Up Front - Rules Summary
Setup
- Two to four groups of two to ten cards.
- Arificial terrain cards (Smoke, Wire) may not be placed before the start nor may Open ground.
- Cards to be removed during play are treated as Cower cards until Discarded at which point they are removed from play.
- Each KIA Personnel unit is worth 2VP. Each wounded/Routed unit is 1VP.
- KIA’s should be stacked face up, and Rout removals should be stacked face down.
- A scenario always ends whenever a player has lost more than half of his Personality cards due to KIA and/or Rout.
- Should a player be reduced to one group, the opposing player at the end of his own turn may draw one additional card beyond that which he would otherwise be entitled to during each turn in which this condition persists.
Movement
- A group occupies the last Terrain card placed.
- Relative Range to the enemy group may not decrease below zero.
- To change a range chit to -1 you need to play a Movement card with a Red RNC.
- The Relative Range is further decreased by one (to a minimum of 0) if the groups in question are neither directly opposite (same lettered groups) or adjacent.
- Halve the Fire Strength of any Fire card played by a group which is moving.
- Halve the Firepower of any unit using a Bolt Action Rifle (FRD).
- Use the bracketed FP of a Moving LMG.
Morale
- KIA only if the Random Position Number (ignoring the color) under column “0r” of the RNC which caused him to panic is le his Panic value as defined on the Pinned side of his card.
- Otherwise he has routed instead.
- Groups with Pinned units may still play movement cards to transfer.
- Players may remove Personnel with Voluntary Panic.
Hero
- Hero may be played *any* time to Rally one unit.
- May be used to double (or possibly triple) the FP of one unit (use the bracketed number for MGs).
Terrain
- Stream or Minefield cards may never be rejected.
- Any Terrain card other than Open Ground can be placed on an opposing group in lieu of a discard.
- When terrain is played on a moving group, all previous cards are removed.
Gully
- A group occupying Gully terrain cannot attack or be attacked except by Sniper, mortar fire, a group on a Hill, CC, or at Relative Range 5.
- Fire is only allowed to/from a Gully if two movement cards are played. In such a case only the +1 for Movement applies if being attacked.
Marsh
- Some SW may not fire from Marsh.
- Requires the first movement card to be played sideways and a second to leave it. Then +2 total mods.
- Repair not allowed.
Stream
- Usually placed on enemy groups, may not be rejected.
- Restrictions for SW firing within.
- Ford by playing a Ford card sideways.
or
- Ford with a normal movement card followed by a black RNC. Discard Movement card if unsuccessful.
- Weapon repair is not allowed.
Artificial Terrain
- May not be rejected by opponent.
- May be played on a moving group.
Smoke
- A player may play a Smoke card only on one of his groups containing an unpinned SL, ASL, or AFV as his sole action for that group during that player turn [4.25].
- Smoke cannot be placed in Marsh terrain.
- Smoke cannot be placed during a player turn in which a Breeze RNC/RPC has been drawn.
- Removed if; terrain card played on the group/two movement cards played/Breeze RNC-RNP.
Wire
- A Wire card can be placed on an opposing group only in lieu of a discard.
- A Wire card cannot be played on a group in Marsh or Pillbox terrain.
- Wire can be placed on Stream terrain only after the group has successfully forded that Stream.
- Player needs to discard a Movement card to remove Wire.
- Open Ground may be placed beneath a Wire or Smoke card and above a Movement card by the moving player so as to eliminate his group’s Moving status, yet leave the Wire and/or Smoke in play.
Firing
- If the last Terrain or Movement card played on a defending group is a Movement card, then the last played Terrain or Movement card placed prior to it in that group is also used ( as well as any modifiers for Smoke/Wire cards above it).
- After seeing Concealment card the attacker may discard the Fire card instead as an action (i.e. choose to not fire).
Sniper
- Must be played as part of a discard action.
- Ignore the RNC color when resolving the attack.
- A Black RNC greater than the Sniper attack RNC eliminates the Sniper during a Sniper Check.
Command Control
- Should a player’s SL be pinned at the end of his turn, or have just been removed by a KIA or PANIC result during that game turn, that player may only draw enough cards to restore the number of cards in his hand to one less than the number he is usually allotted.
- There is no penalty for the ASL being pinned or removed while the SL is still in play.
- If the SL is removed, the squad’s hand capacity would return to normal for subsequent turns, the ASL is now considered to be the SL.
Flanking
- Doubles firepower.
- Is lost when; another movement card on attacker/wire/terrain placed on defending group/defender Movement Card.
Lateral
- Play Flank card sideways, behaves as a normal movement card.
- Specify an adjacent opposing group and place a Flank counter.
Natural
- Group moves behind an adjacent enemy group by moving to Relative Range 4.
Encirclement
- A group behind an adjacent enemy group can move sideways, then places an Encirclement counter on that group.
- The group being encircled must have an opposing enemy group.
- Encircled group may not transfer/is subject to Flanking Fire from all/Panic values reduced by one.
Transfer
Lateral
- A group may change its group ID by playing a Movement card sideways.
- The change does not occur until a terrain card is played on the group.
- Changes are limited to empty Group positions and group letters A-D.
Individual
- To transfer, either the receiving or sending group must contain an unpinned leader.
- Play one Movement card per unit being transferred.
- The man being transferred is moved between the sending and receiving group and is marked with a Transfer chit.
- Transferred man is subject to +2 Fire Strength of attacks on both groups.
- Transfer chit is removed as sole action of the group next turn. Unit is then placed there.
Weapons Acquisition
- An infantry unit may acquire a weapon as the sole action for that group.
- Must draw a black RNC, if not then nothing happens but group has still taken an Action.
- His previous weapon is automatically exchanged.
- An unacquired weapon counter (not placed on a man’s card) is removed from play permanently if the group it belongs to has a Terrain or Movement card played on it.
Malfunction
- If the RPC indicates a position occupied by a designated assistant crewman of a firing MG or a man whose weapon has no firepower at its current range, the malfunction is considered only momentary, and the fire against any remaining defenders in the defending group yet to be attacked is resolved with one less Fire Strength, but no weapon malfunctions.
- If the RPC indicates a position occupied by a firing weapon, that weapon malfunctions. One less Fire Strength for every two Firepower factors (or fraction thereof) previously contributed by the malfunctioned weapon.
- Pinned men weapons can still malfunction.
Infiltration
- Designate number of Infiltrators and how they will attempt to Infiltrate.
- For each member either discard a movement card or draw an RNC lt Morale (ignore color).
- To resolve draw an RPC for each attempt using the column for # in defending group, shift columns according to terrain.
- If number is Red, place an Infiltrator’s counter on the man.
- Defender may play Concealment card and use for left shifts.
- An infiltrator may double his firepower.
Modifiers:
* Each infiltrator may play a concealment card to shift left the appropriate number of columns.
* Each smoke (on either group) provides a leftward shift of two columns.
* From brush, 2 columns left
* From woods, 1 column left
* From a hill, 1 column right
* To a pillbox, 1 column right
* From open ground, 1 column right
* Either group is moving, 2 columns right (four if both are moving)
* Attacker is infiltrating a group that is already infiltrated, 2 columns right.
* Shifts below 1 or above 10 are capped to 1 and 10.
Close Combat
- Infiltrator checks morale [20.21] or plays a Movement card for each infiltrator he intends to enter CC.
- CC attempts are the sole action for the group.
- Draw an RPC for the position attacked.
- Place personality card on defending man. Resolve all attempts before resolving CC.
- After all pairs are resolved, the defender may play one concealment card to lower an attacker’s CCV. The attacker may do the same (to lower the defenders CCV).
- The attacker and defender each draw a RNC and add to their soldier’s CCV. The low value is KIA. If it’s a tie, both soldiers are killed.
- If the attacker wins, he keeps infiltration status if he won by 3 or more. Otherwise, he loses it.
- The victor has the option of keeping the weapon of the killed man.
- Crew members defend together [see 20.71]
- Multiple attackers can attack the same defender. [See 20.621, 622, 72]
- Whenever the last man of an infiltrated group is killed, the terrain card his group occupied (including entrenchments) can be seized. In that case, the capturing group simply takes the terrain card, removing any movement cards in play for that group. [20.8]
- Russians that should be KIA at RR 5 go Berserk, and automatically enter CC at the beginning of the next turn (no test needed). He attacks with his pinned CCV. If victorious, he rallies and is no longer berserk. This does not count as the groups action. [See 20.9]