7.7 Encirclement: Any non-Aerial Infantry, or Vulnerable PRC of an Immobile vehicle, fired upon consecutively during the same PFPh, DFPh (not MPh), or AFPh by two or more non-Aerial units using their inherent FP/SW/ordnance at Normal Range (1.22, 10.532) is subject o possible Encirclement [EXC: pillbox; B30.32]. The attack(s) constituting an Encirclement must be resolved consecutively; if a player fires at a different target in the interim, he cannot use previous attacks as the basis for his claim to Encirclement. Encirclement occurs if the firer’s LOS enters the target Location either: a) through opposite hexspines; b) with exactly three target-hex vertices between them in both clockwise and counter clockwise directions; or c) through any three non-contiguous hexsides. An Encirclement can also be created by a LOF from both the Location directly above and below it in a building hex. To be considered valid fire, ordnance weapons must secure a hit on the target, and other firers must exert enough FP (taking the possibility of Cowering into account) to possibly inflict at least a NMC result on the target. A qualifying target Location is thereafter marked with an Encirclement counter and every non-berserk, non-heroic enemy/Melee Personnel unit therein suffers an immediate one level drop in morale to both the attack that sealed its Encirclement and any other attacks made against that Location as long as it is so marked. All fire by an Encircled units is subject to a +1 DRM on the IFT (or To Hit DR if ordnance). The MF cost of the first Location entered (regardless of phase) by an Encircled units is doubled (after all modification). Should other enemy units enter an Encirclement Location they are immediately Encircled. Regardless of the Encircler’s subsequent actions, the Encircled counter remains on the Location to affect all enemy/Melee Infantry units, and Vulnerable PRC of an Immobile vehicle, in that Location unit they all leave the Location (even if they all leave it momentarily), become berserk/heroic, are eliminate, or are captured. Being Encircled has adverse effects on a unit’s ability to avoid capture (20.21). A unit Encircled more than once does not suffer additional penalties for multiple Encirclement.
7.71 FG: The LOS of a FG may penetrate the target Location through more than one hexside; all such hexsides crossed count toward possible Encirclement. It is even possible for a single FG to cause Encirclement.
7.72 Upper Levels: Encirclement also applies to any non-heroic/non-berserk unit in an upper level building Location that cannot trace a path free of an unbroken, armed, unconcealed enemy unit/Blaze to ground level through (or past, if Scaling; B23.424) Locations it could legally traverse if so inclined. This type of Encirclement is broken the instant such a path can be traced.
4.431 Transfer: Stacks may be freely rearranged to change possession of SW/Guns - but in all cases only between different Good Order unpinned units in the same Location [EXC: Wire (B26.4); Panji (G9.52); NA between Crest-status units and units IN a Depression], and only during a RPh, at the start of their APh, or as a result of the creation of a sub-unit from a MMC. When a Personnel unit drops possession (4.43), is eliminated/surrenders, or routs and cannot carry away its SW, its SW/Gun is left unattended in the same Location as per 4.32 or on the same vehicle [EXC: Rider Bailing Out (inclusive of D6.24, D15.46, D15.53)], and must be Recovered to be possessed. Transfer/Recovery of a SW/Gun on a vehicle in Motion can be achieved only by Passenger(s)/Rider(s) of that vehicle who likewise can only Transfer/Recover a SW/Gun which is on that Motion vehicle.
4.44 Recovery: Infantry may claim possession of an unpossessed SW/Gun at the start of any RPh as their sole action during the RPh, provided they make a Recovery Final dr of less than 6 (r). Infantry may also Recover an unpossessed SW/Gun during their MPh on a Final dr less than 6(r) after an expenditure of one extra MF (limit of one attempt per unit per SW or Gun per MPh), even if they attempted Recovery in the RPh. Only a SMC can Recover a SW/Gun possessed by a friendly broken unit, and does this by rolling a Recovery Final dr of less than 6 (r) in its RPh/MPh without need of MF expenditure; if a unit surrenders, is eliminated, or routs away and cannot carry its SW, an Infantry SMC can immediately Recover one of that Infantry unit’s SW/Guns in this same manner but regardless of phase. In all cases, a Recovery attempt is allowed only by an unpinned, Good Order non-Bypassing unit in the same Location as the SW/Gun but that is not in the same Location as an armed, Known enemy unit [EXC: Wire (B26.4); Panji (G9.52); Recovery of a SW/Gun IN a Depression is NA by a Crest status unit and vice versa]. A SW/Gun cannot be Transferred in the same phase it is Recovered. Recovery drm include +1 if CX and +1 at night. See G.5 for jungle/kunai/bamboo. See “SW Recovery” in the index for other PRC Transfer/Recovery capabilities.
8.15 Snap Shot: Any unit wishing to make a Small-Arms/MG Defensive First Fire attack may claim a Snap Shot if it can trace a LOS to an entire hexside (even if that hexside is part of a Blind hex) that was crossed by the moving unit in entering a onboard hex (even if the center dot of that hex is out of the firer’s LOS) [EXC: A Snap Shot cannot be taken at a unit while entering the firer’s hex]. The FFNAM/FFMO DRM cannot apply (even if the entire length of the hexside is along Open Ground), nor does the TEM of most other terrain in the target hex (C.5C); however a wall/hedge/SMOKE/rubble hexside/spine of a hex being entered/exited can modify a Snap Shot if crossed by the LOF on the way to the target hexside). Snap Shots are resolved as Area Fire. If affected by a Snap Shot, the moving unit is considered in the Location entered thereafter. Neither a MG that must change its CA (9.21), nor an ordnance weapon, nor a weapon using IFE/Canister can make a Snap Shot (see also B9.2 and C.5). A firer can make only one Snap Shot at a unit crossing a hexside, even if that unit is expending greater than one MF to enter the hex, but may do so after other (even non-Snap Shot) attacks.
9.22 Fire Lane: Whenever the DEFENDER declares a Defensive First Fire attack with a Good Order SW MG that is manned by unpinned Infantry (even as ordnance or as part of a FG), he may also declare a Fire Lane with that MG if it is not already marked with a First/Final Fire counter and is firing within its Normal Range (but not using TPBF) and at a same-level (B.5) target. If he does declare a Fire Lane, he must place a First Fire counter on the MG and, after resolving that First Fire attack in the normal manner, must also place a Fire Lane Residual FP counter in one hex along a Hex Grain; that Hex Grain must include the MG’s hex and its First Fire target hex, but he may place the Fire Lane counter in or beyond the latter hex [EXC: no Fire Lane is placed if the MG’s manning Infantry Cowered, and/or used Subsequent First Fire (8.3-.31)/FPF, during that initial First Fire attack]. Fire Lane FG are NA; i.e., each MG must create a separate Fire Lane even if using the same Hex-Grain/IFT-DR as another. An illegally placed Fire Lane counter is removed, but the MG is still marked with a First Fire counter. Each Fire Lane Residual FP counter contains an ID letter to match the A-F ID letter of its MG counter, and should be placed so that the arrow points back along the Fire Lane Hex Grain to the firing MG.
A Fire Lane Residual FP counter exerts a unique form of Residual FP in its Location, and in every same-level (B.5) Location of the Fire Lane Hex Grain between that counter and the MG, that is within the MG’s Normal Range and in the LOS of its manning Infantry (when tracing their LOS to the hex center dot). However, neither NVR (E1.1) nor any SMOKE/brush/grain/ marsh/FFE/LV-(E3.1)/DLV-(F11.6)/Dust-(F11.794)/hut-(G5.21) Hindrance affects LOS for Fire Lane placement/attack purposes. A Fire Lane Residual FP is equal to the FP column to the left of the FP column normally used by that MG’s FP [EXC: PBF doubles the reduced FP in the ADJACENT hex; Fire Lane Residual FP TPBF is NA (9.223)]. A MG which has established a Fire Lane may not fire again until the DFPh [EXC: if its Location is entered by an enemy unit; 9.223]; see 9.3.
9.221 Alternate Hex Grain: A Fire Lane may also be declared along an Alternate Hex Grain, which is a string of connected hexes in which the Fire Lane’s LOF (i.e., a line drawn between the first and last center dot) lies along a hexspine of the first hex. Whenever that LOF lies along a hexside, the Alternate Hex Grain includes the hex either to the left or the right of that hexside. If that LOF lies along more than one hexside, the Alternate Hex Grain consistently includes the hexes on one side (either left of right). When placing a Fire Lane Residual FP counter along an Alternate Hex Grain, the DEFENDER must declare whether that Alternate Hex Grain will include the left- or right-side hexes, but must place the counter itself in a hex with a hexspine that points directly back to the MG.
A unit crossing a hexside to enter/exit a Location where an Alternate-Hex-Grain Fire Lane exerts Residual FP may be attacked by it as a Snap Shot, provided the hexside being crossed lies along the Fire Lane’s LOF [EXC: the Snap Shot is NA if that Fire Lane has already attacked that unit in the Location it is exiting; the Snap Shot FP of a Fire Lane is not halved as Area Fire]. If the Defender opts for the Snap Shot, its target (including any element of a target stack) cannot be attacked again by that Fire Lane in the Location it is entering unless it expends further MF/MP (but regardless of any +/- change in DRM) therein. If he forgoes the Snap Shot, the unit will still be subject to attack per 9.22 if entering a Fire Lane Location.
9.222 Residual FP: Fire Lane Residual FP is treated as normal Residual FP except as stated otherwise. The Residual FP of a Fire Lane is never reduced by the effect of DRM (8.26). Because Fire Lane Residual FP is always traced from its source, the effects of Hindrance/hexside/bridge DRM are resolved as DRM to the Residual FP attack. [EXC: SMOKE/grain/brush/marsh/FFE/Heavy-(or denser)-Dust(F11.794)/hut(G5.21) Hindrances do not apply as DRM but do cancel FFMO; LV-(E3.1)/DLV-(F11.6) Hindrances do not apply as DRM]. No CX/leader/hero DRM applies to a Fire Lane Residual FP attack. Fire Lane Residual FP attacks cannot cause the firer to Cower and need not be made if they could cause no effect. When a Fire Lane is placed due to a First Fire attack vs a unit using some form of Impulse movement (13.62; 5.232; D14.2; E11.2; E11.52), its Fire Lane Residual FP immediately attacks all other elements of that Impulse currently in any Location(s) where that Residual FP now exists.
Fire Lane Residual FP cannot be used to increase the size of Residual FP from another source. In hexes where Fire Lanes intersect, each Fire Lane Residual FP attack must be resolved separately (in an order chosen by the firer), unless the first eliminates all targets. If Residual FP from a source other than another Fire Lane exists in a Location of a Fire Lane, it must be resolved separately prior to the Fire Lane Residual FP.
9.223 Cancellation: A MG’s Fire Lane Residual FP counter is removed only if the MG malfunctions, its manning Infantry is broken/pinned/eliminated, or at the end of the current MPh - whichever occurs first. The MG malfunctions whenever its Fire Lane Residual FP attack DR is also an Original Malfunction DR. A MG may cancel its Fire Lane in order to gain freedom to fire elsewhere (/its manning Infantry may use Subsequent-First-Fire/FPF after establishing the Fire Lane) only if a TPBF/CC-Reaction-Fire situation occurs (8.312/D7.21) - in which case the Fire Lane must be canceled [EXC: an unarmored vehicle with no PRC (7.212) or an armored vehicle with no Vulnerable PRC which does not end its MPh in the Location do not require cancellation], even if the unit entering the MG’s hex does so across the hexside of the Fire Lane.
9.6 Vehicular Targets: The process for resolution of MG fire vs vehicular targets is dependent on whether the vehicle Target Facing/Aspect is armored or not. If the Target Facing is armored, such fire is resolved on the AP To Kill Table after securing a hit on the To Hit Table; otherwise it is resolved on the Vehicle line of the IFT and no To Hit DR is necessary. A non-captured MG To Hit DR always used the black To Hit number regardless of nationality when firing as ordnance.
9.61 AFV Kill: Unlike Small Arms Fire, a MG attack may conceivably destroy a poorly armored AFV during the fire phase by attacking it alone (i.e., not as part of a FG) on the To Hit Table (using the Vehicular Target Type) and the AP To Kill Table. Such an attack must be made within Normal Range of the MG, without any form of halved FP penalty imposed, and predesignated as an AFV To Kill attack vs a specific AFV. If hit in an unarmored Target Facing, the AFV is attacked on the Vehicle line of the IFT instead of on the AP To Kill Table. If the resulting To Kill DR is less than the Final Kill Number for that Target Facing the AFV is eliminated (and burning if half of the Final Kill Number), and if the To Kill DR equals the Final Kill Number the AFV is Stunned (even if BU; D5.34). See C3.8 (Multiple Hits), C3.9 (Location of Hits) and D3.54 (Vehicular MG Fire vs AFV) for related information.
15.4 Berserk: Berserk units are created from infantry by a Final Heat of Battle DR of 9-11 [EXC: non-elite Italian/Axis Minor Personnel units surrender (15.5) on a Final Heat of Battle DR 10]. Mark units with a BERSERK counter when they go berserk. A broken unit which goes berserk is automatically rallied.
15.41 Leader Consequences: When a leader goes berserk, he must (after first resolving any fire attack vs any other targets in that Location) attempt to change any [EXC: units not normally subject to Heat of Battle] other friendly units (even if broken or not subject to that same attack) in the same Location to berserk status also. Each such unit must take a NTC subject to the berserk leader’s modification. If they pass the Berserk TC they become berserk; if not, there is no change to their status. After the Berserk TC, the leader forfeits his leadership DRM until he returns to normal.
15.42 Morale: Berserk units assume a base Morale Level of 10. If a berserk unit fails a MC it is not broken, but suffers Casualty Reduction. A berserk unit fails a MC it is not broken, but suffers Casualty Reduction. A berserk unit never takes a PAATC, nor a LLMC/LLTC, and never breaks, cowers, or becomes pinned except due to PF/ATMM Checks (C13.31, C13.7), Minimum Move (4.134), or Collapsed huts (G5.5). A berserk unit never has its Morale Level lowered by any cause and automatically loses any CX, TI, Concealment or pinned status. However, a berserk unit never receives the leadership benefit of a friendly leader even if this deprives Good Order units of such benefits.
15.43 Charge: At the start of the Mph, each non-Melee berserk unit must charge the nearest (in hexes not MF) Known enemy unit in its LOS and must (if it has sufficient MF) enter its Locations [EXC: pillbox (B30.4); Fortified Building (B23.922)] during that Mph in an attempt to destroy it in CC. If equidistant, the ATTACKER may choose which of those hexes he will charge. If multiple berserk units of the same side occupy the same Location they must move together as one combined stack unless they will require different MF expenditures to exit their Location (e.g., units inside and outside a foxhole in the same Location) or one is wounded and one is not.
15.431 All berserk units have eight MF [EXC: Wounded still have only three MF (17.2)] - a total which can never be increased [EXC: road bonus (B3.4); downhill skiers (E4.31)]. A unit which becomes berserk while still moving (i.e., not pinned or wounded) must use the remainder of its Mph to charge. The unit’s MF allotment for the rest of that Mph is eight minus whatever MF it has already expended during that Mph At the start of its Mph before charging, a berserk unit must abandon any SW which individually costs more than 1 PP or which in combination with other 1 PP SW is in excess of its IPC, but may use them in the DFPh/AFPh prior to that, and must still carry those it can retain (DC can only be Thrown - not Placed or Set). A berserk unit never qualifies for Assault Movement even if its “charge” consists of just one hex, nor may it move in the APh but it may Dash across a road. The charging unit must take the shortest route (in MF) to the enemy unit, including the use of Bypass (counting Wire as 1 MF for purposes of this calculation only). If, in the act of charging the nearest Known enemy in its LOS, the berserk unit moves into the LOS of a closer (in hexes) Known enemy unit, he charges that unit from that point instead. Similarly, if it moves into a concealed enemy’s Location and reveals it (12.15) while charging another unit, the berserker must remain in this hex and attempt to eliminate all enemy units therein instead. Should the only Known enemy unit no longer be in his LOS in the interim, the berserk unit still charges toward the hex originally occupied by that unit. If it still sees no Known enemy unit, it ends its move after entering that Location, and the berserk status is removed at the end of that current phase. Otherwise, it continues its charge to the now nearest Known enemy unit.
15.432 A berserk unit must enter a Known enemy occupied Location during the MPh if it has sufficient MF and, as such, may possibly force any DEFENDING Infantry therein to attack them with FPF. If the only Known enemy unit is a lone SMC, a berserk MMC will immediately conduct an Infantry OVR (4.15) with neither the NTC nor increased MF normally required and without the option of the SMC entering the new hex. The berserk unit may also attack with TPBF during its AFPh, but this TPBF is halved due to taking place in the AFPh. Survivors are not yet held in Melee, and the stack is marked with a CC counter to indicate this. Because a berserk unit must charge in its Mph, it may never fire during its PFPh - even if ADJACENT to the Location it must charge. However, it may fire during its AFPh (not Opportunity Fire) and DFPh/opponent’s Mph A berserk unit does not take prisoners. Berserk units are always Lax (11.18) in CC.
15.44 No enemy in LOS: If a unit suffers a berserk result, but has no Known enemy unit in its LOS at that time, the result is changed to Battle Hardening.
15.45 Terrain Restrictions: A berserk unit will not charge through unbridged Water Obstacles, nor a cliff, nor a Blaze; it will charge the next nearest Known enemy unit instead unless an alternate route to the nearest known enemy unit is still closer than the next nearest known enemy unit. If there is no other Known enemy unit, 15.44 applies. However, a berserk unit will move into minefields, FFE/Wire during a charge.
15.46 Return to Normal: A berserk unit loses its berserk status and returns to Good Order whenever it (or the group it attacks with) eliminates all (but at least one) Known enemy units in its Location with either TPBF (halved) or FT during the AFPh or CC, or if at the end of a charge there is no Known enemy unit in its LOS (15.431).
19.12 Disruption: Should an unbroken squad/HS/6+1 leader which cannot be Replaced by a lower quality unit fail a MC by more than its ELR, it is broken and marked with a Disrupted counter [EXC: Partisans, Commissars, Gurkhas, U.S. Marines, Japanese (and SS when opposed by Russians), Fanatic units, and PRC are never Disrupted; only broken]. Non 6+1 leaders become Disrupted only by Heat of Battle (15.5). A Disrupted unit may not Self-Rally. Unless rallied by a leader first, a Disrupted unit will surrender at the start of any RtPh it begins ADJACENT to, or during any phase it occupies the same Location as, a Good Order Known enemy Personnel unit not in Melee [EXC: No Quarter 20.3]. Disrupted infantry do not rout unless in an Open Ground (as per 10.531) or Water Obstacle hex (as per B21.43) or if the only armed enemy units ADJACENT are in Melee/berserk/vehicular (20.21) and may not use Low Crawl [EXC: (E1.54)]. Disrupted Personnel remain Disrupted until rallied or captured. Disrupted units do not prevent enemy movement into or through their hex (4.14), but do prevent rout toward or through them (10.51). Disrupted units in Melee may not Withdraw; unless captured, they will be eliminated at the end of the CCPh if still in Melee