SQUAD LEADER ACADEMY RULE 
      CONVENTIONS 
  
  Revised 170927 
 
These Rules conventions are in force 
  in all SQLA events, subject to scenario SSR. "House Rules" as defined by others 
  are not applicable to SQLA events. The documentation does not claim to be the 
  'official' rule interpretation by TAHGC (or MMP) nor can they be forced on a 
  player outside SQLA events. These conventions supersede the SQLA Consolidated 
  published Q&A version 2006b060725WBC  should a conflict exist. (SQLA is 
  part of the ongoing QA review team with MMP; conflicts will be resolved after 
  a data driven document review). The purpose of this document is to provide a 
  standard set of rules of SQLA tournament rules and minimize the impact of gray 
  areas of the rulebooks as published from creating controversy in SQLA tournaments 
  mid-game. This document will be revised regularly as warranted as new issues 
  are identified. The justification for most conventions is based on clarifications 
  contained in later rulebooks. The temptation to change actually change/optimization 
  of the rule is restrained and deferred to a future rulebook revision. (Amplification/enhancement 
  vs major change for consistency with system in later ruleset).
These conventions are not to be 
  considered a consensus opinion of the SQL player community. This document is 
  also useful to determine rule interpretation differences prior to starting a 
  match with a new opponent. The majority of active veteran players use these 
  conventions which be default leads to standardization. Every effort is made 
  to be consistent with later rule sets which often clarify various rule sections. 
  Creating conventions which must be 'unlearned' in later rule sets is unjustified. 
  These conventions also act as a bridge between the last rulebooks of TAHGC (SQL4th, 
  COI4th, COD1st & GIA2nd) and the unofficial next/SQLA editions. SQLA is 
  actively working with MMP to generate next edition rulebooks with the goal of 
  making obsolete the need for this document and compiled Q/A. 
Legend
  - Per 
    suggestion, the justification information is now adjacent to the convention 
    and formatted in Magenta text. All notes/justification is attributed to 
    Bill Thomson unless noted.
- Changes 
    from the previous issue (080820) are published here and superceded version 080820 is available here. 
    
- References to VASL have 
    been replaced with VSQL module of VASSAL
- SQLA 
    commentary text is in dark green.
- Lasted 
    update changes, 170927.
Rule References and Q/A appropriate 
  to the scenario level
  - SQUAD LEADER 4TH EDITION; 
    1980
- CROSS OF IRON 4TH EDITION; 
    1981
- CRESCENDO OF DOOM 1ST 
    EDITION; 1982
- GI: ANVIL OF VICTORY 
    2ND EDITION; 1982
-  Q/A COMPILATION CIRCA 
    2006b060725
- Additional Reference: 
    ADVANCED SQUAD LEADER; 1985
COI Supplemental Rules 
  in effect 
  - B: ARMOR CREW MORALE
- J: RUSSIAN ENTRENCHMENTS
- M: LOCATION OF HITS
- Others only by player 
    agreement prior to play.
COI 
  Rules in effect by SSR only
   - Battlefield Integrity 
    (93).
- HE Near Misses (100). 
	Always in affect for Stuka and Sturmoviks, otherwise one player may opt out
	 before the start of play if not in affect by SSR.
    This rule is problematic as a miss by more than 1 of 
    a 100mm+ shell will always land in an adjacent hex in LOS. If there is only 
    one other adjacent hex in the LOS, the shell will always land there. The HE 
    Near Miss rule is dropped completely in Advanced Squad Leader. 
- Deliberate 
    fire setting (102.2)
- Environmental 
    Conditions (102.3) Scenarios will not use weather rules unless specifically 
    called for by the scenario in play.
COI Armor 
  Listings - Optional Armament
  - Self 
    Defense Weapons must be rolled for per 64.5 and are not available prior to 
    July, 1944.
- Smoke 
    candles must be rolled for per 64.8 and are not available prior to 1943.
- HEAT 
    Ammunition is not available prior to 1942. Stated as 
    such in COD Rulebook, inside cover.
-  
    Optional Armament (opt#) is available by vehicle, following the procedure 
    in ARMOR LISTINGS - Optional Armament. Other optional armament available by 
    scenario date and/or availability roll include HEAT, Smoke Candles, Self Defense 
    Weapons, Special Ammunition, GIA Sherman Flame guns, and Gyros.
COI Miscellaneous 
  (Inside cover of COI rulebook forward 'A Word About Scenarios') 
  - All 
    vehicles which enter the playing area on the same hex and the same turn must 
    do so sequentially with the second vehicle paying one additional MP to enter, 
    the third two additional MPs, etc. Per Q/A, hexes A5/A6 
    and GG5/GG6 are the same road hex for sequential movement purposes.
- Unless 
    otherwise indicated in the scenario, all forces scheduled to arrive on a certain 
    turn must arrive during that turn. They may not wait off the board for later 
    entrance. (Infantry may wait until Advance Phase unless prohibited by SSR)
- Unless 
    otherwise indicated, placement on board half-hexes does not satisfy either 
    initial set-up or victory condition criteria.
- Unless 
    otherwise indicated, units which leave the board must remain off the board 
    and are considered eliminated for victory purposes. (EXCEPTION: AFVs forced 
    to withdraw by a STUN result). 
- AFVs 
    cannot satisfy Victory Conditions requiring occupation of buildings, such 
    occupation must be by an infantry unit (including dismounted crews). 
  
  Rules in effect during tournaments
  - In SQLA tournaments, 
    all rules through the gamette in play are in effect.  For example, SQL through 63, 
	COI through 103 and Supplemental Rules stated above, COD through 140. The following exceptions apply:
    - Scenarios One through 
      Three - Fire, Rubble and Upper Building Levels rules are not in play. These 
      exclusions are needed for balance. For example, the Germans will often lose 
      Scenario Two if a FT sets fire to the factory building when using the Fire 
      rules.
- Scenario Five - Players 
      should agree if all SQL rules are in play (i.e. entrenchments 54.0) or only 
      those through the scenario in play. 
- Scenario Eight - Heat 
      is not available to the Priest AFVs for scenario balance.
- Scenario 
      Twelve - gun crews and AFV crews count towards the US setup restrictions.
- Players 
      may mutually agree to the rules in effect before commencing play, including 
      playing only those introduced through the scenario in play.
Standard Abbreviations
  - RPh = Rally Phase
- PFPh = Prep Fire Phase
- MPh = Movement phase
- DFPh = Defensive Fire 
    Phase
- AFPh = Advancing fire 
    phase
- RtPh =Rout Phase
- APh =Advance Phase
- CCPh = Close Combat 
    Phase
- DR = Two D6 Die roll
- dr = Single D6 die 
    roll
- MF= Movement Factors 
    (i.e. Infantry, cavalry)
- MP = Movement Points 
    (i.e. Vehicles)
- DRM = Die Roll Modifier
- DM = Desperation Morale
- NMC = Normal Morale 
    Check
- TEM = Terrain Effects 
    Modifier
  
SQLA TOURNAMENT CONVENTIONS 
   [Rules Section]:
  - [VSQL 
    protocol] Players may send partial moves (pulses) to force defender to 
    make a decision on shot vs. moving AFVs and similar units requiring immediate 
    defensive fire. Following a defensive fire shot, HIP minefield 
    attack, immobilization result or other action, regardless of outcome, the 
    balance of the move is cancelled and subject to revision by the moving player.
- [VSQL 
    protocol] Due to the the shared mapboard, inherent LOS checking ability 
    (if player enabled), and potential LOS checking errors, unlimited LOS checks 
    are allowed. This is not true in FTF as a shared map is in use. 
- [VSQL 
    protocol] VSQL boards are the valid boards for LOS checks 
    as both players are using the same boards (unlike printed boards which vary 
    by printing edition, alignment, mounting and other factors. Using VASL  boards, 
    all player possess the same LOS  whereas actual boards differ with printing 
    and mounting. Be aware there as several iteration of 
    board files, v4, v5, and v5SK. VSQL requires both players use the same board 
    files.
- [Tournament 
    protocol] In tournament settings, once both players agree a phase is over, 
    forgotten activities are considered lost opportunities. Exceptions are made 
    for instance resulting in clear violation of the rules and one player clearly 
    benefited Should players seek to create a long term friendship and ongoing 
    opposition, enforcement of this is optional if discussed prior to play. The 
    normal leniency of casual play is restricted in tournament play; lessons are 
    learned the hard way.
- [FTF 
    protocol] If either die is cocked or out of the rolling area, both are 
    to be rolled over.
- [FTF 
    protocol] If a LOS is shown to be blocked, the firing unit is still considered 
    to have fired and an appropriate DR is required for malfunction check purposes.
- [VSQL, 
    FTF and ESPECIALLY Tournament protocol]; when lurking or observing, NEVER 
    make game related comments, rule clarification or touch any opponent's units 
    unless at the player's requests.
- [Tournament 
    protocol] Players are not entitled to perform past forgotten actions, 
    retract movement once a new hex is entered. If the option is granted, the 
    opponent is enabled to make the same number of revisions. In championship 
    tournament play, this is practice is discouraged. in friendly play or when 
    training novices, error correction should be allowed liberally unless a ongoing 
    gaming relationship is not desired.
- [PBEM 
    Protocol] Die Result Generation:  
    
      - In 
        real time server mode to use the die roller with each player rolling their 
        own die. 
- In 
        PBEM play, use the ACTS is the default for all die rolls using the SQLS 
        custom module. ACTS keeps a log of all die rolls, comments, and elapsed 
        time; the latter is useful for the GM to determine who consumed most of 
        the time for games not completed in the allocated time. <http://acts.warhorsesim.com/>. 
        The vassal die roller or other system may be used only if both agree, 
        however do not complain to the GM regarding any issues which result (Vassal 
        application crashed, log was not turned on, etc). Be 
        aware one can delete/overwrite bad die rolls in VASSAL and/or modify an 
        turn by returning to save, whereas ACTS makes a permanent record. There 
        is always the possibility of one bad apple in the barrel. In most other 
        PBEM ladders of game titles, ACTS is always used, even by players with 
        a 20 year history, as there are no bad feelings for a string of good or 
        bad rolls. 
- In 
        PBEM mode, players always roll their own rallies and CC die rolls at the 
        break between end of turn (with phasing player CCPH rallies, and the other 
        player rolling in the next RPh.PFPh/MPh mailing. The normal FTF requirement 
        that both players designate all CC before rolls are taken in ignored.
 
-  [VSQL 
    PBEM protocol] If excess dice are rolled, then the extra ones are ignored. 
    If not enough dice are rolled, then those that were generated are used, with 
    further dice being rolled as needed to make up the correct number. 
    This is consistent with several other PBEM protocal 
    in events of other game titles.  
- EFFECT OF FIRE ON VICTORY 
    CONDITIONS:  
    
      - Possession of any 
        hex for Victory Condition purposes which is on fire at scenario end is 
        given to the opponent of any player who deliberately set the fire [COI 
        fire setting] even if that fire spread from another hex. GIA 
        169.8
- Players are not 
        held responsible for fires started randomly by HE attack, FT, or burning 
        vehicles. Possession of hexes ablaze in this manner is given to the player 
        who last solely occupied the most non-burning hexes adjacent to the victory 
        determinant hex in question. GIA 169.81
 
- [5A, 30A] Entry 
    from off-board onto a road is assessed at the 1/2 MP road rate. (Modified 
    by vehicle sequential entry in COI).
- [5B] 
    No SW equipment possession by units in a hex. Any unit surviving a fire phase 
    unbroken may use the SW. GIA introduces the concept of equipment possession.
- [5C] Walls and 
    hedges are defined by the hexside not by the artwork. Walls and hedges exist 
    along the entire length of the hexside regardless of the artwork presentation. 
    SEE [11.5 A&B] 
    Rule 11.5 introduces Walls and Hedges, but is often a source of confusion 
    among Squad Leader players. Perhaps because these rules are not actually used 
    in the original scenarios until #4, a considerable time after their introduction. 
    Two interpretations exist: that the wall or hedge SYMBOL dictates LOS presence 
    or blockage (consistent with rule 7.2) or the alternative, that the Wall or 
    Hedge HEXSIDE dictates LOS presence or blockage (consistent with rules 5.51, 
    11.5, and 11.51). Alan Yngve: [9/23/96]
- [6A] 
    Two crews equal a squad for vehicular stacking purposes, but not for hex capacity 
    limits. Clarified 
    by G142.32. Reference to GIA half squad is deleted.
- [7A] Units in 
    hexes X8 and P7 on board 4 are in a building although for LOS purpose, the 
    hex center dot is used.
- [8A] 
    Halftracks may form a firegroup with passengers, infantry in the same hex, 
    adjacent halftracks and/or adjacent infantry. Note SQL 33.8 "33.8 AFV’s 
    may not combine fire with any other AFV or infantry - even if adjacent". 
    Halftracks forming firegroups with passengers is explicitly 
    allowed by SQL 47.4; forming firegroups with other halftracks is allowed explicitly 
    by Q/A; forming firegroups with infantry in hex and adjacent hex meets firegroup 
    requirements of rule SQL 8.6.
- [9A]Units are 
    considered adjacent for firegroups if either play could conceivably move an 
    infantry unit from that hex into the adjacent hex in question during the ensuing 
    Advance Phase. This 
    clarification if found in GIA rule 142.21.142.211 and is pulled forward.
- [11.5A] 
    The thick terrain depiction, as well as the hexside itself (inclusive of vertices), 
    represents the wall/hedge and will affect any LOS through it, except for obvious 
    breaks for roads in the depiction such as 6X9/W9 (see illustration below). 
     
    This is pulled directly from ASL B9.1 and B9.2. Pulling this rule forward 
    terminates endless debate.
- [11.5B] 
    Walls and hedges are Half-Level obstacles to LOS (A6.21) even if they lie 
    lengthwise (on a hex spine) exactly along a LOS unless the viewing/target 
    hex is formed by that hexside/hex spine. This is true even if the hex spine 
    to/from the target/firing hex also directly connects with other wall edge 
    hexside vertices which are not part of either the firer/target hex. A wall/hedge 
    hexside never blocks LOS to any portion of its own hex. This 
    is pulled directly from ASL B9.1 and B9.2. Pulling this rule forward terminates 
    endless debate. 
     
 
      - EX: 
        An attack from 6Y6 to Z7 is effected by the hedge hexside Y7-Z7 even though 
        the hedge depiction does not actually extend to the vertex.
- EX: 
        The 4-4-7 in 6Z9 can attack the 8-3-8 in X6 with a +2 DRM for the wall 
        because both intervening hex spines are part of either the firing or target 
        hex. If the Z8-Y9 hedge did not exist (or were actually at Y8-Y9), no 
        LOS to X6 from Z9 would exist. If a German unit were in Y8, both it and 
        the 4-4-7 would qualify for the + I TEM of the Y8-Z9 hex spine when firing 
        at each other.
 
- [13A] A player 
    cannot purposely rout his units in such a fashion as to ensure their elimination 
    if a safe rout path exists.
- [13B] A unit 
    is required to rout when adjacent to any type of enemy unit (infantry, vehicle 
    etc.). However, adjacent vehicles do not cause the removal of concealment 
    counters. (Exception: 106.6 in effect)
- [13C] When opposing 
    broken infantry begin the RtPh adjacent only to each other, only the phasing 
    player is required to rout by 13.2. [previously identified as Consult 
    #02]
- [14A] Units 
    which voluntarily break are not considered DM unless shot at since the previous 
    rally phase. Otherwise units which break are considered DM except due to pre-game 
    MC; Example, SSR in Scenario 5.
- [14B] Units 
    are not considered 'shot at' for DM if targeted but missed by a gun. Should 
    the gun score a hit, even if resolved as NE, targeted broken units are now 
    considered DM.
- [16A] The Moving 
    in the open ground -2 DRM applies cumulatively to smoke, shellholes, under 
    stationary AFVs, behind walls, behind hedges and forest-road hexes subject 
    to Q&A 81.2 and Q&A 81.22.
- [16B, 55B] Once 
    a moving unit (infantry or vehicle) is fired upon, the defender forfeits all 
    additional fire opportunities at that unit in the target hexes occupied prior 
    to the initial fire. Therefore, if a defender has several target hex possibilities 
    against the same moving unit, he may want to carry out his attacks in the 
    order the target hexes are traversed. COD Mechanics 
    of Play clarified 16.3 'moved to the next target hex along...'
- [17A] 
    Penetration attacks may occur either before and/or after the target hex. All 
    hexes are subject to the same attack DR and Leadership DRM. This applies to 
    AFV MGs with the additional constraint in SQL that Covered Arc machine guns 
    must fire at the same hex as the main armament (34.7). COI 
    allows Bow and AA MGs to fire independent of the main armament (64.4, 64.46).
- [17B] If a Leader 
    mans a MG (either singly or in combination with another Leader) he loses any 
    Leadership DRM he may have exerted over other firing units in the same hex. 
    However, he would maintain the Leadership DRM for his own fire provided he 
    is not part of a FG which would otherwise not have that Leadership DRM. Clarification 
    regarding use of Leadership DRM provided by 143.111.
- [17C] Crews/HS’s 
    may fire any one MG with full FP but in so doing lose their inherent FP for 
    that player turn (EXC: only LMG’s may be used in CCPh). A crew/HS which fires 
    a LMG in CC would be unable to also fire its inherent FP during that CCPh. 
    Clarification provided by GIA 143.12 to SQL by 41.2.
- [17D] A MMG, 
    HMG, ATR, Mortar, or 5/8" non-vehicular ordnance counter which moved during 
    the MPh may not fire during the ensuing AFPh. SQL 
    rule 5.74 prohibits any squad carrying 4 or more portage points in the MPh 
    from firing a MMG/HMG it moved in ensuing AFPh due to the portage costs of 
    such weapons. While many extend this simply to mean MMG/HMG may not be fired 
    in the AFPh if they were moved, others will argue a different unit may fire 
    this SW for reasons which defy time and space. To end the debate fueled by 
    lack of treatment in the later gamettes and Q/A, the ASL rule 4.41 is moved 
    forward.
- [18A] If, in 
    the act of charging the nearest enemy unit in its LOS, a berserk unit moves 
    into the LOS of a closer (in hexes) enemy unit, he charges that unit instead. 
    Should the enemy unit being charged no longer be in the berserk unit's LOS 
    in the interim, the berserk unit still charges the hex originally occupied 
    by that unit.
- [22A, 23A] German 
    838s, Russian 628s, and American 847s may use DC and FT of their own nationality 
    without penalty unless restricted by SSR. Flamethrowers have a range and penetration 
    of two hexes. Until the use of COI Rule 90 (Captured Equipment & Vehicles), 
    only qualified American units may use captured FTs or DCs. Per 
    the game card, captured use of a FT is per Notes A (Must have a leadership 
    modifier of -2 or -3), C (Must be Assault Engineer), H (Must be American Unit). 
    The 11/14/05 conversation with the rules authorities is summarized as follows: 
    American -2/-3 leaders or an American 847 Assault Engineer may use captured 
    FT or DC counters. 
- [22C] The -1 
    applies to a target hex for each FT; even if the attack is made by a FT.
- [23A] See [22A, 
    23A]
- [24A] German 
    838s always have unlimited smoke-making capability unless limited by the scenario 
    in play. Other infantry units do not have inherent smoke-making ability unless 
    specified by the scenario in play. Exception: British Commandos (104.22)
- [27A] Units 
    may not use Sewer Movement unless specified by the scenario in play.
- [30A] It costs 
    an AFV 4 MP + COT to move through enemy AFV. The COT is 1 MP if shell hole 
    or road.
- [30B] COT for 
    a vehicle to move through a shell hole hex is 1/2 MP for AFVs when traveling 
    down the road. (The large rulebook illustration SQL4th near rule 30A showing 
    truck and halftrack movement).
- [30C] Any vehicle 
    or wreck in the road hex negates road movement for other vehicles entering 
    the road hex.
- [31A] Passengers 
    of a vehicle, which becomes immobilized or bogged in a MPh or due to DF, may 
    unload if the vehicle would normally have 2 MP left the time of immobilization. 
    Otherwise they must wait until the next MPh unless routing during the rout 
    phase. Based 
    on GIA 144.932. This allows passengers to get out as there is no reason to 
    stay inside.
- [31B] 
    If the AFV carrying passengers fires any armament other than AAMG, smoke candles, 
    or is hit by any type of ordnance or FFE not resulting in elimination of the 
    AFV, all passengers must "bailout" into the same hex beneath the AFV. Additionally, 
    such units may not fire in the PFPh, DFPh or AFPh as appropriate that player 
    turn. They may advance normally in the APh.  
    Based GIA: 144.93. This rule is moved forward as clarification does not exist 
    previous to GIA. This prevents the tacky move of parking AFV two hexes away, 
    fire in AFPh, unload passengers who also fire in the AFPh and advance into 
    Close Combat vs a target with no LOS/DFPh opportunity.
- [31C] Ordinance 
    cannot select exposed passengers/crew as an infantry TO HIT target type. Such 
    units suffer damage only as a secondary result of a hit on their carrying 
    vehicle. Therefore, TEMs to which the infantry are entitled (such as CE: +2) 
    would be added to the subsequent TO KILL DR - not to the vehicular TO HIT 
    DR. The vehicle destruction by HE and the infantry IFT attack are resolved 
    using the same DR. Based 
    GIA 145.11 . This is another clarification appearing in GIA that ends the 
    debate of this topic hence rule is moved forward.
- [31D] 
    Passengers may unload into an adjacent hex only if the transporting vehicle 
    spends 2MP (see 31A). The unloading passengers may be targeted in the vehicle 
    hex with the appropriate DRMS (moving in the open, +1 for AFV, etc.) ONLY 
    if the shot is taken as they unload or the vehicle remains in the hex. The 
    vehicle is free to move away from the unloading hex after any defensive fire 
    shots are taken.  The protection during unloading is 
    inferred by the 2MP cost expended but fuels debate regarding additional shots 
    vs the unloading hex after the transporting AFV moves away.
- [32A] 
    Defensive fire against infantry traveling on foot with an AFV does not affect 
    other units which later move through this target hex, unless the defensive 
    fire is occurring after all enemy movement is completed. If the +1 vehicle 
    DRM is claimed by the moving player, the vehicle must end it movement with 
    the infantry and may not separate from it during that movement phase. The 
    vehicle must slow down and regulate its movement to the protected infantry 
    on foot to impart the +1 DRM.
- [33A] A vehicle 
    pivoting during the PFPh or AFPh (Squad leader Case D - firing outside of 
    covered arc) is not considered a moving target because it has not expended 
    MP.
- [33B] It is 
    tactically recommended but not required that vehicle type units, which must 
    be shot at as they move (Vehicles, scouts, cavalry, etc.), must move before 
    infantry.
- [33C] Vehicles 
    can be fired at both before and after changing facing, except in their starting 
    hex in which case they can only be fired at after changing facing or a MP 
    expenditure (i.e. changing covered arc at the cost of 2 MP).
- [33D] A turreted 
    AFV may pivot during a fire phase without having to fire any MA or MG.
- [33E] SPGs and 
    guns may not fire outside their covered arc, instead they may pivot in the 
    MPh for the AFPh. Exception: they may pivot and fire during the DFPh.
- [33F] An MG 
    does not penetrate past a vehicle outline (33.7). Exception: a vehicle that 
    moved presents no LOS obstacle during that DFPH (32.7). A MG firing during 
    the MPH at a moving vehicle or its exposed crew, passengers or infantry on 
    foot (16.7) does not effect non-moving units. 
- [33G] 
    All Russian 76L armaments hits with the 'L' benefit but kills on the 76 column 
    of the To Kill Table - not the 76L column. This applies to all Russian armaments 
    of the 76L type, Vehicular and Ordnance. Note 
    MM does not appear in the Russian Artillery listing. However, ASL has a specific 
    TO KILL column (weaker than the standard 76L column) applicable for all Russian 
    76L guns. The German 76L ATG per ASL notes sources from captured Russian 76L 
    ART stocks but the design has been modified and uses the standard more potent 
    76L TO KILL column based on superior German manufactured ammunition. Also, 
    Note MM was introduced in the third edition of Cross of Iron with the Rules 
    Amendments in Crescendo of Doom, pg 74.
- [33.H & 102B] 
    [102B &33H]  A bow mounted FT may 
    not fire in the AFPh if the vehicle moved into a new hex during the MPh. 
- [33.I] 
    Ordnance targeting a crew that is bailing out uses the infantry in open with 
    moving DRM. 
    Per 2006 Q&A committee; not yet in published Q&A.
- [34A] The MkVIF1 
    has Canister until COI implements an availability roll in the Armor Listings 
    - Optional Armament, pg. 61. The scenario in play may also restrict availability.
- [35A] 
    Units in a wooden building which is being overrun are attacked at full strength 
    with the +2 modifier. If they survive, they are placed into an adjacent hex 
    per rules then the building is rubbled if the AFV remains in the hex and in 
    Squad Leader the crew passes its morale check (otherwise the crew will be 
    close combat with the enemy troops present.  Some 
    have contended in past tournaments the creation of the rubble eliminated all 
    building occupants. Argument was derived by applying HE KIA rubble creation 
    to any AFV overruning units in a wooden building without regard to AFV strength 
    or overrun attack die roll.
- [35B] 
    When an AFV crosses a wall/hedge to initiate an overrun, the wall/hedge 
    TEM is applied to the Overrun attack. 
- [35C] 
    An AFV may not end its movement phase in a gun hex unless it is Overrunning it (48.64).  
	Therefore, an AFV may not destroy or capture more than one gun per Movement Phase.
- [36A] 
    Units which fail Pre-AFV MC in the advance phase or MC for entering a burning 
    wreck may make an alternate advance/movement.
- [36B] 
    Crews may not attempt AFV immobilization.
- [36C] 
    A PreAFV MC is required for infantry to place a DC on an enemy AFV.
- [37A] 
    Shaped Charged Weapons (panzerfausts, bazookas, panzerschrecks, piats) may 
    target ATG/guns using their reverse side TO HIT table. ATRs use the 33.3 
    To Hit Table. The 
    Don Greenwood design article viewpoint is used as a basis. Leadership, target 
    hex TEM, moving target modifiers and target size, where applicable, apply 
    to the TO HIT DR.
- [37B] 
    All SCW (panzerfuasts, bazookas, panzerschreck, piats) TO HIT numbers are 
    modified by Leadership, target TEM, moving target modifiers and target size, 
    where 
    applicable. SCW 
    are not modified by range (adjacent or GIA range=2) but rather using the counter 
    reverse side TO HIT chart. 
- [37C] 
    Point Blank Fire modifiers do not apply to Bazooka type weapons (Panzerschreck, 
    PIAT) 
    The 
    square around the Range indicates no LR, Moving or PBF modifications, Counter 
    Abbreviations in QRDC.
- [37D] Rule 37.1 
    exempts Infantry armed with special Anti-Tank weapons from the requirement 
    take a Pre-AFV Attack Morale Check to attack an AFV with the SW. However such 
    an equipped squad is still required required to take a PreAFV MC to attempt 
    infantry immobilization.
- [40.6A, 
    41.1A] Only AFV wrecks provide hull down status.  
    This eliminates unrealistic cases of using functioning vehicles which may 
    themselves be out of LOS to screen other vehicles which are in LOS (COI2-38). 
    The illustration on page 10 of the fourth edition rulebook was never updated 
    and erroneiously shows a functioning AFV causing Hull Down status.
- [42A] All hidden 
    counters are revealed when an unbroken enemy infantry unit is adjacent at 
    the end of the DFPh or APh. Exception: 106.6 in effect.
- [42B] Hidden/concealed 
    units in a hex are not revealed when other non-HIP/concealed units in the 
    hex fire or suffer a Moral Check. They would lose HIP/concealment if enemy 
    fire resulted in a MC after modification for Area Fire.
- [42C] Regarding 
    hidden units: 
    
      - [42C.1] 
        If a vehicle moves into a hidden unit hex an overrun occurs 42.6.
- [42C.2] 
        If infantry moves into a hidden unit, execute 42.5. it is immediate bounce 
        back and all further movement by that unit is canceled
 
- [42D] Fortifications 
    may setup using HIP in woods terrain. Exception: Roadblocks may setup HIP 
    out of enemy LOS and are immediately revealed once the enemy has LOS. 
     This 
    point is debated in many Scenario 11 "St. Goar Assault" games. Although it 
    is unknown what the scenario designer intended, this convention resolves the 
    issue.
- [43A] Crest 
    lines do not create a blind hex if the firing hex is part of the same hill 
    as the crest line in question. For example, 2E8 is a blind hex to 2K5, it 
    is not the same crest line. 2O9 has LOS to 2O5, they share a crest line.
- [43.7A] Units on any elevation can see 
    anything on the same level. Exception: buildings are obstructed by intervening equivalent height buildings (7.5)
 'A' and 'B' are clear (43.7), 'C' is blocked (7.5).
  
 
- [44A] Infantry 
    cost into a shellhole hex is 1 MF in addition to any other costs (i.e. walls, 
    smoke). The cost to enter a shellhole roadhex from another road hex remains 
    at 1 MF in addition to any other costs (i.e. walls, smoke). (14.5-34)  
    Movement 
    through shellhole hexes (example, 4S3) that are also road hexes is a source 
    of contention among Squad Leader players. Two interpretations exist; that 
    road movement is unhindered by shellholes due to rule 44.3 "Shellholes have 
    no special effect upon infantry movement ..." and rule 5.52 "... moving into 
    a road hex is 1/2 MF only if the hex is entered through a hexside crossed 
    by the road" OR that entering a shellhole hex, even if along a road, costs 
    1 MF, an interpretation derived primarily from the inclusion of shellhole 
    hexes with "open ground and Wheatfields on the movement chart (rule 5.5). 
    
- [44B] Wheatfields 
    in effect only during appropriate months (June through October)
- [44C] Passangers on vehicles
    are the equivalent height and are always visible in a wheatfield. (154.4)
- [45A] OPTIONAL 
    RULE (but required by SSR in SQLA half-bid scenario designs) Following definition 
    of the opposing units, the player owning OBA secretly chooses if his OBA module 
    is 4 missions of 80 mm, 3 missions of 100 mm, 2 missions of 120 mm, or 1 mission 
    of 150 mm. Radio contact can be attempted in the initial rally phase of the 
    game if immediately available unless restricted by SSR. (5).  This 
    rules is used in half bid scenarios as the great possible variation due to 
    die rolls for OBA caliber and number of modules often is the dominant factor 
    influencing which side wins. It is suggested for other scenarios at the player's 
    discretion.
- [45B] 
    Artillery owner need not state caliber until resolved on IFT and number of 
    missions until game end.
- [45C] 
    Once all allocated missions are used, a player may not continue to place AR/SR 
    with the depleted module. (46.72)
- [45D] 
    If a side has multiple artillery modules in play; simply state whether using 
    module A or B when making radio contact.
- [45E] 
    Multiple radios may be in contact with the same module, however the module 
    can have only one counter (AR, SR, FFE) on the board at one time. 
- [46A] 
    Indirect fire vs hidden/concealed units is halved as AREA fire. 
    One of the hardest aspects of the artillery system for many to justify hertofore 
    has been the halving of indirect fire vs concealed/hidden units...The obvious 
    answer is that concealment does not make a target harder to hit so much as 
    it makes it less likely that a spotter would have any reason to call fire 
    down on an area to begin with. The halving effect was merely an attempt to 
    compensate for the omnipresent eyes of the game player who can see concealment 
    counters and thus predict the presence of a target that a real observer would 
    have little reason to suspect. Clarification from preamble to 163.3.
- [46B] 
    If the spotter does not have LOS to a non-concealed/HIP infantry or vehicle 
    target, the FP is halved as AREA fire for the seven hex Blast Area. 
    This convention prevents players from attacking units it has no LOS to and 
    in theory no knowledge of using the seven hex barrage. This is not covered 
    specifically in the SQL Series rules. ASL does allow it but an additional 
    battery access draw is required to place the AR, with additional draw during 
    FFE placement if not viable target is within LOS of a unit. Although still 
    possible, increasing the number of draws from two to four, make such used 
    improbable and a questionable use of resources.
- [47A] M16s and 
    other ordinance-armed halftrack may not carry passengers. (Note the SQL M16 
    counter is missing the typical 'P5' notation indicating it has a portage capacity 
    of 5).
- [48A] A Gun 
    Shield does not protect it's crew in the DFPh immediately following a MPh 
    in which the gun was pushed or unloaded from a vehicle
- [48B] The crew 
    manning an ATG is only effected by a hit on the gun and is not considered 
    an "other unit in the same hex." It can not be targeted apart from 
    the gun. The 48.2 Example is modified such that only the squad is considered 
    hit, not the crew. Additionally, had the tank rolled a '6' TH, the 
    ATG is destroyed and the same TH dice roll effects the crew on the '8' 
    column of the IFT with +2 for the gun shield, no building modifier. The effect 
    on the squad remains the same. Exception: SQL 63.7 Mortars, Howitzers and 
    their attendant crews use the correct infantry row of the TH table and its 
    effect measured against the crew on the IFT. Any KIA against the crew, exclusive 
    of gun shield, destroys the gun.
 A crew is not subject to double jeopardy, it is either 
    hit with the gun or it is not effected. Players can see the ATG counter on 
    the board and know exactly where it is. In reality, they were difficult to 
    spot from a buttoned up AFV and often could fire several times before being 
    spotted. The low TO HIT numbers for gun and crew reflects the difficulty of 
    spotting the gun and balances the player's complete knowldedge of the board.
- [48C] No 5/8" 
    counter may enter or leave a bunker during play. [Refer 
    to RuleConsult10].
- [48D] 
    Prior to COD 107.2; what To Hit modifiers apply to SCW (bazookas, panzerfausts, 
    panzerschrecks) when targeting guns? 
 A: Only moving target and TEM apply, not V size gun target modifiers. [previously 
    identified as Consult #01]
- [48E] 
    HE shells 37mm and larger destroy ATG in the same manner as AP hits.
- [48F] Other 
    gun types are destroyed by hits using the Gun Target classification similar 
    to ATGs. Exception: SQL 63.7, see 48B.
- [48G] ATGs may 
    not fire smoke until COI 63.22 is in effect. 48.83 explicitly 
    allows HE only, in addition to AP.
- [49A] 
    Night Rules follow the interpretations in this document. Upon mutual agreement of both players, 
     
    this SQLA alternate may be used. Due to the significant 
    ambiguities of Night Rules and the variety of player interpretations, SQLA 
    recommends using either of these rules clarifications.
- [51A] 
    Truck Wrecks are a LOS block only similar to a AFV/AFV wrecks but do not 
    provide a protective +2 TEM wall similar to a AFV/AFV wrecks. Exception 
    of German SdKfz vehicle types. SQL 51.3 states 
    "Unlike AFVs, units do not receive a terrain effects modifier for being 
    underneath a truck counter. Truck outlines do serve to block same level LOS 
    (32.3,32.7) as if the truck were a stone wall on the second hexside of the 
    vehicle hex through which the fire is traced." To infer truck wrecks 
    are equivalent to earlier introduced AFV wreck when rules explicitly state 
    trucks do not provide same TEM benefits as trucks is a questionable stretch 
    in logic.
- [51B] Trucks 
    are affected by MC results on the IFT. Exception: Indirect fire (46.54), Overruns 
    (35.3), and Minefields (55.6) only affect the vehicle with a KIA result, modified 
    by -3, -5, -3, respectively. The third edition amended 
    51.4 but not 46.54, 35.3 or 55.6. We respect the original rules requiring 
    a KIA for indirect fire, Overruns and Minefields.
- [52] 
    SW on jeeps may be unloaded either by a moving jeep spending 2 MP in a hex 
    containing stationary infantry OR by infantry advancing into the jeep hex 
    and taking possession, or a unit starting in the advance phase in the jeep 
    hex advancing with the SW. The 
    methodology to remove a loaded SW from a jeep is never treated in any rulebook 
    through ASL until a 2002 ASL Q&A 
- [54A] 
    A Crew needs a 4 DR in order to entrench (54.2), but once entrenched provides 
    entrenchments sufficient for an entire hex’s infantry stacking limit (there 
    is no such thing as a half entrenchment). A SMC may never dig an entrenchment. 
    Although introduces by a Q/A. the GIA rule 142.34 is 
    explicitly stated. Reference to GIA halfsquad is deleted.
- [54B] 
    Entrenchments cancel open ground for rout purposes (13.42) only if the routing 
    unit pays the extra MF to enter/leave the entrenchment hex. 
    Although treated in Q/A 13.1, the GIA rule 142.5 clarified this, the balance 
    of rule paragraph is deleted due to GIA changes in routing MFs, and other 
    rout system changes.
- [54C] 
    Infantry may rout underneath an entrenchment in a Woods hex if they have available MF that phase.
- [55B] See [16B, 
    55]
- [57A] ADVANCE 
    PHASE: Units may use the APh to either move one hex or climb or descend one 
    level in a staircase hex (not sewer entrance) of a multi-level building. A 
    unit in a bunker, entrenchment, or trench may still advance out of that terrain 
    feature and into an adjacent hex and vice versa, but it may not move out of 
    a bunker/entrenchment and into an adjacent bunker/entrenchment in the same 
    APh. The unit would have to remain outside those terrain features even though 
    they could move into the hex containing them. (GIA 143.2; see note 57). SQL 
    rule 57.4 allows advances into a stairwell hex and change levels. However 
    it does not state one can change levels and move into an adjacent hex during 
    the Advance Phase. Appendix rule 4.7 states "The one hex advance during 
    the Advance Phase may include any Movement Penalties for entering or leaving 
    a bunker or, entrenchment, or, changing levels in a staircase hex, plus the 
    act of movement into the adjacent hex." However both instances allow 
    a unit to advance directly into Close Combat without the target unit benefiting 
    from a Defensive fire opportunity vs. this attacker. This is considered a 
    flaw due the the GIA clarification. For this reason, the GIA rule is moved 
    forward.
- [59A] Players 
    may agree prior to the start of a match or Tournament that rules may be stated 
    that Fires do not spread with exception to other levels of the same hex per 
    normal procedures (see note 59A) as a timesaving measure.
- [62A] Roadblocks 
    are removed in rally phase only if removing unit did no actions during own 
    player turn. They are not removed in rally phase following and idle defensive 
    fire phase.
- [62B] Roadblock 
    placements are limited to road and runway hexsides , or across gaps in terrain 
    so as to block vehicular movement. Other placement would require a SSR.
- [63 SQL A] Howitzer 
    gun shield DRM is not factored in to determine gun destruction.
- [63 SQL B] Howitzers 
    and Mortars may fire smoke. ATG see 48G 
    46.9 allows artillery to place smoke, without regard to Offboard or Onboard.
COI RULES
  - [63A] On board 
    guns resolving indirect fire on the IFT malfunction when rolling their Breakdown
	number or higher, they do not malfunction when placing or correcting an Artillery Request
	or Spotting Round.
- [63B] Mortar 
    attacks are subject to the same DRMs as Off Board Artillery.
- [63C] Appropriate 
    units have Heat unless otherwise stated by SSR. EXCEPTION: Heat is not available 
    to the American Priest SPGs in Scenario #8 "Bitche Salient" unless per player 
    agreement as a pro-American balancing option.
- [63D] 
    A Leader is considered adjacent for spotting for indirect fire if he is within 
    one hex of the firing ordnance and there is no more than a three level elevation 
    difference between them. This 
    clarification is GIA rule 142.212. Third level buildings are introduced in 
    COD, fourth level hills and split level buildings in GIA. This rule sets appropriate 
    spotting limits.
- [63E] 
    Regardless whether used in direct fire or indirect fire, Mortar IF attacks are 
    subject to OBA modifiers including +4 for entrenchments, -1 for Air burst per 109.6
	and resolving AFV destruction on the IFT. 
    This is due to the high trajectory of mortar fire. 
- [63F] 
    Indirect fire vs AFVs (63.39) add the worst of any positive armor DRMs only if all 
    armor DRMs are positive.
	 
    This is clarified on the GIA QRDC Artillery Barrage vs Vehicle DRM's table.
- [64A] A turreted 
    AFV may change its turret covered arc at any point in its MPh (COI+)
- [64B] Although 
    a turret may change covered arc freely while moving in the MPh w/o additional fire modifier 
    in the AFPh, if the owner changes it in the AFPh as a distinct action, 
	the modifier applies in addition to the +5 for moving into a new hex.
- [64C] CE AFV 
    status can only be changed during the MPh and APh unless stunned 
    by enemy fire result.  
    If a CE Crew Prep fires and applies the BU penalty, it may change its CE status in the MPh 
    although some want their cake and eat it too.
- [64D] Ordinance 
    fire vs. a CE commander or passengers must use the corresponding AFV target 
    classification.
- [64E] Nahverteidigungswaffe 
    Close Defense weapon are not available until July, 1944. [COI 
    rule 64.5 states 'mid-1944'. ASL allows it starting July, 1944.]
	
- [64F] 
    Rule 64.46, which restricts the usage of the Coaxial MG and MA in the same TCA, is 
    written with the assumption that the AFV main armament is turrent mounted. 
    This restriction is not applicable when the MA is bow mounted (such as PzKwII 
    Flamingo, Lee, CharB etc.)
- [66A] Deliberate immobilization attempts 
    do not use Supplemental Rule M.  
	This is consistent with 130.1 Location of Vehicular Hits.
- [66B] ATRs and  
    guns may not deliberately immobilize unarmored targets.  Exception: SdKfz type vehicles.
    Partially armored vehicles (64.34) are subject to deliberate immobilization.
- [72A] 
    For Overrun strength calculations, IFE Main Armament is treated as a MG (at 
    full strength). The Ostwind overrun value is 4+4+12=20af. (COD-105) This 
    is not adequately treated in SQL Series but is in line with treatment within 
    ASL overrun.
- [72B] 
    AFVs with no functional armament may not enter an enemy hex to overrun, destroy 
    guns, or force evacuation of a occupied entrenchment.
- [72C] 
    An AFV may only overrun one enemy hex per MPh and must attack the 
    first enemy occupied hex entered.
- [76A] 
    Armor Leaders do not modify the IFE attack of the main gun. 
	Lack 
    of treatment in PREASL rules has led to a MMP Ruling by Alain Chabot (8/00). 
    Only out of respect to Alain do I use his version while I attempt to change 
    his mind.
- [77A] 
    The CASE C: -3 TO KILL DRM for firing at an Open Topped AFV is never in play; 
    Consider CASE C deleted. CASE B (-1 TO KILL) still applies to all appropriate 
    TO KILL attempts regardless of whether close topped or open topped target. 
    This is one of the great flaws in COI. MMG/HMG 
    with height advantage vs open topped AFVs are immune from TO HIT, smoke, limited 
    LOS and other normal restrictions. The impact of this rule goes beyond the 
    intention as its implementation elates MMG/HMG with height advantage as the 
    greatest threat to open topped vehicles primarily halftracks and their crews. 
    The resulting to kill attempt (net 5 vs. frontal shot vs. German halftracks, 
    6 for Russian/US). Note in ASL only airplanes get a -1 armor height advantage 
    TO KILL DRM. The optional nature of this rule was dropped 060515. This rule 
    is one of the major foibles of the SQL series rulebooks.
- [88.1A] ATRs do not 
    benefit from target acquisition. Per 2006 Q&A committee; 
    not yet in published Q&A. 
- [88A] King Tigers 
    cannot be immobilized by ATRs. This 
    was a SSR rule introduced in Scenario 109 "Counterattack on the Vistula" on 
    the basis that King Tigers has armored road wheels. As King Tigers had armored  
    road wheels by design and not limited to this scenario, this SSR has been 
    generalized.
- [90A] The captured weapon penalty (+2 TH or 1/2 FP, +2 breakdown, 
    red TH, and no repair) is applied once regardless if the captured equipment is manned 
    by an unqualified unit. Exception: The penalty is doubled for the French when using special 
	engineering weapons. Players often misread 90.1 although it is 
	not ambiguous.  This position is supported by Q& 90.12 {17.3-46} and Q&A 105.1 {COD-105} 
	, the conflicting OAF Q&A is less authoritative than the Rulebook and AH General and 
	subordinated.
- [90B] Only Crews may man
    captured AFVs.  Any infantry unit may capture a vehicle.    The only
	captured weapons that 90.1 allows unqualified units to man are FT, DC and 
	Ordnance; AFVs are not included.  90.6 does not reference 90.1 to extend 
	non qualified use to AFVs, it only applies 90.12-.13 penalties to crews using captured AFVs.
	 
- [91B] Only friendly/enemy crews, COD deployed squads (and 
    GIA half squads benefit from the gun shield when using a captured gun.
- [92A] CLARIFICATION: 
    MGs firing against moving cavalry forfeits penetration capability unless the 
    defensive fire is occurring after all enemy movement is completed.
- [92B] 
    Ordinance shooting at Mounted cavalry uses the Infantry target classification.
Errata
    
  - [SQL 
    5.7 & QRDC] Remove 'C' & 'D' under Captured Use of Panzerfaust in 
    Support Weapons Chart. 
    American units of the correct type may operate all captured SWs (50.3). 
    American 6-6-6 squads are the same type as German 4-6-7 squads and may operate 
    fausts.
- [SQL 
    5.7 & QRDC] Replace 'D' with 'G' under Captured Use of Mortar in Support 
    Weapons Chart. 
    Only American Crews may man captured Mortars (50.3), Assault Engineers may 
    not. This is effective until Captured Equipment & Vehicles (90) are in play. 
    
- [23.6]   
    Replace:"Advance Phase" with "Advancing Fire Phase"
	 This is a typo, units can not fire in the Advance Phase.  
	 
- [32.3 illustration]   
    Remove:"(or be considered hull down (41.1) in the case of AFVs)" 
	 Only wrecks provide Hull Down status, not functioning vehicles.  
	See convention [40.6A, 41.1A].
     
- [32.7 illustration]   
    Replace:"Fire C is blocked." with "Fire C is clear."  
	While vehicles do normally block LOS like a wall, the exception is they never block 
	adjacent units (32.3).  C would be blocked 	if it was in O1 and O2 was open ground.
     
- [SQL4th 
    58.4] Rewrite: "A tank or SP Gun which moves into a wooden building 
    creates a rubble counter in that hex. If not immobilized other tracked 
    AFVs may move through the rubble counter without rolling for immobilization. 
    AFVs may not move through a rubble hex containing a vehicle which was immobilized 
    attempting to move into that hex. The rubble counter still generates the same 
    movement costs and terrain modifiers as a wooden building however. An immoblized 
    AFV in a rubble hex may not change its Covered Arc." Quoted 
    from Rules Amendments on page 74 of Crescendo of Doom, a few lines 
    fell off the 4th edition on the way to the printer.
- [COI 63.3] Last sentence should read:   
    "Anti-tank guns never use indirect fire."  A minor typo with great effect. 
     
- [COI4th 64.6] Delete first paragraph and rewrite: 
	"Some AFVs, due to their huge bulk or unusually high silhouettes, were much easier to hit than other designes.  
	This inherent weakness is presented on the AFV counters in question by the color of the armor modifier.
	AFV targets with black armor modifier numbers use conventional TO HIT procedures.  AFV targets with a front 
	armor modifier printed in red deduct 1 from all TO HIT dice rolls made against them.  AFV targets with 
	both front and side armor modifiers printed in red deduct 2 from all TO HIT dice rolls made against them.
    "  a few lines fell off the fourth edition on the way to the printer.  This is 
	the wording from the third edition.
     
- [COI4th 64.7] Add an overscore to the "76*".
   The overscore fell off the fourth edition on the way to the printer.
     
- [Note 
    KK] Clarification (as applicable to T70); T70 
    is subject to vehicle note KK (COI introduction of COD One Man Turret 129.4). 
    Due to the commander also being the loader and gunner, treat as a SP Gun. 
    They may not use Advancing Fire after moving to a new hex. These tanks may 
    change their Turret Covered Arc in the same manner (64.121) as other tanks 
    but must use Hit Determination DRM case D instead of B, and case E instead 
    of A. If CE, no weapons may fire. The vehicle note has 
    been interpreted as both a net +2 and net +1 total DRM. This clarification 
    is consistent with the COD One Man Turret rule.
- [Note 
    MM] Add to Notes if missing "MM All Russian 76L armament hits with 
    L benefit but kills on the 76 column of the TO KILL Table - Not the 76L" 
    and add "MM" to the vehicle notes for T-34/76B, T-34/ATO-41, 
    T-34/76C, KV-1A (Klim), KV-1C (Klim), SU-76, SU-76M and Zis (d). Note 
    MM was introduced in the third edition of Cross of Iron with the Rules 
    Amendments in Crescendo of Doom, pg 74. See 33G for convention.  
- [QRDC1] The Cross of Iron 'Infantry Fire Table' uses '16' and  
    not '16/80', thus resolving 80+mm OBA on the '12' IFT column.  The '16/80' appeared in the 
	first edition QRDC and was corrected to '16' in the second edition of the QRDC.  
	80+ OBA is consistently resolved on the '12' column for all gamettes.
	
- [QRDC2] The Cross of Iron 'Minefield vs Vehicles Modifiers'    
    add if missing "Armored Car.... -2". This was added in the second edition of the QRDC.
	
- [QRDC3] The Cross of Iron 'To Hit Table 33.33'    
    remove if present in Case I "firing outside of Covered Arc...(+2)"  
	This was removed from the second edition of the QRDC.
- [QRDC4] The Cross of Iron 'To Hit Table 33.33'    
    add if missing " * Applicable to rocket shaped-charge weapons (PF, piat, bazooka, Psk)"  
	and add "*" to Cases G, H, J, K O, P and Q.  This was added in the second 
	edition of the QRDC.
- [QRDC5] The Cross of Iron 'AFV Kill Table 33.4'    
    add if missing "(63.9) gunshields -4 guns -5" after "ATR = anti-tank rifle" 
	This was added in the second 
	edition of the QRDC.
AIR SUPPORT VARIATIONS AS A FUNCTION 
  OF SCENARIO DATE: 
CONTACTING SQUAD LEADER 
  ACADEMY: For any suggested additions to cover remaining problem areas with the 
  rules that you have encountered, send an email 
  to SQLA