Here are some optional counters and hexes you might find useful for your games; the complete list together with explaining text can be found in the: Hexes & Counters Guide ver 4.0 in english
19.3. Added Advanced Damage counters + Napalm/White Phosphorus/Torpedo Aircraft Payload.
13.4. Added wounded counters for advanced campaign rules.
20.5. Added Smoke grenade. All counters remastered ! See the example:
1.7. Added Objectives (print it on a thicker paper for better use):
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20.08.2008: A nice date to post an updated list of HHR Counters & Hexes created together with Artillery damage counters.
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* Add-on for HHR Rules: Flares (Night fights)
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Small addition for people playing with Support units (and lower budget ) : Naval Counters
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Tokens for "infantry upgrades":
Anti-tank dog (Soviet only) - 4 points:
SA Dog Mine :- You may set free this dog in your assault phase. Once activated, the dog becomes a separate unit with Def 4/4, Speed 2 and Close Assault 8. It starts immediately to move to the nearest Vehicle, friendly or enemy, detonating on contact. While no Vehicle can be identified as the nearest one, the dog moves at random in each phase; roll a dice to determine its direction of movement as for the Dispersion effect.
Sniff dog (All) - 2 points:
SA Flair for Mines :- These dogs allows the combat engineers units to re-roll their die while attempting to clear a mine from its hex. Any other infantry unit can use these dogs to search for mines. On a roll 4, 5 or 6, remove one mine counter in its hex. The unit with sniff dogs is not affected by a minefield.