
PLATOON LEADER 2.5
1.0 INTRODUCTION
Platoon Leader 2.5 is a system for playing tactical-level actions
using a series of interrelated firefights referred herein to as
a "campaign game" or CG. PL 2.5 aims to provide a concise,
enjoyable "campaign" experience, playable by the average
gamer over a couple of evenings. Critical Hit regularly releases
new CGs for use with Platoon Leader. The latest version of PL
is available @ www.criticalhit.com as a free download. This new
version supersedes versions 1.0 and 2.0 and all errata. PL 2.5
remains compatible with all previously-released campaigns.
1.1 GETTING STARTED: To begin the first scenario in a campaign, go to section 2.2 At Start Weather in these rules. Following the sequence from that point and using the CG Card will allow you to start the Initial Scenario of your Campaign Game right away.
1.2 THE PLATOON LEADER CG CARD: Each Platoon Leader 2.1 campaign is presented on a two sided "CG Card"; one for each nationality [EXC: Some earlier CGs provided one card for use by both sides]. This "CG Card" contains all the CG-specific information needed to play a particular campaign.
1.3 THE CG FIREFIGHTS: The parameters of the Initial Firefight for each CG are specified on each CG Card. Additional firefights for that CG are generated in a special sequence called the Reinforcement Phase (RePh). The CG concludes when the CG Victory Conditions are fulfilled by one side, one side concedes or upon completion of the last CG Firefight of that campaign. CG Balance Provisions provide for shifting the advantage in a CG, specified on each CG Card.
1.31 CG FIREFIGHT OBJECTIVES: Initial Firefight Objectives are provided on the CG Card, as are campaign Objectives. Unless otherwise noted, individual CG firefights are won by the side with the highest CVP total.
1.32 CONTROL FOR INITIAL FIREFIGHT: All Strategic Terrain Locations within a sides Initial Firefight setup area are controlled by that side.
1.33 CONTROL MARKERS/CONTROLLED TERRAIN: Any time during the play of a CG Firefight the players may place a friendly Control marker (EX: "Location Control" markers are provided in PL campaign games) or any mutually agreed-upon marker to signify the control of any Strategic Terrain hex/Location.
1.34 HISTORICAL CAMPAIGNS: In addition to historical ATTACKER, some CG Cards contain historical CP information. When such information is provided, players may wish to follow the CG Card specifics in lieu of using 2.5-2.52.
1.4 REORGANIZATION PHASE: Between CG Firefights players engage in a special phase known as the Reorganization Phase (RePh). During this phase, you will prepare for further action in the CG by purchasing reinforcements, taking stock of casualties, and other tasks necessary to conclude the previous CG Firefight and begin a new one.
2.0 THE NEW CG FIREFIGHT (Changes in Setup sequence, fort costs, many patrol details added)
NEW CG FIREFIGHT: The following steps represent the start of a new CG Firefight. The Initial Firefight in a CG begins farther below, at step 2.2.
2.1 CP REPLENISHMENT: Each side now makes a secret DR to replenish its CP (EXC: if CP are provided on the CG Card) using one of the Intensity columns provided in the CP Replenishment Table (2.12). The column (Low, Mid, or High) is provided in the campaign DRM section located on the CG Card. Each player now determines the number of CP they will receive, to be added to any remaining CP remaining unused from those previously allotted. These CP are then used to purchase new Reinforcement Groups (RGs).
2.11 INTENSITY LEVEL: CP replenishment for each campaign will be based on the intensity of the depicted campaign. While most infantry only campaigns will be of Low Intensity, many armor or amphibious campaigns will use Mid or High Intensity CP Replenishment
2.12 CP REPLENISHMENT TABLE: Match the Intensity Level given on the CG Card with the appropriate column on the CP Replenishment Table.
| Final DR | LOW | MID | HIGH |
| <2 | 16 | 25 | 34 |
| 3 | 15 | 24 | 33 |
| 4 | 14 | 23 | 32 |
| 5 | 13 | 22 | 31 |
| 6 | 12 | 21 | 30 |
| 7 | 12 | 20 | 29 |
| 8 | 12 | 19 | 28 |
| 9 | 11 | 18 | 27 |
| 10 | 10 | 17 | 26 |
| 11 | 9 | 16 | 25 |
| >12 | 8 | 15 | 24 |
DRM:
+/ HIST/CP DRM (CG Card)
+1 if Friendly selected Attack Option on previous CG Firefight
1 per each 10 CVP suffered by friendly side in previous
CG Firefight (include units lost during previous RePh)
BEGIN THE INITIAL CG FIREFIGHT
2.2 AT START WEATHER: The weather will be listed on the CG Card or otherwise determined by FSR.
2.3 PURCHASING REINFORCEMENTS: Both sides now secretly spend CP to purchase reinforcements from their respective CG Card tables. The ID and Unit Description is recorded on the players Purchase Record Chart, as are any fortification purchases, HIP data and any other applicable information. Any number up to the limit of CP available may be spent during a particular turn but players may wish to save CP to "lay in" a big attack later in the campaign. Reinforcements may be setup on map or may enter along the Friendly Map or Board Edge (as defined by A20.53 or CG Card FSR) as reinforcements on/after turn one.
2.31 PATROLS: Unless otherwise specified by the CG Card, each side may purchase Patrols for one CP each. Low Intensity CGs allow each side to purchase one Patrol per RePh, while Mid and High Intensity allow two. If not otherwise specified, a side which spends zero CP on Patrols may still conduct one Recon Patrol.
2.32 ON MAP SETUP: Any reinforcement group purchased for on map setup (or purchased for an Idle Firefight or held off map in the previous scenario) may set up within the friendly MLR/Controlled Terrain. (EXC: Units purchased/given for a non-initial CG Firefight may not set up in entrenchments which were also purchased/OB given during that RePh. Non-AFV units may not set up in open ground adjacent to enemy CTHC).
2.33 IN RESERVE: In any PL CG where Reserves are allowed, any reinforcement group whose ID begins with an "I", "G", "HW" or "A" may be purchased "In Reserve". A unit purchased "In Reserve" may setup on map during the CG Firefight for which it was purchased (unless an Idle Firefight occurs) or the Reserve unit may be retained off-map to enter normally during a subsequent CG Firefight. Use the principles of Cloaking (E1.4), but add one Dummy Cloaking counter per each individual group (i.e., Pltn., Sect. etc). purchased In Reserve. Units purchased In Reserve must setup > 7 hexes from the nearest enemy Controlled Terrain/MLR or enemy unit. Each unit setup In Reserve must remain Cloaked and may conduct no action whatsoever. Reserve units are not eligible Sniper targets. Note units In Reserve kept off map may not enter play until a subsequent CG Firefight but may be setup On Map normally at that time.
2.331 ACTIVATION OF UNITS IN RESERVE: A unit setup In Reserve (i.e., a Cloaking Counter) is "activated" if any of the following occur:
2.34 SETUP COSTS: Reinforcement groups may be purchased for on map setup, setup on map "In Reserve" or enter as reinforcements along a Friendly Map edge. Reinforcements have their CP cost increased or decreased by the following cumulative totals for setup:
| Unit Type | On Map | In Reserve |
| Infantry units (IDs: I and G) | +1 | -1 |
| AFV/Vehicles (IDs A and V) | +2 | -1 |
| Set up < 2 hexes from enemy CTHC | +1 | NA |
2.35 OFF BOARD ARTILLERY: To determined the ammunition of each OBA Module purchased, make a DR for each on the table below. This Table may be modified by an Artillery OBA DRM on the CG Card. Record the OBA ammunition strength on the RG Purchase Record on the line for that RG.
2.351 OFF BOARD ARTILLERY TABLE:
| Final DR | Strength | DRM: |
| <4 | Plentiful | +/ as per OBA DRM on CG Card |
| 5-10 | Normal | +/ as per Historical DRM on CG Card |
| >11 | Scarce | 1 Attack Option purchased also |
2.36 LEADER/ARMOR LEADER DETERMINATION: For each AFV/Infantry Platoon (Pltn, not Section) RG purchased (or OB given), make a secret DR in the appropriate column to determine the type of leader received for that Platoon. For a "Company" or larger unit used in some CGs, the CG Card will instruct you to make additional leader DR.
2.361 LEADER/ARMOR LEADER TABLE:
| DR | All Except Jap and Finn | Japanese | Finn | Armor Ldr. |
| <2 | 10-2 | 10-1 | 10-1 | 10-2 |
| 3 | 9-2 | 10-0 | 10-0 | 9-2 |
| 4 | 9-1 | 9-1 | 9-1 | 9-1 |
| 5-6 | 8-1* | 9-0 | 9-1 | 8-1 |
| 7-8 | 8-0* | 8-0 | 9-0 | - |
| 9-10 | 7-0 | 8+1 | 8-0 | - |
| >11 | 6+1 | 8+1 | - | - |
DRM:
+/ as per Leader DRM on CG Card
+/ as per Historical DRM if provided on CG Card
1 for pre-45 German Armor Leader
+0 for US/British Armor Leader
+1 for all other nationalities Armor Leader (incl. 45 Germans)
* Russian may choose Commissar if available (A25.22)
2.361 LEADER LIMITS: Neither side may begin the Initial Firefight with more than one each of the two top leader types listed for their nationality in the 2.361 Table. Example: The Japanese may only start with (infantry) 1x10-1, 1x10-0 plus (armor) 1x10-2, 1x9-2. Any rolled for in excess of this become the next available leader on the list (for instance, a 9-1 instead of a second 10-0).
2.37 RG OWNERSHIP: Each SW/Gun received must setup/enter with a unit of its respective RG only during the first CG Firefight in which it participates. Each Leader must setup/enter stacked with a MMC/AFV of its respective RGs only during the first CG Firefight in which that RG participates [EXC: If retained off-map for the entire CG Firefight or following CG Firefight is Idle.]
2.38 PURCHASING FORTIFICATIONS (FP): To purchase Fortifications, the player first expends CP to purchase FP (if available on the CG Card). Fortifications are purchased using FP. The specific type (and strength, if mines) purchased must be recorded on the RG Purchase Record in the "Fortifications" column. However, the actual on-map positioning of Fortifications may be deferred until that side sets up for the next CG Firefight. Allowable Fortifications and limits for their use are listed on the CG Card.
| Fortification Type | FP Cost | Fortification Type | FP Cost |
| Foxhole I | 3/2/11 | A-T Ditch S | 18 |
| Sangar I | 2 | A-P Mine | 2 per Factor7 |
| Trench | 7 | A-T/A-B Mine | 5 per Factor7 |
| "?" I | 1 2 | Set DC (A23.7) | 25 8 |
| HIP | 5/3/2/2/13 | Known Minefield S | x 0.8FP (FRU) |
| Roadblock | 12 | Dummy Minefield | As per F.7B |
| Wire | 10 | Cave S | 15 |
| Pillbox S | a*(b+c)4 | Cave Complex S | 7 9 |
| Fortified Building I | 125 | Tetrahedrons S | 15 |
| Tunnel S | 20 | Panji S | 2 per hexside |
| Booby Traps6 | 15 | Trip Flares | 1 |
NOTES:
1 FP for 3-, 2-, and 1-squad capacity, respectively.
2 May be used as Dummy Reserve Cloaking counters.
3 AFV/Squad/HS/Crew/SMC cost, respectively.
No >15% of a sides non-Reserve Infantry squads [EXC:
Japanese - 25%] may set up using HIP in a daytime CG Firefight.
4 Add CA DRM and NCA DRM and multiply the sum by the
Capacity.
5 Per Building Location. A Fortified Building Location
may not be exchanged for a Tunnel.
6 Creates Level A Booby Traps or increases preexisting
Level to next Level.
7 During set up, the strength of preexisting
minefields may be increased by adding extra A-P/A-T factors to
them. Minefield factors may not be exchanged for Booby Trap capability
or to increase an existing Booby Trap Capability.
8 Prior to play a DC available to a unit setting-up
on-map (EXC: units set up In Reserve) may be set up utilizing
HIP in a building/hut/rubble/bridge/pillbox/trench Location as
a set DC if in friendly Controlled Terrain.
9 At least four caves must be purchased to purchase
an additional Cave Complex.
I This Fortification may be added to an Isolated Location.
S This Fortification may only be purchased for an Initial
Firefight.
2.4 FIREFIGHT DETERMINATION: Both players announce their ELR and SAN and if they chose an Attack Option (EXC: when following the historical Attacker listed on the CG Card). The order of setup is determined by the type of CG Firefight (EX: Axis Assault, Allied Assault, etc).
2.41 FIREFIGHT TYPES: CG Firefights will be played in the form of either an Allied Attack, Axis Attack, Dual Attack or Idle Firefight. A CG Card may list the historical ATTACKER for each campaign. Players may wish to simply follow the historical example and dispense with the Attack Option altogether. Players who wish to recreate the Fog of War through the uncertainty of their opponents choice to attack or not, may spend CP to purchase the "Attack Option."
Dual Attack: Occurs when both sides have purchased an Attack Option. Make a dr to determine which side sets up first; if < 3 the Axis do; otherwise the Allies do. After all setup is complete, make another dr to determine who moves first in the same manner.
Allied Assault: In this CG Firefight, the Allied side, having purchased an Attack Option, is on the offensive. The Axis setup first; the Allies move first.
Axis Assault: In this CG Firefight, the Axis, having purchased an Attack Option, is on the offensive. The Allies setup first; the Axis side moves first.
Idle Firefight: In this CG Firefight, neither side has purchased an Attack Option. No firefight is played for this CG Firefight. Proceed to the RePh of the next CG Firefight.
2.42 NIGHT ASSAULT: Determine the Night Conditions as per the individual CG FSR Chart. NVR is always 0 in Dense Jungle hexes unless specified otherwise by FSR on the CG Card. Reinforcements entering from off-map always have Freedom of Movement (E1.21). A Night Attacker must dm all possible SW while cloaked. A night Defender may not use Bore-Sighted Firelanes if the Attacker sets up on board. All other Night rules apply normally as per E1.
2.421 DUAL NIGHT ASSAULT: If both sides purchased an Attack Option for a Night CG Firefight, both are considered Firefight ATTACKERS and the CG Firefight is treated as a Dual Assault. Both sides may use Cloaking. Neither side is restricted by the use of No Move counters (E1.21), and neither side receives the benefits/penalties of the Firefight Defender. The side moving first is still determined as in a normal Dual Attack (2.41).
2.5 REDEPLOYMENT OF UNITS IN FRIENDLY MLR: Perform the actions in this section only if this is not the Initial Firefight. Note that because they may move anywhere within the same friendly MLR, manned, mobile vehicles and non-Gun Crew infantry need not redeploy during this step and can be removed from the map at this point. They can instead set up during Firefight Setup below.
Each Attacker unit in a friendly MLR may be moved to another CTHC in the same MLR within its Maximum Redeployment Range, using the Redeployment Table. The Attacker may now conceal all units according to PL CG10 before the Defender may look at the map. The Defender now redeploys any such units after the Attacker, and may then conceal all units according to CG10 before the Attacker may look at the map.
2.6 FIREFIGHT SETUP: Players now setup according to the CG Firefight type (2.41). All purchased units must setup according to 2.32 and 2.33. Purchased units and most units in friendly MLR may be set up during this step.
2.7 PATROLS: Following setup (including IDLE firefights), players create and resolve any Patrols they purchased during the RePh.
2.71 CHOOSE AND RECORD PATROL TYPE:
a) Recon reconnaissance or surveillance
b) Ambush attack enemy patrols, convoys
and columns
c) Raid destroy or capture enemy personnel
or equipment
d) Anti-vehicle destroy enemy vehicles
2.72 At least one HS and no more than three squads may be assigned to a patrol. One unwounded leader must accompany the patrol and one unwounded hero may also join the patrol. The leader must be a Corporal, Sergeant or Lieutenant. Any SW may be carried, provided the Patrol still has >3MF. All units of a patrol must come from within 10 hexes of each other in the same friendly MLR. Place all units in a cloaking box.
2.73 Choose and record a Mission Hex for the patrol which must be Accessible to Infantry and <10 hexes from the MLR the Patrolling units came from. If an Ambush Patrol this must be concealment terrain.
2.74 The Patrolling player now rolls on the Patrol Detection Table and conducts all of the following steps:
| Patrol Detection Table | |
| <7 | Patrol conducts mission |
| 8-9 | Patrol compromised and returned to friendly MLR |
| 10-11 | Patrol reduced* - returned to friendly MLR |
| 12-13 | Patrol KIA* - returned to friendly MLR |
| >14 | Patrol KIA |
| *Use random selection to determine the unit(s) Reduced/KIAd. | |
| Patrol Detection and Return DRM | |
| -1 | Elite, Stealthy (each) |
| -1 | Recon type patrol |
| +/- | Leadership |
| +1 | Inexperienced, Lax (each) |
| +1 | Mission hex/adjacent hex contains enemy unit(s) (each) |
| +1 | Each 3 hexes >3 (FRU) Mission Hex is from friendly MLR |
| +2 | Day patrol (EXC: PTO) |
| +2 | Night Patrol PTO |
| +1 | No Moon or Full Moon |
| +1 | For every HS >1 Squad |
| +1 | Every SW PP >1 |
| +1 | Conducted attack [EXC: HtH CC] Return Table only |
| +1 | Pinned Return Table only |
| +2 | Broken Return Table only |
1) If the patrol is compromised (i.e., the Final DR is >7)
it must roll to ReturnStep 3.
2) If the patrol is conducted, move its cloaking counter to ground
level of the Mission Hex and conduct one of the following missions.
*If both players are Patrolling, the side which was the Defender
in the most recent firefight may choose the order of resolution.
RECON: Make a dr to see number of accessible hexes that can be Searched in/adjacent to the Mission Hex. For each hex searched, Patrols must search all ground level locations of that hex before searching any upper levels of that hex. All results are applied immediately. If any enemy unit(s) is present in the Mission Hex, roll for Ambush with an extra 1 for the Patrol [EXC: If there are Enemy HIP units in the chosen hex both sides roll without this or the 2 concealment DRM] then complete one round of CC.
AMBUSH: If any enemy unit(s) is
present in the location, roll for Ambush with an extra 1
for the Patrol [EXC: If no Enemy HIP units are in the hex both
roll without this or the 2 concealment DRM] then complete
one round of CC. All Patrol units must Return after this CC. Otherwise,
make a concealment gain dr
4 for each MMC (Leadership
and Stealthy/Nationality drm apply). (All SMC gain concealment
automatically.) If successful, leave a cloaking counter in the
Mission Hex. Only unsuccessful units must roll to Return.
RAID: If any enemy unit(s) is present in the location, roll for Ambush with an extra 1 for the Patrol [EXC: If there are Enemy HIP units in the chosen hex both sides roll without this or the 2 concealment DRM] then complete two rounds of CC. If there are no enemy units (other than dummies), the Patrolling player may move his Patrol to any other location in the same hex and repeat until ambush/CC occurs or there are no more locations. If the Patrols Mission Hex contains no enemy units, the Patrol may instead choose to fire at enemy units in any one adjacent hex as if it were its PFPh.
3) Patrolling player now rolls on the Patrol Return Table.
| Patrol Return Table | |
| <8 | Gets back safely |
| 9 | Loses any prisoner(s), back safely |
| 10-12 | Returned, Reduced* |
| 13 | Patrol KIA |
| >14 | Captured*, others KIA |
| *Use random selection to determine the unit(s) Reduced/captured. | |
4) Returned Patrol units may now be put in any friendly MLR. Both sides may now regain concealment as per CG11.
5) Conduct any other Patrols, then Return to RePh step 2.8.
2.75 PATROL SPECIAL RULES
2.751 If the Mission Hex contains Mines, they attack the Patrol with a +1 DRM. If the result is a PTC, there is no effect on a Recon or Raid Patrol, but other types must Abort (immediately roll to Return). Pinned and Broken units must always Abort.
2.752 If the Mission Hex contains Wire or Panji, apply a +1 drm to the Search, concealment gain, ambush dr or anti-vehicle CC.
2.753 If the Mission Hex contains Trip Flares and the Mission is at night, check to see if they go off with a +1 drm. If they do, the Patrol must immediately roll to Return with an additional +2 DRM. Otherwise the Patrol can continue normally.
2.754 Booby traps have no effect during Patrols.
2.755 The player that is patrolling may abort a Raid or Anti-Vehicle Patrol after the enemy units are revealed. If he aborts, neither side gets to attack.
2.756 CVP are recorded for the current CG date.
2.757 SW can be dm/reassembled at will for the patrol. Accordingly, a patrol rolls on the Detection and Return Tables with the dm PP, but may still use the weapon during/after the Patrol as if assembled. SW can be abandoned at any point, but must be if Patrol is reduced to less than 3MF.
2.758 A Patrol may always make one attempt to acquire any unpossessed Gun/SW in their location if there are no non-prisoner enemy infantry in the location at the end of the single round of CC. If successfully acquired, the Patrolling player may destroy the Gun/SW or attempt to Return with it.
2.8 FIREFIGHT COMMENCEMENT: Play commences after all setup and patrolling is complete.
2.9 CG FIREFIGHT END: When the dr at the end of the CCPh indicates that the CG Firefight has ended, play moves immediately to the Reorganization Phase below.
REORGANIZATION PHASE: Your presence at the CP of your unit is simulated by performing the series of five Segments (3.1 - 3.5) and their sub-steps which follow in order after each CG Firefight beginning with the conclusion of the Initial Firefight.
3.11 CASUALTIES: Losses suffered in a CG Firefight are placed in the appropriate box on the Platoon Leader Chapter Divider. The CVP total for a unit which cannot be removed (i.e., a vehicle wreck) should be tallied in the CG Roster in the "VP Tally Box". All RePh losses count for the previous firefight for all purposes. Recalled units are lost but are not counted for CVP.
3.12 BOG/MINEFIELD ENTRY: All effects of entering a bog or mine hex at any time during the Reorganization Phase take effect immediately, including dismounting PRC, etc. (see 2.8).
3.13 CONCLUSION OF CLOSE COMBAT/MELEE: Any units still engaged in CC/Melee must conclude all CC in the Location by undergoing an unlimited round of CCPh activities until one side has been completely eliminated. The side which went last on the final game turn is considered the ATTACKER. Prior to making any CC attacks, the following steps are applied:
a) Any vehicle currently in Motion in an affected Location may be moved to an ADJACENT hex within its current VCA (EXC: Vehicles may not be moved if the new hex necessitates a Bog Check or can only be entered using Bypass, including to avoid such a check) and stops.
b) Any unit currently on a Climb marker is placed in the base level of its hex and marked with a CC counter if the hex the unit is placed in contains enemy units.
3.131 ORDER OF RESOLUTION: All CC/Melee is concluded in any order chosen by the ATTACKER (as determined in 3.13).
3.14 AUTOMATIC RALLY: All Broken units are automatically Rallied (i.e., without necessitating a Rally DR).
3.15 MARKER/COUNTER REMOVAL: All
markers/counters listed below are removed from the map:
a) All OBA markers, radios, phones and OB AFV for "used"
OBA
b) Smoke and Vehicle Dust, Motion, BU/CE, HD
c) Acquired Target markers, Snipers
d) DM, Disrupted, Pin, TI, CX, Berserk, T-H Hero, Fanatic
Do NOT remove immobilized, bog, stun, malfunction, disabled, Shock/UK,
Prisoners, Wound, Hero, Encircled at this time.
3.17 ENCIRCLED UNITS: Each Encircled unit (EXC: Prisoners) must take a 1TC (leadership DRM apply normally). Failure of this 1TC results in the elimination of the unit. Each unit in a Location/hex is rolled for individually. Any such failure applied against the vulnerable inherent crew of an Immobile AFV/Vehicle leaves that AFV/ Vehicle Immobile and Abandoned. Remaining units begin the next CG Firefight under the effects of Encirclement (i.e., the Encircled marker is not removed during step 3.15).
3.171 PRISONERS: Any prisoners left in a hex in which all enemy units have been eliminated due to failure of the 1TC for Encircled units may automatically possess any SW/Guns dropped and are immediately Rearmed (as per A20.551).
3.18 VEHICLE MINEFIELD EXIT/UNBOG: Any Vehicle in a minefield must be moved to an enterable ADJACENT hex (EXC: Vehicles may not be moved if the new hex necessitates a Bog Check, requires a change of VCA or can only be entered using Bypass, including to avoid a Bog check). Vehicles immobilized by the minefields attack while attempting to exit remain in the original hex. Vehicles make one attempt to unbog applying all BOG DRM plus a -1 DRM if in a Friendly MLR. A mired vehicle is treated as immobilized (see 3.23).
3.19 AFV SHOCK/UK REMOVAL: The status of each AFV which is marked with a Shock/UK marker is resolved by flipping the marker to its UK side (if currently marked with Shock) and making one dr to determine if the AFV is eliminated or the marker is removed.
3.213 REDEPLOYMENT SITUATIONS: The units of each side
can end a Firefight in any one of five situations:
a) Within Enemy Main Line of Resistance (MLR)(2.5);
b) In Isolated Strategic Terrain (3.215);
c) In Uncontrolled Terrain (3.216);
d) In No Mans Land (3.217) or;
e) Within Friendly MLR. 3.214
3.214 REDEPLOYMENT OF UNITS IN ENEMY MLR: All Attacker units which end a CG Firefight in a non-Strategic Terrain hex/ Location within the enemy MLR lose any concealment and must attempt to redeploy to any friendly-controlled hex/Location within the nearest friendly Controlled Terrain Hex Cluster (CTHC), using the Redeployment Table. If no friendly-controlled hex is within their Maximum Redeployment Range or if they fail to redeploy (i.e., any result on the table that calls for the unit to remain in hex), they are eliminated (vehicles are replaced with their wreck side with CS NA). The Defender must now redeploy any units in the Attacker MLR.
3.215 REDEPLOYMENT OF UNITS ISOLATED IN THE ENEMY MLR: Attacker units in a Strategic Terrain hex/Location (and thus a Friendly CHTC) but within the enemy MLR are Isolated. They may now attempt to redeploy, after first losing any concealment, with the same penalties for failure as 3.214. The Defender may now redeploy any such units in the Attacker MLR.
3.216 REDEPLOYMENT OF UNITS IN UNCONTROLLED TERRAIN:Friendly units which end a CG Firefight in Uncontrolled Terrain must roll on the Redeployment Table to redeploy to any friendly-controlled hex/Location within the nearest friendly Controlled Terrain Hex Cluster (CTHC) if such a location can be reached by the unit without exceeding its Maximum Redeployment Range. If they do not redeploy, they are considered Isolated. Any Defender "Uncontrolled Terrain" redeployments follows the Attackers.
3.217 REDEPLOYMENT OF UNITS IN NO MANS LAND:Attacker units in No Mans Land must now attempt to redeploy, as per 3.216, followed by Defender units.
REDEPLOYMENT TABLE:
| Final DR | Infantry | Mobile Vehicle |
| <9 | Redeploys 1 | Redeploys |
| 10 | Redeploys, Replaced 2,3 | Redeploys |
| 11 | Redeploys, Reduced 3 | Remains in hex |
| 12-13 | Remains in hex, Reduced 3 | Eliminated CS NA |
| >14 | Eliminated | Eliminated CS NA |
3.22 REMOVAL OF UN-POSSESSED SW/GUNS/PRISONERS: All SW/GUNS which are not possessed by either side AND not within a Friendly MLR are removed from the game permanently. All guarded prisoners are removed from play now.
3.23 ABANDONED/IMMOBILIZED VEHICLES: Any Abandoned or Immobilized Vehicle (including Mired) which is not within 3 hexes of a friendly MMC/AFV/Vehicle OR within a friendly MLR after all redeployment is flipped over to its Wreck side with CS NA.
3.24 HIP UNITS: Hidden units which end a CG Firefight non-isolated (even if outside of the friendly MLR) may remain in their current Location (EXC: CA/TCA may be changed between CG Firefights) and may remain HIP for the next CG Firefight. All HIP units which are Isolated are subject to 3.121 and 3.14.
3.241 HIDDEN FORTIFICATIONS: All hidden foxholes, sangars, trenches and roadblocks not in concealment terrain and not in friendly MLR are placed on-map (EXC: any fortifications in the same Location as a unit which is eligible to remain HIP by the 3.24 method are not placed on map).
3.31 FLAMES/BLAZES/BURNING WRECKS: If the next CG Firefight takes place on the same calendar date, flip each Flame to become a Blaze. Place a Flame in each hex adjacent to a Blaze hex created before this step and remove the original Blaze as extinguished. If the terrain in such an extinguished Blaze hex is a building, cover it with the appropriate Rubble counter. Mark any non-building hex where a Blaze has burned out with a Cave or other irrelevant counter (i.e., Caves do not exist - it is simply a marker) to show that hex is now Open Ground). If the next CG Firefight does not take place on the same calendar date, treat each hex containing a Flame as if it contains a Blaze already and follow the preceding steps.
3.311 BURNING WRECKS: Replace a Burning Wreck with a Burnt Out Wreck marker, and if the location is burnable terrain and the next CG Firefight takes place on the same calendar date, place a Flame in the hex. Otherwise treat such hexes as if the Location itself contains a Blaze (as per 3.31).
3.32 EVACUATION OF THE WOUNDED: For each Wounded leader [EXC: not Japanese] a dr is made on the following table:
EVACUATION TABLE:
| dr | Result |
| < 2 | Remains in play |
| > 3 | Evacuated (removed from play) |
3.33 TVP AND SURVIVORS: Reward all TVP for controlled locations based on the current location of units. All units still on the Map are Survivors and remain where they are. They are not removed from the Map before the next CG Firefight, although their positions may be noted on a side record if players wish to "take down" the game before the next CG Firefight.
3.41 DISEASE & STARVATION: Disease and Starvation are only invoked by FSR. If in effect both sides make a dr on the Disease & Starvation Table to determine the number of squads that must suffer ELR replacement (A19.13). The owning player may choose any squads/equivalents to apply this result to, but must choose all Isolated units before applying Replacement to any non-Isolated unit.
DISEASE & STARVATION TABLE:
| dr | ELR Replacement | drm: |
| < 3 | 1 Squad | +/- Historical DRM |
| 4-6 | 2 Squads | |
| >7 | 3 Squads |
3.42 REGROUPING: All half-squads in the Friendly MLR must Recombine in the Location of one or the other HS. The resulting squad is based on the best HS (based on the owners choice) of the two if the principals of A1.32 do not apply (i.e., not identical strength factors). Players must first recombine all identical HS.
3.43 HEROES AND HEROIC LEADERS: Each remaining Hero remains in play normally or may be removed from play by being combined with any MMC within 6 hexes resulting in the immediate Battle Hardening of the affected unit with the next level (i.e., a 4-6-7 is replaced by a 4-6-8) MMC (EXC: Elite MMC become Fanatic). Each heroic leader may have its Hero marker removed and be Battle Hardened to the next higher class unless no further promotion is available (i.e., British 10-3). Remove any Heroes that cannot combine until each side has <1 hero in play.
3.44 BRAVERY AND BATTLEFIELD PROMOTIONS: Make a secret dr on the table below to determine the number of MMC which may be Battle Hardened to the next highest class [EXC: Elite MMC become Fanatic. No unit may Battle Harden more than once during the RePh].
BATTLEFIELD PROMOTION TABLE:
| Final dr | # of MMC | drm: |
| < 0 | 4 | -1 friendly side won this CG Firefight |
| 1 | 3 | -1 per 20 CVP amassed by friendly side |
| 2-3 | 2 | in this CG Firefight |
| 4-5 | 1 | +/- as per CG CARD |
| >6 | 0 | +/- as per Historical drm (if provided) |
3.45 LEADER GENERATION/IMPROVEMENT: Make a second dr on the Battlefield Promotion Table, ignoring any CVP drm and adding an additional +2. The "# of MMC" result is the number of leaders the player may choose to Battle Harden and/or Generate (using the 3.121 Table and the current CG Firefight DRM). A side may only Generate a total of one fewer leaders than they lost in the current CG/RePh and never more than there are MMC remaining on board for that side. (EX: An American side rolls a dr of 3, yielding a final dr of 2 [+2 for 3.25, -2 Historical, -1 for winning the Firefight] for a "2" result. Having lost 2 leaders in the firefight and RePh, the American side can Generate one leader on the 3.121 table and harden one other). Created Leaders must be placed with non-Isolated MMC on map or be retained off-map.
3.46 UNJAMMING GUNS AND REPLENISHING AMMO:Any malfunctioned/Low Ammo (not Disabled) SW/Guns/MA (including vehicular FT, MG, SA, etc). possessed by non-Isolated units are automatically repaired (i.e. SW/Guns/MA of isolated units begin the next CG Firefight in their malfunctioned state). Disabled weapons can be repaired on a DR < 3 (Leadership, Inexperience, Captured Use and Ammunition Shortage DRM apply). Depleted special ammo, and used FT, BAZ/PSK and DC are replenished only by FSR.
3.47 REPAIRING IMMOBILIZED VEHICLES: The owning player may make one dr for each immobilized vehicle he has within a friendly MLR. On a dr of <=1 (leadership drm apply), the vehicle regains mobility.
3.48 ELR LOSS/GAIN: Each side now makes a DR to determine if its present ELR changes. On a Final DR of < 3 that sides current ELR increases by one to a maximum of 4. On a Final DR > 13 its current ELR decreases by one, to a minimum of 0. Update any change in a sides ELR in the "ELR" column of the CG Roster for that CG Firefight. A sides ELR applies to all non-crew infantry units of that side. Battlefield Integrity (A16.) rules should not be used in a PL 2.5 CG. Some CG will begin with a sides ELR starting at 5. Once reduced, ELR will not return to "5". The following cumulative DRM apply to the ELR Loss/Gain DR:
| ELR Change DRM: | |
| 1 | Friendly side won last CG Firefight (if possible) |
| 2 | per Friendly Elite Infantry Pltn purchased in the previous CG Firefight. |
| 1 | per Friendly 1st Line Infantry Pltn purchased in the previous CG Firefight. |
| +2 | if Friendly side selected an Attack Option in the previous CG Firefight. |
| +1 | per CG Firefight completed since the start of the CG without an Idle CG Firefight occurring. |
| +/ | Historical DRM from CG CARD for the friendly side. |
3.52 FORTIFICATION CLEARANCE: Attempts may now be made for Clearance of any Rubble, Mines, Wire, Roadblocks, Set DC and Flame allowed by B24.7 in friendly CTHC or within the friendly MLR. If a Location contains more than one type of fortification (all mines are considered the same type), the side may roll once for each, but must announce which one is currently being rolled for, so if the A-P Mine Clearance Attempt fails then no other Clearance Attempts may be made in that Location). Only one attempt may be made per "item" for each Location during this step. Labor status is NA for this removal dr and only the drm listed below are applied to this Clearance dr.
| Final dr | Effect |
| 1-3 | Eliminated * |
| >4 | No Effect |
drm:
+1 Panji/Minefield/Wire/Entrenchment is adjacent
to enemy CTHC.
+1 Roadblock along a hexside of an enemy CTHC
or is along a hexside of a hex that is adjacent to an enemy CTHC.
+1 Fortifications/A-B Mines are in a Water Hex.
-1 Friendly side currently contains
three non-Isolated
Assault Engineer squads.
* Vs a Known minefield, this result Eliminates all mines (A-P,
A-T, and A-B) in the Location.
Vs a Known minefield or Panjis, an Original dr of
6 results in Casualty Reduction for one MMC (Assault Engineers
if possible, otherwise owner's choice of Elite MMC; if no Elite
MMC is available, Reduce a First Line WC; if no First Line available
in the owner's OB, then Reduce a Second Line, and so on).
RETURN TO THE 2.1 NEW CG FIREFIGHT STEP NOW
4.1 CAMPAIGN GAME SPECIAL RULES: The following apply to all Platoon Leader 2.5 campaigns [EXC: unless specified otherwise by FSR on the CG Card.]
CG1. TERRAIN AND MAP CONFIGURATION: Specified on each CG Card or as per any provided historical maps.
CG2. CG FIREFIGHT END: All CG Firefights have a variable game length. If the moving player makes a Game End dr £ the circled number in the current turns box the CG Firefight ends immediately. After the first Game Turn that the firefight could end, the player moving second receives a -1 drm. A Firefight may also end at any time by mutual agreement.
CG3. GUNS: Bore-sighting is allowed in a CG normally. A Gun set up in a Pillbox or Fortified Building Location may never be moved during the course of that CG [EXC: if it can be dismantled]. A HIP Gun, once revealed, may only set up hidden in a subsequent CG Firefight using allowed purchased HIP but may otherwise be setup concealed if able to do so. Otherwise, Guns may always be setup hidden in the Initial Firefight.
CG4a. BOMBARDMENT: Only one Bombardment may be used per CG Firefight per side (if available). Bombardments are resolved after all setup but prior to the first Wind Change DR of the CG Firefight. The CG Card will specify the extent (i.e., number of hexes) of any available Bombardment.
CG5. TERRAIN CHANGES: During the course of a CG, alterations of printed mapsheet terrain become permanent. All counters for Fortifications, Mouseholes, Breaches, Rubble, Collapsed Huts, Trailbreaks, Shellholes and Wrecks are left on-map between CG Firefights. Terrain Blazes are resolved as per RePh step 3.31. A Burnt-Out Wreck may neither catch fire nor be Scrounged.
CG6. REINFORCEMENTS/ENTRY: All reinforcements purchased for the current CG Firefight, as well as previously purchased units voluntarily held off-map as reinforcements, enter on/after turn one during that CG Firefight. Some, all or none may enter on each turn (see CG specific FSR for entry areas).
CG7. NON-ENTERING REINFORCEMENTS: Each RGs, or part
thereof, not entering play/used during a CG Firefight is still
available for the next CG Firefight [EXC: Air Support and "used"
OBA]. Furthermore, each purchased RGs, or part thereof, is retained
until eliminated or Recalled in a CG Firefight or its subsequent
RePh. For purposes of this rule, an OBA RGs
is considered "used" if
one FFE:1 counter
from that module was placed during any CG Firefight [EXC: OBA
which has only fired IR is not considered "used"].
CG8. MAP EXIT: Any Good Order personnel (including their possessed weapons) and non-Recalled mobile vehicles may exit the map during play but only from a hex along a Friendly Map Edge. Such a unit may not reenter during that CG Firefight but is retained in that sides OB for the next CG Firefight. All other units (EXC: units exiting to acheive Objectives) exiting the map (as per A2.6) are eliminated and counted toward any CVP total.
CG9. MASSACRE: Massacre (A20.4), if invoked during a CG Firefight, is in effect for the duration of the entire CG.
CG11. MISCELLANEOUS: All Malfunctioned SW/MA/SA must have a Repair dr made during each subsequent RPh until Repaired or Xd [EXC: Leaders with broken units in their hex may attempt to rally those units instead of attempting repair for SW they possess.] Non-captured, mobile AFV (including HT) may not be voluntarily Abandoned during play. Any 5/8" counter set up beneath a Trench counter (as per B27.51) may be removed from below that counter on any subsequent CG Firefight.
CG12. SURF CONDITIONS: Immediately after the first friendly unit enters an Ocean/Shallow Ocean hex, the Firefight ATTACKER must roll for the Surf Conditions (G13.44). He must then do so for each CG Firefight thereafter, during the first RPh, prior to determining Wind Change.
CG13. AIR SUPPORT: Air Support is determined as per E7.2-.21. Napalm may be rolled for as per G17.4 if allowed for a nationality.
CG14. BOOBY TRAPS: Booby Trap (B28.9) capability may be purchased if allowed by CG FSR and can only be in effect within the friendly setup area controlled at CG Firefight start or the friendly MLR. Mine Factors may not be exchanged for Booby Traps.
CG15. WATER OBSTACLES: All Streams are Shallow and Rivers/ Canals are Deep unless the CG defines otherwise.
CG16. OPTIONAL WEAPONS/CAPABILITIES: Optional Weapons/ Capabilities (Examples: PF, ATMM, AFV AAMG, AFV Gyros, Schuerzen, etc.) are always available to purchased units provided the CG date matches the historical date and the correct dr/DR is made.
5.1 DEFINITIONS & ABBREVIATIONS: For the sake of brevity, abbreviations are used throughout these rules to refer to specific terms. Note that the terms "campaign" and CG are used interchangeably throughout. See below for a listing of the terms and abbreviations used in this rules set:.
Allied Side: Any nationality which fought against Germany, Italy, and Japan (includes Romania after joining the Allied side in 1944; also includes the Spanish Republican Army during 1936-39 and Ethiopia of 1935-36).
Attacking Side: The side that has the overall onus to attack in a particular CG. Usually, this side moves first in the Initial Firefight.
Attack Option: Purchased during the RePh, this allows a side to set up second and move first [EXC: Dual Attack; Attacker assigned for Initial Firefight.]
Axis Side: Germans, Italians, Japanese, Finns and all Axis Minor countries (includes Vichy forces and the Spanish Nationalist Army during 1936-1939).
CG Card: Campaign Game Card, provided for each side.
CG End: The conclusion of the last CG Firefight listed on the CG Card for that campaign, or if one side concedes the campaign.
CGs Roster: The form provided to record information for each campaign. One line is to be filled out for each CG Firefight.
CG Firefight: A period of time (2-24 hours) is represented by one CG Firefight. Each CG Firefight [EXC: the Initial Firefight] begins upon the completion of the Reorganization Phase.
CG Firefight End: Occurs when both the CG Firefight being played and the ensuing RePh (2.1) has been completed.
CG TVP Total: The TVP value calculated by adding the sides Current TVP Total to that sides CG TVP Total, if any, from the preceding CG Firefight(s).
Controlled Terrain Hex Cluster (CTHC): All hexes/Locations < 2 hexes from any controlled Strategic Terrain Location/hex. Each hex of the cluster is Controlled Terrain for the side that controls the Strategic Terrain Location [EXC: No Mans Land].
Campaign Points (CP): Used to buy Reinforcement Groups (RGs) during the Reorganization Phase.
Entry Area: Each map edge or hex designated by the CG Card as eligible for a side to use to enter units into the battle area.
Fortification Points (FP): Used to purchase Fortifications during the Reorganization Phase.
Friendly Board Edge (FBE): Each edge of the map designated by the CG card as Friendly to that side. Also known as the friendly map edge (FME).
Idle: A side is assumed to be Idle if they did not purchase an Attack Option during the Reorganization Phase.
Idle Firefight: A CG Firefight in which neither side has purchased an Attack Option. The Initial Firefight can never be an Idle Firefight.
Initial Firefight: The first firefight of a CG. Some conditions may be specified by Firefight Special Rules (FSR) that apply only to the Initial Firefight.
In Reserve: Certain RGs may be purchased "In Reserve" at a reduced cost, allowing them to be set up on map during the CG Firefight for which they are purchased but at a specified distance (usually at least 7 hexes) from the enemy, all according to 2.33.
Isolated Location: Any location which is not in or adjacent to a friendly MLR.
Isolated Units: Any unit which ends a CG Firefight in an Isolated Location is considered Isolated, as is any unit in No Mans Land if it cannot trace a line of hexes to a friendly MLR or its Friendly Board Edge free of any hexes of enemy-Controlled Terrain Hex Clusters. Also, any unit in a friendly-Controlled Terrain Hex Cluste r which cannot trace such a line [EXC: not including its own hex, even in a building Upper-level], no matter how convoluted, is Isolated. Isolated units are subject to Ammunition Shortage (A19.131) until the moment they begin a new CG Firefight not Isolated. Make a side record of the affected units ID.
Main Line of Resistance (MLR): Each sides friendly MLR consists of all hexes of all non-Isolated friendly Controlled Terrain Hex Clusters [EXC: No Mans Land] and any uncontrolled hexes between them and that sides Friendly Map Edge (always using the shortest path between the two, but any hex grain). Each sides MLR may consist of more than one grouping of Controlled Terrain Hex Clusters, as determined by the paths drawn from the Clusters to the friendly Map edge. There is no requirement for a continuous, unbroken "front line" (see 3.15 for Rivers/Bridges).
Military Crest: A Hillock Summit hex or the highest crest line of any hill mass. Control of a Military Crest can only be gained by controlling all contiguous locations of that crest line.
No Mans Land: Any non-Strategic Location/hex within both a friendly and enemy CTHC is considered No Mans Land.
Objectives: The assigned mission of the Firefight or CG. Formerly "Victory Conditions".
Redeployment: The process by which a unit attempts to move from its Location, or leave an Isolated Area, No Mans Land, enemy MLR, or Uncontrolled Terrain hex at the end of a CG Firefight.
Reorganization Phase (RePh): A series of steps performed between CG Firefights.
Reinforcement Groups (RGs): Usually a number of units/Equipment purchased as a group for use in a CG in addition to a sides OB provided at start. Also includes FP, MOL capability, SAN increase, OBA, Pre-Registered hexes, Off-Board Observers, Ship-Board Observers, Spotter Planes, etc.
RGs Purchase Record: Form provided to record information and units purchased during a Platoon Leader campaign.
Survivors: All units in a sides OB that remain in play at the conclusion of a CG Firefight.
Terrain: The type of topographical area in play during a CG.
Terrain Victory Points (TVP): Awarded to side which last controls a particular Location listed on a CG Card as having some TVP value. Amount of TVP per Location are determined by the CG Card or on map for campaigns using historical maps. TVP are not in all CG.
Uncontrolled Terrain: All hexes that are outside any MLR or CTHC.
Used OBA: An OBA module is considered 'used' and thus not available for future Firefights if it has placed >=1 FFE. Starshells do not count as use. Pre-reg hexes are retained along with any retained OBA, and may be re-set for any subsequent Firefight.
Woods-Line: A Woods-Line consists of the hexes which are adjacent to non-woods terrain in any group of > 3 connected Woods/Jungle/ Forest hexes (EX: Hex 19J2 is a Woods-line hex; 19I2 is not).