Squad Leader Rules TOC

Table of Contents (based on the SQUAD LEADER 4th Edition rules on BGG)

1. INTRODUCTION:
2. UNIT COUNTERS
3. THE MAPBOARD
4. SEQUENCE OF PLAY:
4.1 RALLY PHASE
4.2 PREP FIRE PHASE
4.3 MOVEMENT PHASE
4.4 DEFENSIVE FIRE PHASE
4.5 ADVANCING FIRE PHASE
4.6 ROUT PHASE
4.7 ADVANCE PHASE
4.8 CLOSE COMBAT PHASE
4.9 End Turn
5. MOVEMENT:
6. STACKING
7. BASIC LINE OF SIGHT (LOS)
8. FIRE COMBAT PRINCIPLES
9. FIREPOWER MODIFIERS
10. FIRE COMBAT RESOLUTION
11. TERRAIN EFFECTS MODIFIERS
12. MORALE
13. BROKEN UNITS
14. RALLYING OF BROKEN UNITS
15. LEADERSHIP
16. DEFENSIVE FIRE PRINCIPLES
17. MACHINE GUNS
18. FATE
19. PROCEDURES OF MOVEMENT AND FIRE
20. CLOSE COMBAT
21. PREPARE FOR PLAY
22. FLAMETHROWERS
23. DEMOLITION CHARGES
24. SMOKE
25. CONCEALMENT
26. FANATICISM
27. SEWER MOVEMENT
28. ARMORED FIGHTING VEHICLES (AFV’S)
29. VEHICLE STACKING AND PLACEMENT
30. AFV MOVEMENT
31. TRANSPORTING INFANTRY / TANKS AND SP GUNS
32. AFV’S AS COVER
33. AFV COMBAT
34. AFV’S VS. INFANTRY
35. OVERRUNS
36. INFANTRY VERSUS AFVs
37. SPECIAL INFANTRY WEAPONS VS. AFVs
38. FATE VERSUS ARMOR
39. IMMOBILIZATION
40. WRECKS
41. MISCELLANEOUS ARMOR INFORMATION
42. HIDDEN INITIAL PLACEMENT
43. ADVANCED LINE OF SIGHT (LOS)
44. RURAL TERRAIN TYPES
45. OFFBOARD ARTILLERY
46. ARTILLERY FIRE MECHANICS
47. Halftracks
48. Anti-Tank Guns
49. NIGHT RULES
50. THE AMERICANS
51. Trucks
52. JEEPS
53. WIRE
54. ENTRENCHMENTS
55. MINEFIELDS
56. BUNKERS
57. UPPER BUILDING LEVELS
58. RUBBLE
59. FIRE
60. RIVER CROSSINGS
61. SNOW
62. ROADBLOCKS:
63. ON BOARD ARTILLERY
APPENDIX
OPTIONAL RULES

ADVANCED SEQUENCE OF PLAY
1. RALLY PHASE
1.1 Remove roadblocks (62.3), wrecks (40.4), and TI counters.
1.2 Repair malfunctioning AFVs and support weapons (18.2).
1.3 Rally broken units (14.1).
1.4 Establish (46.11) and maintain radio contact (46.12).
1.5 Place Artillery Request Counter (46.13).
1.6 Correct or withdraw Spotting Round and FFE counters (46.3).
1.7 Roll for night visibility range (49.11) first rally phase of each game turn.
1.8 Place starshell counters (49.6).
1.9 Remove DM counters (14.6).
2. PREP FIRE PHASE
2.1 Remove old smoke counters (24.8), place new smoke counters (24.3).
2.2 Fire at enemy units (4.2), Counter Battery Fire (45.4) resolve FFE (46.5), roll for entrenchments (54.2), attempt to
clear minefields (55.5), attempt to clear wire (53.5), check for fires. (59.3)
2.3 Place Prep Fire Counters.
3. MOVEMENT PHASE
3.1 Roll for MF loss of units on wire hexes (53.4).
3.2 Move any attacking units which did not fire in Prep Fire Phase (4.3) and remove any concealment counters from those
units which moved (25.4).
3.3 Place Demolition Charges (23.3), roll for possible AFV immobilization (39.1), remove wire destroyed by AFVs (53.7),
resolve minefield attacks (55.2).
3.4 Place Concealment counters on units using Sewer Movement which end their turn not adjacent to an enemy unit. (27.5).
4. DEFENSIVE FIRE PHASE
4.1 Fire at enemy units (16.2) resolve FFE (46.5), check for fires (59.3), resolve Overruns (35.6)
4.2 Remove Concealment counters from units adjacent to unbroken enemy units (25.4)
4.3 Remove all Track counters
5. ADVANCING FIRE PHASE
5.1 Fire any moving units at half firepower or those which neither moved or fired at full firepower (4.5), resolve placed
Demolition attacks (23.4).
5.2 Roll for possible spread of fire (59.4).
5.3 Remove all Prep Fire counters
6. ROUT PHASE
6.1 Broken units rout to cover (13.4).
7. ADVANCE PHASE
7.1 Attacking player may move all non-broken units one hex. (4.7).
7.2 Remove Concealment counters from units adjacent to unbroken enemy units. (25.4).
8. CLOSE COMBAT PHASE
8.1 Replace Artillery Request counters with placement of initial spotting round (46.2).
8.2 Conduct all Close Combat attacks (20.2).
8.3 Return unsuccessful Close Combat infantry from AFV to the original hex of advance (36.24).
8.4 Remove starshells (49.6) and place Concealment counters on units which neither fired nor moved during player turn

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