Iron Cross: BY Stuart Mccorquodale & Darryl Morton With Mark Mainwaring
Iron Cross: BY Stuart Mccorquodale & Darryl Morton With Mark Mainwaring
Iron Cross: BY Stuart Mccorquodale & Darryl Morton With Mark Mainwaring
INTRODUCTION
Command Tokens 2 Firing 10
Morale Markers 2 Morale Markers/Casualty Rolls 10
Cover 10
Unit Composition 3 Morale Markers and Tank Guns 10
Scale 3 Arc of Fire 11
Gaming Areas 3 Side/Front Armour 11
Terrain 3 Ranges 11
Armour Penetration 12
GAME RULES Hull Down 12
Command Tokens 4 Screech! Vehicle Damaged 12
Initiative 4 Kaboom! 12
Change of Initiative 4 Smoke 12
Activating a Unit 5 Close Combat 12
Passing the Initiative 5
Company Morale Test 13
Reacting 6 Unit Destroyed 13
Changing Target 7 Fall Back 13
Seizing the Initiative 7
Evolution of a Game Turn 14
Moving 8
Vehicle Movement 8 ORDERS OF BATTLE
Rapid Moves 8 Orders of Battle Special Rules 18
Turret Movement 8 German Army 1944/45 21
Terrain Types 8 British/Canadian Army 1944/5 22
Moving through Terrain 9 US Army 1944/5 23
Embarking/Disembarking 9 Soviet Army 1944/5 24
Platoon Movement 9
SCENARIOS
Multi-Player Games 25
Scenario Rules 26
Victory Conditions 27
Meeting Engagement 28
Escalating Engagement 29
Capture 30
Breakthrough 31
Tactical Advantage Cards 33
1
INTRODUCTION
Iron Cross is a set of fast play rules for fielding loads of armour with supporting infantry in any scale. The mechanics
are remarkably simple and the method of activation presents players with weighty tactical decisions to ponder and a
sense of high tension and drama.
It is a game especially suited to large, multi-player games in which each side has a player acting as the overall
commander for the battle, developing and co-ordinating an overall plan for the achievement of operational objectives,
and entrusting individual players to execute those plans. It is a game in which simplicity is the ultimate sophistication.
Iron Cross is also ideal for two players, whether gaming with small forces on a “standard” sized table, or with much
more impressive formations on a greater scale terrain board.
The rules are purposely uncomplicated to allow players to concentrate on the scale of the battle, but the action/reaction
system ensures that all players are involved at all times, making tactical decisions affecting their own commands.
Throughout this book, the characters Feldwebel Coburg and Sergeant Denver will appear to give tactical advice. Heed
their wise words!
COMMAND TOKENS
Command tokens are the engine of Iron Cross and are fully explained on pages 4-5. A command token is spent to
activate your units or to improve morale. Players will need tokens for each side and a bag or cup to keep them in.
Command tokens for various nations are available from the Great Escape Games webstore at www.greatescapegames.
co.uk.
MORALE MARKERS
Morale markers are vital to track the effects of
suppressive fire on units and are fully covered on page
10. The accumulation of morale markers hampers
the ability of a unit to perform actions. Each unit
has a morale rating and, if the number of morale
markers exceed this rating, the unit is considered
to have been dispersed, destroyed or surrendered.
Again, any sort of token may be used and the Great
Escape Games store has morale markers specifically
designed with this game in mind. Morale markers, command tokens and dice
2
UNIT COMPOSITION
These rules were created to allow for a fast flowing game. Therefore, all units fall into one of five basic categories:
1. Infantry detachments represent an element of a platoon, such as a squad. The unit is represented by a base of 4 or 5
models in 15mm or 4 or 5 singly based figures in bigger scales. When selecting models for your infantry detachment,
it does not matter greatly what the model is equipped with, they are just classed as infantry. This speeds up game play
by avoiding the need to check equipment or weapons each time the unit is activated – we assume that the infantry are
equipped with whatever they need to do the job e.g. grenades when fighting at close quarters, etc. The one consideration
we do address is portable anti-tank weapons, such as bazookas, as infantry detachments have an option (and some have
restrictions) whether or not to include them.
2. Support squads, such as mortars, machine gun teams and anti-tank guns. They are modelled as a single piece with 3
or 4 crew and represent two or three weapons.
3. Light vehicles, which includes transports, scout cars, reconnaissance vehicles and light tanks. Transports play an
important role in moving infantry around the battlefield, but they are only lightly armoured. Again, we ignore various
classifications of armoured vehicle to speed up game play.
4. Medium vehicles. This covers most armoured vehicles within the game.
5. Heavy vehicles. Applies to the most heavily armoured tanks on the battlefield.
Vehicle models usually represent one vehicle, but an infantry detachment represents a squad, perhaps with a support
team, so that six or seven units of normal infantrymen indicates a full company of troops, or a mortar unit represents
two to three weapons.
The number of figures required to represent infantry detachments and support squads is deliberately not fixed. For
infantry squads, we suggest 4 or 5 figures on a single base for 15mm, and 4 or 5 separate models for 20 or 28mm. For
support squads, 3 or 4 figures on a single base works for any scale.
SCALE
Iron Cross is not tied to a particular scale of model soldiers. The authors tend to play with 28mm and 15mm; playing with
smaller scales allows for bigger battles in smaller spaces. If using 15mm, there are a couple of suggested amendments to
ranges but these are clearly noted where required.
GAMING AREAS
The bigger the better is our philosophy when playing WWII encounters. Although Iron Cross is great for any size
battlefield, smaller ones will obviously compact the action. Larger gaming tables give greater scope for tactical movement,
flanking manoeuvres and the ability to regroup when things don’t go so well. In 28mm scale, we play occasional small
battles on the standard 6’ x 4’ tables that are in most wargames clubs, but even these minor encounters feel so much
more like a WWII battle on a playing surface of double the size. Games using 15mm miniatures are ideally suited for 6’
x 4’ tables and upwards.
The larger area begs for a combination of linking roads, settlements, bocage-choked fields and open areas for vehicles
to negotiate rapidly before they turn into shooting galleries! The extra effort put into arranging a bigger gaming area,
and populating it with plenty of varied terrain features, is returned in more enjoyment than the effort required. Go big!
Bigger is better!
TERRAIN
The photographs in this book will give you a flavour of the terrain density that is best for playing Iron Cross. Both
areas congested with buildings/vegetation and of open ground will provide players with interesting tactical questions
to address and, most importantly, make your gaming area look both attractive and believable. If, after you set up the
terrain, you can stand back, take a look and say, “Yeah, that looks awesome, I want to play”, then you’re on the right
track. Of course, if you’re just after a quick game on a club night, you may not have the time to lavish on this exercise,
so just ensure that you have plenty of terrain placed in a logical and somewhat realistic manner. Even in more sparse
theatres, such as North Africa, terrain should go some way to replicate real life tactical issues. Ground is not flat with
a little hillock here and a small clump of trees there; it is undulating and deceptive, providing cover and concealment
where the viewer might not instantly recognise it. Make the terrain part of the game.
3
COMMAND TOKENS
At the start of a turn each side takes one command token for each unit on the tabletop, plus two additional tokens for
the command unit (as long as it is still active on the tabletop). Play commences as defined in the scenario rules, with
one side determined as the one with the initiative – the active player. The active player uses his command tokens to
activate a unit and perform an action as described below. The player without the initiative – the reactive player – may
react to the active player’s actions by declaring he will interrupt the action (see Reacting below).
INITIATIVE
Initiative is determined at the start of each turn with each side rolling a D6. The highest scorer chooses to start as the
active player or pass over the initiative. In the event of a tie, roll again until you have a winner.
CHANGE OF INITIATIVE
In short, the turn continues until the active player has spent all of his command tokens, passes over the initiative
(saving some tokens to react to his opponent later that turn), or the opposing player seizes the initiative.
When the player has declared the action, the command token is either placed with the activated unit or in a separate
pile if used for a Company Morale Test. Once both sides have spent all of their command tokens a new turn begins by
each player drawing one command token for each of his units (plus additional tokens for the command unit) still on
the tabletop. Note that certain scenarios may dictate different circumstances in which the turn ends.
ACTIVATING A UNIT
A unit may move and/or shoot (or shoot, then move) when activated. The owning player declares the action before
executing it or making any rolls. Units may be activated any number of times during a turn but, if activating a further
time beyond the first, must take an activation test by rolling a d6. The player must score higher than the number of
activations the unit has already had plus any morale markers it has accumulated.
Example: if a Sherman (with no morale markers) had already activated to move this turn and the player wishes to
activate it again, he would need to roll 2+ (greater than the one command token on it) on a d6 to succeed and activate
the unit a further time. If the Sherman had two morale markers on it, it would need a 4+ (greater than the one
command token plus two morale markers) to activate again. It is essential to place a command token on the unit each
time it activates.
Whether the test is passed or failed, the command token is placed with the unit as normal. Regardless of the number
of command tokens plus morale markers, a score of 6 always succeeds.
4
MULTIPLE ACTIONS IN AN ACTIVATION
When activating a unit with a command token, you can use that token to perform up to two different actions. Moving
at normal speed is a single action; moving at rapid speed counts as two moves. Either embarking or disembarking
from a vehicle counts as a single action. Shooting counts as a single action (maximum of one per activation). You can
therefore combine these single actions together in an activation. For example, the following are permissible:
• move and shoot;
• embark in a vehicle, then the vehicle can make a normal move; or
• disembark, then shoot.
5
REACTING
Once per enemy activation a player may attempt to interrupt the other side at any point of the enemy unit’s movement,
and before any dice are rolled. Once the player with the initiative (the active player) has declared an action (including
a Company Morale Test – see page 13), the interrupting player may declare a reaction (e.g. my Panzer IV will fire as
your Sherman crosses the road).
EXCEPTION: When a player has the initiative and his first action is a Company Morale Test (see page 13), the
opponent may not declare a reaction.
The reacting player spends a command token to attempt to activate a unit of his own or take a company morale test
but requires a 3+ (or one higher for each morale marker/command token on it if activating a unit) on a d6 to succeed.
Regardless of modifiers, a 6 always succeeds. Whether this attempt succeeds or not, the spent command token is
placed next to the unit and counts as an activation.
If he fails, the command token is wasted and the active player continues with his originally declared action. If the
reacting player passes the d6 roll, the unit is activated and takes an action before the opponent. Reactive units may
declare that they will shoot and move (or vice versa), move, or shoot. In the former case, the reactive unit executes the
first half of the declared reaction (e.g. shoot), then the active unit executes its entire action, before the reactive unit
completes its reaction (the second half, e.g. move).
Play then proceeds as normal with the active player completing his declared action and continuing to activate units. If
the declared action isn't possible (for example, if the target is now out of sight), it may be wasted (see Changing Target
below).
28mm Hetzer
(Die Waffenkammer)
15mm Sherman
(Plastic Soldier Company)
Example
A Sherman (with no morale markers) has already activated once this turn. The active German player declares that his
Panther will move and fire at the Sherman. Sensing that his number’s up, the US player decides to activate the Sherman
to move backwards and fire as the Panther advances. He normally needs a 3+ to react but must add the number of
morale markers and activation tokens to the score required, for a total of 4+. He rolls a 4, succeeding to react. The
Sherman takes the first part of the declared reaction, the move, and then the Panther takes its entire action (move and
fire). The Sherman then fires, assuming it survives!
If reacting by firing at a unit that had declared any movement, then the target benefits from the usual -1 modifier to
the firer's score to hit for the target moving, in addition to any other modifiers that may apply. Similarly, the active
unit completes its action following the reactive one so that any modifiers that arise, such as penalties to hit for fresh
morale markers, will apply.
Example
Following on from the scenario presented above, we can look at the modifiers that will apply. The Panther moved (-2
to hit) and the target Sherman moved (-1 to hit) for a total of -3 to hit. The German tank rolls and scores a hit but
unusually fails to do anything against the Sherman’s armour. The hit inflicts a morale marker. The Sherman now fires.
It gets -2 for moving, -1 for moving target, plus a further -1 for the morale marker it has suffered, for a total of -4 to hit.
IMPORTANT NOTE: a vehicle gets a -1 penalty to the d6 roll (i.e. a base score of 4+ required) to react to an action
declared by an enemy infantry or support squad, unless the target is mounted in a transport vehicle, with a further -1
penalty if the infantry is on foot and starts its action in cover.
6
While the opposition holds the initiative, a good commander chooses
the right time and place to react to enemy actions in order to avoid
casualties or blunt an aggressive attack. Do not be tempted into
reacting to every action – this will only waste command resources –
but be decisive when the stakes are high or an opportunity arises. Also
keep in mind that you may react with a Company Morale Test; this can
save a unit under fire from destruction. When you get the initiative,
your first consideration should be the morale of your troops in most
circumstances. Take a Company Morale Test as your first action as
the enemy is not permitted to interrupt and react to this initial action.
CHANGING TARGET
In some instances a target will react to an enemy action and move out of sight before it can be fired upon. In these
cases, the firer may target a new enemy as long as it is within 4” (10cm) of the original target’s position or if a new
target comes into view because of the reacting unit’s movement. If there is no new target eligible, the action is wasted.
Example:
A Churchill declares it will advance and fire at the flank of a Panzer IV. The German player declares he will react with a
Tiger. He rolls and gets a 6, seizing the initiative! The Tiger fires, applying a -1 modifier for enemy moving, and misses.
The Churchll then completes its declared action. Since he seized the initiative, the German player is now the active
player.
7
MOVING
Units move according to their type as listed below. Units may make a normal move, but not a rapid move, and still fire.
Any vehicle starting its move within 12” (30cm) of enemy infantry that it is aware of (i.e. that it can see), without
friendly infantry equidistant or closer to the enemy, may only move half of its normal distance, unless it is moving
further away from that enemy.
VEHICLE MOVEMENT
Vehicles may make a turn or a series of turns up to 180° at normal rate and may make a turn or turns up to 90° total at
rapid. They may move in reverse at any speed.
RAPID MOVES
Units making a rapid move may not fire. Rapid road moves are permissible as long as the entire move is in one
direction (two slight, separate turns no more than 45º are permitted in the case of vehicles) on a road.
TURRET MOVEMENT
A turret doesn't count as moving (i.e. a player could move the turret and fire as one single fire action) if it turns up to
90°.
TERRAIN TYPES
Terrain collections will be varied, so a guide is provided as to the classifications of terrain. Players may need to define
which classification of terrain particular scenery pieces represent prior to a game. The terms used in Iron Cross are
“easy going”, “rough”, “very rough” and “impassable”.
Rough ground: woods, marsh, low walls, hedges, dense foliage, ditches, steep slopes, most rubble, buildings.
Very rough ground: bocage, jungle, stream (chest high), very heavy rubble, wire (for infantry).
8
MOVING THROUGH TERRAIN (VEHICLES)
Vehicles may only move at normal rate when negotiating rough or very rough ground. When any vehicle attempts to
move through terrain (e.g. a tank driving through bocage or through the rubble of a building) there is a chance that it
may become slowed or bogged down.
The player must declare what the unit is attempting to do - e.g. “my tank is going to drive over this hedge and then
shoot at your nearest tank” - before taking the terrain test. Roll a d6; if it fails the terrain test, then move the vehicle so
that it moves over or past it and its rear touches the terrain. If it is already in terrain, it moves at half its normal rate.
The unit may not complete any further actions this turn, even if it intended to do so, nor may it be reactivated, if it
failed the test. The score a particular class of vehicle requires is listed below:
A penalty of -1 is applied to the roll if crossing barbed wire. Anti-tank and infantry guns may not cross wire unless it
has already been breached by another unit.
EMBARKING/DISEMBARKING
Troops may make a normal move to embark and then a normal move in the transport. Similarly, a transport may
make a normal move and troops may disembark the distance of a normal move for infantry. A unit may not embark/
disembark if a rapid move is taken by either the vehicle or infantry. A unit may not embark and disembark in the same
activation.
PLATOON MOVEMENT
A grouping of 3 units of the same type may activate as one group as long as they are of the same type (i.e. infantry
detachments and support squads; light vehicle; medium vehicle; heavy vehicle), within 12” (30cm) of another unit in
the group and they are declaring a normal move with no firing. This is the only activation permitted to the units in the
group that turn and they may not react to enemy actions later in the turn.
9
FIRING
D10's are used for firing. Units roll 2 dice when firing at infantry or support squads up to 12” (30cm) away (1 die
otherwise), 1 die when firing at vehicles. Anti-tank guns always just roll one die. Some units' fire is affected as noted
in the Order of Battle Special Rules on pages 18-20. The base score of 5+ to hit on a D10 is subject to the cumulative
modifiers on the dice roll as shown below. The “firer moved” penalty is only applied if the firer moved in the current
activation (not the current turn). It applies whether the unit moves and fires or fires before moving in an activation.
Against infantry the shooter attempts to cause further damage (i.e. “convert” hits) by rolling a d6 for each hit inflicted;
any dice score of a 4+ inflicts a further single morale marker. If rolling two dice, this just gives you two chances to
inflict a further single morale marker. Again, most units will inflict just a single extra morale marker. We refer to this
as a casualty roll.
Example
An infantry detachment fires at close range against an enemy unit. It scores two hits, inflicting a single morale marker.
Rolling a d6 for each of the hits, the unit scores 4+ (i.e. “converts”) for both hits. This inflicts another single morale
marker on the enemy.
COVER
If in cover, a 5+ is required to inflict a further morale marker. If the target is in a bunker or foxholes, a 6 is needed.
In the open 4+
In cover 5+
In fortifications/trenches 6
Against infantry/support squads, mortar fire ignores cover and treats trenches as cover (i.e. they need a 5+ to inflict an
additional morale marker against infantry in trenches).
10
MORALE MARKERS AND TANK GUNS
Tanks with a weapon rating of 7 or higher are especially terrifying to infantry, despite their obvious vulnerabilities.
Against infantry/support squads at close range (12”/30cm) and in cover (i.e. not in the open or in trenches/
fortifications), tank guns of weapon rating of 7+ roll a d6 for each hit inflicted as usual, but both may inflict an
additional morale marker meaning that in such circumstances a total of 3 morale markers may be inflicted!
RANGES
In the context of our battlefields, there are no weapon ranges. The only exception is infantry with portable anti-
tank weapons or grenades. All infantry detachments (but not support squads) are assumed to have some sort of
improvised anti-tank capability or grenades, but these have a range of 0 (i.e. the unit must be in contact to effect an
attack and are not permitted to contact the front of a vehicle). Portable anti-tank weapons (bazooka, panzerfaust,
etc) may only fire up to 8” (20cm) at enemy vehicles; these are noted as an upgrade in the relevant Order of Battle.
SIDE/FRONT ARMOUR
Vehicle armour values are presented as a number (e.g. 10/8) for the front followed by a number for the side, rear and
top. The front, side and rear aspects are determined by drawing an imaginary line from each corner of the vehicle
model as shown in the diagram below. Whichever aspect of the target the firer’s gun is facing determines the aspect
that is hit.
side armour
rear armour
front armour
side armour
11
ARMOUR PENETRATION
A successful hit inflicts a morale marker, but only if the weapon is capable of exceeding the target's armour value.
Against vehicles, roll a d10 and add the unit's weapon value. The weapon’s AT value is increased by 1 if the firer is
within 6” (15cm).
If it equals the unit's armour, a further morale marker is inflicted. If it exceeds the armour, roll a d6 on the table below.
If the d10 roll is a 1 but still results in beating the target armour, then it counts as equalling the armour instead. An
infantry detachment that attacks a vehicle by contacting it always penetrates on a roll of 10.
Any hit against a vehicle transporting troops that equals or exceeds the armour will force the transported unit to
disembark immediately. The infantry detachment/support squad receives any morale markers accumulated by the
transport. If a vehicle is destroyed, any units that were transported suffer morale markers up to its maximum value. If
a transport suffers a Kaboom! Result, the unit is destroyed.
SCORE EFFECT
1 Rattled. Add one additional morale marker (i.e. no further effect)
2 Crew cabin filled with smoke and shrapnel! Add two additional morale markers.
3 Screech! Vehicle damaged (see below).
4-5 Foom! Vehicle destroyed.
Kaboom! Each friendly unit within 12 (or 6 if playing on a 6’ x 4’ table) suffers a
6
morale marker.
HULL DOWN
A vehicle that has terrain coverage over at least 50% of its profile, counts as hull down and penetrating hits deduct one
from the damage table. For example, a roll of a 3 would be downgraded to a 2.
KABOOM!
The spectacular destruction of the vehicle throws nearby friendly troops into confusion. Each unit within 12” (or 6”
on a 6' x 4' table) suffers an immediate morale marker. This could result in the elimination of units.
SMOKE
All units are able to utilise smoke to conceal their position. A unit must be eligible to fire smoke (i.e. it must not have
used rapid movement). It may be used directly by the unit benefiting, or it may be fired from supporting units (if the
supporting unit is capable of anti-tank fire at a range over 12”); whichever the case, the unit benefiting activates and
rolls to hit with the smoke. A score of 5+ on a d10 is required for success and no modifiers apply to the roll.
If successful, the target unit is obscured and benefits from cover against enemy fire. Place a marker to indicate the
unit affected and the direction from which they are obscured. A unit protected by smoke may not fire for the rest
of the turn. The smoke dissipates at the end of the turn. There may be other units that incidentally benefit from the
smokescreen due to line of sight; this is fine. It is worth noting that this rule is an abstraction; in reality smoke would
be used upon an enemy position in order to hamper their activity.
CLOSE COMBAT
Resolve close combat situations as you would do for infantry shooting at infantry. There is no separate mechanism in
Iron Cross for determining the effects of hand-to-hand combat! This is a simplification/abstraction to keep the pace of
the game flowing quickly. We can also assume that most infantrymen would not want to get involved in hand to hand
fighting and would prefer to shoot and throw grenades anyway!
12
COMPANY MORALE TEST
The accumulation of morale markers will degrade your force and prevent it from performing effectively; multiple
activation will become difficult and offensive capability is hampered. By spending a command token the player may
attempt to remove morale markers. Specific units do not need to be nominated before spending tokens and rolling.
Roll a d6: on a score of 1-2 the test fails; on a score of 3-5 the player removes one morale marker from any unit; on
a score of 6 the player removes all of the morale markers from a single unit. A player may take as many Company
Morale Tests in a turn as they wish, restricted by the availability of command tokens.
UNIT DESTROYED
If a unit accumulates more morale markers than its morale value, it is too badly mauled to continue fighting and
immediately counts as destroyed. Whether it is routed, wiped out, damaged beyond use or surrenders is not catered
for, what is important is it takes no further part in the battle. Remove any infantry from the table; leave vehicles where
they are to act as cover.
At the start of the next turn, remember to remove any command tokens which represented a destroyed/removed unit.
A unit which executes a Fall Back may move up to rapid rate but may not shoot. A unit that is unable to move further
away from enemy units within 12” (30cm) may not fall back. Vehicles may fall back in reverse, but only do so at
normal movement rate. Units which execute a Fall Back move may also roll a die to attempt to remove a single morale
marker. On rolling a 4+, you may remove a single morale marker from the unit.
Units may only perform a single Fall Back move per turn. Units which have fallen back may be reactivated again
in the same turn, but must roll for re-activation in the normal manner (i.e. including modifiers for morale markers/
command tokens). The unit must move further away from any enemy units during subsequent reactivations but may
fire as it does so.
Example
A German MG nest in the top floor of a hotel has already activated once this turn and comes under sustained fire
from a mortar and Cromwell, suffering three morale markers. The British player is the active side and declares his
mortar will fire again at the MG nest. Realising that a hit might destroy the unit, the German player declares that his
unit will react and fall back. The fall back reaction ignores morale markers but not previous activations, so instead
of the base 3+ on a d6 to react, the German player will need to score 4+(because of the unit’s activation earlier in the
turn) to do so and avoid the incoming mortar round.
13
EVOLUTION OF A
British
British (PIAT)
German
1 German
The turn starts with the British winning the initiative but with one unit with one morale marker. The
British player starts by taking a CMT (Company Morale Test), a smart move as the enemy cannot react
to it as it is the first command token spent in the turn (a reaction would have been allowed if it was a
unit action - see Reacting, pg 6). A '3' is rolled, allowing the British player to remove one morale marker
from the PIAT-armed infantry unit.
Taking a CMT as an
initial action is a good
discipline to exercise. A 2
good commander takes
stock of the condition of
his men and taking that
morale test allows you to
survey the wider picture
before spending your
command tokens on unit
actions.
9
3
14
F A GAME TURN
2
Next he declares the unit will fire on the StuG (placing a command token with the unit) and the German
player reacts with his infantry ( placing a command token of his own); his intention is to pour enough
fire on the British to decisively affect their anti-tank capability! As they have not activated yet this turn
and have no morale markers, the German player needs a 3+ to react and succeeds with a '5'.
15
2
Another command
token is spent for the
CMT.
4
Determined to take out the tank, the British player takes a CMT and rolls a '6', allowing him to remove
all the morale markers from one unit! The German player chooses not to attempt to react perhaps
hoping to absorb a few shots before counterattacking.
16
5
The British player declares another action - fire and then move - with the PIAT-armed unit, needing a
2+ to reactivate. If he'd attempted it with the two morale markers, a 4+ would have been needed (see
Activating a Unit, pg 4). The Germans decide to react with the infantry detachment that has not yet
activated but only rolls a 2 and fails to react. The British player rolls a 3 to reactivate, and the PIAT man
takes careful aim...
Please check out the Iron Cross section of the Great Escape Games
website for further examples of gameplay, additional orders of
battle and further information and products for Iron Cross.
17
ORDERS OF BATTLE
Following are orders of battle for the main belligerents in Europe in 1944/45. For most games you may wish to forego
formal army lists and use historical orders of battle. In fact, we highly recommend this method as Von Runstedt never
called Bradley to check how many points he had before their encounter in the Ardennes at the end of 1944! It is also
recommended for scenario designers to force restrictions on players' choice of forces – the Orders of Battle do this
somewhat – as real life commanders rarely had the luxury of selecting what they wanted from an “army list”.
Nevertheless, a points system is included for players who wish to use a method of providing balance for their games.
Still, as many battles pitched a superior attacking against a defending one, most scenarios benefit from an intentional
imbalance of relative strengths. A force of around 500 points might give you 15 or so units to control, plenty for a
full evening's gaming. 200-250 points per player in big, multi-player games will be compact enough for even novice
players to handle. For 28mm forces on small gaming tables (e.g. 6' x 4'), 300-400 points will give you plenty of units
for a fast and violent battle!
Each unit also has a Break Point (BP) value. Totalled up, this represents the entire force’s Break Point. Once a unit
reaches its Break Point, it withdraws from the battle and the game ends.
COMMAND UNIT
One unit in each force is designated as the
command unit. It has the same profile of a unit
of its type but, once per turn, one unit within
12”/30cm (or within 6”/15cm if playing on a 6’ x
4’ table) may reroll a failed activation or reaction
roll.
FLAMETHROWER
Flamethrowers may only fire when stationary and have a range of 8”/20cm; against infantry/support squads, they roll
2 dice (and score morale markers with each hit), ignoring all cover. Against enclosed target vehicles, flamethrowers
simply inflict morale markers. Open topped and softskin vehicles are penetrated on a roll of 2+ on d6, regardless of
armour value.
If a flame tank’s armour is penetrated, add 2 to the roll for damage. Flamethrower infantry units suffer additional
morale markers from shooting on a 3+ instead of a 4+. Flamethrower units always count as heavy (see below).
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HEAVY
These are a bit slow, ponderous and/or subject to mechanical difficulties. A heavy tank that wishes to activate more
than once in a turn gets a -1 penalty to the activation test. For example, if a Tiger wishes to take a second activation
to move, it will need to roll 3+ to pass its activation test (for other units it would be a 2+).
HOWITZER
Howitzers roll to hit as normal but inflict an additional morale marker against infantry units on a 3+ instead of 4+.
Against vehicles, add +1 to the damage roll if the howitzer penetrates the target’s armour. Howitzer units always count
as heavy (see above) and ignore any cover against targets in any sort of building.
INFANTRY GUN
Infantry guns (if not vehicle mounted) count as infantry/support squads (i.e. you roll 2 dice against them for shooting)
but, if they have a gun shield, always count as though they are in cover against enemy infantry. Hits inflict an
additional morale marker against infantry units on a 3+ instead of 4+. If stationary, they roll 2 dice against infantry
or support squads within 12” (30cm).
SCOUT CAR/TANK
A scout car/tank may react on a 2+ instead of a 3+. Morale markers (but not command tokens) are ignored for this
test.
MG TEAM
MG teams count as infantry/support squads (i.e. you roll 2
dice against them for shooting). MG teams roll 2 dice for firing
at infantry or support squads at any range when stationary
(otherwise 1 die). Each hit scored inflicts a morale marker,
meaning that two hits will inflict two morale markers. Only
a single extra morale marker is inflicted whether one or both
of these hits is converted on the d6 rolls (see Morale Markers, 15mm US .50 cal MG Team
pg 10). (Plastic Soldier Company)
They count as having 0 anti-vehicle value and halve the d6 score for damage when penetrating armour, meaning they
can only harm the very lightest units of this type.
MORTAR TEAM
Mortar teams count as infantry/support squads (i.e.
you roll 2 dice against them for shooting). Mortar
teams may only fire when stationary. Mortar teams
may fire directly or indirectly at any target that can be
seen by it or a friendly unit, as long as the target is no
closer than 12”/30cm to the mortar. Mortars ignore the
modifier for enemy in cover, unless in a fully enclosed
15mm US Mortar Team
bunker or trench works. A hit inflicts a morale marker
(Plastic Soldier Company)
and subsequent hits in the same activation against an
infantry unit inflict a further morale marker, plus may inflict additional morale markers when rolling to cause damage
as normal. They count as having 0 anti-vehicle value and halve the d6 score for damage when penetrating armour,
meaning they can only harm the very lightest units of this type.
For a first shot, mortars require an 8+ to hit. Further attempts in the same turn against the same target confer a
cumulative +1 bonus to hit as long as the target remains in the same position; this is defined as any model of the
target remaining within 4”/10cm of any part of the target area. This means that a player cannot activate the target unit,
shuffle sideways 5” and then claim that it is not in the target area! Mortars may not fire from within trees or buildings.
RARE
Only one rare unit (of any type) is allowed in the force.
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SNIPER TEAM
Snipers ignore all other deployment rules within the scenarios and may be deployed anywhere on the gaming table
using the hidden rules at the start of a game. Use two markers on the gaming table (one dummy, one real) to represent
the hidden position of your sniper team. The sniper team consists of two models. Only a defending side may include
snipers and may only field a single two-man sniper team in its force.
Snipers may only shoot at infantry or open-topped vehicles. They benefit from a bonus of +2 to hit but may only fire
when stationary. Against infantry in transports or on foot, snipers inflict additional morale markers on a 5+ instead
of 4+.
Each time a sniper team fires it will be spotted if the opposing player rolls a 6 on a d6. Any unit within 4”/10cm will
automatically spot the sniper team. Even after shooting, a sniper will remain hidden until spotted by an enemy unit. A
sniper team making a rapid move will no longer remain hidden and automatically becomes spotted, assuming it could
be seen at all. Once spotted, any unit may shoot at the sniper team.
SUB-COMMANDER
A sub-commander has the same profile of a unit of its type. The range of a unit’s ability to reroll a failed activation or
reaction roll may be measured from the sub-commander. This is the sub-commander’s only effect.
TRANSPORTS
Transports are considered part of the unit they come with and do not generate command tokens. They may not take
any actions once they have dropped off troops unless activated with a command token. Armed transports may fire
when activated with a command token; alternatively, a transported unit may fire (we may assume they use their own
weapons to do so).Transports may carry one unit, unless they are trucks, which may carry two.
It is permissible to move a unit’s transport when an infantry or support squad is activated instead of the unit itself, for
example to move toward the parent unit. This counts as an activation for the parent unit.
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GERMAN ORBAT 1944/45
One unit may be designated as a command unit at no cost. Command units bestow an additional two command tokens
per turn. If infantry, it may upgrade its halftrack to a 251/10 as listed below (it is the only unit that may do so). This
effectively gives it a longer ranged anti-tank capability. One additional unit may be designated as a sub-commander.
Infantry units, MG Teams, Mortar Teams and Anti-tank Guns may purchase transports for the points listed below.
Any infantry detachment may add IAW’s (panzerfausts, panzerschrecks; weapon value of 9) for +8 pts per unit. The
number of infantry detachments in the force must exceed the number of support squads.
Armour is given as the value for the front followed by the value for the side/rear/top; armour values are
reduced by 1 if the firer is within 6.
KAMPFGRUPPE
German units may form ad hoc groups for platoon
movement (see page 9) comprising any three units,
not just those of the same type. The Kampfgruppe
may only move at the rate of the slowest unit.
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BRITISH/CANADIAN ORBAT 1944/45
One unit may be designated as a command unit at no cost. Command units bestow an additional two command
tokens per turn.
Infantry units, MG Teams, Mortar Teams and Anti-tank Guns may purchase transports for the points listed below. Up
to half the infantry detachments in the force may add IAW’s (PIAT; weapon value of 7) for +5 pts per unit. The number
of infantry detachments in the force must exceed the number of support squads.
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US ORBAT 1944/45
One unit may be designated as a command unit at no cost. Command units bestow an additional two command
tokens per turn.
Infantry units, MG Teams, Mortar Teams and Anti-tank Guns may purchase transports for the points listed below.
Up to half the infantry detachments in the force may add IAW’s (bazooka; weapon value of 7) for +5 pts per unit. The
number of infantry detachments in the force must exceed the number of support squads.
Armour is given as the value for the front followed by the value for the side/rear/top; armour values are reduced by 1
if the firer is within 6.
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SOVIET ORBAT 1944/45
One unit may be designated as a command unit at no cost. Command units bestow an additional two command
tokens per turn.
Infantry units, MG Teams, Mortar Teams and Anti-tank Guns may purchase transports for the points listed below. Up
to half the infantry detachments in the force may add IAW’s (PTRD, PTRS; weapon value of 6) for +3 pts per unit. The
number of infantry detachments in the force must exceed the number of support squads.
Armour is given as the value for the front followed by the value for the side/rear/top; armour values are
reduced by 1 if the firer is within 6.
LEND LEASE
Soviet forces may take up to one class of vehicle
from the US and British orbats from the list
below:
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SCENARIOS
The scenarios listed provide good guidelines for designing your own games and provide a great framework for
playing what is referred to as “pick-up” games (i.e. games arranged at short or no notice without necessarily knowing
who your opponent is beforehand). They assume a playing area of at least 8' x 6' in 28mm scale (or 6’ x 4’ in 15mm),
so be prepared to modify aspects of the scenario for smaller gaming tables. A number of scenario special rules are
presented below to provide tactical challenges and a flavour of operations of this nature.
With just a little foresight, games of Iron Cross are turned into real gaming events. There are many, many real life
engagements to echo, either with a researched attempt to recreate the conditions and forces or just a nod to the
historical battle. Simply setting up an interesting gaming area will give the opportunity to discuss what type of
encounter you might play and conditions for establishing victory.
If your gaming group is sizeable, having a game referee plan the scenario and adjudicate adds an extra dimension as
the opposing sides might have only an idea of the strength of the enemy or his dispositions. Additional scenario rules
may be known to one side and not the other, or only to the referee. Players can be fed limited intelligence prior to the
game to use in their battle plans and the belligerents may even have different objectives.
Our scenarios are great for when you're learning to play RoE: Iron Cross, but the ones you develop will be better!
MULTI-PLAYER GAMES
Such games really benefit from the attentions of a referee, a master of the scenario played, and the following is a
guideline for these most rewarding of games.
One player per side is nominated as the senior officer commanding the operation. This player does not need to
control forces in action; he distributes extra resources and co-ordinates the other players in his group. An infantry
unit is used to represent the CO which may be activated in the normal manner and acts as a command unit.
The other players each have a force with a command unit. Each player receives his normal allocation of tokens, and
the commanding officer receives an additional four tokens which he distributes as he sees fit at the very start of each
turn. If the CO is lost, these bonus tokens are lost. Tokens may only be spent on the units belonging to the player
with them.
Reserves are drawn from a pool of troops under the command of the senior officer. Players request reserves from HQ
and, if received, the player spends a token or tokens in the normal manner to bring the additional units into the game.
Referees will prepare guidelines for force compositions, terrain, maps, deployments and any special rules or
unforeseen circumstances that may befall the troops and commanders involved.
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SCENARIO RULES
AGGRESSIVE COMMAND
The commander of the force generates an additional d6 command tokens per turn instead of the normal 2. Roll each
turn.
HIDDEN DEPLOYMENT
The defenders are awaiting an attack in a village or town. No defending units are deployed on the tabletop. The defending
player receives 1 ½ numbered hidden markers (round up) for each of his actual units. These are deployed anywhere on
the gaming table before the attacker deploys. Note that any sniper teams are treated quite differently and should not be
included in this calculation.
It is perfectly acceptable for the attacker to go and make tea while the defender deploys his markers. The defender may
place markers inside terrain. The attacker is not permitted to examine the insides of buildings or peruse the defender's
side of the gaming area prior to deployment! The attacker may ask the defending player to reveal a hidden marker if:
1/ it is in the open and an attacking unit has clear line of sight to it, and the hidden marker is a vehicle in the open.
2/ it is within 4”/10cm of one of the attacker's infantry units and that attacking unit did not rapid move this turn.
Hidden markers may activate and move at the same rates for infantry without being revealed, unless they meet with the
conditions above. A hidden marker that is revealed, or fires, no longer counts as hidden. Units may not subsequently
hide later in the game. From the start of the game, the attacker must keep spending command tokens until at least one
enemy unit is revealed, or half of his command tokens are spent.
Dug in units need a 3+ on a d6 to react as normal, but will seize the initiative if they succeed on the very first occasion
in the battle. A failed attempt to react does not reveal the hidden unit. Tactically, a defending player may wish not to
activate units early in the game so as not to inform the enemy of his unit dispositions.
A hesitant commander will find that the enemy completely dictates the
battle where and when he wants to, forcing the attacker to be reactive. An
aggressive one will be able to focus overwhelming firepower on the enemy in
order to force him to concede his chosen ground or face destruction.
OBJECTIVES
Some scenarios utilise objectives as defined in the
briefing. These may be as simple as a crossroads
or a bridge, or more complicated, such as a
village split into three separate objectives. Once
one side has claimed an objective, it remains his
until taken by the enemy (you do not need to
leave troops behind to hold it). 15mm US infantry unit
(Plastic Soldier Company)
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PRELIMINARY BOMBARDMENT
An artillery barrage precedes the attack. Roll a d10 for each defending unit (not transports); on a 9+ it receives one
morale marker. Infantry/support squads may take a casualty as normal. Armoured vehicles that are hit suffer no
further penalty.
RESERVES
Units held in reserve do not contribute to the pool of tokens a player has. At the start of a turn, before any tokens
are drawn, a player declares which reserves are entering the battlefield. He rolls a number of d6 for each unit and,
for each score of 3+, one of the reserve units (owner’s choice) is available. The owning player takes one token for
each available unit.
Each reserve unit must be activated by the use of a token to enter the gaming area. If any reserve unit is not activated
and fails to enter the gaming area, it is considered lost or broken down and takes no further part in the game. A
token is removed as would be for a destroyed unit.
Units which start off the table may only make a movement onto the table and cannot shoot. Use this method during
subsequent turns until all units are deployed.
UNPREPARED
A force may be at a reduced level of preparedness as described in the scenario briefing. It must roll for the number
of tokens it receives at the start of the first turn or first few turns. For each unit, roll a D6: for each that scores 5+,
theBritish
force tank
gets column
a token.(28mm Die Waffenkammer).
In following Photo
turns, just roll forcourtesy of
the number that failed in the previous turn, so that eventually
Wargames
most or all of your available Illustrated.
tokens will be in play.
VICTORY CONDITIONS
Each scenario may have different objectives and/or victory conditions. As a general rule, when a force drops below
its Break Point (see page 18), then it is counted as destroyed, beaten or surrendered, or has run out of steam and
withdraws from the battle.
At the start of the game, each side must calculate its Break Point according to the victory conditions in the mission
briefing. At the end of each turn, each side calculates the total Break Point value of the units it has lost. Then each
side rolls a d6 and adds this to the total. If the force commander has been lost, add 2 to this total. If the score exceeds
the force’s Break Point, then the game ends in defeat. It is possible for both sides to break in the same turn and, in
most cases, a draw will result.
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MEETING ENGAGEMENT
As one side attempts to secure strategically important features,
a counter attack is launched to deny the enemy.
TERRAIN
The gaming area is set up in a mutually agreeable way on any size of gaming area. Each side has a defined deployment
area which may be opposite corners, long or short table edges and/or involve roads or preclude certain areas. At least
four objectives must be defined at this stage. As a guideline, four is enough for a game of up to 1000 points per side
and one should be added per 500 points of troops above 1000. Each objective should be at least 6”/15cm from any table
edge but may be next to each other; for example a village may represent two objectives.
ORDER OF BATTLE
Both sides have an equal number of points, but start the game with up to three quarters (number of units, not points
or BP value) on the tabletop (with an equivalent number of tokens).
DEPLOYMENT
For the initial deployment, the players should take it in turns to place a unit on the tabletop until all units are deployed
at which point the game commences. Alternatively, one player may plot his units' deployment on a sketched map.
INITIATIVE
Roll a D6 with the highest scorer choosing whether to start with the initiative or not. All units count as having moved
at the start of the game.
RESERVES
Reserves may be activated from turn 3.
LENGTH OF GAME
7 turns plus Random Operation Length.
VICTORY CONDITIONS
Each forces’ Break Point is 2/3 of its total BP value. If both forces are unbroken at the end of the game, count the
number of objectives held to determine the victor.
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ESCALATING ENGAGEMENT
With an operation in full flow, opposing reconnaissance elements sight each other
and further troops are drawn in to destroy enemy forces.
TERRAIN
The gaming area is set up in a mutually agreeable way on any size of gaming area. Each side has a defined deployment
area which may be opposite corners, long or short table edges and/or involve roads or preclude certain areas.
ORDER OF BATTLE
Both sides have an equal number of points, but start the game with up to one third (number of units, not points or
BP value) on the tabletop (with an equivalent number of tokens).
DEPLOYMENT
For the initial deployment, the players should take it in turns to place a unit on the tabletop until all units are
deployed at which point the game commences. Units deploy up to one move from the table edge. Alternatively, one
player may plot his units' deployment on a sketched map. The Command Unit starts the game in reserve.
INITIATIVE
Roll a D6 with the highest scorer choosing whether to start with the initiative or not. All units count as having moved
at the start of the game.
RESERVES
Up to half of the reserves (number of units) may be activated from turn 2. The remainder may enter from turn 3.
LENGTH OF GAME
Until one side is defeated.
VICTORY CONDITIONS
Each forces’ Break Point is 2/3 of its total BP value.
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CAPTURE
The attacker is ordered to engage dug-in enemy forces and destroy them in order to seize
a strategic settlement or position as part of a wider offensive. The defender must repel the
enemy assault and prevent the loss of his position.
TERRAIN
The gaming area is set up in a mutually agreeable way on any size of gaming area. The terrain should be set up so that
the defender has a defined position or positions to defend, such as a village or natural obstacles. Objectives can be of
any size; in fact, bigger objectives such as a village or a line of fields make for great games. The attacker has a defined
“start line” or “start lines” which may be as uncomplicated as a short or long table edge or may involve additional roads
or restrict certain portions of the table edge. The attacker has a rear position defined as a short or long table edge.
ORDER OF BATTLE
The attacker has double the value of the defender. The defender has an additional number of tokens generated at the
start of each turn by rolling a D6 for each command token generated (including the two extras for the command unit).
Each 5 or 6 rolled generates an additional token.
At least one area (should be more in bigger games) of any size is defined as the objective. It must be within 6”/15cm
of the centreline of the table.
DEPLOYMENT
The defender deploys all of his hidden markers anywhere on the tabletop that is at least 12”/30cm from the attacker’s
start line(s). The attacker deploys up to 2/3 of his units (in number, not points or BP value) within one normal move
of his deployment areas.
INITIATIVE
The attacker starts the game as the active player. All units count as having moved at the start of the game.
RESERVES
Reserves may be activated from turn 2.
LENGTH OF GAME
7 turns plus Random Operation Length.
VICTORY CONDITIONS
The defender’s Break Point is 2/3 of its total BP
value. The attacker’s Break Point is 1/2 of its
total BP value. If there are no defending units
within 12”/30cm of any objective(s) at the end
of a turn, then by the end of the following turn,
if there are no defenders within 12”/30cm, the
game ends as a victory for the attacker.
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BREAKTHROUGH
An assault is launched on a portion of the enemy line in order to penetrate into his rear areas and sow panic
and confusion. The defender does not occupy prepared defences and is expected to hold the line
and repel the attack until reinforcements arrive or the enemy is exhausted.
TERRAIN
The gaming area is set up in a mutually agreeable way on any size of gaming area. The defender chooses a table
edge to defend. The attacker has a defined “start line” or “start lines” which may be as uncomplicated as a short or
long table edge or may involve additional roads or restrict certain portions of the table edge. The attacker’s area
should also be defined as (roughly) one third of the gaming area; the defender may not deploy units in this zone.
ORDER OF BATTLE
Both sides have the same number of points. The defender must spend at least half of his points on infantry units
(inc. anti-tank guns, mortars, etc.).
The attacker may choose to use a preliminary bombardment or to assign an aggressive command to the operation.
DEPLOYMENT
The defender deploys all of his units anywhere on the tabletop that is not within the attacker’s third at least
24”/60cm from the attacker’s start line(s). No defending unit may be within 24”/60cm (this may be reduced to
18”/45cm on a 6’ x 4’ table) of another defending unit. The attacker deploys all of his units within one normal
move of his deployment areas.
INITIATIVE
The attacker starts the game as the active player. All attacking units count as having moved at the start of the game.
RESERVES
There are no reserves in this scenario.
LENGTH OF GAME
7 turns plus Random Operation Length.
VICTORY CONDITIONS
The third of the gaming area furthest from the
attacking player’s start line is defined as the
objective. If the attacker has at least one third of
his BP value in this zone at the end of the game,
he wins. It is assumed he has broken through and
elements begin marauding through the rear echelon
areas creating mayhem. If this condition is not met,
then reinforcements are deemed to have arrived in
strength so that the attacker must withdraw.
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IRON CROSS
BY
STUART MCCORQUODALE & DARRYL MORTON
WITH MARK MAINWARING
28mm British infantry (Crusader Miniatures) advance cautiously through a churchyard (church and gravestones by 4Ground)
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Iron Cross Tactical advantage Cards
Tactical Advantage Cards are used to add an element of fog and fortune of war. The Iron Cross card deck consists of
18 “generic” cards for use in your games. Additional packs of cards will be available for certain theatres and present
specific national cards.
Two cards are removed from the deck at the start of the battle and removed from play; they won’t be used in the
game. Do not look at them!
Then each player is dealt seven cards which are kept secret from the opponent. Each player may discard one card for
one of the remaining cards from the deck.
Cards with one or two abilities may be played to confer one of the advantages to the unit. Unless explicitly stated, use
of tactical cards does not count as an action even though it may cost a command token.
The card will state when it is played and what command token cost there is. Unless stated otherwise, a Tactical card is
discarded when it is played. Some cards’ effects are not necessarily triggered when they are played and may remain in
play until a player chooses to trigger them. Such cards may enable a player to place command tokens on them from
turn to turn until a given point in the game.
Multi-player games
If you are using a scenario referee, he or she might wish to make TAC cards available to the sides as befits the
scenario. Or, a player acting as the overall commander may distribute cards before or during the game.
Scenarios
The size of your force does not dictate the number of TAC cards you receive. Players should feel free to adjust how
many cards are used according to scenarios and the number of units; very small games may benefit from less cards.
Similarly, large games or multi-player ones may benefit from the use of multiple decks!
Each card is
Indicates card numbered
is from Core
Set
Please see additional downloads and resources for Iron Cross on our webpage at
http://www.greatescapegames.co.uk/iron-cross
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