| Phase | SL | COI | COD | GIAoV |
| Rally Phase | 18.3: rally attempt by broken unit - unit eliminated on a 12 | 102.7 Wind Changes on a 2
66.3: Immobilised AFV repaired by crew on a 2 (becomes permanent on a 9) | 136.61: leader disarms a friendly boobytrap on a die roll of 12.
115.11: 2 or 3 needed for deliberate leader creation - applies to non-Finnish broken squad or crew still adjacent to an unbroken enemy unit. | |
| Prep Fire Phase | 18.1: Support Weapons and ordnance malfunction on a 12
33.32: To Hit No.=2 against an AFV indicates a possible hit, even if the final to hit number required was less than 2.
| 68.1: To Hit No.=2 against an AFV indicates a possible Critical Hit. | 109: HE Critical Hit v. Infantry. To Hit roll = 2 indicates a possible critical hit. | |
| Movement Phase | 72.5: AFV making an overrun attack in smoke, woods or wheatfield is immobilized by a grenade bundle on an overrun attack roll of 11 or 12
79: Excessive speed breakdown of a tracked AFV using all its movement points, occurs on a 12 | 133: AFV>10 tons - wooden bridge collapse die roll - bridge collapses on a 12 | ||
| Defensive Fire Phase | ||||
| Advancing Fire Phase | 136.9: Flail tank removes minefield on a 12. | |||
| Rout Phase | ||||
| Advance Phase | ||||
| Close Combat Phase | 72.86: An infantry unit attacking an AFV in close combat is eliminated on a 12 | 115.12: close combat roll of 2 for a squad or crew creates a leader counter |