Anti-personnel (AP) fire may be used against infantry units, unarmored vehicles, and Guns. AP fire is considered an area fire attack, and may affect any or all eligible units in the target hex. AP fire has no effect on AFVs.
Anti-Personnel Fire Groups
Infantry units occupying the same hex may form a fire group, combining their APFP ratings to fire at the same target, or they may fire separately (or in smaller fire groups) at different targets. Infantry units in the same hex may not fire separately at the same target; if the units are attacking the same target, during the same turn, they must form a single fire group and combine their APFP ratings. A leader may use his Leadership Modifier to modify a fire group’s attack, in addition to adding his APFP rating. Fire groups may be formed by selecting multiple units in the Unit Selection Popup in the Battle Interface.

Passengers on Transport Vehicles
Infantry units being transported may conduct AP fire attacks. Light (L) machine guns, grenades, and satchel charges are the only support weapons passengers may use. Passengers may not join or form a fire group with infantry units outside of the transport vehicle, but they may form a fire group with other units in the vehicle or with the transport vehicle. If the passenger unit(s) and transport are selected units included in the fire group. attacking the same target, they must form a fire group and combine
their APFP ratings into one attack.
AFV, Vehicle, and Gun AP Fire Guidelines
AFVs, vehicles, and Guns may never form fire groups; they must resolve their AP attacks separately (Exception: Passengers may form a fire group with their transport vehicle). AFVs and vehicles may be armed with multiple AP weapons, indicated by multiple APFP ratings on the unit’s counter. A Gun has only one APFP rating, listed under its ATFP rating. If an AFV or vehicle is equipped with more than one AP weapon—Gun, FF MG, or 360° MG, or any combination of the three—the unit may combine
the APFP ratings into a single attack against one target. Regardless of the number of different weapons the unit may have, it may only conduct one attack per turn.
Gun APFP may be fired at an unlimited range. MG APFP has a maximum range of eight hexes. A unit with a white circle beneath its Gun APFP is a turreted unit, and may fire its Gun in any direction. Otherwise, a unit’s Gun APFP may only be fired at a target in the unit’s FFA. A 360° MG, noted by the white circle beneath the MG’s APFP rating, may fire at a target in any direction within eight hexes. A FF MG may only fire at a target in the unit’s FFA within eight hexes.
AP Fire Procedure
The player may conduct AP fire attacks during their Fire or Defensive Fire phases. AP attacks are conducted automatically by the AI during their turn, and during the Opportunity Fire Phase.
To conduct an AP fire attack, the player:
★★ Selects a hex
★★ Selects units in that hex to form a fire group
★★ Selects the target hex
The game assists the player by changing the mouse pointer to a cross-hair when it is over hexes that contain valid targets for an AP attack. The attack is resolved automatically by the game by “rolling” two dice. Cover and leadership modifiers are applied to the roll, and the total is then used to find the combat result on the Anti-Personnel Combat Table. The result is found by cross-referencing the final, modified dice roll and the total APFP rating of the attacking fire group. AP fire attacks are applied to a hex, and therefore their effects will affect all enemy units in the hex. For example, if the enemy hex contains a squad and a gun, both may be affected by the attack

