PAGE 1. Firepower Attacks. Add to FS: Attacker TEM Defender TEM*

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1 Firepower ttacks PGE 1 dd RR: x2 Flanking, Encircled, Infiltrator (if firing), Hero (on uncrewable LMG req's RC) x2 Bracketed Hero on LMG/MMG Bracketed ot fully-crewed LMG/MMG Moving Fully crewed LMG Fully Crewed LMG in Stream or Marsh x½ (Round down) Moving BR, Wounded 0 FP Crewman, Unarmed man, Transferring, Malf, Ordnance on firing infiltrator/flamethrower dd to FS: ttacker TEM (including WIRE/SMOKE/ MOVEMET) Defender plays a COCELMET? Subtract from FS: Value of COCELMET dd: +1 for British -1 for Italian FV/IG Firepower Modifiers: - 1 per Comm. KI each.. Final Fire Strength (FFS) Play FIRE cards Total # < FP Call off ttack? ED Total FIRE # on card(s) for Base Fire Strength Target is FV? Is Firing Group Moving? Fire/Ordnance Resolution on each man FV Unboxed Resolution P4

2 Ordnance ttacks To Hit Modifiers + To Hit Modifiers PGE 2 Play any FIRE card otes: - Hull Down: non moving FV/IG in Wall or Hill. - RC = Color of RC /. Check only value. Determine To Hit # at Current RR Is Target Moving or Hull Down? FV/IG To Hit Modifiers: - 1 per Comm. KI each. Turretless ssault Guns: - 2 if Immobilized or Bogged -1 vs. moving target & RC=Miss Cannot fire while moving. Is Firer Moving? Call off ttack? Draw To Hit RC RC = Malf? ED Break Ordnance Weapon Is Firer Moving? RC = Miss -1 To Hit & RC = Miss RC = Hit? MISS Is Target/Firer In SMOKE? -1 To Hit ea. FV/IG/TR Using Boxed Ord? FS + RR Is Firer in Wire? -1 To Hit ea. Black 0 Is a Hit? FS +To Hit RC Is Target cquired? Defender plays a COCELMET? +1 To Hit - # To Hit Fire/ Ordnance Resolution on each man dd to FS: ttacker TEM Defender Wire For Final Fire Strength (FFS) * / vs. FV MORLE/CE values FV? Unboxed Ordnance Resolution on FV P4 dd to FS: ttacker TEM For FFS * / vs. FV Hull Down Boxed Ordnance Resolution on FV. P4

3 Fire/Ordnance Resolution Repeat for each man in Group. Start with Transferring men. PGE 3 * Malfunction only on Firepower or Overrun attack. Do not check on Ordnance, rtillery or DC attack. RC = Malf for any Fire Weapon*? Go to Fire Weapon Malfunction.. P6 Is FR > KI? M KI 2VP, Leave Weapon.. Is FR = KI? Same card Is RPC(7) = MORLE? RR5? M GOES BERSERK Enters CC on next turn. Is man pinned & FR > PIC? Is man not pinned & FR > MORLE? o Effect on this man. Same card Is RPC(0) > Rout #? M PIED. Flip to pinned side. (Banzaiing Japanese KI) Same card Is RPC(7) = MORLE? M WOUDED 1VP, Remains pinned/unpinned. 2 nd WOUD = KI M ROUTS 1VP, remove uncrewed weapon May take as RR5, 5VP RC has BREEZE? Remove SMOKE, djust FFS..

4 FV Unboxed Resolution FV Boxed Resolution PGE 4 Mortar ttack draws To Hit with Black RC? Is FV Bogged, Immobilized, Flanked, Moving sideways? rtillery ttack? CRITICL HIT POSSIBLE Use RMOR Defense Values Use FLK Defense Values This RC Black 6? FV Immobilized, Stunned if Hull Down or Immobilized Is FR > k? FV KI 10 + # VP This RC Black 5 & OT FV? FV KI 10 + # VP Is FR = s & i Same Value Draw RC RC? Is FR > CE? COMMDER KI FV Buttoned Up/ PIED. Flip to back side. Is FR = s FV Stunned If Stunned > 6, KI Flip to back side. Is FR > MORLE FV Buttoned Up/ PIED. Flip to back side. Is FR = i FV Immobilized, Stunned if Hull Down or Immobilized o o Effect Effect STOP o Effect

5 rtillery ttacks (RDIO) Demolition Charge ttacks PGE 5 Play a RDIO card for nationality. Infiltrate with man carrying DC To Hit = Black 0-6 Strength = 8 Defender Plays a COCELMET? To Hit = Black #-6 Defender Plays a COCELMET? Strength - COCELMET # Draw To Hit RC RC = Malf? RC = Hit? Break Radio O TTCK Modify Strength Defender TEM Defender Wire/Movement For Final Strength (FFS) Draw RC for first man First RC = 6? Malf Remove DC for /E FS = 5 Defender Wire/Movement For Final Fire Strength (FFS) *Woods TEM = 0 Fire/Ordnance Resolution for first man using previously drawn RC Fire/Ordnance Resolution on each man Fire/Ordnance Resolution on remaining men Fire/Ordnance Resolution On on other attackers Infiltrating this group. Remove DC

6 Firepower Weapon Malfunction PGE 6 ote: ll Malfunctioned Weapons break on X6. Including Ordnance, FT, etc. Only one weapon affected with RC? Example: Japanese/Italian:LMG, R, R, R and RC5 drawn. Only LMG affected. * ll Malfed Weapon break on X6. Only one armed man? Examples: R / LMG (no crewman) / MP / R, unarmed man / MP, unarmed man Malfunction that weapon. ED TTCK Firing Flamethrower? Captured Weapon? * ttack continues with reduced FS and no Defensive TEM. * ll Captured Weapons break on X5-6. Remove Captured Malfed Weapon Malfunction that weapon Pinned Man OR Man w/ Malfed Weapon? Unarmed Man, Ordnance / Crew OR on-firing FT/IF? ssistant Crewman of LMG/MMG? Malf or Remove Weapon, /E on FFS, o Effect o Malf. -1 to FFS, Malf Weapon, - ½ FP to FFS (Round up) ttack on

7 Overrun ttacks PGE 7 FV must be at RR5 to opposing non-fv group & not Pinned, Bogged, Immob. or Stunned Opposing group not in Marsh, Minefield or Pillbox dd to FS: (including WIRE/SMOKE/ MOVEMET) Defender plays Concealment? * ttacker TEM: /E in Overrun ttacks Subtract from FS: Value of COCELMET Must have functioning MG or FT Modify OVR on Malf: OVR x ½, if MG or Gun OVR x ¼, if FT (Round Down) Play Movement card Sideways on FV. (May be used for Flanking Fire.) Play Movement card sideways. (May be used got Flanking Fire.) If Defender in Gully, Woods, Stream or Wire: Check for Bog? FV Bogged. End attack. Final Fire Strength (FFS) Fire/Ordnance Resolution on each man. (Hero: FFS -1) Is FV attacking UPIED Man in Brush, Buildings, Wall, Woods or Smoke? fter each man, check for adverse effects below. Res. RC Red 6*? Res. RC Red 5* & OT FV? FV Immobilized End ttack. * Red 5 or 6, if Man is Heroic. FV KI 10 + # VP * Red 4, if Man is Heroic. Fire Strength = OVR + RC RC = Color of RC /. Check only value. Unpinned Defender has TMM & Res. RC is Red? Draw RC, Same Card, RPC 2b, 4c, 5o If Black? If Red? RPC 0r=1-5 Same Card, Check RPC 0r? * May move through opposing group after completed Overrun attack. ttack on FV Immobilized. Remove TMM RPC 0r=6-0 FV KI 10 + # VP Remove TMM

8 Infiltration ttempt Morale Check PGE 8 Choose all men to infiltrate Play a MOVEMET? M TTEMPTS IFILTRTIO OR ETERS CC Morale Check Each man Draw RC. RC < Morale? Determine RPC: Start with number of unpinned men in opposing group*. ight: 3 Smoke (/D): 2 ea. From Brush: 2 From Woods: 1 From Hill: 1 Vs. Pillbox: 1 From Open Ground: 2 Japanese: 1 Jungle scenario: 1 Vs. Comm KI (FV): 1 ea. (Min. 1, Max. 10) Draw RC, Infiltrate, if RPC is Red * Vs. FV: Start with: 2b for Buttoned Up 4c for Crew Exposed 5o for Open Topped with Inf. on RC = Color of RC /. Check only value. M PIED. Flip to pinned side. Lose IF. *May retry with Hero. CC vs. Infrantry Choose all infiltrators to enter CC with MC on If not armed with original Weapon: Calculate CCV = Morale +: Carbine/ssault Rifle: 4 ll other rifles: 5 Machine Pistol: 3 ( 4 Japanese) BR: 2 LMG: 1 ( 2 Japanese) MMG / TR: 0 Secondary Weapon: -1, unless only weapon (dditional -4 for all pinned men.) CC vs. FV Morale Check Each man Choose all infiltrators to enter CC vs. FV Same turn as infiltration. Draw RPC's to determine matchups. ttacker chooses order matchups will be resolved.. ttacker may reduce CCV by -2 to take Prisoner Draw RC + modifiers: Each previous CC attack this turn: +1 ttacker is berserk or banzaiing: -3 ttacker is wounded: -2 ttacker is Heroic / Japanese: +1 ttacker has TMM / DC: +4 (remove) FV is in Buildings: +3 FV is in Woods, Wall or Gully: +2 FV has adj. same range* (ea): -2 FV is in Brush or Smoke (ea.): -1 FV is CE: -1 FV is Buttoned up: +1 FV is Commander KI (ea.): +2: VF is Immobilized or Bogged: +2 FV is Open Topped: +3 Total: < 0: ttacker KI 1-5: o Effect 6: Immobilized > 7: FV KI * friendly group with > 1 unpinned man. CC with CCV +3 for each additional attacker on this defending man. CCV +3 for defender if unpinned & unattacked crewman on this attack. Defender then ttacker may play Concealment card to reduce opposing CCV. Each player draws RC: Low total KI (EXC Prisoner) Ties both KI ttacker win by 3+? Winner may capture weapon. CC with ttacker no longer infiltrating * May capture terrain if last opposing man is eliminated.

9 UP FROT Flow Charts v 1.0 By Richard Irving Up Front is a GRET game! Possibly my all-time favorite. Unfortunately it can be difficult to learn and grasp some of the processes. These flow charts are to aid in performing various procedures in Up Front. Printing: I recommend printing these pages back to back as follows: P1/P2, P3/P4, P5/P6, P7/P8 in color (Some of the symbols are color coded indicating when going a different page.) Page 1: Firepower ttacks by infantry & FV's. Rifle, MP, MG, flamethrower, TR vs. infantry, etc. Page 2: Ordnance ttacks by infantry & FV's: Mortars, LTW, Main gun of FV, TR vs. FV, etc. Page 3: Fire/Ordnance Resolution on each man of infantry group. Page 4: Unboxed ttack Resolution / Boxed ttack Resolution on FV Page 5: rtillery ttacks / Demo Charge ttacks Page 6: Fire Weapon Malfunctions Page 7: FV Overrun ttacks Page 8: Infiltration, CC vs. FV, CC vs. Infantry, Morale Checks Symbols: Perform ction or Calculation Decision Point? Jump to Matching Letter on page Start Procedure Result for the man This ends current ttack. ED TTCK Repeat with next man P# Jump to Page # (c) 2017 Richard Irving If you find any errors, typos, omissions, please contact me at rri12@sbcglobal.net Up Front is a trademark of Wizards of the Coast / valon Hill & Wargame Vault.

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