Terrain+Pack+Rules

=Terrain Pack Rules= toc The original rules book is available from the official DoW site

=I. NEW TERRAIN TILES=

North African Desert Rules
In North African Desert scenarios, Armor Overrun Combat rules are amended as follows: On a successful Close Assault Combat, an ordered Armor unit may move into the vacated hex and may then move one additional hex; it may then battle again. All other rules relative to Armor Overrun Combat and Taking Ground remain in effect and are played normally. Example: Knightsbridge
 * Page 3**

Flooded Fields
In low-lying areas (such as Holland / The Netherlands), movement across countryside hexes (blank background) is severly restricted due to Flooded Fields. Hexes placed on the map act normally (forests, towns, roads, etc.). A new hex is introduced to act as open terrain for normal movement and distinguish itself from the Flooded Fields, called High Ground. Example: Valkenswaard
 * Page 4**

=II. NEW MARKERS=

Minefields
The scenario briefing notes indicate which side will lay Minefields. Quantity in Terrain Pack: #0-(3), #1-(2), #2-(2), #3-(2), #4-(1) So the odds of discovering #0 is 30%.
 * Page 7**

Minefields are set up on the board at the same time as terrain hexes. Before placing any Minefield, set **all** Minefield pieces with their picture of the land mine face up. Mix the pieces. Now place one Minefield piece, selected at random, face up (numbered side hidden) on each Minefield hex indicated by the scenario. Return any unused Minefield pieces to the box, their numerical face still hidden from the players’ view.

When entering a Minefield, a unit must stop and may not move any further on that turn.

If the unit entering the Minefield is an enemy unit, turn the Minefield piece over to reveal its strength number. If the Minefield is a decoy (“0” strength), remove it from the board. Otherwise, roll a number of Battle dice equal to the Minefield’s strength. Score 1 hit for each die matching the unit’s symbol or a grenade. Ignore all other symbols, retreat flag included. After any explosion, the Minefield remains in effect, its strength face up and visible to both players.

If the unit entering the Minefield is a friendly unit (ie a unit that belongs to the player who laid the Minefield down), the unit must still stop, but will ignore the Minefield, never revealing it, if hidden, nor rolling dice.

//Note: In accordance with the general rules of retreat, a Minefield has no effect on retreat moves. Therefore, a retreating unit may move through a Minefield without stopping. Retreating units that move onto or through a Minefield do not roll for hits.// Example: Across the River Roer

Battle Star Tokens
Battle Star Tokens are generic round markers associated with a terrain hex or unit.

Sabotage
This rule may be used to blow-up a fuel depot, a factory complex, a radar station or any other strategic objective.

To destroy the objective, the unit must be on the corresponding hex and roll its Close Assault combat dice. If a Star is rolled, the objective is hit and destroyed. Take the Battle Star as a Victory medal, and remove the destroyed terrain hex from the map.For another example of a potential Sabotage rule, check out the Blowing up a dam entry in the Landmarks section of this booklet.

Blowing up a bridge
The following two options describe different possible ways to handle the potential destruction of a bridge in a given scenario.


 * Option 1** – To blow up a road or railroad bridge, a player must, on his turn, play a Section card corresponding to the flank in which the bridge lays (if the bridge is across two distinct sections, the player may then play a Section card from either of the two sections).Upon playing the card, the bridge is destroyed and removed from the board. This action takes up the player’s entire turn, and the player does not draw a new command card at the end of his turn. Instead, his hand of command cards is now reduced by one less card for the rest of the game. Note: you don't have to have a unit adjacent to the bridge. Example: Relief of Peiper.


 * Option 2** – Same as above, but instead of triggering an automatic destruction of the bridge, the play of the Section card gives the player the opportunity to roll two Battle dice. If a star is rolled, the bridge is destroyed and removed, otherwise it survives the attack. Unlike in option 1, the attacking player does get to replenish his hand by drawing a Command card as normal at the end of his turn, regardless of whether the attack against the bridge succeeds or not.

Collapsible Rafts & Boats
In the Nijmegen Bridges scenario included in this expansion, Battle Star tokens are used to represent boats.

The three Allied infantry units on the left flank have collapsible flat-bottom boats. Place a Battle Star token in the same hex as each of these units, to distinguish them from the other units.

Units with boats may enter a river hex. A unit that enters a river hex must stop and may move no further on that turn. When on a river hex, reduce the number of battle dice the unit rolls by 1. A flag rolled against a unit in a boat on a river hex causes a loss of one figure instead of a retreat. Once the unit crosses the river, remove the unit’s Battle Star token; the unit has abandoned its boat, and may now no longer move onto a river hex.

Calling in Air Strikes (Hill 317 rule)
This is another scenario-specific rule, first introduced in Counter-attack on Mortain (Operation Lüttich: Attack on Hill 317). For as long as a unit occupies a specific terrain hex, the occupying player (here Allies only) may play any Recon card from his hand as if it was an Air Power card. This rule can be used with a hill, a church, a lighthouse, etc., or any other landmark offering an attractive observation post.

Forward Spotting Artillery
This is a variation of the Calling in Air Strikes rule, applied to Artillery: For as long as a unit occupies a specific terrain hex, Big Guns rules are in effect for all Artillery units (see the Big Gun rules in the Badges section of this rulebook).

Capturing Equipment
A Battle Star token may be used to identify a radar station’s new equipment, or any other valuable piece of equipment the enemy might want to capture. Place the Battle Star token on the precious cargo. An Infantry unit must stop on that hex to pick it up. From then on, the piece of equipment represented by the Battle Star moves with the unit. If the unit is destroyed, the equipment remains on the ground, waiting to be picked up by another unit using the same rule.

Freeing Prisoners
Using the same rule as capturing equipment above, a Battle Star can be used to represent an important prisoner waiting to be freed. The only difference is that the prisoner is killed if the unit freeing him up is destroyed. This prisoner would be located in a fortress or a prison camp.

Heroic Leader
A Battle Star token may represent a heroic leader. When in command of an infantry unit, this leader lets the unit ignore one flag and inspires his men, giving them an additional one Battle die when in combat. If the unit is eliminated, roll two Battle Dice. If a star is rolled, the Heroic Leader is lost, giving one Victory medal to his opponent. If he survives, move his Battle Star to the nearest friendly unit.

Sabotaging a Dam
In the Schwammenauel Dam scenario included in this expansion, Battle Star tokens are used to indicate German sabotage efforts. The Axis player may attempt to sabotage the Schwammenauel and Urft dams, when he has units on both or either dam hex. After playing a Command Card and before any units are ordered, he rolls two battle dice. For each star rolled, one Battle Star token is placed on a dam. If two stars are rolled and only one dam is occupied, only one Battle Star is placed on the occupied dam.

When a fourth Battle Star token is placed on the dam, it is considered successfully sabotaged: remove the tokens from the dam hex and place four Axis medals onto the German medal track! But beware: If an Allied unit captures the dam hex at any point before the Axis Battle Star token count reaches four, the tokens are removed and the sabotage process must start over.

=III. Landmarks= The Terrain Pack Expansion introduces a new category of terrain hexes featuring a variety of iconic buildings and emblematic constructions, referred to as landmarks. Sometimes these landmarks will be purely symbolic, simply adding flavor to a scenario. But often, they can play a key role in the scenario: an objective that must be destroyed; an objective that must be reached or entered to trigger a specific event or action; etc...

A Landmark’s effects may vary from scenario to scenario on a case-by-case basis, as described in its Special Rules or Conditions of Victory section.

Dams
Air check: 1 || * **Movement**: Impassable to Armor and Artillery. No movement restrictions for Infantry.
 * [[image:m44sed/dam.png]]
 * **Battle**: No combat restrictions. A unit on a Dam hex may ignore the first flag rolled against it. See specific scenario rules to determine how to sabotage a Dam.
 * **Line of Sight**: A Dam blocks line of sight. ||

Airfield
If indicated in the Special Rules of the scenario, a player may land reinforcements on an airfield hex when there are no enemy units on any of the airfield hexes. When a Direct from HQ command card is played, for one order, one infantry unit is placed on an airfield hex. The unit may not move or battle the turn it lands. Also see the optional Sabotage rules in the Battle Star Tokens section. ||
 * [[image:m44sed/airfield.png]]Air check: 0 || * **Movement**: No movement restrictions.
 * **Battle**: No combat restrictions.
 * **Line of Sight**: Airfield does not block line of sight.

Barracks
Air check: 2 || Same effect as a Town and Village hex. ||
 * [[image:m44sed/barracks.png]]

Cemetery
Air check: 0 || * **Movement**: No movement restrictions.
 * [[image:m44sed/cemetry.png]]
 * **Battle**: No combat restrictions. A unit on a Cemetery hex may ignore the first flag rolled against it.
 * **Line of Sight**: A Cemetery does not block line of sight. ||

Church
Air check: 2 || Same effect as a Town and Village hex. In addition, a unit on a Church hex may ignore the first flag rolled against it. Also see the Targeting optional rules in the Battle Star Tokens section. We recommend that players revisit the Sainte-Mère-Église scenario, with a church terrain tile placed in the town with the Axis infantry unit. The town now becomes a much stronger position on the Axis side. ||
 * [[image:m44sed/church.png]]

Factory Complex
Air check: 2 || See specific scenario rules for Factory Complex. By default, it has the same effect as a Town and Village hex. Also see the optional Sabotage rules in the Battle Star Tokens section. ||
 * [[image:m44sed/factory_terrain.png]]

Fortress
Air check: 2 || Same effect as a Bunker. In addition, either side may claim it as a defensive position. Units on a Fortress hex may ignore all flags rolled against the unit. Also see the optional Freeing Prisoners rules in the Battle Star Tokens section. Example: Battle of Warsaw ||
 * [[image:m44sed/fortress.png]]

Lighthouse
Air check: 2 || Same effect as a Town and Village hex. Also see the optional Calling in Airstrikes and Forward Spotting Artillery rules in the Battle Star Tokens section. ||
 * [[image:m44sed/lighthouse.png]]

Power Plant
Air check: 2 || Same effect as a Town and Village hex. See specific scenario rules for Power Plants. Also see the optional Sabotage rules in the Battle Star Tokens section. ||
 * [[image:m44sed/power_plant.png]]

Prison Camp
Air check: 2 || Same effect as a Town and Village hex. Also unit may ignore 1 flag. See specific scenario rules for Prison Camp. Also see the optional Freeing Prisoners rules in the Battle Star Tokens section. ||
 * [[image:m44sed/prison_camp.png]]

Radar Station
Air check: 1 || Same effect as a Town and Village hex. Also unit may ignore 1 flag. If a Battle Star is present on the hex, the player occupying the Radar Station benefits from the following feature: if his opponent desires to play an Air Power card against the owner of the Radar station, he must do so by declaring his intention in advance, one turn ahead, and displaying his Air Power card face up on the table. On his next turn, his opponent must then play his Air Power card. ||
 * [[image:m44sed/radar_station.png]]

Supply Depot
Air check: 2 || * **Movement**: No movement restrictions. When indicated in the scenario, destroying an enemy Supply Depot reduces the movement of all enemy armored units by one hex. || =IV. NEW OBSTACLES AND TOKENS=
 * [[image:m44sed/supply_depot.png]]
 * **Battle**: No combat restrictions.
 * **Line of Sight**: A Supply Depot blocks line of sight.

Field Bunkers
Example: Crucifix Hill

River Ford
Example:

Pontoon Bridge
Example: Across the Meuse

Road Blocks
Example: Beda Fomm

Trains
=V. NEW BADGES=

Big Guns
Example: Nijmegen Bridges

Combat Engineers
Example: Crucifix Hill

=VI. SCENARIOS IN TP= Knightsbridge Oasis, Wadis, North African Desert Rules. Nijmegen Bridges Collapsible Rafts & Boats, Railroads and Railroad Bridge, Fortresses, Big Gun. Schwammenauel Dam Dams, Sabotaging a Dam. Across the River Roer Lakes, River Fords, Minefields. .