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ASCII Symbol Equivalents:

<= less than or equal to

>= greater than or equal to

^ Leadership DRM NA (equivalent to the triangle in ASLRB)

B(#) Low Ammo Breakdown number (pound sign in a circle in ASLRB)

(R) Radioless vehicle (registered trademark in ASLRB)


INDEX & GLOSSARY:

When numerous references are given for a single entry, a brief
parenthetical description is also listed for the secondary entries. Most terms
which have a common abbreviation are listed in full only under the
abbreviation, but all references refer to the main rule.

FORMAT: "Entry" "(any spelled out version/description)": "main rule #"
"[other applications of entry: ]"

(a) (counter symbol for U.S. manufacture): D2.5

A# (APCR Depletion Number) See APCR: C8.1-.2

AA Fire (Anti-Aircraft ): E7.5 [NA from Caves: G11.83] [Leader Direction NA (^): E7.5]



AAMG (Anti-Aircraft Machine Gun): D1.83 [CC: A11.62] [Repair: D3.7]

A-B Mines (Anti-Boat) [Beach: G14.53]


Accessible (an adjacent hex which an Infantry unit can advance into under
normal APh conditionsÑeven if it requires placement of a CX counter or is
currently out of LOS) [Caves: G11.6]

Adj: counter abbreviation for Adjacent

ADJACENT (units are considered ADJACENT if any Infantry unit in one
hex could conceivably advance into another during the APh and a LOS
exists between those two hexes, excluding SMOKE Hindrance DRM as a
factor; B.10): A.8 [Building hexes: B23.25] [Caves: G11.6] [DM Cause:
A10.62] [NA Examples: A6.8]

Adjacent (hexes are considered adjacent if they share a common hexside):
A.8

Adv (counter abbreviation for Advance)

AF (Armor Factor): D1.6 [Achieving Final TK#: C7.11] [Aerial AF: C7.12]
[CC NA: A11.612] [vs Minefield: B28.42; A-T Mines: B28.52] [vs OBA:
C1.55]

AFPh (Advancing Fire Phase): A3.5

AFPh Fire (half FP for non-ordnance weapons or To Hit Case B/C for
ordnance): A7.24 [Case B TH: C5.2] [Case C TH: C5.3] [NA for Paratroops:
E9.5]

AFPh SW/Gun Fire Limits: A4.41 & C5.2 [& Bounding (First) Fire:
D3.31] [MG: A9.2] [Moved Guns: C2.8]

AFV (Armored Fighting Vehicle): D1.2 [DYO PTO 1944-45, Japanese buy
AFV at halved BPV if set up beneath a separately purchased Trench
counter: G1.661] [RePh: O11.6131, P8.6206] [as Unarmored (vs mines):
B28.42 & B28.52]


AP (Armor Piercing): [vs Guns: C11.52] [HE Equivalency & Residual FP
NA: C8.31] [Limited Stowage: C8.8] [To Kill Table: C7.31]

A-P Mines: (Anti-Personnel) B28 [Beach: G14.54]

APCR/APDS: C8.1-.2 [German 28LL & 40LL EXC: C4.3 & C7.32] [vs
Guns: C11.52] [HE Equivalency: C8.31] [TH# Modification: C4.3] [To Kill
Table: C7.32] [Residual FP NA: C8.31]

APh (Advance Phase): A4.7 [Board Entry Delay: A2.5] [Boats: E5.22]
[Building Levels: B23.422] [Gliders: E8.4] [Sequence of Play: A3.7]
[wearing Skis: E4.32]

AR (Artillery Request): C1 .3

Armed (Any SMC or MMC is considered Armed, even if not in Good
Order, unless specifically defined as Unarmed: A20.54. Vehicles are not
necessarily Armed unless they have a MA: D.3): [Leader with no SW is
considered Armed for Routing: A10.5]

ART (Artillery): C2.2 [Conditional ROF: C2.5] [Gun Type: C2.22]

Assault Movement(AM): A4.61 [Human Wave NA: A25.231] [Search NA:
A12.152] [Wire: B26.4]

A-T: Anti-Tank

A-T Mines (Anti-Tank): B28.5 [Beach: G14.53]

AT Gun (Anti-Tank Gun): C2.2 [Gun Type: C2.22] [NT Conditional ROF:
C2.5]

ATMM (Anti-Tank Magnetic Mine): C13.7 [Gunflashes: E1.85] [T-H
Heroes may carry one in CC: G1.4231]

ATR (Anti-Tank Rifle): C13.2 [vs Gun: C11.52, C13.23] [HE Equivalency:
C8.31] [Japanese Squad/HS, has B# and Multiple ROF lowered by 1:
G1.611] [OVR FP NA: D7.11] [Residual FP NA: C13.24]

B# (Breakdown Number; weapon is repairable): A9.7 [Ammo Shortage:
A19.131] [Captured: A21.11, C5.8] [Extreme Winter: E3.741] [Guns:
C2.28] [Inexperienced: A19.32] [Intensive Fire: C5.62] [Low Ammo B#:
D3.71] [Non-qualified use: A21.13] [Sustained Fire: A9.3] [Vehicular: D3.7]
[X#: A.11]

Base Level (Usually the lowest level Location other than sewer/tunnel in a
hex; however if the lowest level Location in a building hex does not allow
VBM along at least one hexside of that hex, the Base Level is that of the
highest building level in that hex; EX: The Base Level of 20C7 is 2.5; that
of 20D7 is 0.): C1.323

BAZ (Bazooka): C13.4 [HE Equivalency: C8.31]


BF (counter abbreviation for Bow Flamethrower)

BMG (Bow MG): D1.81 [CC: A11.61]

Bnd (F) F: counter abbreviation for Bounding (First) Fire

Bounding Fire (fire by a vehicle in the AFPh after movement to a new hex
during the MPh): C5.3

Bounding First Fire (fire by a vehicle during its own MPh which enables a
vehicle to both move and fire in the same phase): C5.13 & D3.3

BPV (Basic Point Value; the relative value of one unit or OBA battery for
DYO/Battlefield Integrity purposes): [Personnel: A1.4] [Battlefield
Integrity: A16.1] [DVP: F.3]

BU (Buttoned Up): D5.2 [Amphibian: G14.31] [Interdiction NA: A10.532]
[OT AFV: D6.61] [Passengers on LC: G12.123] [Pinning: A7.82] [TH
Penalty: C5.9]

C#: Canister Depletion Number

CA (Covered Arc, if used in reference to a vehicle, it refers to VCA/TCA):
C3.2 [Bocage: B9.531] [Caves: G11.12] [Changes vs Dash NA: A4.63]
[Changes for fire vs own hex: C5.51] [Changing TCA without fire: D3.12]
[Changing without fire: C3.22 & C10.22] [Firing Within: C3.21]
[Maintaining CA: D3.51] [MG: A9.21] [Pinned Gun: A7.81] [TCA/VCA:
D.4] [Vehicular: D3.1-.12]

CAFP (Covered Arc Focal Point; the vertex of a hexside in front of a
straddling VBM vehicle): D2.32

Casualty Victory Points (CVP): See VP: A26.2

CC (Close Combat): A11 [Armor Leader: D3.44] [Berserk: A15.43] [BU:
D5.2] [Bypass into "?": A12.151] [Cavalry: A13.61] [CMG NA VCA:
D1.82] [Cowering NA: A7.9] [Crest: B20.94] [Dare-Death Squads: G18.62]
[Gunflashes: E1.82] [Hand-to-Hand: J2.31] [Human Wave: A25.231]
[Infantry OVR: A4.152] [Japanese ATTACKER becomes Hand-to-Hand:
G1.64] [NA between a unit in a Cave vs a unit outside a Cave: G11.87] [NA
in non-frozen Ocean Locations: G13.495] [Night: E1.73] [On Wire: B26.31]

CCPh (Close Combat Phase): A3.8 [T-H Heroes attack: G1.423]

CCSS (Cave Complex Setup Sheet): G11.32

CCT (Close Combat Table): A11.11

CCV (Close Combat Value; CC Kill Number vs vehicles: squad 5, crew: 4,
HS: 3, SMC: 2, ): A11.5 [T-H Hero 5 : G1.4231]

CE (Crew Exposed): D5.3-.342 [Air Bursts: B13.3] [Amphibian: G14.31]
[Halftrack Passengers: D9.1] [Passengers on LC: G12.123]

CE TEM: D5.31 & D9.1

CG (Campaign Game): O11.2, P8.2

CG Date: P8.2

CG Day (One day of CG): O11.2

CG End: P8.2

CG Roster: O11.2, P8.2

CG-LVP Total: P8.2

CG-Scenario End: P8.2

CH (Critical Hit): C3.7 [Bombardment NA: C1.8] [Deliberate
Immobilization NA: C5.72] [vs Gun: C11.4] [Harassing Fire: C3.75] [HD:
C3.9] [Improbable Hit: C3.6] [Indirect Fire: C1.53] [LC never receives Case
C(C7.23) Basic TK#: G12.64] [Mortar: C9.5] [Multiple Hits: C3.8] [Pillbox:
B30.113] [Rubble: C3.73] [WP: A24.31]

Class, Personnel Types (E: Elite; 1: 1st Line; 2: 2nd Line; G/C:
Green/Conscript): A1.25

CMG (Coaxial MG): D1.82 [AA use: C2.6] [Acquisition Loss: C6.5] [in
Bypass: D2.321] [CC: A11.62] [Mandatory Fire Direction NA: A9.4]
[Stabilized: D11.13]

Coin (as overlay): [Destroyed Bridge: B6.331] [Ice: B21.6]

Conscripts: A19.2-.3

COT (Cost of Terrain): B.2

Counter (any of the die-cut square pieces of the game)

Coy (Company): O11.2

CPP (Campaign Purchase Points): O11.2, P8.2

CPP Replenishment [RePh: P8.616]

CS# (Crew Survival Number for all PRC): D5.6 & D6.9 [Brew Up: D5.7]

cs# (Survival Number for Passengers/Riders only): D5.6 & D6.9

CT (Closed Topped; a fully-armored AFV which is not OT): D1.24 [BU/CE
Firing Restrictions: D5.2-.3]

CVP (Casualty Victory Points): See VP: A26.2

CX (Counter Exhaustion): A4.51 [Advance into Difficult Terrain: A4.72]
[Assault Movement NA: A4.61] [Berserk NA: A15.42] [Climbing: B11.434]
[CX DRM NA to Cavalry Charge: A13.6] [Deep Stream Entry: B20.43]
[Interdiction NA: A10.532]

D#: APDS Depletion Number. See APCR: C8.1-.2

DC (Demolition Charge): A23 [vs AFV: C7.346] [Assault Movement:
A4.61] [Berserk: A15.431] [vs Caves: G11.833] [Cowering NA: A7.9] [vs
Gun: C11.4] [Gunflashes: E1.85] [Japanese may Place/Throw DC into their
own Location: G1.612] [NA against LC: G12.611] [Panji: G9.211] [vs/from
Pillbox: B30.31/B30.46] [Pinned Attacker NA: A7.81] [RePh: O11.6134] [vs
Roadblock: B29.5] [Thrown from: (Halftrack: D6.63) (Sidecar: D15.6)] [vs
Wire: B26.45,.51] see also Thrown: A23.6 & Set DC: A23.7

DC Hero: G1.424

DD Tanks: D16

Debris: O1 [Factory: O5.41] [Road Negating: O.1]

DEFENDER (the player whose Player Turn is not presently being played):
A.13


DF (Defensive Fire): A8

DFPh (Defensive Fire Phase): A3.4 [Gliders: E8.21] [Paratroops: E9.3]
[Creeping Barrage: E12.74]

Difficult Terrain (any hex which costs >= four MF or all of a unit's
available non-Double Time MF allotment to enter in MPh): A4.72

DLV (Desert Low Visibility): F11.6

DM (Desperation Morale): A10.62 [BU Halftrack: D6.66] [Commissar
EXC: A25.222] [blocked LOS NA: A6.11] [Interdiction: A10.53] [Self
Rally: A18.2]

dm (Dismantled): A9.8 [76-82mm MTR Passenger PP Reduction: C10.13]
[76-82mm MTR Rider PP Reduction: D6.2]

DR (dice roll; a roll of two or more dice): A.1

dr (die roll; a roll of one die): A.1

DRM (dice roll modifier) [Cumulative: A.17] [TH: C3.4, C5-6]

drm (die roll modifier) [Cumulative: A.17]

Dropping SW: see SW, Dropping: A4.43


DVP (Desert Victory Points): F.3

DYO (Design Your Own): H


EC (Environmental Conditions): B25.5 [Arid Land: F11.4] [Falling Snow
are always considered Moist: E3.713] [Ground Snow are always considered
Moist: E3.72] [RB Factories: O5.44] [RePh: O11.618] [Tropical: G16.3]

Effluent (Ef): G13.14

ELR (Experience Level Rating): A19.1 [DYO: H1.28] [Increase due to
Massacre: A20.4] [Loss: A16.2] [Night: E1.22] [Regaining: B16.3] [RePh:
O11.617, PCG4]

ESB (Excessive Speed Breakdown): D2.5 [Platoon Move NA: D14.21]

EX (Example)

EXC (Exception)


(f) French manufacture counter symbol: D2.5


FF: counter abbreviation for Defensive First Fire

FFE (Fire For Effect; used to resolve OBA fire): C1.5 [all hexes in the
Blast Area are marked with Gunflashes: E1.87] [Barrage: E12.3] [Dust:
F11.75] [Mines: B28.62] [Offboard Effect: A2.51, C1.32] [Routing: A10.51]
[Shellholes: B2.1] [Wall/Hedge: B9.34] [Wire: B26.52] see also Indirect
Fire: C.1

FFE Vision Effects: C1.57 [Dust: F11.75]

FFMO (First Fire Movement in Open Ground; a -1 DRM vs moving
Infantry in Open Ground, provided no other DRM beneficial to the target
applies): A4.6 [vs Broken units: A8.14] [Bypass: A4.32] [FFE: C1.51] [HA:
B10.31] [Loading/Unloading: D6.5] [not negated by LV hindrance E3.1]
[Road Use: A4.132] [Woods-Road: B13.31]

FFNAM (First Fire Non-Assault Movement; a -1 DRM vs moving Infantry,
provided the target is not using Assault Movement): A4.6 [FFE: C1.51]
[Unloading: D6.5]

FG (Fire Group): A7.5-.55 [Bore Sighting DRM: C6.44] [Halftrack/
Carrier: D6.64-.65] [Heavy Payload NA: C.7] [NA in dense jungle, kunai,
bamboo, or swamp: G.3] [Leadership: A7.53] [MOL: A22.611] [Night:
E1.73] [NA to assaulting side during Seaborne Assaults: G14.25] [Spraying
Fire: A9.52] [Vehicular: A7.51 & D6.64]

FP (Firepower): A1.21

FPF (Final Protective Fire): A8.31 [vs Berserk: A15.432] [Cavalry: A13.6]
[Human Wave: A25.231] [Pillbox: B30.43] [Thrown DC NA: A23.63]

FPP (Fortification Purchase Points): O11.2, P8.2

FRD (Fractions Rounded Down)

FRU (Fractions Rounded Up)

FT (Flamethrower): A22 [Armor To Kill: C7.344] [Bounding (First) Fire:
D3.31] [vs Caves: G11.834] [vs Guns: C11.51] [Gunflashes: E1.84] [NA
against LC: G12.611] [Motion Fire: D2.42] [OVR: D7.15] [RePh: O11.6134]
[Vehicular-Mounted: D3.6]


(g) German manufacture counter abbreviation: D2.5

G: see Gyrostabilizer: D11.1

Good Order (a Personnel unit or vehicular inherent crew which is neither
broken, berserk, captured, stunned, shocked, or held in Melee; or a SW
which is fully manned by a Good Order Personnel unit, and is not
malfunctioned, or restricted by an Ammunition Shortage): A.7 [non-Good
Order units at Night, considered Lax: E1.62]

H#: HEAT Depletion Number [H#[9]: H, see German Ordnance Note B]

HA (Height Advantage): B10.31 [Climbing NA: B11.42] [Continuous Slope:
B1.14] [Hillock: F6.51] [Indirect Fire NA: C1.55] [Residual FP: A8.26]
[Vehicular: D4.22]

HD (Hull Down): D4.2 [Bocage: B9.522] [Bow-Mounted Weapons: D4.223]
[CH: C3.7] [Elevated Road NA: B5.21] [Elevation Effects vs wall: B9.22,-
.33] [Setup on Crest: D4.221] [Trench: B27.52] [Wall: D4.21] [Water
Obstacle: D16.3]

HE (High Explosive; a type of attack including DC, aerial bombs and all
forms of Indirect Fire): [vs CE: D5.31] [CH: C1.53, C3.7-.74] [+1 TEM in
Deep Snow: E3.731] [German 28LL & 40LL EXC: C4.3] [IFT Use: C.6]
[Limited Stowage: C8.8] [Marsh: B16.31] [+1 TEM in Mud: E3.62] [To Kill
Table: C7.34]

HE Equivalency (use of AP/APCR/APDS/ATR/HEAT on IFT): C8.31

HEAT (High Explosive Anti-Tank): C8.3 [vs Cave: G11.835] [vs Guns:
C11.51] [HE Equivalency: C8.31] [vs Huts: G5.31] [IFT Resolution &
Personnel Target Restrictions: C8.31] [Range Effects NA: C7.24] [Rubble
Creation: B24.11] [vs Schuerzen: D11.23] [To Kill Table: C7.33]

Heat Haze: F11.62

Heat of Battle(HOB): A15 [Human Wave NA: A25.231]

Hex (the area inside the six hexsides which compose a hex, including those
hexsides and their vertices): [Location: A2.8] [Normal Stacking Limits: A5]

Hexside (one of the six lines which combine to form a hex; each hexside
also contains two vertices) [Hexside DRM: B.6] [Indirect Fire TEM: C1.52]
[MF cost: A4.131] [TEM: B1.16]

Hexspine (the hexside of an adjacent hex which combines with two hexsides
of the subject hex as if forming six spokes of a wheel; hexside E8-E9 is a
hexspine of hex F8 and hex D8): C3.2

HH (Hull Hit required)

HIP (Hidden Initial Placement): A12.3-.34 [Caves and Cave Complexes:
G11.3] [DLV: F11.601] [Field Phone: C1.23] [Emplaced non-vehicular Gun:
A12.34] [Interrogation: E2.22] [Japanese: G1.631] [Japanese Pillbox:
G1.632] [Loss in CC: A11.19] [T-H heroes: G1.422][VBM vs: A12.42]

HMG (Heavy Machine Gun): [AFPh: A4.41] [dm: A9.8] [First Fire: A9.2-
21] [Japanese Squad/HS, has B# and Multiple ROF lowered by 1: G1.611]


HS (Half Squad): A1.122[Casualty VC: A26.21] [Deploying: A1.31] [DYO:
H1.212] [Recombining: A1.32] [Stacking Equivalency: A5.5] [SW Usage:
A7.352]

ht: halftrack: D6.6

(i) Italian manufacture counter symbol: D2.5


IF (counter abbreviation for Intensive Fire): C5.6

IFE (Infantry Firepower Equivalent): C2.29 [Acquisition NA C6.53] [vs
AFV: A9.61] [Concealment Loss: A12.34] [Mandatory Fire Direction NA:
A9.4] [Pinned: A7.81]

IFT (Infantry Fire Table): A7 [HE Use: C.6]

IN/INTO (used in reference to the bottom of a Depression hex, rather than
to Crest status units in the same hex): A.6 [Gully Bridge: B19.3]

Inherent (any capability included within a counter with no need to be
represented by another counter; for example, any AFV has an inherent
crew that can Abandon the AFV and take separate counter form)

IPC (Inherent Portage Capacity): A4.42 [Broken Units: A10.4] [CX: A4.52]
[Voluntary Rout: A10.711]

IR (Illuminating Round): C8.7, E1.93 [NOBA: G14.672]


K (Kill): A7.302

K# (Kindling Number): B25.11

KGP (Kampfgruppe Peiper): P8.2

KIA (Killed In Action): A7.301

LATW (Light Anti-Tank Weapon; ATR, ATMM, BAZ, PIAT, PF/PFk,
PSK): C13

Lax: A11.18 [Inexperienced Personnel: A19.36] [Night: E1.62] [Non-elite
Italians: A25.64]

LC (Landing Craft): G12 [Non-CC Attacks vs LC: G12.6, Hit vs Passenger
Vehicle/Gun: G12.65]

LD (Counter abbreviation for leadership): A10.7-.72

LF (Limbered Fire): C10.24 [Gun Caliber Size EXC: C2.21]

LG (Leader Generation Factor): see National Capabilities Chart (A25) &
H1.8

LLMC (Leader-Loss Morale Check; an additional MC caused by the
elimination of a leader with a higher Morale Level than other friendly units
in the same Location. The level of the required MC is equal to the strength
of the negative leadership modifier of the affected leader; e.g., 0 is a NMC,
-1 is a 1MC, etc.): A10.2 [Cavalry EXC: A13.52] [Climbing EXC: B11.42]
[Leadership NA: A10.21] [Motorcyclist EXC: D15.55] [Prisoner NA:
A20.54] [Unbroken Japanese treat as LLTC: G1.62]

LLTC (Leader-Loss Task Check; an additional TC caused by the breaking
of a previously unbroken leader with a higher Morale Level than other
friendly units in the same Location. The level of the required TC is equal to
the strength of the negative leadership modifier of the affected leader; e.g.,
0 is a NTC,-1 is a 1TC, etc.): A10.2 [Human Wave NA: A25.231] [see all
LLMC Exceptions listed above]

LMG (Light Machine Gun): [First Fire: A9.2-.21] [Passenger Use: D6.1]

LOF (Line of Fire; the LOS along which an attack has been traced)

LOS (Line of Sight): A6 [Aerial Units: E7.25] [Atypical LOS: A6.12]
[Caves: G11.5] [Paratroops: E9.31] [Pier: G13.71] [Rice Paddy: G8.4]
[Seawall: G13.622]

LV: E3.1 [Falling Snow automatically causes Mist: E3.711] [Rain
automatically causes Mist: E3.52]

LVP (Location Victory Points): P8.2

M# (Manhandling Number): C2.27 [Pushing: C10.3] [Bamboo NA: G3.2]
[Caves: G11.76] [Deep Snow: E3.7332] [LC: G12.421] [Mud: E3.61] [Panji
hexside: G9.411]

MA (Main Armament; the most important weapon on a vehicle and the only
vehicular weapon which can possibly have a Multiple ROF. The Vehicle
Listings cite each vehicle's specific MA as does the counter display): D1.3
[AA Use: C2.6] [Disabled Recall: D3.7] [MG as: D3.53-54]

MC (Morale Check): A10.1 [Failure: A10.3] [Panjis: G9.31] [Passengers on
LC: G12.13]

MF (Movement Factor; a measure of movement capability for Infantry,
Cavalry, and Horse-Drawn vehicles): A4.11 [Cloaking: E1.42] [Deep Snow:
E3.733] [Drift: E3.752] [Ground Snow, all Infantry/Cavalry expend +1 MF
per elevation change: E3.723] [wearing Skis: E4.3]

MG (Machine Gun): A9 [Aerial vs AFV: C7.22] [Bore Sighting: C6.4-.44]
[CH NA: C3.7] [Leadership: A7.53] [by Pinned: A7.81] [TH vs AFV: A9.6]
[TK vs AFV: A9.61 & D3.53-.54] [Vehicular: see Vehicular MG: D3.5-.54]

ML (Counter Abbreviation for Morale Level): A10

MMC (Multi-Man Counter): A1.12

MMG (Medium Machine Gun): [AFPh: A4.41] [dm: A9.8] [First Fire:
A9.2-.21] [Japanese Squad/HS, has B# and Multiple ROF lowered by 1:
G1.611]

Mnvr (counter abbreviation for Maneuver)

Mobile (any vehicle which is not Abandoned, Bogged, Immobilized,
Shocked, or Stunned): D.7

MP (Movement Point; a measure of movement capability for vehicles) [Bail
Out NA: D6.24] [Deep Snow: E3.7331] [Drift: E3.752] [Expending more
MP than required: F11.74] [Ground Snow: E3.724]

MPh (Movement Phase): A3.3 [Boats on land: E5.21] [Water Movement:
E5.3]

MPV (Modified Point Value): H1.211

MTR (mortar): C2.2 [Gun Type: C2.22] see also Mortars: C9

NA (Not Allowed)

NA VCA (armament listed cannot fire through VCA)

NCC (National Capabilities Chart): A25, A./G.

NM (No Movement): C10.26

NMC (Normal Morale Check; requiring a DR <= the current Morale Level
of the unit - even if the unit is currently broken or suffering from a
reduced Morale Level. Leadership benefits apply to a NMC.): A7.303

Nml (counter abbreviation for Normal)

No IF (counter abbreviation that indicates a Gun cannot use Intensive Fire):
C5.63

NOBA (Naval OBA): G14.6 [Heavy Surf adds a +1 drm to its Accuracy dr:
G13.449] [IR: G14.672]

NT (Non-Turreted): D1.33 [Heroic CA Change: A15.23] [1MT: D1.322]

NTC (Normal Task Check; requiring a DR 5 the current Morale Level of
the unitÑeven if the unit is suffering from a reduced morale. Leadership
benefits apply) [from OVR, Japanese are exempt: G1.62]

NVR (Night Visibility Range): E1.1 - E1.16; [Concealment: E1.3] [Gun
Flashes: E1.81] [RB Factories: O5.311] [RB Roofless Factories: O5.48]

OB (Order of Battle): The forces which compose one side in any scenario as
defined by the scenario card: O11.2, P8.2

OBA (Off-Board Artillery): C1.1 [NA vs Cave unless it crosses the cave's
CA hexside: G11.84] [Column: E11.533] [Dust: F11.791] [DYO: H1.5-.53]
[DYO Chinese: G18.82] [DYO Japanese: G1.662] [Heavy Payload: C.7]
[KGP: PCG14] [LC: G12.63] [vs Mines: B28.61] [No Depletion Numbers:
C8.9] [RB: OCG6] [Shellhole Creation: B2.1] [vs Wire: B26.52]

OG: (counter and chart abbreviation for Open Ground): B1

One Man Turret (1MT): D1.322 [OT: British Vehicle Note O. (includes
German OT Vehicles)]

OP (Observation Post) Tanks: H1.46-.465

Open Ground (OG): B1 [Dash: A4.63] [Defined for Rout & Interdiction:
A10.531] [Desert: F1] [FFMO: any hex in which no positive TEM or LOS
Hindrance applies: A4.6] [Mud: E3.65] [OVR DRM: D7.15]

OT (Open Topped; AFV lacking full roof armor): D1.23 [Airburst: B13.3]
[BU Firing Restrictions: D5.3] [Crew Morale: D5.1]

OVR (Overrun): D7 [Armor Leader: D3.44] [BU CT AFV: D5.2]
[Buildings/cellars: B23.41] [Concealed Units: A12.41] [NA if in Convoy:
E11.2] [Crest: B20.92] [Dozer: G15.26] [Japanese are exempt for NTC:
G1.62] [NA against LC: G12.612] [Lumberyard NA: B23.211]
[Motorcycles: D15.43] [Random SW Destruction: A9.74] [TB non-factor:
B13.4212] [Unloading: D6.5] [Woods-Road: B13.32]

OVR Prevention: C5.64

P. (chart abbreviation for Possible)

P. Sh (Possible Shock): C7.41

PAATC (Pre-AFV Advance/Attack Task Check; NA to berserk/
Fanatic/Japanese/SMC): A11.6, G1.62 [vs Armored Cupola: O.7] [DC
Placement: A23.3] [1 PAATC: Chinese, Non-Elite Italians, Inexperienced,
Allied/Axis Minors] [OVR vs "?": A12.41] [Reaction Fire: D7.2]

Pacific Theater of Operations (PTO)

PBF (Point Blank Fire): A7.21 [vs Aerial Target is NA: E.5] [AFV in CC
NA: A11.62] [Canister EXC: C8.41] [CC NA: A11. l] [DC EXC: A23.1] [FT
EXC: A22.1] [MOL: A22.611] [Ordnance NA: C3.51] [Sewer: B8.3]

PF/PFk (Panzerfaust): C13.3 [Backblast: C13.8] [HE Equivalency: C8.31]
[KGP Setup: PCG13] [Residual FP NA: C13.31]

PFPh (Prep Fire Phase): A3.2 [Berserk NA: A15.432] [Creeping Barrage:
E12.73]

PIAT: C13.6 [Passenger Use: D6.1] [HE Equivalency: C8.31] [Gunflash NA:
E1.88]

Player Turn (The eight consecutive phases (RPh-CCPh) which are half of
one Game Turn. The half portion of each Game Turn in which a player
may move his forces is his Player Turn): A3

PP (Portage Points): A4.4 [CX IPC: A4.52] [IPC: A4.42] [Vehicular
Capacity: D6.1-.2] [0 PP if vehicle is in Convoy: E11.3] [Vehicular PP
Reduction: C10.13]

PRC (Passengers/Riders/Crew): A5.3 [Collateral Attack: A.14] [Double
Time NA: A4.5] [Heat of Battle NA: A15.1] [LLMC/LLTC: A10.2] [Night,
considered Lax: E1.62] [disembarking in Panji: G9.422; embarking: G9.51]
[Residual FP vs: A8.22] [TPBF vs: A7.211]

PSK (Panzerschreck): C13.5 [HE Equivalency: C8.31]

PTC (Pin Task Check): A7.305 [Collapsed Hut: G5.5]

PTO (Pacific Theater of Operations)

PTO Terrain: G.1

QSU (Quick Set-Up): C10.23

(R) (Radioless AFV): D14

R# (Repair Number): A9.72 [Hull Rear MG: D1.81] [Ordnance: C2.28]
[Vehicular Armament: D3.7]

RB (Red Barricades): O11.2

RB Campaign Game: O11

RCL (Recoilless Rifle): C12 [Gun Type: C2.22]

RePh (Refit Phase): O11.2, P8.2, P8.6

REV (counter abbreviation for Reverse): D2.2

RF (Rarity Factor): H1.3

RFNM (Restricted Fire, No Movement): C10.25

RG (Reinforcement Group): O11.2, P8.2

RG Purchase Record: P8.2

RG Strength, Quality, Weapons, and Leaders [KGP: P8.620]

RG Strength, Weapons & Leaders [RePh: O11.620]

RMG (Rear MG): hull: D1.81; turret: D1.82 [CC: A11.62] [OVR NA:
D7.11]

Rmvl (counter abbreviation for Removal): D6.631

ROF (Rate of Fire; see Multiple ROF): A9.2 & C2.24

RPh (Rally Phase): A3.1

RST (Restricted Slow Traverse): D1.321

RtPh (Rout Phase): A3.6, F.1C [Caves: G11.77] [from Cave Complexes:
G11.73] [Desert: F.1C] [does not normally Rout at Night E1.54] [onto
LC/Amphibian during Evacuation: G14.41] [OBA during: C1.51] [NA for
Paratroops: E9.5] [wearing Skis: E.4.33]

s: see Smoke

SAN (Sniper Activation Number): A14.1 [DYO: H1.29]

Scenario Attacker/Defender: The Scenario Defender is the side that sets up
wholly or partly on-board and does not have to capture terrain (on other
than its setup board(s)) in order to fulfill its Victory Conditions, while
facing an opposing side that enters wholly from offboard. This latter side is
termed the Scenario Attacker. The Scenario Defender and Attacker both
exist or neither does; a scenario cannot have one without having the other.
In scenarios where nether exists, the use of rules pertaining specifically to
their respective roles is not allowed. [Bombardment: C1.8] [Booby Traps:
B28.9] [Bore Sighting: C6.41] [Night: E1.2] [Pre-Registered Fire: C1.73]

Schuerzen (Sz): D11.2 [DYO: H1.42]

SCW (Shaped-Charge Weapons; PF/PFk, PSK, PIAT, BAZ): C13.9 [Cave:
G11.835] [FG NA: A7.5] [HE Equivalency: C8.31]

sD (Vehicular Smoke Discharger): D13.1 & D13.31 [Depletion Number
NA: C8.9]

SF (counter abbreviation for side-mounted FT): D3.6

SFCP (Shore Fire-Control Party): G14.61

sM (Smoke Mortar): D13.1 & D13.32

SMC (Single Man Counter): A1.11 [Captured AFV use: A21.22] [CC:
A11.14] [Firing crew-served Weapon: A21.13] [Night, Good Order SMC
considered Stealthy: E1.62]

SMG (Submachine Gun): An Infantry weapon inherently represented by a
squad's Assault Fire and Spraying Fire capabilities.

sN (Nahverteidigungswaffe; German AFV Close Defense Weapon System):
A11.622 & D13.34

sP (Smoke Pots): D13.1 & D13.33

SR (Spotting Round): C1 .31 [not considered Gunflashes, seen by Observer
only: E1.87]

SS: A25.11 [Massacre: A20.4]

SSR (Scenario Special Rule): Always takes precedence over Game System
rules.

ST (Slow Turret Traverse): D1.32 [1MT: D1.322]

SW (Support Weapon; any weapon depicted on a half inch counter): [DYO
Allotment: H1.83-.84]

Sz (Schuerzen): D11.2

(t) (Czech manufacture counter abbreviation): D2.5

T (Fast Turret Traverse): D1.31

T# (Towing Number): C10.1 & D1.5 [Narrow Street: P5.124]

TB (Trail Break): B13.421 [Dozer : G15.24] [Minefield: B24.74] [Mines:
B28.61] [Rubble: B24.71 & B13.4212] [Vehicle in Woods-Road: B13.31]
[Woods: B13.421]

TC (Task Check): A10.1 [Bog: D8.22] [Booby Traps: B28.9] [Deploying:
A1.31] [Immobilization: D5.5] [Infantry OVR: A4.15] [Kindling B25.11]
[LLTC: A10.2] [Passengers on LC: G12.13] [PAATC: A11.6] [Prisoner
attacking Guard: A20.55] [PTC: A7.305] [Set DC: A23.7] [Swimming: E6.1]

TCA (Turret Covered Arc): D3.12 [Bypass: D2.32] [TCA change with
Riders: D6.21] [Narrow Street: P5.121]

TEM (Terrain Effect Modifier: a DRM caused by terrain): A7.6 [LC
provides +1 TEM/LOS Hindrance only if beached: G12.81] [Ordnance:
C6.8]

TF (counter abbreviation for Turret FT): D3.6

TH (Tank-Hunter) Heroes: G1.421

TH# (To Hit Number): C3.3 Basic TH#: derived by cross-indexing Target
Type & Range on To Hit Table Modified TH#: Basic TH# plus any
modifications for Gun and Ammo Types

TI (Temporarily Immobilized): A4.8 [Berserk NA: A15.42] [Clearance
Attempts: B24.7] [Hooking/unhooking/pushing: C10.11-.3] [Mopping Up:
A12.153] [Scrounging: D10.5] [Searching: A12.152]

TK# (To Kill Number): C7.11 Basic TK#: Number beneath Gun Caliber &
Length on applicable To Kill Table Modified TK#: Basic TK# plus
applicable To Kill Modifications (Cases A-D) Final TK#: The Modified
TK# minus the AF of the Target Facing hit

TPBF (Tripled Point Blank Fire): A7.21-.212 [during the ATTACKER's
MPh in jungle, kunai, or bamboo Location: G.4] [vs Aerial Target NA: E.5]
[AFV in CC NA: A11.62] [Berserk: A15.432] [Bypass: A12.151] [CC NA:
A11.13] [DC EXC: A23.1] [FT EXC: A22.1] [MOL: A22.611] [Ordnance
NA: C3.51] [Pillbox: B30.44] [Reaction Fire: D7.2] [Spraying Fire NA:
A9.5]

UDT (Underwater Demolition Teams): G14.22, G14.561

UK (Unconfirmed Kill; the condition of an AFV and its crew/Passengers if
it has failed to recuperate from Shock): C7.4 [RePh: O11.6131, P8.6043]
[Unarmored NA: D6.71]

US# (Unit Size Number; SMC: 1, Crew/HS: 2, Squad: 3, 5/8" counter: 4,
Large vehicle or Gun: 5): A1.6 [Majority Type Squad: E.4]

VBM (Vehicular Bypass Movement): D2.3 [Burning Wreck Spreading Fire:
B25.6] [Concealed Enemy: A12.42] [Fire within Hex: C5.5] [(un)Hooking
Gun NA: C10.12] [Minefield: B28.44] [OVR NA: D7.13] [Reaction Fire:
D7.2] [Stationary Bypass: D2.34] [Street Fighting: A11.8]
[Unloading/Bailing Out: D6.5]

VCA (Vehicular Covered Arc): D3.11 [Motion VCA Change: D2.401]
[VCA Changes: D2.11] [Narrow Street: P5.123]

Vertex (a point in every hex where one hexside meets another; every whole
hex has six vertices of its own; when written as a three hex number
coordinate the first number is always the hex actually containing the unit
referred to): C.5

VP: A26.2 [allowed for units/equipment lost from Swamping/Beaching:
G13.84] [Captured Chinese Equipment: G18.44] [Desert: F.3] [Evacuation:
G14.42] [Exit Victory Conditions: A26.3] [LC: G12.84] [opponent does not
gain VP when Japanese are flipped to their Reduced side: G1.65]

vs: versus

WP: White Phosphorous A24.3 [vs Cave: G11.85] [DM: A10.62]
[Ordnance/OBA: C8.6]

X# (Breakdown Number; weapon is not repairable): A9.7 & A.11 [AFV:
D3.7] [BAZ: C13.47] [Captured: A21.11] [DC: A23.4] [Extreme Winter:
E3.741] [FT: A22.5] [Non-qualified use: A21.13] [OVR: D7.17]