Core of Heroes and Leaders mod

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asl3d
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RE: Core of Heroes and Leaders mod

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Omaha full boards until now 8

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RE: Core of Heroes and Leaders mod

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Omaha full boards until now

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RE: Core of Heroes and Leaders mod

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Omaha full boards until now

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RE: Core of Heroes and Leaders mod

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Omaha full boards until now....

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RE: Core of Heroes and Leaders mod

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Omaha full boards until now

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RE: Core of Heroes and Leaders mod

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Omaha Fox Green full board

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RE: Core of Heroes and Leaders mod

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Omaha full boards until now ...

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RE: Core of Heroes and Leaders mod

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Omaha full boards until now ...

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RE: Core of Heroes and Leaders mod

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American Eagles full boards until now ...

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RE: Core of Heroes and Leaders mod

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Omaha full boards until now

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RE: Core of Heroes and Leaders mod

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American Eagles full boards until now ...

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RE: Core of Heroes and Leaders mod

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American Eagles full boards

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RE: Core of Heroes and Leaders mod

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STREAMS

A stream is a gully containing a small rivulet.

A hexside containing a thin meandering blue line enclosed in a layered brown, and dark green background which extends through two hexes is a stream hexside.

A stream hexside is located 1 level below the surrounding terrain.

Units cannot be placed inside a stream because a stream is a hexside and can only be crossed.

One stream hexside is open terrain for LOS purposes, so it does NOT block or degrade the LOS.

It cost 3 MP for fulltracked vehicles to cross a stream hexside.

It cost 6 MP for halftracked vehicles to cross a stream hexside.

Vehicles with only wheels cannot cross a stream hexside.

The infantry costs 3 MF to cross a stream hexside.

A stream hexside does not provide any TEM.


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RE: Core of Heroes and Leaders mod

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SWAMP

A Swamp represents pockets of alternating ankle-to-waist high water and swampy ground overgrown with vegetation. Any hex whose center dot is inside a dark bluish-green background containing black Swamp symbols is a Swamp hex.

A Swamp hex is a hindrance to same-level LOS and causes a degradation effect for every Swamp hex between same-level target and firing hexes.

A Swamp hex is a Whole hex for the purposes of the LOS drawn through it.

A Swamp hex has no TEM for fire traced into it.

The Infantry/Cavalry can enter a swamp hex with a cost of 2 MF.

It cost 3 MP for fulltracked vehicles to enter a Swamp hex.

It cost 9 MP for halftracked vehicles to enter a Swamp hex.

Vehicles with only wheels cannot enter a Swamp hex.

No Fortifications are allowed in a marsh unless on a bridge.

A Swamp hex is at the same level as the surrounding terrain.


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RE: Core of Heroes and Leaders mod

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BLAZE

A fully developed Fire in a hex, called a Blaze, prevents the presence in the hex of units and affects to LOS.

The Blaze can be set deliberately, or by accident as a result of combat in Burnable Terrain.

If not for the reasons stated above, the units may not deliberately cause a fire.

Fires may be activated from the start of the scenario.

Fires cannot be extinguished during scenario development.

No unit can enter a hex containing a Blaze. All hexsides of a hex containing a Blaze are blocked.

The Blaze that is in a hex is an obstacle that blocks the LOS up to level 3.


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RE: Core of Heroes and Leaders mod

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SMOKE

- SMOKE, when written in capital letters, refers to a different kind of smoke from the infantry smoke grenades, or the artillery smoke ammunition, or the smoke caused by the fire of a vehicle.

- The SMOKE is caused by an beginning flame that has not yet become a fully developed Blaze.

- A flame and its subsequent SMOKE cannot become a Blaze during the course of the scenario.

- The units do not have the capacity to extinguish the SMOKE during the course of the scenario.

- SMOKE cannot be extinguished during the course of the scenario and the effects of the meteorology do not influence them.

- The SMOKE cannot move and change its location to another hex during the course of the scenario due to the change of wind direction.

- Units can occupy and leave a hex containing SMOKE.

- The flame and the subsequent SMOKE cannot be created during the course of the scenario, either by the units or by natural or induced causes.

- The flame and the subsequent SMOKE must already be active from the beginning of the scenario.

- A SMOKE hex is a Whole hex for the purposes of the LOS drawn through it.

- The Smoke that is in a hex is an obstacle that blocks the LOS up to level 2.

- The flame and subsequent SMOKE provide a TEM +1 in the hex they occupy.
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RE: Core of Heroes and Leaders mod

Post by Tanithiser »

Hi there, just wanted to say a big thanks for this mod, great stuff. I am drawn in particular to the Barrikady battles, which after reading the great Island of Fire book by Jason Mark, I fully expected to be brutal and attritional in the extreme. Not disappointed so far.

Must admit that I found the new unit cards a little difficult to use at first, although beautifully done, I found the old eyes straining a bit trying to keep track of the status of my units, however I am getting used to them. Only very slight gripe is that the introductory cards (again beautifully done) scroll past far too quickly to fully appreciate them.

Thanks again and I must say that I am looking forward to seeing the new modules that you have announced recently.
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RE: Core of Heroes and Leaders mod

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ORIGINAL: Tanithiser

Hi there, just wanted to say a big thanks for this mod, great stuff. I am drawn in particular to the Barrikady battles, which after reading the great Island of Fire book by Jason Mark, I fully expected to be brutal and attritional in the extreme. Not disappointed so far.

Must admit that I found the new unit cards a little difficult to use at first, although beautifully done, I found the old eyes straining a bit trying to keep track of the status of my units, however I am getting used to them. Only very slight gripe is that the introductory cards (again beautifully done) scroll past far too quickly to fully appreciate them.

Thanks again and I must say that I am looking forward to seeing the new modules that you have announced recently.

Hi Tanithiser,

Welcome to Stalingrad ruins. Thank you very much for your kind words of praise.

I fully understand the difficulties that exist in adapting to the "silhouettes" counters. It is true. But I think the game looks more integrated, especially vehicles and artillery.

Regarding the time of each Introduction Panels in the scenarios, I have not yet found a way to pause or lengthen the exposure time. However, if you want to have all Introduction Panels of each scenario, you can download them from the thread “Heroes and Leaders mod Documents,” in the post # 1:

tm.asp?m=4415998

You will find the Introduction Panels in each of the PDF files of "Scenarios Collection ...."

List of Documents contained in this pack:

- H&L Scenarios Collection “Omaha”, version of October 17, 2019
- H&L Scenarios Collection “American Eagles”, version of September 14, 2019
- H&L Scenarios Collection “Carentan”, version of January 9, 2018
- H&L Scenarios Collection “Barrikady”, version of January 31, 2019

- H&L Terrain Chart, release of July 30, 2019
- H&L Tutorial, release 1.7 of October 17, 2019
- H&L Units Catalog 1 Soviet Army, version of September 14, 2019
- H&L Units Catalog 2 German Army, version of September 14, 2019
- H&L Units Catalog 3 US Army, version of July 30, 2019

By the way, I totally agree that Island of Fire is a great book that has inspired me in the Barrikady Historical Module.
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RE: Core of Heroes and Leaders mod

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FOOT PONTOON BRIDGE

- A Foot Pontoon is a counter which has some of the characteristics of the vehicles.

- A Foot Pontoon counter can only be deployed in those hexes whose terrain has been defined as "Foot Pontoon Bridge"

- Operationally, a Foot Pontoon is a vehicle without a turret, without movement capacity, without armor, and located in a Foot Pontoon hex, without any terrain effect protection (TEM).

- Foot Pontoon bridges are always a water level.

- Only Pontoon bridges permit exit/entry of a bridge through a non- road hexside without scaling, swimming, fording, or boating.

- A Foot Pontoon bridge can only be used by friendly infantry units with their portaged equipment.

- Unmounted horses/bicycles/motorbikes or Horse-Drawn vehicles may not cross a Foot Pontoon bridge.

- Infantry may enter/exit a pontoon bridge as if it were Open Ground (1 MF).

- Units may not move beneath a pontoon bridge.

- Each army has its own Foot Pontoon bridges, and cannot be transferred to the enemy.

- Infantry units that try to occupy an enemy Foot Pontoon bridge hex will actually conduct a Melee attack against an "enemy vehicle" to destroy it.

- Infantry units that occupy a friend Foot Pontoon bridge have the same stacking limits as in open ground terrain.

- A Foot Pontoon bridge is not an obstacle to LOS.

- A Foot Pontoon bridge hex causes a degradation effect for each Foot Pontoon bridge hex between the same level target and the firing hexes, due to the presence of the "vehicle" counters of the Foot Pontoon bridge.

- Foot Pontoon bridges cannot collapse under loads above their weight limit. The bridge never has to verify a possible collapse due to excessive stacking.

- Foot Pontoon bridge do not burn.

- No Fortifications are allowed on a Foot Pontoon bridge.

- Entrenchments/mines cannot be placed on a Foot Pontoon bridge.
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RE: Core of Heroes and Leaders mod

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TUNNELS

- A tunnel is an underground passageway, dug through the surrounding soil/earth/rock and enclosed except for entrance and exit, commonly at each end.

- For the purposes of Heroes and Leaders mod, a Tunnel connect Bunkers, Fortresses, and/or Stone Buildings for convenient passage of people and equipment, for military purposes.

- Tunnels are not dug during play; they must be present on the board from the beginning, prior to start.

- The ground level Location of any hex marked with a staircase that allows to go down to the underground location of the entrance or exit to the Tunnels network are a Tunnel Location.

- The entrances/exit must be in separate ground level Bunker and/or Fortress Locations.

- Tunnels represent a net found beneath ground level of boards.

- Tunnels allow Infantry to move beneath the surface of the playing board free from the effects of enemy presence or fire at higher levels.

- While a Tunnel Location is one level below the rest of the hex where it is located, a unit in a Tunnel Location is at the same level as the hex it occupies, so in the habitual LOS of all enemy units. That is, the units that are in a Tunnel Location are not underground, outside the enemy LOS.

- A Tunnel Location may never be overstacked.

- Entrance to and exit from the Tunnels system are limited to Tunnels Locations.

- Tunnels can be connected together in forming Tunnel networks.

- Only a Hero, or Leader and all the units stacked with him, may, if they begin their impulse in a hex with a Tunnel Location, move to any other hex with other Tunnel Location within a range of six hexes.

- A Tunnel consists of two entrance Locations which must be within six hexes of each other.

- Only Good Order Infantry may enter and move inside a Tunnel net from a Tunnel Location.

- The squads and half-squads cannot move through the Tunnel network without being stacked with a Hero or a Leader.

- Heroes or Leaders can only move through the Tunnel network if they have a "Sewer Rat" Skill Card.

- Furthermore, only those units granted Tunnel Movement capability, may enter the Tunnel.

- Such movement is considered Tunnel movement, and is not subject to Opportunity Fire.

- Tunnel movement must start in a Tunnel Location and end in other Tunnel Location.

- Tunnel movement must be performed as one combined stack.

- If the destination hex is occupied by enemy troops, the units that made Tunnel movement conduct Melee combat as per standard Melee rules.

- The tunnels are also connected to the Sewer underground network, and the units can move freely from one Tunnel Location to another of Sewer, and vice versa, always within the limits of six hexes of maximum range.

- Units in a Tunnel may not portage more than their IPC nor push a Gun.

- Tunnel movement cannot be used to move beneath any Water Obstacle hex.

- Broken units may enter a Tunnel and use it to rout.

- Routing units are immune to Interdiction while in a Tunnel and may use it to move adjacent to or towards a Known enemy unit, provided that when they emerge they are no closer to any armed enemy unit that was Known when they entered the Tunnel, and that they don't become adjacent to a Known, unbroken armed enemy unit.

- No Fortifications are allowed in a Tunnel Location.

- A Tunnel Location covered by Rubble or Blaze is treated as if no Tunnel exists therein, but the Tunnel Location beneath it still exists.

- A Tunnel Location has no TEM.

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