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4. INFANTRY
Terrain
Cost
1 MF
1 MF
MF
Woods
2 MF
2 MF
2 MF
1 MF + COT
D1
4/3/2004
D2
Support
Weapon
LMG
MMG
HMG
ATR
Flamethrower
Demolition
Charge
Panzer Faust,
MC, ATM
PIAT, Bazooka,
Psk, Radio
Light Mortar
Squad
HS / Crew
1
4
5
4
2
1
Leader /
Hero
2
A
A
A
2
1
per counter
NOTES:
A.
4/3/2004
4.3 Stacking
4.2.7
Dismantled SW's
D3
4/3/2004
D4
4/3/2004
D5
4/3/2004
4.8 Deploying
D6
4/3/2004
D7
4/3/2004
4.10
Motorcycles
D8
4/3/2004
D9
4/3/2004
D10
4/3/2004
A. No. {COD106}
4.11
Bicycles
D11
4/3/2004
4.12
Cavalry
D12
4/3/2004
D13
4/3/2004
D14
4/3/2004
A. Yes. {COI4-70}
92.7 & 92.87 Do shell holes or entrenchments
cancel the 'moving in open' status of cavalry?
A. No. {COD-105}
92.71 What happens to horse counters if they occur
in a Close Combat hex, are they eliminated or
subject to capture (92.13)?
A. Yes. {KM}
A. Yes. {COI4-70}
A. No. {KM}
D15
4/3/2004
4.13
Ski Troops
114.3 & 73.1 Does a unit in ski mode get one extra
MF for staying on a road throughout its turn?
D16
A. No. {17.3-46}
4/3/2004
4.14
Swimming
D17
4/3/2004
D18
4/3/2004