scouts to a single Battalion.
Example: To attack a Battalion, I assign: My Panzer I (Commanded
You may also purchase Scouts during the Repair/Replace step by Albert), Mortar Team (Ackermann), SD.KFZ.231 (Bach), Rifle
each Week. Team (Eschbach), and Field Gun (Gerver).

You may not assign Unfit or Wounded Commanders to a


The counter mix does limit your purchases.
Battle. You may not assign Vehicles with Engine or Suspension
Damage to a Battle.
Enemy Units
Gather the 36 Enemy Unit counters for your selected Select the Battalion you would like to fight first
Campaign. Each Enemy Unit has its national flag on the top of for the Week. Write the number of the Battalion
its counter. you have chosen to Attack on the Player Log in
the Battalion Target box. Place the Battalion
card you have chosen to attack in the Battalion
card box on the Tactical Display Sheet.
We suggest assigning roughly 7 points of Unit cards for each
Victory Point a Battalion is worth for the Introductory
Poland France United Russia United
Campaign. This increases to about 12 Unit points for each
Kingdom States
Battalion Victory Point in the more challenging Campaigns.

9
On Leave Place Turn Counter
You may choose to leave some Commanders out of the Week’s Each Battle lasts 5
Battles. These Commanders are assumed to be On Leave and Turns. Place the Turn
will regain 4 Stress points at the end of the Week. Counter on the “1”
Box on the Tactical
Operational Move Cost Display Sheet’s Time Track.
If you assign Units to attack Enemy Battalions in their Transit,
Rear, or Breakthrough Range Bands, you must immediately Place any Scouts you assigned to
pay SO points. the Battle next to the Battle Turns
track as a reminder of the extra
Transit: If you attack a Battalion in the Transit area, you must Turns you can use during the Battle.
pay 1 SO point when you assign Units.
Terrain Tiles
Rear: If you attack a Battalion in the Rear area, you must pay
Gather the 8 Terrain Tiles
2 SO points when you assign Units.
specified by your Campaign
Breakthrough: If you attack a Battalion in the Breakthrough card. Each Battle, shuffle the 8
area, you must pay 3 SO points when you assign Units. Terrain Tiles and randomly
place 6 of them on the 6 Tile
In addition to the costs noted above, you must pay 1 extra SO spaces on the Tactical Display
point for each Enemy Battalion in the German Staging, sheet.
German Transit, and Front Range Bands.
The remaining 2 tiles will not
Example: If you attack a Battalion in the Rear, you must pay 2 SO be used during the Battle.
points. If there is 1 enemy Battalion in the German Transit Range
Band and 1 enemy Battalion in the Front, the total cost is 4 SO The 6 Tiles form your Battlefield for the Battle.
points.
Each Tile has an arrow. Place the Tiles
Remember to pay 2 fewer SO points for each Truck you assign on the Tactical Display Sheet with all
to the Battalion. arrows pointing toward the top edge of
the Tactical Display Sheet.
Perform the Pre-Combat, Combat, and Post-Combat steps for
each Battle before moving on to the next Battle. Each Tile is divided into 4 hexes.
You will move your Units
• Pre-Combat and the Enemy Units
across the hexes during
Perform the following steps at the start of each Battle.
the Battles.
Event Card
Draw an Event card, and apply the effects of
the top section.
This represents the time when the Units are
preparing for the battle until they reach the
Battlefield. Place Friendly Units
Gather the Unit cards and counters, as well as their
Commanders, and place them next to the Tactical Display
Sheet. Place your Unit counters in any hexes in the bottom
Unless an Event row.
card states
otherwise, Events
only apply to the
current Battle, and
the Commanders
and Units
participating in
that Battle. All
effects and costs
are immediate.

10
This graphic
shows the 8
Enemy starting
hexes at the top
of the map, as
well as the 4
German
starting hexes
at the bottom
of the map.
Half Battalions
If a Battalion is at Half Strength due to a previous
Battle, place only 1/2 of each Unit type listed on
the Battalion card.

Example: If the Mixed Combat Force


Place Enemy Units was at Half Strength, I would only
place: 1 Tank, 1 Half Track, 1 Rifle
The quantity and type of Enemy Units present are shown on Team, 1 Anti-Tank Team, 1 Machine
the Battalion card, however their hex locations on the Gun Team, and 1 Mortar Team.
Battlefield are not known until you begin the battle.
Each Battalion card shows the
number and type of Enemy Enemy Units
Units you engage during the Each Enemy Unit Counter represents one vehicle, structure, or
Battle. group of soldiers.
Example: When engaging the The specific values vary for each Allied Nation.
Supply Convoy, you’ll encounter
2 Rifle Teams, 2 Machine Gun
Teams, 4 Trucks, and 2 Armored Cars.

Gather the Enemy Unit counters for


the Battle. Enemy Units have two
sides, an Active side and a Destroyed
side.

Roll a die for


each Enemy Unit
to determine its
hex placement.
Point Value:
The Initial The Battlefield value of the Unit.
Enemy Placement
Diagram Attack:
represents the top This number indicates the die roll or higher the Enemy must
2 rows of the roll to inflict a Hit.
Battlefield.
Range:
Place the Enemy Unit counters on the Battlefield with their The maximum number of hexes the Unit can Attack. If the
Active sides up. Unit has a Range value of 0, it can only Attack Units in its
same Hex.
Example: I gather the 10 Enemy Units for the Supply Convoy and
roll 10 dice. The first die roll is a 4, so I place the first Enemy Unit Unit Type:
in the forth hex. The second roll is a 7 so I place the second Identifies the Unit’s Type.
Enemy Unit in the 6th hex, as indicated on the Sheet. I continue
rolling and placing until all the Enemy Units are placed. Defense:
Each Attack roll targeting a Unit will be modified by the
Target’s Defense value.

11
Example: When Attacking a Polish Tank, I roll a die Stress for Moving and Attacking.
and subtract the Tank’s Defense value of 1 from my
roll. Retreating
If you Move a Unit off the bottom edge of the Battlefield, the
Unit Retreats out of the Battle. Place it off to the side until the
end of the Battle. Retreated Units go through Post-Combat
activities as normal.
• Combat
During each Battle Turn, resolve the following steps. Use the If all your Units have been Destroyed or Retreated, end the
Turn Counter to keep track of the current Turn. Battle.

Fast - Move and Attack Cover


Commanders with a Speed rating of Fast, move Being in a Cover Hex adds to a Unit’s Defense.
and Attack before Enemy Actions each turn.
Commanders with a Speed rating of Slow, There are two types of Cover. Trees and Rocks provide Light
move and Attack after the Enemy Actions each Cover. Buildings provide Heavy Cover.
turn. Heavy Cover
Resolve the movement and attack for each Fast Commander
before moving on to the next Fast Commander. Once all Fast
Commanders have acted, move on to the Enemy Actions step.

Unit Movement Light Cover


A Unit’s Speed shows the maximum number
of hexes it can move each Battle Turn. Moving
into a hex counts as 1 movement of a Unit’s
Speed.
Light Cover adds 1 to a Unit’s Defense.

Infantry can either Move 1 hex or Attack. If Heavy Cover adds 2 to a Unit’s Defense.
the Commander of the Infantry Unit chooses
Cover does not apply to Attacks conducted at Range 0.
to do both, he suffers the indicated Stress.
Example: You are Attacking a
Artillery Units cannot Move and Attack during Building located in Light
the same Battle Turn. Cover, from a range of 1. The
Building has a Defense of 2.
Units with the Transport ability The Light Cover increases its
can freely pick up and move an Defense to 3. If you were in the Building’s
Infantry Unit, and/or Artillery in hex (Range 0), it would have a Defense of
its same hex up to the Transport’s 2.
Speed. The Transporting Unit, and Units being Transported,
must all start the turn in the same hex. The Transport can not
drop off a Unit in a hex and keep moving. One Hit Destroys an Enemy Unit counter. When
A Transported Unit can not move before or after being you Destroy a Unit, flip the counter to its
Transported, or be Transported again during the same turn. Destroyed side. Once Destroyed, a Unit no longer
moves or attacks.
Example: A SD.KFZ. 251 is in the same hex as a Mortar Team. It
can Move up to 2 Hexes. It can also freely pick up and move the Line of Sight
Mortar Team up to 2 hexes.
If there is more than one equally direct path, the Attacker
Example: If the Mortar Team’s Commander has the same chooses the path that will give it a Line of Sight to the target.
Fast/Slow rating as the Half Track’s Commander, it can Attack
without taking Stress from Moving. Any Light or Heavy Cover hex blocks Line of Sight. A Unit
cannot Attack an Enemy Unit if there is a Cover hex between it
Infantry and Artillery can still be Transported even though it and its target.
has Attacked during the Battle Turn.
Trace the most direct path through the hexes separating the
Infantry and Artillery can still Attack even though it has been Attacker’s hex from the target’s hex.
Transported this Battle Turn.
If the path is blocked by a Cover hex at any point, the
When Infantry are Transported, it does not count as moving for Attacker’s Line of Sight is blocked.
purposes of suffering Stress. The Infantry does not suffer the

12
Unit Attacks any of the columns, because Buildings never move.
Perform the entire Movement for each Unit before conducting Enemy Units follow these rules, even if there are German
its Attack. You must declare the target of the Unit’s Attack Units in their same hex.
before rolling dice. The target you select must be both in range
and not be blocked by intervening hexes with Light or Heavy Retreat: Move the Enemy Unit 1
Cover. closer to the top edge of the
Battlefield. If there is a choice of
To Attack, roll the Unit’s hexes, move the Unit into the hex
Attack Value or higher on a with the heaviest Cover.
10-sided die.
If it is already in a top-most hex,
Roll an extra die if the move it off the Battlefield, and treat it
Attacking Unit moved as being Destroyed.
closer to its Target.
Retreat to Cover: Move the Enemy
Roll an extra die if the Attacking Unit is at Range 0 (in the Unit into an adjacent hex that is both
same hex as the Target). 1 hex farther away from the closest
German Unit -and- has Cover. If none
Add or Subtract your Commander’s Skill at
of the adjacent hexes that are farther
that Range.
away from the closest German Unit
have Cover, the Unit does not move.
If those hexes have different levels of
Cover, move the Unit to the hex with the heaviest Cover. If
Subtract the Target’s Defense value. several applicable hexes have equally heavy Cover, you choose
the hex to move it to.
Adjacent Cover: Move the Enemy
Unit into an adjacent hex that has
If any roll, on any die is Cover. If none of the adjacent hexes
equal to or greater than have Cover, the Unit does not move.
your Unit’s Attack Value, If those hexes have different levels of
you Destroy the Target. Cover, move the Unit to the hex with
the heaviest Cover. If several
These die roll modifiers applicable hexes have equally heavy
are also found on the Head Cover, you choose the hex to move it to.
Quarters Sheet.
Advance to Cover: Move the Enemy
Unit into an adjacent hex that is both
1 hex closer to the closest German
Enemy Actions Unit (that is not in its hex) -and- has
Cover. If none of the adjacent hexes
Roll for Enemy Movement have Cover, the Unit does not move.
Roll once on the Enemy Tactical If those hexes have different levels of
Movement chart to determine the Cover, move the Unit to the hex with
Movement Orders for all enemy the heaviest Cover. If several applicable hexes have equally
Units at the start of each Enemy heavy Cover, you choose the hex to move it to.
Actions step. Advance if cannot Attack: If the
Use the Tactical Move counter to Enemy Unit cannot attack a German
mark the die roll as a reminder of Unit for any reason, move the Enemy
the roll. Unit 1 hex closer to the closest
German Unit. If those hexes have
Move each Enemy Unit, then different levels of Cover, move the
resolve its attack, before going on Unit to the hex with the heaviest
to the next Unit. You can resolve Cover. If several applicable hexes have
their actions in any order. equally heavy Cover, you choose the
hex to move it to. If the Unit can Attack, it does not move.
Each Enemy Unit type appears in
one of the 3 Tactical Movement Advance: Move the Enemy Unit 1 hex closer to the closest
columns. Cross-reference the die roll with each column to German Unit. If those hexes have different levels of Cover,
determine how those Units move. Buildings do not appear in move the Unit to the hex with the heaviest Cover. If several
13
applicable hexes have equally heavy Cover, you choose the hex To Attack, roll their Attack Value or higher on a
to move it to. 10-sided die.
2 Advances: Perform the Advance Roll an extra die if that Enemy Unit moved closer
order for the Unit two times. to the targeted German Unit.
Roll an extra die if the Enemy Unit is at Range 0 (in the same
Hex as the targeted German Unit).
Subtract the German Unit’s Defense Value,
found on the Unit’s card from all the die rolls.
A -1 Defense actually makes it 1 point easier
to Attack the Unit.
Add 1 to a target’s Defense Value when it is in
Light Cover and being Attacked by Units at a Range of 1 or
more.
Add 2 to a target’s Defense Value when it is in Heavy Cover
and being Attacked by Units at a Range of 1 or more.
For each die that rolls equal to or greater than the Unit’s Attack
Value, draw 1 Damage counter from the counter cup.
Draw Damage counters for each Attack, as it is made.

Example: You roll a 2 for the Enemy Tactical Movement. The Example: A Polish Tank was at range 2 from a German Panzer III
Battalion has a note to add 1 to its Tactical Move rolls, so the roll (Short). The Polish Tank moved 1 hex closer to the Panzer III this
becomes a 3. turn. The Polish Tank normally needs a 5 or higher to hit, but the
Panzer III has a Defense of 1, and the Panzer is in a Light Cover
Each enemy Tank and Half Track will Advance 1 hex toward the hex, so the Polish Tank needs to roll a 7 or higher. The Polish Tank
closest German Unit if they are not in a position that already allows gets to roll 1 die for Attacking, and a 2nd die because it moved
them to Attack. Each enemy Rifle, Anti-Tank, and Machine Gun will closer. I roll 2 dice for the Polish Tank and get a 7 and 9. These
Advance 1 hex if there is a hex that is both closer to the closest rolls inflict 2 Hits. I draw 2 Damage counters from the cup and refer
German Unit -and- has Light or Heavy Cover. Each enemy Truck, to their gray Vehicle Damage sides.
Infantry Gun, Mortar Team, and Armored Car will move to an
adjacent hex if the hex has Light or Heavy Cover. Vehicle Hits
Subtract 3 from the roll if you are rolling for a The gray Vehicle side of the Damage counter shows the
Battalion that is at Half Strength, or if you have Damage inflicted on your Vehicle Unit.
reduced the number of enemy forces on the
Battlefield to the Half Strength Value. Unless otherwise stated, Damage can only be removed during
the Repair/Replace step.
Example: I am Attacking the Supply Convoy and I have reduced
the Value of forces on the Battlefield to 6 points. It is now at Half Your Vehicle Units are: Armored and Unarmored.
Strength. On all future turns I subtract 3 from their Movement rolls.
1 Stress: Place the counter on the Commander
Enemy Attacks card. The Commander suffers 1 Stress.
After you move each Enemy Unit,
resolve its Attack before going on to
the next Enemy Unit. Commander KIA (Killed In Action): Remove
the Commander from the Campaign. Return the
Each Enemy Unit may only Attack counter to the cup. The Unit continues to operate
one German Unit each Turn. A Unit automatically targets the in the Battle, but without its Commander’s skills.
closest German Unit it is allowed to Attack. Treat the Unit as being Slow.
Use the Line of Sight rules as you did for the German Units. Commander Wounded: Place the counter on the
Commander card. No immediate effect. If the
If more than one German Unit is equally close, attack the Commander suffers a 2nd Commander Wounded
German Unit that requires the lowest Attack die roll to Hit. If Damage counter, he is KIA. A Wounded
there is more than one equally close German Unit that requires Commander cannot enter a new Battle until you pay to remove
the same lowest attack die roll to Hit, choose which one is this counter.
Attacked.

14
Destroyed 2 Stress: Destroy the Unit and remove Commander Wounded: Place the counter on the
it from the Campaign. Return the counter to the Commander card. No immediate effect. If the
cup. Place a 2 Stress counter on the Commander. Commander suffers a 2nd Commander Wounded
Damage counter, he is KIA. A Wounded
Commander cannot enter a new Battle until you pay to remove
Engine 1 Stress: Place the counter on the Unit this counter.
card and 1 Stress counter on its Commander card.
The Vehicle cannot move during the Battle. If it Commander KIA (Killed in Action): Remove
suffers a 2nd Engine Damage, it is Destroyed. The the Commander from the Campaign. Return the
Vehicle cannot enter a new Battle until you pay to remove this counter to the cup. The Unit continues to operate
counter. in the Battle, but without its Commander’s skills.
Treat the Unit as being Slow.
Exposed: Place the counter on the Unit. Enemy
Units add 2 to their Attack rolls against this Unit 1 Stress: Place the counter on the Commander
starting on the next Battle turn. Discard this card. The Commander suffers 1 Stress.
counter when the Unit moves.
Machine Gun: Place the counter on the Unit card.
The Unit cannot attack at Range 0. Casualty: Place the counter on the Unit card. If it
suffers a 2nd Casualty Damage, it is Destroyed.

No Effect: No effect.
Exposed: Place the counter on the Unit. Enemy
Units add 2 to their Attack rolls against this Unit
starting on the next Battle turn. Discard this
counter when the Unit moves.
Suspension 1 Stress: Place the counter on the
Unit card. The Vehicle cannot move during the Immobile (Temporary): Place the counter on the
Battle. If it suffers a 2nd Suspension Damage, it is Unit card. During the Unit’s next time to act, you
Destroyed. The Vehicle cannot enter a new Battle may either choose to have it not move and discard
until you pay to remove this counter. The Commander suffers 1 this counter, or have it Move and have the
Stress. Commander suffer 1 Stress. This Move restriction also applies
to Infantry and Artillery Units being Transported. If you
Hull: Place the counter on the Unit card. If it choose to suffer the Stress, place a 1 Stress counter on the
suffers a 2nd Hull Damage, it is Destroyed. Commander card.
Suppressed (Temporary): Place the counter on
the Unit card. During the Unit’s next time to act,
Glancing: Place the counter on the Unit card. you may either choose to have it not attack and
Until repaired, inflict 1 Stress on each Commander discard this counter, or have it attack and have the
assigned to this Vehicle at the start of each future Commander suffer 1 Stress. If you choose to suffer the Stress,
Battle. place a 1 Stress counter on the Commander card.
Gun: Place the counter on the Unit card. The Unit No Effect: No effect.
cannot attack at Range 2+.

Explosion: Destroy the Unit, KIA the


Commander, and remove them from the Mowed Down: Destroy the Unit, KIA the
Campaign. Return the counter to the cup. Commander, and remove them from the
Campaign. Return the counter to the cup.

Infantry Hits
The green and brown Infantry side of the Damage counter Damage Counter Rules
shows what has happened to your Infantry Unit. If a counter has no effect on a Unit, return it to the cup, and do
not draw a replacement.
Unless otherwise stated, Damage can only be removed during
the Repair/Replace step. Example: Your Unit with a maximum range of 1 suffers a Gun Hit.
Since your Unit cannot attack at Range 2+, the Hit has no effect.
Your Infantry Units are: Infantry and Artillery. Return it to the cup.

15
At the end of German Losses
the Battle,
Unlike other Leader games, in Tiger Leader, you do not suffer
record each
Victory Point penalties for having your Units Destroyed and
Unit’s Number
your Commanders Killed. Combat losses were an expected
and any lasting
occurrence during WWII.
Damage on the
Player Log and return all Damage counters to the cup. If the
Damage is not Repaired at the end of the Week, find the
Damage counters in the cup and place them back on the Unit • Post-Combat
before it enters the next Battle. Event Card
If a Unit’s Commander has been KIA during the Battle, redraw Draw an Event card and resolve the Event in
any future Damage counters that only inflict Stress. Also, the the bottom section.
Unit cannot choose to suffer Stress when Immobile or
Suppressed.
Example: Your Rifle Team’s Commander suffered a KIA earlier in
the Battle. You now draw a 1 Stress counter. Redraw the Hit
counter.

Example: Your Rifle Team’s Commander suffered a KIA earlier in


the Battle. You now draw a Suppressed counter. During the Unit’s
next time to act, it cannot take the option to suffer 1 Stress and Battalion Status
Attack. If the Battalion was Destroyed during the Battle, remove the
Battalion counter from the Operational Map and set the
Slow - Move and Attack Battalion card aside.
After the Enemy Units Move and Attack, your
Slow Units move and Attack. If the Battalion was reduced to Half, flip the
Battalion Counter to its Half side and return the
Use the same procedure as you did for your Fast Battalion card to the Head Quarters Sheet.
Units.
If the Battalion is still at Full strength, return the
Advance Turn Counter Battalion card to the Head Quarters Sheet.
Compare the total value of active Enemy Units on the Ignore the Special Note text on a Battalion card that has been
Battlefield to the Half/Destroyed numbers on the Battalion reduced to Half. Exception, some Battalion cards have Special
card. Note text printed in yellow. Yellow text still applies when the
Battalion has been reduced to Half.
If the Battalion has been reduced to Half strength, subtract 3
from their Tactical Move rolls until the end of the Battle. If the Battalion was Destroyed during
the Battle, record an “X” in the Status
If the Battalion has been Destroyed, end the Battle. and write the number of Victory Points
If additional Units are added to a Battalion, add their values to (VPs) from the Battalion card on the
the total. VPs Gained line.

Example: In the Russia East Front 1943 Campaign, If the Battalion was reduced to Half,
you add 2 USA Tanks to every Battalion (1 Tank if the record a “1/2” on the Battalion Status line, and gain half of the
Battalion starts a Battle at Half Strength). The 2 Tanks Victory Points for the Battalion, rounding down. If you later
are worth 6 points. Add their 6 points to the Russian Destroy the Battalion, gain its remaining VPs.
Unit values when determining if the Battalion is at Full
Strength, Half Strength, or Destroyed. Example: You reduce a 5 VP Battalion to Half and gain 2 VPs. You
later Destroy it and gain the remaining 3 VPs.
Advance the Turn Counter by 1 space.
If you fail to reduce the Battalion to Half or Destroy the
Battalion, place an “F” in the Battalion Status and record a 0
(zero) on the VPs Gained line.

Repeat Combat Steps


Repeat the Combat steps for the next Battle Turn until you
have conducted 5 Battle Turns.
Gain 1 extra Turn for each Scout you assigned to the Battle.

16
Record Commander Stress Promote a Commander if his Experience Point
total is equal to or greater than the Experience
Inflict 2 Stress
Point number shown on his card. If a
on each
Commander is Promoted, exchange his card for
Commander
his next higher Commander Skill Level card and note his new
who
Experience Level on the Player Log.
participated in
the Battle. Add Commanders Promote from: Recruit to Green, Green to
to these 2 Average, Average to Skilled, Skilled to Veteran, and Veteran to
Stress any Stress the Commander suffered during the Battle Ace.
due to Damage.
Example: Average Skill Level Weber just completed a successful
Reduce a Commander’s Stress points by his Cool Battle, gaining 2 XPs. He previously earned 3 XPs. This brings his
Skill. This number was also written on the Player Log new total to 5. He Promotes from Average to Skilled.
at the start of the Campaign.
If a Commander is Promoted, recheck his Stress points total to
Example: A Commander started a Battle with 3 Stress. He determine if he is Okay, Shaken, or Unfit. Also check to see if
suffered 1 Stress due to Damage during the Battle, and 2 Stress his Cool rating changed, and record his new Cool on the Player
for being in the Battle. He has a Cool of 2. He ends the Battle with Log.
4 Stress.
Once a Commander is Promoted, he loses the Experience
Cool only modifies the Stress a Commander suffers at the end Points that gained him the Promotion. Record the new number
of a Battle. It does not affect the Stress suffered due to Events of Experience Points he must earn to reach the next Skill Level
and other game actions. on the Player Log.
Commanders in the Battle with a “-1” Cool suffer 1 extra point Example: Average Weber needed 4 Experience Points to Promote
of Stress at the end of a Battle. from Average to Skilled. Previously, he had earned 3 Experience
Points. He earned 2 Experience Points during this Battle. 1 Point is
Record the current number of Stress points for each added to his previous 3 XPs to Promote him to Skilled, and the last
Commander on the Player Log, in the column for the current Experience Point is retained and counted toward his Promotion to
Battle. Veteran.

Record Commander Experience Next Battle


Points (XPs) If there are more Battles scheduled for the Week, return to the
XPs are awarded to all start of the Pre-Combat Step.
Commanders assigned to the
Battle. Give each
Commander who participated • End of Week
in the Battle 1 Experience
Point in the XPs Gained column on the Player Log.
Move Battalions
Roll a die for each
If the Battalion was Destroyed, each Commander assigned to surviving Enemy
the Battle gains 1 additional Experience Point. Battalion and consult the
chart on the Tactical
Commanders can also Display Sheet in the
gain Experience due to Enemy Operational
Battalion cards, or Movement section.
Event cards.
Assault Battalions, Support Battalions, and Command
Promoting Commanders Battalions each have a row on the chart with the specific die
Check for rolls needed to Advance, Hold, or Retreat.
Commander
The rolls determine if the Battalion Advances one Range Band
Promotions after
closer to your German Staging Range Band, Holds position, or
recording all
Retreats one Range Band toward the Enemy Breakthrough.
Experience Points.
Battalions will not retreat behind their Enemy Breakthrough
Range Band or past the German Staging Range Band.
Never roll for Fixed Battalions. They always
remain in their starting Range Bands.

17
When you roll for the Operational movement of previously Destroyed in the Campaign. The card mix does
Half Strength Battalions, Subtract 3 from the die limit purchasing options.
roll.
Upgrade
Example: You roll for the enemy Battalion Movement. If you would like to Upgrade a Unit in your group, you can
They have an Assault Battalion in the Front. You roll a die and get a turn in one or more undamaged Units. You gain the turned-in
9. It Advances to the German Transit. They have a Support in the Unit’s Cost in SO points toward the purchase of a new Unit.
Transit, which rolls a 4, and stays in the Transit. They also move a The new Unit must have a higher SO point cost than the total
Half Strength Assault in the Rear, it rolls a 2, -3 for being at Half,
of all turned-in Units.
resulting in a roll of negative 1, which Retreats it to the
Breakthrough. Example: You turn in a 3 SO point SD.KFZ.251 and a 2 SO point
Rifle Team, worth a total of 5 SO points. You also spend 4 of your
On Leave SO points to buy a Marder II for 9 SO points.
Any Commander that does not participate in a Battle during an If the new Unit is of the same Type as the old Unit, you do not
entire Week recovers 4 Stress points. Do not modify this get a new Commander.
number by the Commander’s Cool.
If the new Unit is of a different Type than the old Unit, discard
Example: Weber has suffered 10 Stress from any 1 Commander of the old Unit’s Type and select a Recruit
previous Battles. On Week 3 he is not Commander of the new Unit’s Type.
assigned to a Battle. Weber remains on the
Head Quarters Sheet and recovers 4 Stress. If you traded in more than 1 Unit, discard Commanders so you
He has a Cool of 1, but this does not effect do not end up with more Commanders than Units.
his Stress recovery. Weber now has 6 Stress.
You may Upgrade more than one Unit during this step. You
may also repurchase the Units you removed from your forces
during the Upgrade.
Commander Replacements
This is useful when a Commander has suffered a KIA or is
Unfit or Wounded.
Adjust Special Option Points
If a Commander is KIA, discard the Commander and add a
Gain Special Option Points Recruit Commander to your group of the same Type.
Consult your Objective card or Player Log
The Commander cannot have the same Name as a Commander
to see how many Weekly SO points you
already in the Campaign, or that was previously part of the
gain.
Campaign. The card mix does limit purchasing options.
Record the new SO points on the Player
If a Commander is Unfit or Wounded, you many choose to
Log in the SO points box.
discard the Commander and add a Recruit Commander to your
Lose Special Option Points (Map) group of the same Type.
Lose 2 SO points for each Enemy Battalion in the German You may replace more than one Commander during this step.
Transit Range Band.
You may adjust the new Commander’s Skill Level at this time
Lose 6 SO points for each Enemy Battalion in the German by paying 3 SO points for each Skill Level increase.
Staging Range Band.
You cannot have more Commanders than Units. You must
Record the lost SO points in the “+/- SO Points” area on your always have the same number of Commanders as the Type of
Player Log. Unit they can Command.
If you are unable to pay the SO points, the Campaign ends in Repair Units & Heal Commanders
failure.
You may use SO points to Repair Units. One SO point removes
one Damage Counter from a Unit.
Repair/Replace
German Units It requires 2 SO points to remove an Engine Damage counter.
You can purchase new German Units during this step. Pay the
Unit’s cost in SO points and add the new Unit to your group. A Unit may participate in a Battle while Damaged unless the
Immediately select 1 Recruit Commander of that type to join specific Damage specifies otherwise.
the Campaign. You may not choose a Commander who’s Name You may spend 1 SO point to discard a Commander Wounded
has already appeared in the Campaign. counter. A Commander cannot enter a new Battle while
You cannot reuse a Unit with the same Unit Number as one Wounded.

18
Remember to use your Commander Medic and Mechanic
Skills during this step.
• Credits
Game Design Dan Verssen
Large Cost Game Development Kevin Verssen
Initial Concept Rick Martin
Pay 1 SO point for each Large Unit assigned to a Battalion. If Display Sheet Art Cloud Quinot
you cannot pay the SO point cost, remove the Large Unit and Card Frame Art: Paul Hoefener
the Commander assigned to it during the Battle from the German Soldier Card Art Gordon Napier
Campaign. 3D Art Gundus Moot
Rulebook Holly Verssen
Priority R&R Rulebook Edits Andreas Neugebauer
Once at the end of each Week, you may spend 5 SO points to Gary Loughran
remove 2 Stress from every Commander in your group.

Next Week
If there are more Weeks in your Campaign, return to the Start
of Week section of the Sequence of Play.

• End of the Campaign


Campaign Outcome
After all Battles are resolved for the
Campaign’s last Week, find your
Campaign result on the Objective
card. Compare your total Victory
Points to the numbers listed on the
Objective card you were playing.
Example: If you were playing the
Poland 1939 Campaign with the For the Reich! Objective, and you
earned 15 Victory Points, you would have earned a Good
Campaign Evaluation.

• Optional Rules
Decide which Optional Rules you will use at the start of the
Campaign.

Tenacity
At the end of the last turn of each Battle, you can decide to
extend the Battle by 1 turn. If you do so, each participating
Commander suffers 1 extra Stress at the end of the Battle.
Pay 1 SO point at the start of the Campaign to use this rule.

Battlefield Heroics
Rule #1 - If one of your Units needs to roll a 10 to Attack, and
rolls an unmodified “10” on any of its Attack dice, the
Commander gains 1 extra XP at the end of the Battle.
Rule #2 - If a Commander’s Unit is Destroyed, and another
Unit of the same type is in his hex later in the Battle and the
new Unit has a KIA, Unfit, or Wounded Commander, you may
have the Unitless Commander take command of the Unit.
Pay 1 SO point at the start of the Campaign to use both of
these rules.

19
• Sample Game I record the
Campaign card,
To begin, I place the Tactical Display Sheet and Head Quarters
Commander, and
Sheet in front of me on the table. I then separate the cards into
SO point
piles: Units, Commanders, Battalions, Events, and Special
information on the
Conditions. I shuffle the Event cards and Special Condition
Player Log Sheet. I
cards, and place each deck face down on their noted areas on
also record that I
the Tactical Display Sheet. I also separate the Battalion cards
have 1
into 3 piles: Assault, Supply, and Command.
Commander with
Medic Skill
Set-Up (Eschbach). At the
For this sample game, I choose to play the "Poland 1939" bottom of the
Campaign with the "For The Reich!" Objective. I place these 2 Sheet, I record
cards on the Head Quarters Sheet. I move the remaining reminder notes for
Campaign and Objective cards off to the side. the enemy
Battalion Special
I need to draw Battalion cards until I get at least 24 points of Abilities that I
cards. I draw the following Battalion cards from their 3 piles: might need to
8A (4 points), 3A (1 point), 6S (4 points), 3C (2 points), 1A (5 reference.
points), 7A (3 points), 5S (2 points), and 6C (5 points). This
gives me a total of 26 points.
I collect their Battalion
counters and place them on the
Week #1
Operational Map: 3A (German I now start the first Week of the Campaign.
Staging), 6C (Front), 7A
I draw a Special Condition card, and get "Fuel Shortage." If I
(Transit), 8A (Transit), 5S
had an SO point to spend, I could avoid this set back, but I
(Transit), 3C (Transit), 6S
don't. All of my Battles this Week will last only 4 Turns instead
(Rear), 1A (Rear).
of 5.
I now purchase my Units that
I now assign Units to the different Battalions I want to Attack.
have a Service life including
I am trying to get a Great Campaign Evaluation, and I only
1939. I can spend up to 40
have 3 Weeks to do it. I must earn on average 6 Victory Points
Special Option points. I get 40
each Week. With that in mind, I attack: 3A (1 point) and 6C (5
points from the Objective card and 0 extra points from the
points). Normally, it would cost 1 SO point to Attack 6C
Campaign card. I purchase: Rifle Team #902 (2 points), Mortar
because 3A is in the German Staging Range Band, but I assign
Team #932 (4 points), Experienced Anti-Tank Team #1003 (7
my Truck to the 6C Battle. The Truck reduces my SO point
points), SD.KFZ.231 #732 (6 points), SD.KFZ.251 #753 (4
cost by 2, so I don’t need to pay any SO points.
points), Field Gun #962 (4 points), Panzer I #153 (3 points),
and Panzer IV Short #444 (8 points). I spent 38 out of my 40 I am pushing my forces to engage both Battalions. I think the
points, leaving me with 2 points to spend. 6C Battle might be a challenge.
The Campaign card lists the specific Skill Levels of my first 7 To attack 3A, I assign my Experienced
Commanders. Each Commander after the 7th will be Green. Anti-Tank Team commanded by Saltz and
SD.KFZ.251 commanded by Klein.
I then select my Commanders: Albert (Recruit), Ackermann
(Recruit), Bach (Recruit), Klein (Green), Eschbach (Green), To attack 6C, I assign: Panzer I (Albert),
Gerver (Average), Müller (Skilled), and Saltz (Green). Mortar Team (Ackermann), SD.KFZ.231
(Bach), Rifle Team (Eschbach), Field Gun
I do not perform any Priority Commander Promotions.
(Gerver), and Panzer IV Short (Müller).
I choose to purchase 1 Truck for 2 SO points. This
Clarification: A Commander is not
expends the last of my SO points.
permanently assigned to a Unit. Albert, for
example, does not always have to command the Panzer I, but
he does always have to command an Armor Unit.

Battle with 3A
I start the battle by drawing an Event card, and get, "Intense
Battle".
I place the Battle Turn counter on the "1" space.

20
I gather the 8 green-triangle European Terrain Tiles (as listed I spend their Tactic counter by removing the
on the "Poland 1939" Campaign card), randomize them, and counter from the Unit card. This allows the Anti-
use the top 6 in the stack. I place them randomly on the 6 Tank Team to act now. I move my Anti-Tank Team
Terrain Tile spaces on the Tactical Display Sheet with their 1 hex forward to be at range 1 from a Polish Half
green triangles pointing to the top of the Sheet. Track. I declare the Team will attack the Half Track. The
Commander would normally suffer 2 Stress for moving and
I now place my 2 German Units in any hexes in the bottom attacking during the same turn, but he has the Aggressive Skill,
row. I place the SD.KFZ.251 in the bottom left hex. I also so he does not suffer the Stress. I now roll for their attack. I
place the Experienced Anti-Tank Team in that same hex. roll 1 die for attacking, and 1 die for having moved closer to
the target during this Unit’s turn. I get +2 on my rolls due to
I place the 6 Polish Units: 2 Half Tracks, 2 Trucks, and 2
the Anti-Tank Team's Special Ability when attacking Vehicles.
Armored Cars. I roll a die for each, and they end up in the
Commander Saltz has +0 Skill at "Range 1+" which does not
following hexes along the top two rows:
modify the rolls. The Half Track is not in Cover and has a
Following the Initial Defense of 0, so it does not modify my rolls. The Anti-Tank
Enemy Placement Team normally needs to roll a 6 or higher to hit and Destroy
Diagram, I roll a 1 for a the Half Track. My 2 die rolls are a 6 and a 7, which become
Half Track and place it an 8 and 9. That's 2 Hits! The Half Track is Destroyed.
in the first hex of the top
I do not have any other Fast Commanders, so it is time for the
row.
Polish Units to act.
I then roll a 4 for a
I roll a die for their Tactical Movement, and roll a 6. I place the
Truck and place it
"Tactical Move" counter on the space next to the "5-6" range as
in the rightmost
a reminder. I now resolve the movement and attack for each of
hex of the top row.
their Units.
I roll an 8 for the
second Half Track, I decide to start
a 5 for the with their Half
Armored Car, a 3 Track. I cross-
for the second reference "5-6"
Truck, and a 10 and "Tank and
for the second Half Track" and get an "Advance if cannot Attack" result. The
Armored Car. Half Track can attack my Anti-Tank Team, so it doesn't move. I
roll 1 die for its attack. It needs to roll an 8 or higher to hit, but
This is how they
my Team has a Defense of 1, so it needs to roll a 9 or higher. I
would normally
roll and get a 5. It misses.
start the Battle,
except I drew the Next, I move one of their Trucks, which has an "Adjacent
"Intense Battle" Cover" result. There are hexes in front and behind it that have
Event card. Light Cover, so it can move to either one. I choose to have it
move forward into the Light Cover.
I move the Polish Units 1 hex
toward me as if they had just I now move their other Truck. The other Truck has two
received an Advance order. I adjacent hexes with Light Cover, so I choose to move the
also move my 2 Units forward Truck forward into the hex with Light Cover.
1 hex.
The Armored Cars
I now start the 1st Battle Turn. get an "Adjacent
Cover" result. One
Armored Car has
no Cover in
adjacent hexes, so
it does not move.
The other
Turn #1 Armored Car can
I start by having my Fast Commanders act. Both of my retreat or advance
Commanders are Slow, but my Experienced Anti-Tank Team into adjacent
has a Tactic counter. hexes with Light
Cover. I choose to
have it advance,
and move the

21
counter into the Light Cover hex. This Armored Car has moved minus 3 for being at Half Strength, which results in them
within range 1 of my SD.KFZ.251 and Anti-Tank Team. I now getting a roll of a 7.
determine which of my Units the Armored Car will attack.
Both Units are at range 1. My SD.KFZ.251 has a Defense of 0, Their Half Track "Advances" toward my closest Unit. The
and my Anti-Tank Team has a Defense of 1, so the Armored SD.KFZ.251 and Anti-Tank Team are equally close. I choose
Car attacks my SD.KFZ.251. It needs to roll a 7 or higher to to have it advance toward the SD.KFZ.251. At range 1 it rolls 2
hit, and it gets to roll 2 dice, one for attacking, and 1 for having attack dice, needing a 9 to hit, and rolls a 3 and 10.
moved closer. I roll a 7 and 8 for 2 hits.
The 10 inflicts a Hit. I draw an "Engine 1 Stress"
I draw 2 Damage counters and look at counter and place it on the SD.KFZ.251 card.
their gray Vehicle sides: "1 Stress" and
Their Armored Car does not move and attacks my
"Glancing". I place the 1 Stress on
Anti-Tank Team. It needs an 8 to hit and rolls 1
Klein and the Glancing on the
die. It rolls a 4, and misses.
SD.KFZ.251.
Their Truck Advances 1 closer to my Anti-Tank Team and
This ends the Polish move and attack step. I now resolve my
moves into the Team's hex. The Truck needs to roll a 10 to hit,
Slow step.
and my Team has a Defense of 1, so the Truck cannot hit it.
I start with
This ends the enemy step. I now resolve my Slow step.
SD.KFZ.251, and
advance it 1 hex to I choose my SD.KFZ.251 to act first and have it attack the Half
enter the same hex Track 1 hex away. It cannot move due to its Engine Damage. It
as one of the needs to roll a 9 to hit, but Klein has a -1 Skill at range 1 or
Armored Cars. I more, so I actually need a 10 to hit. I roll a 6 and miss.
need to roll 9 or
higher to hit, Next, I have my Anti-Tank Team move into the Armored Car's
which isn’t good, hex and attack the Armored Car at range 0. I need a 4 to hit,
but I do get to roll and I get to roll 4 dice. I roll: 1, 4, 7, and 9, and Destroy the
4 dice: 1 for Armored Car.
attacking, 1 for
moving closer, 1 This ends the 2nd Battle Turn. I move on to the 3rd Battle
for being in the Turn.
same hex, and 1
for the "For The
Turn #3
Reich" special rule. This is a range 0 attack, so the Armored I have no Fast Commanders, so I resolve the enemy attacks.
Car does not gain a Defensive bonus for being in Cover. I roll: This will be the last turn of Battle. Battles normally last 5
3, 7, 8, and 10. I score 1 Hit, and Destroy the Armored Car. turns, but this Battle was reduced by 1 turn due to the Fuel
Shortage and by another turn due to the Battalion's Special
Next, my Anti-Tank Team advances 1 hex closer to one of the Ability text.
Trucks to decrease the range to 1. Even though my Anti-Tank
Team used a Tactic to act during the Fast step, it still gets to act Their Movement roll is a 5, reduced to 2 for being at Half
during its normal step. My Team needs to roll a 6 to hit, but Strength.
they get +2 vs. Vehicles, +1 because the Truck has a Defense
Their Half Track Advances to Cover
of -1, and must subtract 1 because the Truck is in Light Cover.
and moves into my SD.KFZ.251's
Overall, they need to roll a 4 or higher to hit. I get to roll 2
hex. It needs to roll an 8 to hit. It rolls
dice, and roll a 3 and 8, scoring 1 hit, and Destroying the
3 dice, and rolls: 4, 8, and 10, for 2
Truck.
hits. I draw a "Suspension 1 Stress" and "Hull".
This ends the first turn of Battle.
Their Truck Retreats to Cover, and moves into my Anti-Tank
I advance the Battle Turn counter to the 2 space. Team's hex. It still cannot hit the Team.

I check to determine their Battalion's status by adding up the This ends their attacks, and now I resolve my Slow attacks.
values of their remaining Units on the map: Half Track (2),
My Anti-Tank Team attacks the Truck. It needs a 3 to hit, and I
Armored Car (1), and Truck (1) for a total of 4 points. The
roll 3 dice: 4, 5, 8, and Destroy the Truck.
Battalion is now at Half Strength.
The total value of enemy Units on the map is now 2. This
Turn #2 drops them into the Destroyed range, so I end the battle even
I do not have Fast Commanders, and I do not have any Tactics though there are enemy Units still on the map and it is the
remaining, so I do not act during the Fast step. middle of my turn. I remove the 3A Battalion card and 3A
counter from the Campaign.
I resolve the Enemy Movement by rolling a die. I get a 10,
22
I draw a Post-Combat Event card, and get "Allied Armor". End of Week
I record my Commander Stress on the Player Log. Klein I roll for each of their
suffers 2 Stress for being in the battle, plus 3 Stress due to Battalions to determine
Damage, for a total of 5. He is Shaken. Saltz suffers 2 Stress their Operational
from being in the battle. He is still Okay. Movement.

If any of my Commanders participating in the Battle had a The "For The Reich"
Cool other than “0”, I would apply their Cool Skill modifier to card adds 5 to their
the amount of Stress they suffered. Operational Move rolls
during the 1st Week.
I record the
Experience Points The "Allied Armor"
for my Event card also adds 1
Commanders. to all Assault Battalion
Both Klein and Move rolls this Week.
Saltz gain 2
I roll for 1A, and get a 4, plus 6, which becomes a 10, and
Experience Points,
results in an Advance, so I move 1A to the Transit Range
1 for participating
Band. I roll for 7A, and it Advances to the Front. I roll for 8A
in the Battle, and 1
and it Advances to the Front. I roll for 5S and it Advances to
for Destroying the
the Front. I roll for 6S and it Holds in the Rear. I roll for 3C
Battalion. Neither
and it Advances to the Front.
Commander
Promotes. Due to 5S's Special
However, due to Ability, I must choose to
the Special Note Advance any 1 non-
on the "Poland Fixed Battalion. I move
1939" Campaign 6S from the Rear to the
card, all Transit. 6S's Special
Commanders gain Ability moves itself
1 extra XP after from the Transit to the
each battle. So, both Klein and Saltz gain a 3rd XP. Klein now Front.
has enough XP, and Promotes to Average. I swap out his Green
card for the Average card. I adjust my Special
Option points. I gain 6
Battle with 6C from the Objective, but I
I then resolve the battle against 6C. I shuffle the 8 European lose 1 due to 3C's
Terrain Tiles and select 6 new ones at random. Special Ability, so overall I gain 5, which brings me up to 5. I
now spend the SO points.
It is a hard fought battle, but I knew that from the start. By the
end of the battle, I Destroyed 6C, but a couple of my Units Eschbach uses his Medic Skill to freely remove a "Commander
were shot-up and several Commanders suffered heavy Stress. Wounded" Damage from Albert. I spend 2 SO points to repair
During the battle, Bach suffered a "Commander KIA" #753's Engine Damage.
Damage, and I remove him from the Campaign. I record the
I spend 2 SO points
Stress, Damage, and XP for all Commanders and Units
purchasing Rifle Team #903. I
participating in the 6C battle on the Player Log Sheet. I remove
also get a Recruit Commander
6C's Battalion card and counter from the Campaign.
to command the new Unit,
This completes the Week's battles, and I move on to the End of and I choose Steiner.
Week phase.
Because Bach suffered a KIA, I get to
freely replace him. I choose Recruit
Commander Petrus.
This leaves me with 1 SO point left over,
which I will save for the next Week. This completes Week 1 of
3 in this Campaign.

23
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