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Info taken from FAQs in file area and various forum threads, consolidated into a Wiki page so that people can more easily find all the info in one place and update it.
Table of Contents
Where to find official rules updates and FAQs
List of official downloadable successive rule versions for Conflict of Heroes:
Some official FAQs:
2.0 Pre-Turn Sequence
2.1 Roll for Initiative : procedure for spending CAPs
A later rule (3.24 New Turn Die Roll) clarifies the player order for spending CAPs to modify the initiative rolls: The player with the most CAPs announces how many he will spend to modify his die roll. (In case of ties, the Soviet player must decide first.) Then his opponent announces how many CAPs he will spend.
2.4 Game End and Victory
VPs for specific units
If the firefight says you get 1 VP for any unit eliminated, and it also says you get 2 VPs for a specific unit, then eliminating that specific unit gives you 2 (not 3) VPs.
3.0 Unit Activation
Active player, activated unit, and all that
There is a concept of active player; one player will be active for a while until he passes; then the other player becomes active. This continues until they both pass one after the other, ending the turn. Whoever won the initiative roll is the first active player in a turn.
During the active player's turn, he can (but doesn't have to) activate a unit (or group of units when you reach rule section 9.0). Activated units spend green APs. You can also spend blue CAPs to make any unit do an action, or to supplement green APs of an activated unit.
During a turn, the players will alternate actions. I.e. the active player does one action, then the other player may perform one action (if they wish) in response, then the active player does another action, and so on. Eventually the active player passes, and the other player becomes the active player and performs some action.An action can be:
Note that the active player stays the active player until they pass. Just because their activated unit uses up APs (or even dies) doesn't mean the player is no longer the active player. They could still keep doing other types of actions.
Conversely, the active player is not obliged to do any actions with their units - their very first action could be Pass. If the other player also then passes, the turn is over.
The above summary was partly inspired by Aldaron's file, which is well worth downloading and includes a handy state transition diagram!
When an activated unit reaches 0 APs
An activated unit reaching 0 APs does not actually cause it to be flipped immediately; it is simply often convenient to do so, and people typically do. But you could still, for example, play card 7 that adds +1D6 APs to an "activated unit" to give it a positive number of APs again and keep doing actions with it.
3.2 Spend CAPs to modify a single die roll
You can spend 1 or 2 CAPs to modify a die roll. That means literally one die roll. E.g. if you attack a hex with several units, each attack is resolved separately with its own roll. If the initiative roll is a tie, you roll a second time. Etc. Each individual roll can have CAPs spent to affect it.
Walls don't block LOS. "A wall gives a unit +1DM protection (in addition to the hex’s normal terrain type protection) for all incoming fire, from all levels, across a wall bordering the hex the unit is in." So firing along a hex edge with a wall does not per se provide defensive protection, since that hex edge does not border the hex the target is in.
6.0 Line of Sight (LOS)
LOS along the edge of two hexes
"If LOS passes exactly along the edge of two hexes, it is always affected by the hex with the lesser obstacle." So even if there's an LOS-blocking hex on the left of one edge, and then later there's an LOS-blocking hex on the right of a later edge, the LOS is unblocked. Only if both hexes of the same edge are LOS-blocking is the LOS blocked.
No maximum distance for LOS
There is no maximum distance for LOS (unlike for attacking).
Units do not block LOS
You can fire through hexes with friendly or enemy units; the attack is unaffected by their presence.
Note that an attack is a single action (with a single cost, even if there are several enemies in the target hex, or if a group is firing together - see rule 9.0).
If several enemies are in the attacked hex, separate die rolls are made to resolve each one. (So CAPs spent to modify a roll affect just one roll. To modify more than one attack roll requires spending separate CAPs for each roll.)
7.3 Destroyed Units and CAP Track Adjustments
"At the beginning of each turn, the total number of CAPs a player receives decreases by 1 for every unit lost up to that point." But arrival of reinforcement does not increase your CAP allotment (unless a scenario specifically says so).
7.63 Same Hex and Close Combat (CC)
The CC rules have evolved over time. As of 2009-02:
8.0 Action Cards
3. Gray Cards
"Gray cards are held openly by the respective players." This means literally that the gray cards a player holds are not secret but are visible to the opponent.
9.0 Group Actions
9.1 No 1 CAP cost for groups in several hexes
As of the 2009-02 rulebook, there is no longer a 1 CAP cost for group actions when not in the same hex.
9.12 Group Firing
One unit is the fire leader. Others in the same hex or hexes directly adjacent to the fire leader can join the attack. Whether the target uses its Front or Flank Defense Rating depends on which side the group's fire leader is hitting.
"Directly adjacent" means in one of the 6 neighboring hexes; being somewhere in a connected multi-hex chain of friendly occupied hexes is not sufficient to be "directly adjacent".
10.0 Hidden Units
10.1 Moving 1 space secretly or 2 spaces rehiding
A hidden unit can secretly move one space without revealing itself for 7 APs. A hidden unit can reveal itself and rehide itself up to 2 spaces away for 7 APs.
Height of smoke for LOS blocking purposes?
The latest rules (2009-02) don't seem to mention any maximum height of smoke, although there was a forum post by Uwe discussing the idea of having height for smoke for LOS blocking purposes.
#6 Mark As Used
This cannot be played on a hidden unit.
#7 +1D6 APs
An activated unit with 0 APs is technically still activated until the active player passes. So it can receive 1D6 APs via this card.
#20 Stop Vehicle
This cannot be played on a hidden unit.
#30 Reveal Hidden
This card reveals "hidden units". Mines and fortifications are not considered units.
Victory Point hexes are scored even if no one enters them
If a scenario starts with a VP hex controlled by one side (e.g. USSR) then that player gets the point for it at the end of the round even if no unit entered the hex.
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