Professional Documents
Culture Documents
WWII
2009
WORLD WAR 2 WARGAMING
RULES 1930- 1956
BY IAN S CLARKE
Battlegroup WWII is an extension of Battlegroup Modern Rules (BGMR) to cover the conflicts of the 1930s and 1940s from the
Japanese invasion of Manchuria in 1935 to 1956. It uses the same mechanisms as BGMR and a similar turn structure; the parts pertaining to
post-war technologies such as ATGWs and helicopters naturally being omitted.
The aim of these rules is to put some fun back into modern wargaming and players should try and keep the game relatively light hearted.
Some players may not find these rules comprehensive enough, feel free to amend them as you see fit but remember you can only use the original
version for competitions. The first and most important rule is this: enjoy the game but in the event of a disagreement that cannot be resolved
amicably try and get a third party to make a judgement, if this is not possible both players should roll a die and the winner gets their way.
CLEAR SPACE (6 BY 4)
A.7 - TERRAIN
For an effective game try and make the terrain detailed, interesting and well finished and unless there is plenty of cover, units are
easily spotted and hit. Built up areas should show each building or group of buildings. Hills should be contoured and be a variety of
shapes and sizes and their crests should be mark on them. If large ridges are used in the game the point at which you can see down the
ridge should also be marked with a crest line. Woods should be level so as to move figures across them with ease. Try to get a neutral
person to arrange the battlefield (especially for competition games).
COMBAT TO
TOWN WHEN WP1
HILL IS CLEAR
CLEAR & HOLD
WOO
DD
HILL
125
TRANSIT &
CLEAR ASSAULT TO
TOWN
1s
CLEAR & HOLD 3r
d
t FAST MOVE
n
2 and FIRE TO
d TOWN
CLEAR &
HOLD
C.4 - FLANK MARCHS
Units may attempt to outmanoeuvre the enemy and arrive on their flank. This manoeuvre is risky as the flanking unit may be
become lost or delayed or even ambushed by other enemy units.
Write your orders for the flanking unit from its intended entry point.
The options are up to and including half way on either flank, over half way or on the enemy baseline.
The further you order them to move the more risk you take. You must also choose how fast your units will move, this is either,
Fast, Normal or Cautious. The faster you try to move them the more risk you take.
Units may move together if the player wishes in which case a single roll for the group of units is made on each of the following
tables. Thus either the whole group will arrive or none of it. Likewise the effect on any group of units which have failed to arrive is rolled
for once and affects all the units in the group. The player may move some units in groups and other separately.
C.4.1 Flank March Difficulty Table
Roll on the following Table to determine how hard any flank marches will be.
Roll (d10) Effect on Flanking Success Table
2 or less No Flank Marches allowed
3-5 Flank marches to own half of table allowed
6-8 Flank marches allowed except to enemies table edge.
9 or more All Flank marches allowed, but their arrival points must be announced at the start of turn 3.
Modifier Effect
Hasty Defence -2
Prepared Defence -5
Concentrated Defence -8
Use the to give the turn the unit arrives.
On the turn the unit is due to arrive place a marker on their entry point. Then roll on the Error: Reference source not found to see
if the unit arrives. If the flanking unit arrives they should be place on the table and moved up to half a move from their entry point.
If they fail to arrive, the person being flanked can react to the flanking move provided they can spot the entry point marker as if
it were a large target using the visual spotting rules. The person being flanked should also roll a d10 and on a 6+ the flanker must reveal
exactly what is due to arrive at that entry point.
If they fail to arrive they MUST test again the next turn and if they fail to arrive they test again of the following turn.
Effectively they have 3 tries to get onto the table. If they fail all 3 tries the unit will never arrive.
At the end of the game roll on the C.4.4 Failed Flank March Result Table to see what happened to the units
which failed to arrive.
C.4.2 Flanking Turn Arrival Table
TURN ARRIVAL
Up To Half Way Over Half Way Enemy Baseline
Flanking Unit Fast Normal Cautious Fast Normal Cautious Fast Normal Cautious
Aerial Elements 1 2 3 2 3 4 3 4 5
Vehicles 2 3 5 3 5 7 5 7 10
Infantry On Foot 4 6 9 6 9 12 9 12 15
The turn of arrival is from the turn the unit is available. Actual arrival should be rolled for using the table below.\
C.4.3 Flanking Success Table
Roll a d12
Target
Speed Up to Half Way Over Half Way Enemy Baseline
Fast 8 9 10
Normal 7 8 9
Cautious 6 7 8
If the roll is equal to higher than the number given the Flank march succeeds.
Modifiers (Modify the above numbers as follows)
Enemy EW Level Modifier Own EW Level Modifier
0 or 1 -1 0 or 1 +1
2 or 3 0 2 or 3 0
4 +1 4 -1
5 +2 5 -2
6 +3 6 -3 Minus Enemy Air Support Level
Plus Own Air Support Level
HQ HQ
After
HQ HQ
D.2.4 Attaching Units
Sub units can be detached from their parent HQ and attached to another HQ. The HQ they are attached to must be of a higher
level than the sub unite being attached. Thus a platoon could be attached to a company from a BHQ, but a platoon couldnt be attached to a
PHQ.
Unless an army list allows attachments they are not permitted.
D.2.5 Minimum Unit Size
Following Cross attaching and attaching units no unit can be left with less than half of its original number of sub units.
D.2.5.1 Example of Minimum Unit Size
An infantry company of 3 platoons could attach 1 platoon to another company and cross attach another as this would leave it
with 2 platoons. It couldnt attach a 2nd platoon away as this would give it less than half its original number of sub units.
D.2.6 Attaching Units to Higher Level HQs
If a sub unit is cross attached to a higher level HQ how it operates depends on if it has paid command points or not (see D.2.1 -
Command Elements).
If the sub unit has paid command points it can operate as a higher level attached sub unit (see D.4.2 Unit Integrity).
If it hasnt paid command points it operates as part of the higher level HQ.
D.2.6.1 Example of Attaching Units to Higher Level HQs
A player detaches a tank platoon and a mortar platoon from one of his companies.
The Mortar platoon has paid command points and thus can operate at a range of 150cm if it can see the BHQ or 75cm if it cant.
The Tank Platoon hasnt paid command points and thus becomes part of the BHQ and its elements can only operate at the
element to element integrity ranges (either 2 or 4cm depending on if they can see the other elements in the BHQ).
D.2.7 Which Sub Units Can Be Cross Attached or Attached
Only sub units listed on the army lists can be cross attached or attached. Thus for example you can cross attach something called
a Troop, Platoon or Section, but cant cross attach a single element from within a platoon.
D.2.8 Transport Vehicles
Some units have vehicles included within them as transports for the units infantry. Once these transports have dropped off their
infantry the controlling player has 3 options.
1. They remain with the infantry and stay as part of the same unit.
2. If they are armed they may form into a unit which is subordinate to their parent unit and will then operate as a section
with their parent unit counting as a PHQ.
3. They may form a separate unit which must then leave the table via the fastest route. They may avoid areas where enemy
are known to be within 25cm of. SeeF.11 KNOWN ENEMIES.
When defending the defender can choose to leave the transport off the table from the start of the game or use either of the other
two options.
D.3 - LOSS OF COMMAND AND CONTROL
Command and control is lost when a commander is disabled. An element or unit out of command and control cannot receive new
orders.
D.3.1 Loss of Commander
If all current commanding HQ elements are disabled then the unit will be unable to change its orders except in reaction to a
situation (see D.7 REACTING TO THE ENEMY). In most cases this means when the single CO is destroyed, but when the
unit has a 2IC it means the CO and the 2IC.
D.3.2 Regaining Command and Control
For each unit currently out of command and control because of loss of its commander roll the armys initiative dice in phase 1.1
to see if anyone has taken command of the unit.
D.3.2.1 Units With Paid For Sub Unit Commanders
If the unit has elements within it that have paid command points one of them will take command on a roll of 3+. The
element of the highest level will take command. If there are more elements of the same level then the one closest to the
players baseline who has paid command points will take over command.
D.3.2.2 Units Without Paid For Sub Unit Commanders
If the unit has NO elements that have paid command points one of the elements in the unit will take command on a 4+.
The element closest to the players baseline will take over command.
On the turn following an element has taking command of the unit that unit will be able to receive new orders for a higher level
command.
The new commander will need to be marked in some way, I suggest keeping I supply of small stickers and marking under the
element it show that its taken command.
This procedure is carried out for higher level HQs too. Thus if the BHQ command element is destroyed you should test each turn
to see when one of the company/Platoon/Section commanders takes control.
D.3.2.3 Example Regaining Command and Control
A Trained company with Commander and 2iC has 3 platoons and an attached section all of which have a command element
thats paid command points.
The company command platoon is destroyed (both Company Commander and 2IC lost).
In phase 1.1 of the players next bound the player checks to see if one of the subordinate commanders takes over. He rolls a 2 and
no one takes over this turn. The company must continue with its orders.
The following turn he rolls a 6 and one of the subordinate commanders takes over. The player looks through his platoon
commanders and determines that platoon 2s commander is closest to the players baseline. Note he ignores the section
commander as platoons are a higher level that sections.
That same turn the company is hit by artillery fire and all 3 platoon commanders are destroyed. The player will now have to roll
to see when the section commander takes command (as there are no platoon commanders left to take command).
D.4 - INTEGRITY
The integrity of an element is a measure of how secure and safe they feel. Companies and platoons operate within certain
restraints so that the various elements can give mutual (fire) support to each other. This depends more on terrain and where a unit
is fighting than on communications.
D.4.1 Element Integrity
To maintain integrity each element within a unit (see C.2 - UNITS) must remain within the distance given below of at least 1
other element within the same unit. Destroyed elements of the unit can be used to form this chain, however once a dead element
is left behind by the unit it can no longer be used to help form the chain. Its worth noting that using dead elements is only useful
when the unit is stationary as when it is moving it will leave its dead behind.
Couriers arent subject to the integrity rules and can operate anywhere on the table within their own rules (See D.5.4 Couriers)
D.4.2 Unit Integrity
Likewise unit HQs must remain within a certain distance of their parent HQ. In this case however the distance is measured from
any element on the subordinate HQ to any element of the parent HQ.
D.4.3 Integrity Distances
Element to Element within a unit Normal SR/Airmobile/Aerial LR/Para/Special Forces
Normally 2cm 3cm 4cm
Defending 3cm 5cm 6cm
Section HQ To Platoon HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces
Normally 8cm 10cm 12cm
Defending 12cm 15cm 18cm
Section/Platoon HQ To Company HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces
Normally 20cm 25cm 30cm
Defending 30cm 40cm 50cm
Section/Platoon/Company HQ To Higher HQ Normal SR/Airmobile/Aerial LR/Para/Special Forces
Normally 75cm 100cm 125cm
Defending 100cm 150cm 175cm
Elements can only use the Defending distances if they are still in their start up positions. Once they move they use the
Normally Row. This bonus represents the elements knowing where their friends are at the start of a battle and having set up
local communications.
D.4.4 Measuring Integrity
The player measures from the edge of 1 element to the edge of the next element.
D.4.5 Higher Level HQ Integrity
For game purposes Higher Level HQs can be any distance from their parent Higher Level HQ.
D.4.6 Integrity of Units Starting on Table
On initial deployment ALL elements within units which are starting on the table MUST have integrity within the unit they are
part of or attached to.
D.4.7 Integrity of Units Entering the Table at the Start of the Game
If the type of game means the units superior command element hasnt arrived on table yet and that superior isnt doing a flank
march, the unit will count as having INTEGRITY until the units superior command element arrives, provided they follow their
initial orders.
All flank marching units have integrity until they enter the table. This is to avoid giving away that there are flankers if a group
test needs to be made.
D.4.8 Integrity of off Table Units
Units listed as off table in the army list, allowed to stay off table by the army list note or stay off table because they meet the
requirements listed in Error: Reference source not found always count as having integrity. This reflects the extra safety they feel
because they are behind the lines.
D.4.9 Detaching Units
Units, but not elements may be ordered out of INTEGRITY to either move to a better position to give fire support or deny an
objective to the enemy.
Any objectives captured by detached units which dont have INTEGRITY DO NOT COUNT towards your objective points but
may deny them to the enemy.
Detached Units without INTEGITY will count as Without Original COs if they have to make a morale test (see L: MORALE)
even if they have a command element that has paid command points to reflect the unit being nervous about not having support
from its parent unit available.
D.4.10 Integrity and Morale
When testing the morale of a unit or group, any none detached elements that dont have integrity will reduce the units or groups
morale (See L: MORALE).
D.5 - COMMUNICATION
Communications can be made between units in a number of ways
D.5.1 - Hand/Flag Signals
This involves a commander waving his arms or flags around to transmit information from his HQ element to another unit or element.
Any army may use this form of communications.
To be able to transmit information via hand or flag signalling the receiving element must have clear LOS to the sending element and
be within auto spotting distance (See Error: Reference source not found), however as sending units commander is waving his hands around
to attract attention, when spotting the element drop two rows on the observation table. Its worth mentioning that this is a double edged
sword as the enemy will be better able to spot the element and any enemy sniper will know exactly who the commander is (See I.8 -
SNIPERS).
Also if the sending element is caught in an artillery barrage then any suppression result will indicate that the sending commander is
dead. If the element commander is killed in this way the element will count as suppressed for the rest of the game.
Any communication sent via this method cannot be intercepted.
D.5.2 Noise Signals
The use of bugles and whistles is very uncommon today, but it has been used within the period the rules cover.
Only elements in armies with an EW Level of 0 or lower may use this form of communications.
This form of signals can be used to alter a unit's orders to one of the following.
1. Move at Transit.
2. Move at Combat.
3. Stop.
4. Withdraw to nearest cover back along route of march.
How far the order can be heard will depend on battlefield conditions and each element will need to be checked to see if it can hear
the order (see F.5 NOISE DETETION).
Any communication sent via this method cannot be intercepted (in effect you could figure out what the noises mean, but youd
probably not have time to do so within the few minutes that a Battlegroup battle lasts for)..
This is a limited but secure way of sending signals however it can give away the position of the sender and is of little use on a noisy
battlefield.
D.5.3 - Hard Wired Telephone Link
This is also a silent and secure way to send signals but is available to armies doing a Prepared or Concentrated Defence.
Each HQ that has paid command points may be given a line to its parent HQ.
The route of all telephone lines must be marked on a players map and should take a reasonable direct route from subordinate HQ to
Parent HQ.
If a line is hit by artillery it will be cut on 7+ on a D10.
If Tracked vehicles of 20t or heavier cross the line the will be cut on 9+ on a d10.
D.5.4 Couriers
D.5.4.1 - Motorbike Availability
All Higher level HQs which have vehicles will have a few motorbikes available to act at couriers for orders.
Any lower level HQs which has these available will be shown on in the army lists.
Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise.
These move at 80cm on a road and 40cm off road. They count as size S.
D.5.4.2 Bicycle Availability
Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise. These move at
20cm on a road and 10cm off road. They count as size V.
D.5.4.3 Horse Mounted Availability
Any HQ which has these available will have 2 available for game purposes unless the army list states otherwise. These move at
25cm on or off road. They count as size V.
D.5.4.4 - Runners
All HQs with at least infantry element have these available. One Runner is available for each infantry element in the HQ.
Generally this means Section, Platoon and Company HQs will only have 1 runner available as the HQ itself is normally a single
element, however where the HQ has 2 command elements that are both infantry it will have 2 runners available. Higher level
HQs count all infantry elements within the company Unit and so will often have several available. Orders or information sent
this way takes time; the path taken by the carrier must be marked on a players map. These move at 8cm on or off road. They
count as size T.
D.5.4.5 - Messages
Couriers can be used to change the orders of the receiving unit however the receiving units position and route of march must be
known to the sending HQ when the message is sent.
Couriers move to the unit via the route that will get them to the unit fastest, however they may avoid areas if an enemy is known
to be in or within 25cm of that area. See F.11 KNOWN ENEMIES.
Once the courier arrives their message will go into effect at the start of the players next phase 1.1.
D.5.4.6 Courier Details
Couriers are treated as unarmed, have special rules when shot at by snipers (see I.8 - SNIPERS) and ignore the integrity rules
(see D.4 - INTEGRITY)
Any courier attacked in close combat will loose automatically and their message will be captured. If the courier is destroyed
outside of close combat and element that gets to the position where the courier was killed and knew about the courier can search
the area for a message. Roll a d10 check the table below.
Courier type Roll required to find message
Motorbike 8+
Bike 9+
Horse 8+
Runner 10
If a message is found its captured.
See D.5.4.5 - Messages about for details of how it would know about the courier.
D.5.4.7 - Captured Messages
If a message is captured a player may roll a d100 in each of their phase 1.1s that the capturing unit is still alive and remains
stationary. On a roll of 100 the message has been interpreted. Its details can now be passed on up the chain of command via
whatever communications the owning player chooses.
Alternatively if the unit has a courier of its own available the captured message could be sent to the units parent HQ for analysis,
in this case roll the d100 each Phase 1.1 once the captured message arrives.
Once interpreted the player finds out what unit the message was for, that units location and what the unit was ordered to do.
D.5.4.8 After the Message is Delivered
Once a courier has delivered their message they must return to their parent unit via the fastest possible route. However they may
avoid areas if an enemy is known to be in or within 25cm of that area. See F.11 KNOWN ENEMIES.
Once they return to their parent HQ they may be used to send another message.
On their return trip they are again subject to possible enemy action.
D.5.5 Radio/BMS/ABMS
During World War II the number of radios increased until almost all AFV and company or higher level commands carried
radios. For vehicles this is included in the vehicle stats on the Datasheets. For infantry a note will be included in the army list
which shows which type of communications the infantry in that army has. Very occasionally the DATASHEET will show a type
of communications for an infantry section; this supersedes the general communications level mentioned in the army notes.
All radio fitted units in a command are attached to a communications net.
D.5.5.1 - Standard NET configurations
Company NET all platoon HQ elements plus any attached squads. Each company has their own NET.
Battalion NET all company HQ elements plus HQ elements of any attached platoons or squads. Each battalion has there own
NET.
Artillery NET all battalion artillery elements and AOOs are on the battalion artillery NET. All direct and general support
artillery elements are on the Brigade Artillery NET. There is no delay involved in using the Brigade Artillery NET; instead
batteries on it are harder to cal on the artillery request table (See M.4.1 Artillery Fire Mission Request Table).
Air Liaison NET all ALOs and air defence units are on the Air Liaison NET.
Artillery and Air Liaison Nets count as battalion level nets when determining communications time.
Bear in mind some platoons are called troops, some companies are called Squadrons and some Battalions are called Regiments
(see C.2 - UNITS)
D.5.5.2 Radio Transmission
Radio transmission times between elements on the same NET are instantaneous. Thus what a PHQ knows in phase 2.1 the CHQ
will also know as they are on the same NET.
Communications between nets takes 1 turn per level.
Communication between elements takes place during the turn but applies in 1.1 of the players next pre-combat phase.
Air Liaison Officers request for air support applies in phase 1.3 and AOOs requests for fire support in phase 1.4 of the opponents
next pre-combat phase.
D.5.6 Transmission Security
To determine if a transmission is successful a security check must be made. If the security check fails then the transmission does
not succeed.
The check is made by rolling 1D10; the number or higher being required for a secure link.
Modify the number given below by subtracting the sending armies EW Level and adding any Jamming Levels.
Note: - a modified roll of 1 is NOT automatically a failure.
D.5.6.1 Transmission Type Table
Radio Type Name Base Number
Valve Radio 5
D.6 - CHANGING ORDERS
A unit's orders may only be changed by a higher command element if it has integrity and the higher level commander is aware of
the circumstances that require the order change.
See D.5 - COMMUNICATION for details on how communication takes place from subordinate unit to parent unit and how
orders can be sent form the parent unit to the subordinate unit. Only a single security roll is required for all elements within a
unit to get the change of orders (this is a deliberate simplification to stop buckets of dice being needed to change orders and the
complexity of some of a unit being on the old orders and some on the new ones), though orders to a detached unit would need 2
rolls (one from higher to parent and 1 from parent to detached.
Please see D.7 REACTING TO THE ENEMY for how and when a unit can react to enemy presence.
D.7 REACTING TO THE ENEMY
The following rules represent the company commander reacting to the enemy. Note that because BMS allows instant order
changing units equipped with BMS will only use this system if BMS hacking has been successful (See P.2 RADIO and
RADAR JAMMING) or if a secure link cant be established, see D.5.6 Transmission Security.
D.7.1 - When Can and Must a Unit React to the Enemy
D.7.1.1 Unit Can React.
There will be times during a game when a player wishes a unit to react to something that the unit has become aware of.
Examples of such situations include but are not limited to.
1. The unit Spots enemy elements (see F: DETECTION)
2. The unit comes under direct fire (see G: DIRECT FIRE)
3. The unit comes under area fire (see I: AREA FIRE)
4. The unit comes under indirect area (see M: ARTILLERY SUPPORT)
5. The unit drives into or detect a minefield (see Q.6 - MINES and Q.7 - BOOBY-TRAPS)
6. The Unit is about to drive into a continuing artillery fire zone
There will be other situations where reacting is appropriate in this case the player should decide if reacting is reasonable, this
will require some common sense. If they cannot decide a 3 rd party (the umpire in a competition) should be talked to about it. If
the players and 3rd party cannot agree roll a dice to determine if the attempt to react is reasonable.
D.7.1.2 Unit MUST React.
If a unit is moving at transit and takes casualties from direct fire, Area fire, Minefields or booby traps the unit MUST test to see
if it reacts.
D.7.2 Control Test
Roll a d12 on the control below to see if the units commander has control of their unit.
Training Name with CO* No CO
Untrained 5 8
Poorly Trained 4 7
Trained 3 5
Well Trained 2 4
Highly Trained 1 3
* With CO means the unit has a CO this doesnt need to be the original CO.
If the roll is greater or equal to the number given the player may leave the units orders as they are OR may issue them a new
temporary order. This temporary order only lasts until the situation the unit reacted to no longer exists then the original one takes over. The
temporary order represents the unit commander using his own initiative.
The temporary order can take the unit up to 25cm from its current position or it can take the unit any distance towards the
position of the enemy unit that the unit reacted to. The temporary order cannot take the unit past the enemy its reacting to's position. The
temporary order must take the unit to the target position via the shortest route. The temporary order must be written down and contain the
normal items a unit order requires (see C.3 - ORDERS) however the objective of the temporary order can be where the unit causing the
reaction is rather than a specific location.
D.7.3 Failure to Control a Unit
If the roll is under the number the control test has failed and the unit will react as follows. Check the roll against the
table below to see what the unit does.
Roll Situation Effect
Odd Always Unit carries on with orders
Minefield test Move to edge of minefield and remain still and request change of orders.
At least 1 element in the unit can Each vehicle may move up to 5cm and each infantry element up to 2 cm, the unit then
penetrate whats firing at them at this stops and returns fire. Infantry may deploy. The move is only allowed the turn the
range. reaction is made following this the unit remains still.
Otherwise Move to nearest cover at full combat speed and stop there to await new orders. Infantry
Even will dismount once in cover.
If there is no cover move back down your route of march at full combat speed until out
of sight of the enemy firing at you or out of the artillery fire zone and await new orders.
If its not possible to move backwards out of sight or out of the fire zone stop and await
new orders.
D.7.3.1 Example of Failure to Control a Unit
A trained tank platoon is fired at be an enemy tank platoon. Because the unit is under fire the player must make a control test
under situation 2 (see above). The player rolls a d12 and gets s 3. Checking the control table we can see a 5+ was needed so the
control test failed. As the roll was an odd number looking at the Situation 2 and 3 failure table above the player can see that the
unit will continue with its orders.
D.7.4 Ending Reaction
Once the reason for the reaction ends the unit returns to its previous orders. It must return to its route of march via the shortest
route. It moves at the speed given in its original orders.
Note: A unit must attempt all possible methods to detect the enemy it is reacting too.
The minefield reaction ends when the unit is no longer in the minefield.
D.7.5 Changing a Reacting Units Orders
During the time the unit is engaging the enemy their orders can be changed, but will only take effect if the unit passes a control test
as shown above. However once the reaction ends the unit will use the new orders instead of the original ones.
E: MOVEMENT
E.1 - INTRODUCTION
All ground elements have been given speed rates for moving on a road or travelling cross-country. Movement rates can be found
on each armys DATASHEET. The total distance an element can travel in a turn depends on the terrain they are moving over and the
modifiers.
E.2 - MOVEMENT DEFINITIONS
E.2.1 Movement Definitions Table
MOVEMENT TYPE cm of movement needed DEFINITION
to move 1cm on Table
TRANSIT SPEED - The element must move faster than its combat speed and may move at up to its full
TRANSIT SPEED and cannot fire.
COMBAT SPEED - This is the maximum speed that an element may move at and still be able to fire
(Stabilisation has been accounted for).
Elements may move at up to its full COMBAT SPEED.
ROAD - Roads include lanes and tracks and to use road speed the element MUST spend the whole
turn on the road. Roads are two lanes wide (unless multi-lane) and tracks one. If a road
is completely blocked the column can either leave the road, joining once past, or take a
turn to push the obstacle out of the way (see E.2.2 Pushing a Destroyed Vehicle out of
the Way table below).
CROSS COUNTRY - This is the standard cross-country speed.
NORMAL TERRAIN 1cm This is the basic terrain. If terrain isnt classed as Poor, Heavy, Bad or Good Terrain and
isnt IMPASSIBLE it will be NORMAL TERRAIN.
POOR TERRAIN 2cm Poor terrain is terrain which slows elements a little.
HEAVY TERRAIN 4cm Heavy Terrain is denser that Poor Terrain and slows elements to a greater extent.
BAD TERRAIN 10cm Bad terrain is denser still than Heavy Terrain and slows elements even further
GOOD TERRAIN 1.1cm BUT using road Good terrain includes hard sand, steppes etc.
speed
BUILT UP AREA See Below Vehicles may travel through the open spaces in built up areas but cannot enter small
(BUA) buildings. Vehicles can enter large buildings (e.g. hangars, barns etc) and AFVs can
enter a medium building but on a roll of 1 or 2 on a d10 the building collapses destroying
the AFV. Infantry can move through buildings and open areas.
REVERSE 2cm A vehicle must remain stationary for at least half a turn before it can reverse (so it could
move forward for a quarter of turn and then remain still for half a move and finally
reverse for a quarter of a move). Vehicles with front and rear driving positions (e.g.
Luchs) move at normal speed forwards and back.
IMPASSABLE Not Possible Vehicles cannot move in forests, cliffs (touching contours), Anti-tank ditches, etc. Bogs
and swamps are impassable unless the vehicle is amphibious. Cliffs are impassable to
most infantry.
LIGHT OBSTACLES Shown on DATASHEET Light obstacles include hedges, fences, light barbed wire etc. Take the relevant
as L value movement off the speed rate of the terrain.
MEDIUM Shown on DATASHEET Medium obstacles include walls, streams, ditches, etc. Take the relevant movement off
OBSTACLES as M value the speed rate of the terrain.
HARD OBSTACLES Shown on DATASHEET Hard obstacles include bocage, dense barbed wire etc. Take the relevant movement off
as H value the speed rate of the terrain.
STREAMS Shown on DATASHEET Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on a
as M value roll of 1-2 and wheeled on a 1-3. If stuck test again next turn and if the roll fails again
the vehicle is stuck permanently.
DITCHES Shown on DATASHEET Roll a d10 for each vehicle crossing to test if it got stuck. Tracked vehicles get stuck on a
as M value roll of 1 and wheeled on a 1-2. If stuck test again next turn and if the roll fails again the
vehicle is stuck permanently.
AMPHIBIOUS Elements water speed Vehicles capable of swimming or snorkelling have their details given in the
DATASHEETS. See E.2.8 Amphibious Movement Rules for further rules on
Amphibious movement.
TOWING On road 1.1cm Any vehicle can tow a trailer
Off Road 2cm
AVLB - Armoured Vehicle Launched Bridges (AVLBs) cross rivers, trenches, Anti-Tank Ditches
etc up to 2cm in width. It takes a full turn next to the obstacle to lay or lift the bridge.
FERRIES AND - Amphibious bridges, ferries and pontoons have their details given in the ARMY LISTS.
PONTOONS
*Designers note: - Ive only ever seen players slow down if they know theres a minefield ahead. Their troops of course dont
know about the minefield so shouldnt slow down.
E.2.2 Terrain Definitions Table
Terrain type Effect of Vehicles Effect on Infantry
Open Ground outside built up areas* Normal Terrain Normal Terrain
Light woods Poor Terrain Normal Terrain
Dense woods Heavy Terrain Normal Terrain
Very dense woods Bad Terrain Poor Terrain
Forest/Jungle Impassable Poor Terrain
Soft ground* Poor Terrain Normal Terrain
Soft sand Bad Terrain Poor Terrain
Marsh* Bad Terrain Poor Terrain
Swamp* Impassable Bad Terrain
Steep slopes (contours between 1-2cm apart) Poor Terrain Poor Terrain
Very steep slopes (contours up to 1cm apart) Heavy Terrain Bad Terrain
Cliff (contours less than 0.2 cm apart) Impassable Impassable1
Roads in built up areas Roads Roads
Open spaces in built up areas Heavy Terrain Normal Terrain
Within buildings Bad Terrain Poor Terrain
Stream bed Poor Terrain Poor Terrain
Light Snow on terrain marked * above Poor Terrain Poor Tarrain2
Snow on Terrain Marked * above Heavy Terrain Heavy Tarrain2
Heavy Snow on Terrain Marked * above Bad Terrain Poor Tarrain2
1
Mountain trained troops may climb cliffs at a rate of 1 contour per turn.
2
Ski Trained troops can move at double normal terrain cross country speeds.
E.2.2 Pushing a Destroyed Vehicle out of the Way table
Weight of pusher compared to Weight to be pushed Time taken
Twice or more as Heavy a turn
Heavier but less than twice as heavy 1 Turn
Half as Heavy up to weight of target 2 Turns
Less than half as heavy Not Possible
If an engineer vehicle is doing the pushing double its weight.
The time given above is to push the target vehicle cm which should clear it out of the way and clear a road or bridge.
E.2.3 Types of Building
In reality there is a vast variety of buildings, some flimsy, some strong, some empty like hangers and some full of equipment like
factories. To keep things simple within the rules they are simply classified as small, medium or large.
Small buildings are up to 1.5cm by 1.5cm or 3 square cm for none square ones.
Medium buildings are up to 3cm by 3cm or 9 square cm for none square ones.
Large buildings are any building larger than a medium one.
See above fore restrictions on vehicles entering buildings.
E.2.4 Crushing Soft Vehicles
Vehicles can drive over and crush stationary soft vehicles if the crushing vehicle is tracked, larger than the vehicle to be crushed and
weights at least twice as much as the vehicle to be crushed. Crushed vehicle are destroyed.
E.2.5 Road Degradation
Roads and tracks hit by ground burst HE artillery or bombs can become clogged with rubble or cratered to a degree that they are no
longer useful as roads.
Such roads count as normal going. Because of this an element using such a section of road cannot use road speed even if
the rest of the move is on unaffected roads.
Terrain type Degraded By
Roads in BUAs 120mm or larger rounds artillery OR Bombs of 125kg or larger.
Roads in Dense Woods. Very Dense woods, Forests or Jungles 140mm or larger rounds artillery OR Bombs of 250kg or larger.
All other Terrain 155mm or larger rounds artillery OR Bombs of 250kg or larger.
Note that in campaign games or long games you may wish to allow smaller calibre artillery to do damage eventually, but for normal play
where the battle is only a few minutes long these smaller calibre weapons are ignored.
E.2.6 Floors in Buildings
Buildings generally come in 2 flavours,
Type Roof Access Floors in building
Flat roofed Yes 1 per contour
Pointed Roofs No 1 less than the number of contours the building is high (e.g. 3 contour building has 2 floors)
Normally Infantry can climb and clear 1 floor in a move, but can descend 4 floors in a turn. However infantry in a defending army
are assumed to have cleared all buildings within their deployment zone and can climb 1 floor per quarter move provided enemy have not
been spotted or come within auto spot distance within 5cm on the building at any point during the game.
Multiple infantry can occupy the same building and will only fight each other if they attempt to enter a floor already occupied by
the enemy.
If the roof can be accessed the infantry can move onto the roof and this takes an additional turn.
E.2.7 Stuck Elements
Elements which become permanently stuck must test morale (see L: MORALE) on their own each turn they dont have INTERGRITY
(see D.4 - INTEGRITY). If their morale falls to Withdraw the crew abandon the vehicle and it counts as destroyed. The Crew are not
placed on the table, they just disappear.
Units with stuck elements must continue with their orders. Any stuck vehicles count as ok until destroyed or abandoned.
If the command element of a unit becomes stuck the unit may move on without them. They will count as with original CO unless
the CO is destroyed or abandoned.
E.2.7.1 Example of Stuck CO
A SR Recce platoon of 4 British Cromwells cross a stream. The commander becomes permanently stuck and the other 3 tanks
move on. Once they get beyond INTEGRITY distance (see D.4 - INTEGRITY) of their CO the CO will have to check each turn to see if the
crew give up and leave the vehicle. After a couple of turns the crews morale falls to WITHDRAW and they abandon the Cromwell. Up to
this point the rest of the platoon didnt need to make a morale check, but with the loss of the CO they will need to make a morale check
with 25% losses and no original CO
An Engineer vehicle with a winch can free a stuck vehicle taking 2 turns to do so. The stuck vehicle doesnt need to test morale
while it is being freed. The engineer vehicle must move to within 1cm of the vehicle to be freed. Once its within 1cm the following turn it
can begin freeing the stuck vehicle. Once the stuck vehicle is freed its morale changes to the same as the rest of its unit.
E.2.8 Amphibious Movement Rules
E.2.8.1 Preparing for Amphibious Movement
Vehicle screens take 4 turns to erect and take 2 turns stationary to prepare for combat after crossing a river. Designate riverbanks
suitable for crossing before the game begins.
Vehicles with an amphibious movement factor (amp on datasheet) require no preparation time to swim.
E.2.8.2 Limits of Amphibious Movement
Screens and snorkels can only be used to cross rivers. Vehicles with an amphibious movement factor can cross any body of water.
E.2.8.3 Getting stuck when using Amphibious Movement
Elements entering or exiting a body of water have a chance of getting stuck as they enter or leave.
Roll a d10 for each vehicle entering or leaving to test if it got stuck. Tracked vehicles get stuck on a roll of 1 and wheeled on a 1-
2. If the vehicle stuck test again next turn and if the roll is failed again the vehicle is stuck permanently.
E.2.8.4 Firing while using Amphibious Movement
Vehicle screens or snorkels cannot fire while crossing or until they have been prepared for combat.
Vehicles with an amphibious movement on the datasheet may fire if they moved at up to half their amphibious speed.
They always count as firing on the move even if stationary.
E.2.8.5 Spotting and Firing at vehicles using Amphibious Movement
If you wish to engage a vehicle after its entered the water the following special rules apply. If the vehicle is destroyed it sinks and
any occupants are automatically destroyed with no chance of escape.
E.2.8.5.1 Vehicles with Screens
Vehicles with screens are spotted as their normal size and fired at as their hull down size. They count as armour 0 (i.e. soft) targets
and are fired at using area fire.
E.2.8.5.2 Vehicles with Snorkels
Vehicles with snorkels are spotted and fired at as size T targets. They count as armour 0 (i.e. soft) targets and are fired at using area
fire.
E.2.8.5.3 Vehicles with an Amphibious Movement factor
Vehicles with an amphibious movement factor as spotted and fired at using their hull down size. They count their
normal armour factor for working how to fire and the effects of a hit.
E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE
The following table lists the maximum an element may move in adverse visual conditions. When only a part of an elements
movement is in such conditions (e.g. moving though smoke), calculate out the portion of the move spent in those conditions and
reduce the elements movement by that portion.
E.3.1 - Movement Distances in Poor Conditions Table
Conditions Night driving equipment Max safe move
Road XC
Night None 10 5
Night Any, In Illumination Zone or White Light 30 15
Light Rain or Light Snow N/A 40 20
Mist or Rain or Snow N/A 20 10
Heavy Rain or Heavy Snow N/A 10 5
Fog or Sandstorm N/A 1 1
Partial Smoke N/A 20 10
Full Smoke N/A 10 5
* WL is White Light
E.3.2 Own Smoke Discharges
Passing though your own smoke discharger screen doesnt slow movement at all.
E.3.3 Multiple Conditions Apply
If moving in more than 1 condition use the worst distance and halve it.
E.3.4 Example moving in poor Visibility Conditions
A Jeep moves down a road and passes though a 10cm wide partial smoke screen.
The jeeps normal move is 50cm.
After 10cm it enters the smoke and moves the 10cm though it. 10cm is half of the maximum 20cm the element could move though
partial smoke, thus it takes the jeep half a move to pass through the screen.
Half of the 50cm it started with is 25cm, however it moved 10cm it before entering the smoke so in total it has moved 35cm
leaving the jeep with 15cm of road movement left.
E.3.5 Infantry in Poor Conditions
Halve all the above for infantry. If the maximum distance is more than the elements movement the element is limited to its
normal movement.
E.3.6 Aerial Elements at Night
Aerial elements use the road speed above in all conditions when flying at NOTE and double the road distances when flying at
contour. When flying higher than contour there is no restriction. However see N.5.3 Flying at Night without Pilot Night Vision
and N.6.2.3 Requesting Aircraft at Night.
E.4 - ENTERING OR EXITING VEHICLES
Infantry can only enter or exit a vehicle that is stationary or using COMBAT SPEED.
E.4.1 Exiting a Vehicle
It costs the vehicle half of its move to have all the infantry its carrying exit.
The vehicle may move up to half its maximum move.
Infantry exiting a vehicle will be able to move after exiting. However they will only move a fraction of their move equal to the
fraction of a move the vehicle has left.
When there are multiple infantry elements in a vehicle place them as per the following diagram.
E.4.1.1 Placing Multiple Infantry Element from a Vehicle
3rd 6th 8th
Tank B
Tank F
Tank G Road
At the end of moving Tank Gs the owning player says G is hiding behind B. This means Tank A has no LOS to it, BUT
Tank F does have one as its line of sight doesnt pass though Tank B.
Modifier Effect
Spotter Suppressed Down 1
Spotter Using Combat Speed Down 1
Spotter Using Transit Speed Down 2
Target Out of Arc Down 1
Target In Cover Down 1
Target in Heavy Cover Down 2
Target Basic Camouflaged Down 1
Target Full Camouflaged Down 2
Target Located by Spotter Up 1
Target Direction Detected and in spotters front arc Up 1
Target Moving Up 1
Target Fired Small Arms or Weapon Without BB Up 1
Target Fired Heavier Weapon or Weapon with BB Up 2
Targets Commander is using hand signals or Flags for Up 2
communications
Target Stationary in Illumination Zone Down 1
In Single Illumination Zone Down 3
In 2 Illumination Zones lit from directions 90 degrees+ apart Down 2
4 Round Spread
Smoke Zone for an MRLS with DATASHEET details 2 launcher Smoke Zones combined for an MRLS with
of W2xD2. Drift is show as it would occur in a normal DATASHEET details of W2xD2. One zone is grey the
wind with Bes Smoke. other Brown to show how they combine
F.10.4.8 Examples of Smoke Drift and Removal
Turn 1, 4 Partial
Turn 7, 4 Removed
2 Partial were added then removed
F.10.5 Element laid Smoke
Elements may only lay smoke when travelling at combat speed.
F.10.5.1 Smoke Dischargers (SD)
Smoke Discharges are banks of smoke launchers which fire a small WPS smoke screen which are used to block enemy lines of
sight to the firing vehicle.
A vehicle can use its SD in phase 2.3, 2.4 or 2.6 if
Situation Where you can fire
It comes under fire SD is fired forwards if this is the only reason to fire them
An alarm goes off SD is fired forwards if this is the only reason to fire them
If ordered to do so at the start of the game any direction as detailed in the orders
If F.7 LEVELS OF DETECTION EFFECTS allow it to See F.9 USING SMOKE
The screen uses the special 2cm x 1cm smoke tile placed touching the front of the firing vehicle.
It burns for 1 turn and acts as per F.10.4.5 Wind Extension and Removal of Smoke and F.10.4.6 Smoke Density in all other
ways.
Once fired SD require reloading before they can be used again. It takes a turn stationary and not firing to reload.
F.10.5.2 Smoke Generators (SG) Need to check , but suspect there are some of these.
Smoke generators are basically injected fuel into the exhaust; this creates a Bes smoke Screen.
The vehicle turns on the generator in the movement phase and provided it hasnt moved more than 20cm it gives a smoke screen.
SG can be turned on for up to 5 turns and there must be a gap of at least 5 turns before they are turned on again after theyve been
turned off (to stop engine flooding).
A vehicle can use its SG in phase 2.3, 2.4 or 2.6 if
1. It comes under fire
2. An alarm goes off
3. If ordered to do so at the start of the game
It can also use it if the smoke will block the LOS and F.7 LEVELS OF DETECTION EFFECTS allow it to.
F.10.5.2.1 Using SG While Moving
If the vehicle is moving 3cm smoke tiles are placed along the route it took this turn.
With both types the smoke forms a partial smoke screen. It counts as burning for the turn its laid and acts as per F.10.4.5 Wind
Extension and Removal of Smoke and F.10.4.6 Smoke Density in all other ways
Elements follow an element will be moving through partial smoke and so will be affected by E.3 - MOVEMENT AT NIGHT, IN
BAD WEATHER OR SMOKE.
One tile is placed for each full 3cm moved by the vehicle up to a maximum of 6 tiles. These are placed starting at the back of the
vehicle depending on the speed of the vehicle. The first tile is placed so the centre of the edge touching the vehicle touches the
centre of the vehicle (see examples below).
If only 1 tile is place and there is no wind then the tile counts as a full screen.
In Very Strong Wind Smoke cannot form
Side 45 Degrees
45 Degrees
Rear Front
There is an imaginary cross, centred on the vehicle that gives 4 arcs and an observer will be in one of these arcs.
A target can only be engaged if it is the front arc and the main weapon of the vehicle is fixed (prefixed with f on Datasheets). If
a target is out of firing arc the vehicle must turn to face it in its next movement phase.
G.6 - MOVEMENT
Elements which are stationary or moving using COMBAT SPEED may spot and engage a target(s). Elements moving using
TRANSIT SPEED may spot a target(s) BUT cannot fire.
Moving targets engaged in the react fire phase 2.6 may be hit at any point in their move by guns, autocannons or Light Anti-tank
Weapons (LAWs). Fire in any other phase is at the targets current position.
A target destroyed by guns, autocannons or LAWs is returned to the point where it was engaged (so in effect the firer can choose
where the target dies).
Any personnel that dismounted in the move or managed to escape are placed at the rear of the vehicle where it died (see E.4.1
Exiting a Vehicle).
G.7 - FIRING EXAMPLE
A U.S. Sherman halted is firing an AP round round at a moving German Panzer IV at a range of 15cm (300m). Looking at the DATASHEET the
base chance to hit at 15cm, whilst using COMBAT SPEED, is 10 (15cm falls in the over 10 and up to 25cm column in the targeting section and the using
COMBAT SPEED number is given in brackets).
The modifiers to hit are: Targets size is L. No Modifier
Per 10cm target moved (the Panzer IV moved 5cm). +2
The final roll required to hit is 12 or higher on a d20.
If the basic number was 20 then the final number would be 22.
This would require a natural roll of 20 followed by a roll of 3 or more on a d10.
G.8 ELEMENTS FIRING FROM WITHIN BUILDINGS AND BUNKERS
Infantry and soft vehicles which fire Infantry AT Weapons or ATGW from within building or bunker risk harming themselves
from the flames which come out of even those weapons listed as without back blast unless the building has been prepared for
defence (see Q.3.1 Infantry Entrenchments Table). Roll a d20 against the following table each time such an element fires.
G.10.1 Back Blast Danger Table
Weapon Type Firer Suppressed on Firer Destroyed on
Soft launch 20 -
Without BB 15-18 19-20
With BB 11-16 17-20
G.9 ATTACKING FROM ABOVE
Shots fired down from a high angle may hit the top of the target rather than the aspect fired at. Such shots will be resolved by
rolling on the Error: Reference source not found.
To qualify as a high angle shot the target must be closer than half the number of contours up that the firer is and the fire must be
with a direct fire weapon.
Example: - An infantry section is 4 contours up in a building and a tank is in the street below 1.5cm away. Half 4 contours is 2.
As the tank is within 2cm a LAW fired by the infantry will attack from above and a roll a made on the top attack table.
Additionally so direct fire weapons (mainly infantry AT ones) attack from above, these are shown on the Datasheet and again use
the top attack table mentioned above.
G.10 DIRECT FIRE AT AERIAL ELEMENTS
Aerial Elements can be engaged with any type of direct fire, however as they are more elusive targets than normal ground
targets; So if the Aerial Element isnt hovering or landed the Aerial Elements evade modifier is added to the to hit roll.
If the Aerial Element is armoured then the weapons penetration must beat the Aerial Elements armour. See H: PENETRATION
AND EFFECTS. If the Aerial Element isnt armoured any hit destroys it.
G.11 DIRECT FIRE AT BUILDING OPENINGS
If an infantry element is spotted within a building the spotter may attempt to fire a direct shot through one of the doors or
windows of the building.
This can be done with any direct fire weapon.
The firer attempts to hit the opening as a stationary tiny target with an additional +3 to hit and using all other direct fire
modifiers that apply.
If the shot hits all infantry in the building must make an escape test as if they were in a vehicle that was destroyed (see H.6 -
ESCAPING A DESTROYED VEHICLE). If the survive the test they remain in the building. The roll is made on the applicable
row for the type of ammunition used by the firer. If it misses the infantry and the building are unaffected.
H: PENETRATION AND EFFECTS
H.1 - INTRODUCTION
When an armour-piercing round has hit an armoured target you must use the following procedure to find out if the armour was
penetrated and the after effects.
When an armour-piercing round has hit an unarmoured Aerial Element the Aerial Element will have been penetrated so just go on to see
what effect the hit had.
H.2 - PENETRATION PROCEDURE
Use the following step-by-step procedure to find the effects of a hit:
1. Use the DATASHEET to find the weapons penetration value for the range (this is in the column titled P on the DIRECT FIRE
TARGETING area).
2. Find the targets armour class, for the aspect hit, on your opponents DATASHEET.
3. If the target was hit with a CE warhead use the armour value in brackets to give the final penetration value.
4. Compare the penetration value against the targets armour class.
If the penetration value is LESS than the armour value then the round has failed to penetrate and the target is SUPPRESSED.
If the penetration value is MORE than the armour value then the round has penetrated and the target is DESTROYED.
If the values are the same roll a d10 and check the round type on the DAMAGE TABLE. If the die roll is equal or above the
number given the round has penetrated and destroyed the target, if it is below then the round has failed to penetrate and the target is
suppressed.
H.3 - ARMOUR CLASS AND PENETRATION
All vehicles have been given a numbered armour class for their front, sides, rear and top aspects. The known or estimated armour
(including grazing angles) for each aspect of an AFV are averaged and given an armour class. Some vehicles have special armour to
defeat chemical energy attacks; this is the second number in brackets. Armour penetration is achieved by either kinetic energy (KE) or
chemical energy (CE).
KE rounds include solid shot such as AP, APHE, APDS, HVAP, APFSDS etc, and explosive formed penetrators (EFP) that use
velocity to punch a hole in the armour and kill the vehicle and its occupants. The level of penetration depends on the range.
CE rounds include HEAT, HESH and HEP rounds from main guns, Recoilless rifles and infantry AT weapons. HEAT rounds use an
explosion to send a molten jet burning through the armour and HESH (or HEP) make the inner wall of the armour come off and bounce
around inside the vehicle. Range does not affect the penetration value of CE penetrators.
H.5 - DAMAGE
H.5.1 Damage Table
PENETRATION
DIFFERENCE AP(All) HEAT/HESH,
2 OR MORE UNDER S S
1 UNDER* S S
EQUAL* 7+ 5+
OVER K K
Notes:
* A roll to hit of 20 will increase the penetration of the hit by 1 if the shot hits.
S = Suppressed.
K= Destroyed.
H.6 - ESCAPING A DESTROYED VEHICLE
If a vehicle is destroyed while stationary or moving 20cm or less any passengers (including tank riders) have a chance of
escaping. This procedure is also used for infantry escaping from destroyed buildings, trenches and pillboxes (see Q.5 -
POSITION DESTRUCTION).
Test for each escaping element separately after your opponent has finished all their firing.
If a 1 is rolled and testing to escape a vehicle, the vehicle explodes killing the testing element and any still on board.
Any survivors are placed at the rear of the vehicle (see E.4.1.1 Placing Multiple Infantry Element from a Vehicle)
H.6.1 Vehicle Escape Table
WEAPON THAT DESTROYED VEHICLE RESULT
SUPPRESSED DESTROYED
FLAME 10 1-9
HE, 7-10 1-6
HEAT, HESH, 5-10 1-4
AP, 4-10 1-3
Test for each occupant one at a time for when testing for escaping from a vehicle on a Roll of 1 = Explosion, Anyone still aboard
automatically destroyed
H.6.2 Escaping From Aerial Transport
If testing to escape from an Aerial Element the Altitude is important as follows.
Altitude Effect
Landed Test as Normal
NOTE Test with -2 to roll
Contour or Higher All passengers are killed
H.6.3 Wheeled and tracked Vehicles
Wheeled vehicle are often able to limp a little distance after theyve taken a hit that will know them out of a battle. This allows
any troops in them to dismount at a safer place or allows them to clear a road allowing other traffic to pass.
Wheeled vehicles are shown in vehicle notes on the DATASHEET as Wheeled followed by a number. Roll a d10 when any
wheeled vehicle is destroyed; if the number or higher is rolled the vehicle can move up to 2cm from the point where it was
destroyed into the arc it was facing when destroyed. Infantry escape at the point where this move ends. This extra move follows
all the normal rules for movement thus it may not be possible for the vehicle to leave a road which has hedges, walls etc along it
because 2cm is not enough to cross them and will be slowed by moving into poor or bad terrain, see E: MOVEMENT for full
restrictions. However, even if the vehicle used road speed it will be able to leave the road.
Example: - A White Scout Car is destroyed while moving forwards carrying an infantry element. Looking at the note section for the White Scout
Car it turns out to be Wheeled 5. The owning player rolls a d10 and gets a 7. As this is over 5 the White Scout Car can move up to an extra 2cm into its
forwards arc. Once the extra more is done the infantry may dismount.
H.6.4 Elements That Entered or Left a Vehicle
Because of the way the rules allow elements to be destroyed at different points to where they are at the end of movement it can
because confusing as to who needs to test to escape test.
If an element was on board a vehicle at the point in the move it was destroyed then that element must test to escape.
H.7 - PENETRATION EXAMPLE
Continuing from example G.7 the Sherman fired and a roll of 15 was scored.
The shot hit the Panzer IV, the 75mm AP penetrates armour level 5 at 25cm and the Panzer IVs`s armour is 5.
The penetration difference is equal and looking at the DAMAGE TABLE (I.5) a roll of 7+ is required to kill the Panzer IV.
A roll of 3 is scored meaning that the Panzer IV is suppressed
I: AREA FIRE
I.1 - INTRODUCTION
Area fire is all fire at soft targets (i.e. infantry, soft vehicles and buildings), but can also be used against under command Aerial
Elements operating at NOTE or Contour as they tend to have softer sections which are susceptible to area fire. Requested Aerial
Elements are deemed to be moving too fast to be targeted by Direct or Area fire.
The firer uses all their weapons to give a greater volume of fire in the general direction of the target. Area fire takes place in the
combat phase 2.3 and 2.4 of a turn.
See Q: ENGINEERING for details on destroying buildings.
I.2 - AREA FIRE PROCEDURE
Use the following step-by-step procedure to hit unarmoured targets and low level Aerial Elements:
1. Test to see how many elements spot the targets you wish to fire at.
2. Allocate Firers to targets (see G.2.1 Allocating Fire).
3. For each shot, find the firer on the DATASHEET and cross-reference against the range and cover status of the target in
the AREA FIRE section of the DATASHEET. This gives the basic number required to either suppress (S row) or kill (K row) the
target.
4. Modify the basic suppress and Kill rolls by the DIRECT FIRE TARGETING MODIFIERS/AREA FIRE
MODIFIERS which are shown in brackets beside the direct fire modifiers on the middle left of the DATASHEET.
5. Modify this with the Additional Area Fire modifiers which can be found on under the DIRECT FIRE TARGETING
MODIFIERS/AREA FIRE MODIFIERS table on the DATASHEET to give the final suppress and kill rolls.
6. Roll a d20.
7. The final die score will give a result of Ok, Suppressed or destroyed.
The following points apply:
a) Area fire in the players turn (phase 2.4) is at targets in LOS.
b) Enemy react area fire (phase 2.3) is at targets in LOS or moved out of sight THIS TURN (firing at any point in its
movement and if destroyed it is brought back to that point).
c) Only elements which are stationary or moving using COMBAT SPEED may fire (as per G.6 - MOVEMENT).
d) A natural roll of 1 always misses.
e) A natural roll of 20 always suppresses the target provided there isnt a dash in the S row.
f) If the final Kill roll is 30 or more the target cannot be destroyed.
g) If the final Kill roll is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already
rolled and subtract 1 to determine if the target is hit.
h) Fire is allocated as it is for direct fire (see G.2.1 Allocating Fire).
I.2.1 Elements with Heavy Weapons
Some elements carry heavy weapons with range limits. In the case of mortars these will have a minimum and maximum range and in the
case of other heavy weapons there will just be a maximum range.
Sometimes these range limits mean that an element will have more area firepower in part of a range bracket than in the rest of that range
bracket. For example if a mortar had a minimum range of 5cm any element equipped with it would have different to Kill and to Suppress
numbers on the 0-5cm part of the up to 10cm range than in the 5-10 cm part.
Where this odd situation occurs 2 numbers will be shown in the area fire part of the DATASHEET for the element. The first is shown
without brackets and shows the full firepower including the heavy weapon. The second shows the limited firepower the element has
without the heavy weapon.
If 2 numbers are shown for S and K with the second in brackets you must check to see what the minimum and maximum ranges of the
mortar carried by the element are.
If the target is within the range limits of the mortar use the number without brackets
If the target is outside the range limits use the bracketed number.
I.3 - TARGETING MODIFIERS
The following points apply to the targeting modifiers on the DATASHEET:
Fired LAW modifier is included if a LAW is added to the area fire at a soft target.
Include the firing from firing ports/Hatches modifier if an infantry section is inside an AFV that has firing ports or is firing through
hatches.
If an infantry section fires area fire at one target and a LAW at a second target include the Fired at second target modifier (infantry
can use direct fire to engage one target with up to two LAWs).
Aerial Elements can be engaged with area fire, however as they are more elusive targets than normal ground targets; So if the Aerial
Element isnt hovering or landed the Aerial Elements evade modifier is added to the to hit roll.
If the target is an armoured Aerial Element add the modifier for Aerial Element armour for each point of armour that Aerial Element
has.
I.3.1 Bow Machineguns
Because of the limited arc available to bow machine guns their firepower hasnt been included on the Datasheets.
They are shown in the notes section for the vehicle as either bMG for standard bow machineguns or fbMG for fixed bow machine
guns. The only difference between them is the arc available that they may be fired into. If the target of the AREA FIRE is within the
arc given the modifier for bow machineguns can be used (see DATASHEET). If the target is out of arc the bow machinegun cannon be
used.
I.3.1.1 bMG Arc
This is the same as the normal front visual arc of the vehicle (see F.2.2 Visibility Arcs).
I.3.1.2 fbMG Arc
This is the same as the Down the Edge front visual arc of the vehicle (see F.2.2 Visibility Arcs).
I.4 - INFANTRY
Infantry are organised in sections (or squads) of about 6-10 personnel and half sections (or heavy weapon crew sections) of about 1-5
personnel.
The full section can have up to four support weapons (e.g. squad assault weapons, light machineguns, light anti-tank weapons etc) and
half sections up to two.
The DATASHEET gives the infantry type, any additional support weapons carried, the direct fire targeting details of any LAWs carried
and the area fire numbers.
I.5 - SUPPRESSIVE FIRE
Any element can be ordered to use area fire at a terrain feature either in initial orders or if it is known the enemy is there.
Elements can also use suppressive fire to against spotted or located enemies.
Maximum range for suppressive fire is the same as the maximum range an element can fire AREA fire out to.
Each element has a suppressive fire zone of 2cm wide by 5cm deep along the terrain feature however it will not pass through
buildings. Thus if you are firing in a built up area you will hit the first line of buildings and down any road or gap between buildings.
Suppressive zones can be joined together (e.g. 10 elements would have a suppressive zone of 20cm wide by 5cm deep).
Roll a d20 and check below for the results.
I.5.1 Suppressive Fire against Known Targets
When a unit uses suppressive fire against known targets the player must choose to either
1. Place their fire zones so as to cover some of the known targets
2. Place their fire zones so as to cover all of the known targets and the area between the known targets
3. Place their fire zones so as to cover all of the known targets and the area between the known targets and up to 3 zones each side
wider than the outer most known targets.
The unit must have enough fire zones to cover the whole area being hit and the fire zone can only be 1 zone deep.
If the player chooses to widen the zone both sides must be widened by the same amount.
If the unit uses option 3 and covers the whole area and still has fire zones left the player may choose a new option for the remaining
zones. Its possible in this way for the whole are to be hit with multiple suppressive fire zones if the unit has enough to keep covering
the option 3 zone.
I.5.2 Suppressive Fire against a Terrain Feature
When a unit uses suppressive fire against a terrain feature the fire zones must be placed so as to cover as much of the edge of the
terrain feature facing the unit as possible. The combined fire zone is placed starting at the centre of the area to be covered with
2cm of depth outside the terrain feature and 3cm inside it.
If the whole of the facing edge of the terrain is covered by zones the player may double up with zones starting again at the centre
of the area.
I.5.3 Suppressive Fire Effect Table
Vehicle Type Suppressed Destroyed
SOFT 14+ 19+
INFANTRY 16+ 20
AFV 18+ Not Possible
I.5.4 Suppressive Fire with Smoke
If half the elements fire smoke rounds into the suppressive zone then any element in the zone counts the +8 SMOKE EVADE
(NO TI OR VIRRS) targeting modifier, even if equipped with a thermal imager. This is due to the mixed effects of the smoke
and the explosions (see F.10.5.5 Direct Fire Smoke for details of direct fire smoke rounds).
I.6 - COVER DEFINITIONS
There are three levels of cover as follows:
OPEN (O) There is very little or no cover for the element to hide behind.
COVER (C) The element is in woods, a built up area, an open-topped AFV or behind fences, walls, hedges, ditches etc.
HEAVY COVER (H) The element is in a building or in an enclosed AFV and using fire ports.
For elements in engineered positions see Q.3 - ENTRENCHMENTS.
I.8 - SNIPERS
. These are listed with the sections data as Sniper for normal snipers and H. Sniper for snipers with heavy calibre weapons
(normally 12.7mm). The following rules represent the effects these can have on the game.
To gain the benefits listed the sniper must be stationary and not suppressed.
The element with the sniper or heavy sniper will need to have visually spotted the target for the sniper to be able to fire at them.
(See F.2 VISUAL SPOTTING)
I.8.1 Snipers Detection
If a Sniper or Heavy Sniper is the only part of an element firing and the element is in cover the element doesnt count as firing
for visual spotting (See Error: Reference source not found).
If a Sniper or Heavy Sniper is the only part of an element firing they will be harder to detect by noise (see F.5.3 Noise
Category Table) and by gun flash (see F.6.1 Fire at Night) in some circumstances.
I.8.2 Snipers and Cover
Against targets in cover and heavy cover they reduce the effect of that cover (see DATASHEET).
I.8.4 Snipers Firing Alone
An element with a sniper can choose to fire just the sniper as follows
J.8.4.1 Sniper vs. Infantry element
A Sniper or Heavy Sniper may fire at an infantry element. Roll a d20 and consult the I.8.4.4 Sniper to Hit Table below.
Elements mounted on Motorbikes, Dirt Bikes, Bicycles and Horses are fired at as infantry elements but are easier targets.
A result of CK means any commander in the section is killed and the unit the infantry element is part of will be out of
command control unless it has a 2IC to take over.
A result of K means the sniper has done so much damage to the infantry element that it is out of action for the rest of the
battle and counts as destroyed.
I.8.4.2 Sniper vs. Soft Vehicle
A Sniper or Heavy Sniper may fire at a Soft Vehicle. Roll a d20 and consult the I.8.4.4 Sniper to Hit Table below.
A result of SK means the vehicle is destroyed.
A result of Ex means the petrol tank is hit and the vehicle explodes killing all occupants.
I.8.4.3 Sniper vs. Armoured Vehicle Commanders
A Sniper or Heavy Sniper may fire at the commander of an unsuppressed armoured vehicle.
A result of CK means any commander in the section is killed and the unit the vehicle is part of will be out of command
control unless it has a 2IC to take over. Additionally the vehicle becomes permanently suppressed.
A vehicle without a commander cannot go turret down (see E.5 - HULL DOWN AND TURRET DOWN)
I.8.4.4 Sniper to Hit Table
Range
Target 10cm 25cm 50cm 100cm 250cm
CK/SK K/Ex CK/SK K/Ex CK/SK K/Ex CK/SK K/Ex CK/SK K/Ex
Infantry Element 14 18 16 19 18 20 19 21 20 22
Soft Vehicle 12 18 15 19 17 20 18 21 19 22
Armoured. Vehicle 17 - 19 - 20 - 20 - 21 -
Notes
CK = Commander Killed K = Infantry Target Destroyed
SK = Soft Vehicle Destroyed Ex = Soft Vehicle Petrol Tank explodes
Modifiers
-1 Heavy Sniper -1 Target is Half Section
-2 Element commander using hand signals -1 Infantry Element mounted on Motorbikes, Dirt Bikes, Bicycles and Horses
+1 if target in cover +2 if target in heavy cover
+1 per 10cm of movement of the target
I.9 - EXAMPLE OF AREA FIRE
A Russian infantry section is firing everything at a German infantry section in a wood, 25cm away. The basic number for a target in cover is 15 to
suppress and 20 to kill. The Russian player rolls 14 misses.
J: CLOSE COMBAT & CLOSE ASSAULT
J.1 - INTRODUCTION
Close combat and close assault represents the very close fighting that occurs in building, close terrain, dug in positions and desperate
attempt to stop AFVs with grenades or charges.
Infantry elements in base-to-base contact with other infantry elements outside building are automatically in close combat. Infantry
attempting to enter a building with enemy infantry on the ground floor are also in close combat. Infantry attempting to enter an
occupied floor in a building are also in close combat.
If an infantry element is touching an enemy vehicle it is automatically in close assault.
Close combat and close assault only stop when one side is destroyed, surrenders or moves away. See L.5 - MORALE RATINGS for
the results of morale failure.
Unusually for combat the infantry can have made a full transit move and still fight close combat.
J.2 - MELEE COMBAT PROCEDURE
Use the following step-by-step procedure to resolve melee combat:
1. The player whose turn it is moves the infantry element into contact with an enemy element in phase 2.1. If the element is mounted
on horses, in moving at transit, the whole move is across open ground and the enemy element is in the open the infantry can move
an extra 10cm.
2. The opponent MAY fire at attacking infantry in phase 2.3.
3. If the players infantry section advanced and is still alive it MAY fire in phase 2.4.
4. If both (or more) sections are still alive then they go into melee combat in phase 2.5. Roll the appropriate die infantry element as
follows.
Morale Half Section Full Section
MILITIA d10-2 2d10-4
CONSCRIPT d10-1 2d10-2
REGULAR d10 2d10
VETERAN d10+1 2d10+2
ELITE d10+2 2d10+4
5. Some elements carry specialist melee equipment over and above the norm (such as pump action shotguns). The effect of these
will be shown on the DATASHEET and will be either a bonus to melee (+1, +2 etc) or * showing that they win draws.
6. Modify the result by the following:
-2 FIRED THIS TURN
-2 IF SUPPRESSED
+1 Mounted on Horses and used Transit Speed into combat against target in the open
+1 Mounted on Horses and in combat against target in the open
+1 First Round Defending In Cover*
+2 First Round Defending In Heavy Cover*
+1 Have anti-tank grenades vs AFV.
* The defender is the stationary element.
J.2.1 Close Combat Results
J.2.1.1 Clear Winner
The player with the highest score chooses to either kill an enemy element or move away.
If a victorious section moves away the looser is suppressed and cannot chase in their next bound.
When moving out of melee the victor moves at COMBAT SPEED. This move can be carried out even if it isnt the winners turn and
they can move again in their next bound.
J.2.1.2 No Clear Winner
If both rolls are equal; check to see if either element has a * next to their Close Combat roll. If one side has a * next to its close combat
roll it wins the combat (see above).
If both sides have a * or neither side has a * there is a draw. The two elements will continue their close combat next turn.
J.3 - CLOSE ASSAULT PROCEDURE
Infantry which remained stationary in their own bound may move 1cm to close assault a vehicle in phase 2.3 of their opponents bound
but cannot fire in any other way if they do so.
Close assault takes place in phase 2.5 when an infantry element is touching an enemy vehicle.
It is assumed the infantry climbs on the vehicle and using grenades, LAWs and any other means tries to destroy the vehicle.
To close assault a vehicle the infantry MUST NOT be in contact with an enemy infantry section.
Vehicles can try using area fire in either phase 2.3 or 2.4 and can drive away from the threat in their next movement phase.
Roll a d20 and consult the following table to find the results of a close assault:
J.3.1 Close Assault Table
VEHICLE RESULT (d20)
Attacker Destroyed SUPPRESSED DESTROYED
SOFT VEHICLE - 2-10 11-20
AFV - 10-15 16-20
Subtract the Vehicle Top armour from the die roll.
Example: - a Top Armour 3 tank is assaulted by infantry. The d20 is 17, minus 3 (top armour) = 14 which is a suppression.
If the attack was against an AFV and the AFV has a rear deck and the AFV was suppressed roll a d20, on a roll of 20 the AFV is
instead destroyed by a lucky hit on the rear decking.
J.3.2 Driving away from close assault
If the vehicle drives away the infantry can either jump off or try to hang on.
If the infantry jump off the vehicle can move as normal.
If the infantry try to hang on the vehicle can move a maximum of half COMBAT SPEED because the crew are trying to shake
loose the infantry.
If fired at it counts as doing manoeuvre evade.
A d10 is rolled and consult the following table
Roll Effect
1-2 The infantry are destroyed as they fall under the vehicle
3-6 The infantry are shaken loose. Place them at the mid point of the vehicles movement. They are suppressed.
7-10 The Infantry cling on to the vehicle and can attack it again in the next 2.4.
K: DAMAGE
K.1 - INTRODUCTION
There are three forms of damage in the game, temporarily suppressed, Permanent Suppression and permanently destroyed.
K.2 - SUPPRESSION
An element that is suppressed has been hit and slightly damaged.
Suppression causes vehicles to close down and infantry keep their heads down.
K.2.1 - Suppression Effects
All movement is halved, aiming becomes more difficult and the element is just not happy.
Elements may still give and receive orders.
Passengers in a suppressed vehicle are suppressed too and remain suppressed if the exit the vehicle.
K.2.2 - Suppression Markers
The moment an element is suppressed an S marker is placed to the rear of the miniature with the S towards the table (i.e. face down).
If an element already has a face up S marker flip it over so it is face down.
There is a page of markers at the back of this rulebook and you have permission to photocopy it for your own use.
An element is only ever given 1 suppression marker.
K.2.3 - Suppression Removal
K.2.3.1 Limits on Suppression Removal
Only face up Suppression Markers can be removed
K.2.3.2 Suppression Removal Rolls
To remove a suppression marker roll a d6 in phase 2.2 and consult the following table which gives the score required to remove
the marker, dependant on the morale grade of the element:
MORALE GRADE SCORE REQUIRED
MILITIA 6
CONSCRIPT 5-6
REGULAR 4-6
VETERAN 3-6
ELITE 2-6
K.2.3.3 Flip Markers
After all FACE UP suppression markers have been tested for removal all FACE DOWN suppression markers are turned FACE UP (So
the S marker is showing).
K.2.4 Voluntary Suppression
Unsuppressed infantry can become voluntarily suppressed at the start of PHASE 2.1 in order to gain benefits against area and indirect
fire.
The S marker is place face down and the infantry will be subject to all the normal disadvantages and benefits of suppression.
As with any other type of suppression the infantry will have to roll to remove their suppression as once troops get their heads down
and safe it can be hard to get them up again.
K.4 PERMANENT SUPPRESSION
This is a situation where an element has been damaged enough so that it will remain suppressed for the rest of the battle.
This occurs when a vehicles commander is killed. (See E.5.1 Turret Down and I.8.4.3 Sniper vs. Armoured Vehicle Commanders)
K.5 - DESTROYED
Any element that is destroyed is dead for the rest of the game.
Vehicles have taken severe damage and infantry have suffered crippling losses.
Leave vehicles on the table but add cotton wool to show that they are burning fiercely and remove infantry elements.
K.6 - CAMPAIGN GAMES
The force that holds the battlefield at the end of any fighting can recover destroyed vehicles in a campaign game. Infantry lost in
battle cannot be recovered. Roll a d10 for each vehicle and consult the following table:
K.6.1 Vehicle Damage in Campaign Games Table
DAMAGE WITH RECOVERY WITHOUT RECOVERY
TEAM TEAM
SLIGHT (10%) 1-4 1-3
MINOR (25%) 5-6 4-5
MAJOR (50%) 7-8 6-7
CHF (100%) 9-10 8-10
Notes:
Recovery team must be 1 engineer section and ARV per 3 wrecked vehicles.
CHF is catastrophic hull failure (totally wrecked).
The damage given is the % of the cost of the vehicle needed to fix the vehicle ready for combat (e.g. a vehicle costing 20
points took minor damage and will cost 5 points to fix).
L: MORALE
L.1 - INTRODUCTION
Morale is an extremely complex subject and yet is the most important aspect of combat. Morale checks are done at company level (or
platoon level if independent platoon or section) and above. There are two types of morale check, Unit Morale and Group Morale.
L.2 - UNIT MORALE
A unit is either a Company, a detached platoon/section, an Independent Platoon/Section or the BGHQ/BHQ unit. A Unit Morale check
must be made each time an element has been destroyed or the unit had a poor result in their last test and the player wants to try and
improve it this turn.
L.2.1 Unit Morale Procedure
Use the following step-by-step procedure to test a units morale:
1. Determine which part of the unit has the most elements within integrity distance of each other.
2. Count ALL the elements (each infantry section/half section and each vehicle counts as 1 element) of a unit which have been destroyed.
3. Count elements which are part of the unit but dont have integrity and add half this number.
4. Count how many element the unit started the game with and deduct and elements that have been detached.
5. Divide the total from 3 above by the number in 4 above to give the percentage losses of the unit (round up)
6. Find the morale check box on the DATASHEET and cross-reference the command Status against the percentage lost to give the score
required to pass. Note that even if the commander doesnt have integrity with the base body the unit will still check as with original
CO if he is alive unless the unit is detached (see D.4.9 Detaching Units).
7. Roll a 2d6.
8. If the required score is rolled or higher the unit stays on its present morale rating or if testing to recover morale, the level is improved
by one level. If the roll fails the unit drops a rating and MUST test again. Keep testing the morale until either it stabilises (place a
morale marker behind the unit) or drops to a retreat result.
Note that the result affects all elements of the unit even those without integrity.
L.2.2 Example of unit Morale
A company of 10 SdKfz 251s and 10 Infantry Sections + 1 Half Section has 21 elements.
The unit is mostly together with 4 SdKfzs and 7 Sections forming the largest group with integrity.
It has lost 2 Sections and SdKfzs (none of which are the CHQ) = 7 Elements.
One SdKfz, One infantry section and the half section dont have integrity with the main group = 3 elements thus 1.5 is added to the total from
above = 8.5
This gives 8.5 out of 21 = 40.4% so a Unit Morale Check would be made on the 26-50% column on the with original CO row.
L.2.3 Dismounts and Morale
Some vehicles can have weapons dismounted from them to form separate elements. This is most often ATGWs, but can be other
weapons. When counting the number of elements for morale purposes do not count any dismounts. However if a dismount is killed the
unit will still need to make a morale check.
L.3 - GROUP MORALE
A group is all the units under a BGHQ, BHQ, RHQ or higher-level command unit and the command group itself. CHQs with
independent platoons within their structure are also subject to group morale tests. A Group Morale check must be made each time a
subordinate unit gets to a Withdraw or Retreat morale result on a Unit Morale check or is destroyed (Including the command Unit itself).
The test can also be made to try to improve the morale of a group that had a poor result in their last test.
L.3.1 Group Morale Procedure
Use the following step-by-step procedure to test a units morale:
1. Army lists include how many morale points each unit is worth. Add up the number of morale points which make up the Group
2. Add up how many morale points the withdrawing, retreating or destroyed units are worth.
3. Work out which units dont have integrity and add half their morale points to the total from 2 above
4. Work out the percentage losses of the unit (round up). If the command unit for the group is retreating or destroyed the Group
counts as without original CO.
5. Find the morale check box on the DATASHEET and cross-reference the command Status against the percentage lost to give the
score required to pass. For BGHQ, BHQ, RHQ or higher-level command unit use the Group morale lines. For CHQ group tests use
the unit lines.
6. Roll a 2d6.
7. If the required score is rolled or higher the unit stays on its present morale rating or if testing to recover morale, the level is
improved by one level. If the roll fails the unit drops a rating and MUST test again. Keep testing the morale until either it
stabilises (place a morale marker behind the unit) or drops to a retreat result.
L.3.2 Group Morale Example 1
A Russian T-34/85 Battalion consists of The BHQ (1 morale point), 3 T-34/85 Companies (2 morale points each) and a SR Recce Platoon (1
morale point) giving it a total of 9 morale points.
It has lost one tank company and the SR Recce Platoon = 3 Morale points.
One of the Tank companies has drifted out of integrity range = 2 Morale points/2 = 1 Morale point
3 + 1 Morale points = 4 morale points
This gives us 4 out of 9 = 44.4% so a Group Morale Check would be made on the 26-50% column on the with CO row.
L.3.3 Group Morale Example 2
A Russian Regiment consists of the RHQ (1 morale point), 2 battalions like the one above (9 morale points each) and a Regiment SR Recce
Platoon (1 morale point) = 20 morale points for the Regiment.
The RHQ has been destroyed by enemy helicopters, but the rest of the Regiment is okay.
This gives us 1 out of 20 = 5% so a Group Morale Check would be made on the up to 25% column on the without original CO row as the RHQ is
dead.
L.4 - MORALE LEVELS
All forces have been given a base morale level. The morale level depends on experience and confidence. A good example would be the post-purge
Soviet Army that invaded Finland in 1940 which would have had a CONSCRIPT level, but the re-equipped, battle-hardened army post-Kursk had gained
confidence in itself and thus be would be REGULAR instead. The base morale levels are as follows:
L.4.1 Morale Level Table
MORALE LEVEL TYPE EXAMPLE
MILITIA Irregular troops, police units or armed civilians. Armed mob
CONSCRIPT Territorials, inexperienced conscripted troops or experienced militia. Most Russian troops
REGULAR Full time troops, well motivated Territorials or conscripts with combat experience German troops
VETERAN Regulars well Motivated or with combat experience. SS
ELITE Large Special Force units. Commandos
L.5 - MORALE RATINGS
If a test fails the following morale ratings apply:
L.5.1 Morale Ratings Table
FAIL RATING DETAILS
1st HESITATE Maximum half COMBAT SPEED towards enemy.
2nd HALT Stop in current position or withdraw away from observed enemy to nearest safe cover.
3rd WITHDRAW Unit MUST pull back from enemy to nearest safe cover moving at least half COMBAT SPEED and
halt there.
4th RETREAT Unit moves at full TRANSIT SPEED off players baseline (counting as half points lost) or if within
10cm of enemy will surrender (counting as full points lost). There can be no recovery within a
normal game.
L.6 - RECOVERING MORALE
Morale rating can be recovered during a battle in the following 2 situations
1. When a unit or group is out of sight of and more than 25cm from all known enemies (see F.11 KNOWN ENEMIES).
2. In cover and not under fire.
Test as normal but if the result is a failure ignore it, the unit will stay at its current morale rating.
For campaign purposes the unit will return to its normal morale level after a short respite (the umpire may decide to reduce the morale
level e.g. a veteran Battalion has just been soundly beaten and its remnants are reduced to a regular morale level for the next encounter).
L.7 - REPLACING COMMAND ELEMENTS
If all a unit commanders are destroyed then test as Battalion/Company/Platoon WITHOUT ORIGINAL CO.
Even if a lower commander has taken over (see D.3.2 Regaining Command and Control) the unit still counts as WITHOUT
ORIGINAL CO for the duration of the game.
M: ARTILLERY SUPPORT
M.1 - INTRODUCTION
Indirect fire is used when batteries of guns, rockets or mortars shoot at a target using a high trajectory.
The target is usually out of sight of the battery so an observer controls the fire. This observer is normally an Artillery Observation
Officer (AOO), but could be a command element or any ABMS/BMS equipped element.
The accuracy of the indirect fire depends on the equipment being used.
Artillery batteries are bought as part of the battlegroup in the initial set up and are online to the battlegroup throughout the battle.
All indirect fire takes place in your opponents turn except Counter Battery fire.
M.1.1 AOO Placement
All AOOs MUST be attached to a unit or higher level commander, and a battery. Once on table they operate like any other unit that has
paid command points (see D: COMMAND, CONTROL AND COMMUNICATION).
M.2 - INDIRECT FIRE PROCEDURES
Requesting Artillery can occur in 1 of 4 ways, each is listed below along with what to do to call fire in that case.
M.2.1 Normal Fire In phase 1.4
1. The observer spots or locates its target
2. It then requests Opportunity Fire; see N.6.1 Opportunity Fire below.
In phase 2.8
3. Test to see if the fire request gets the batteries requested.
4. If the fire arrives test to where the fire arrives and place the fire zone.
5. Roll a d20 for each element in the fire zone to test any damage.
M.2.2 Normal Fire against Registered Fire Point or Known Fire Point In phase 1.4
1. The observer spots or locates its target within 10cm of a RFP/KFP
2. The player may choose to delay fire until Phase 2.8 as per M.2.1 Normal Fire above but with no deviation OR fire immediately by
following the rest of this procedure.
3. Test to see if the fire request gets the batteries requested.
4. If the fire arrives test to where the fire arrives and place the fire zone.
5. Roll a d20 for each element in the fire zone to test any damage.
M.2.3 Registered Fire Point or Known Fire Point against Moving Target In phase 2.1
1. If the target moves within 10cm of a RFP/KFP an observer may attempt to spot or locate them.
2. Test to see if the fire request gets the batteries requested.
3. If the fire arrives the unit is moved back to the nearest point it came to the RFP/KFP.
4. If the fire arrives test to where the fire arrives and place the fire zone.
5. Roll a d20 to resolve any damage and the unit may then complete the move (counting any movement modifiers such as suppressed).
M.2.4 Registered Fire Point or Known Fire Point against Firing Target In phase 2.3 or 2.4
1. If fire is received from within 10cm of the RFP/KFP an observer may attempt to spot or locate the firer
2. The player may choose to delay fire until Phase 2.8 as per M.2.1 Normal Fire above but with no deviation OR fire immediately by
following the rest of this procedure.
3. Test to see if the fire request gets the batteries requested.
4. If the fire arrives test to where the fire arrives and place the fire zone.
5. Roll a d20 for each element in the fire zone to test any damage.
M.3 OBSERVING FOR ARTILERY
An observer can request and correct fire on a single target at a time unless also calling in on target illumination rounds (see F.8.2.3
Other Guns in the Same Battery).
No element may request artillery or correct fire whilst using TRANSIT SPEED.
No single battery can be requested more than once in a turn.
M.3.1 AOO observing
Observers may request up only their battery, with the exception that American and British/Comonwealth teams from 1944, and any
Western observer from 1948 may request up to two further batteries of the same calibre, if the first request is to a dedicated or direct
support battery. Change to allow for less flexible artillery.
The First battery is requested at its normal level of support, second and third batteries are considered to be as general support.
M.3.2 Command elements observing
Any command element may request and observe for 1 dedicated battery but they are classed as untrained.
They spot as per an AOO and cannot fire in the rest of the turn.
Russian/Soviet doctrine makes the command element make a request via a COP (Command Observation Post) taking a turn of
communication.
M.3.3 When Does Fire Stop
Indirect fire will continue until,
1. The observer cancels the fire mission.
2. The number of turns of fire requested has been carried out this must be written at the start of the move.
3. The observer cannot spot or locate the target anymore and a number of turns of fire were not requested.
4. The observer is suppressed or destroyed and a number of turns of fire were not requested.
If a number of turns of fire were requested the fire will continue for that number of turns even if the observer cannot spot or locate the
target or is suppressed or destroyed.
M.4 - REQUESTING A FIRE MISSION
Once a target has been spotted or located a battery (or batteries) may be requested to provide fire support providing the requester is in
communication with the battery via Hard Wired Telephone Link (see D.5.3 - Hard Wired Telephone Link), radio (see D.5.6
Transmission Security) or because they are with the battery.
If the observer is with the battery the request will be granted automatically. To be with the battery the AOO must be part of or
attached to the battery, be in integrity and be in LOS of at least 1 element of the battery.
If the observer is using a radio link they will need to ensure the link is secure (see D.5.6 Transmission Security).
If the observer is requesting fire via radio use the following procedure.
1. Cross reference the type of equipment in use with the level of support to get the base number required
2. Modify the required number with the modifiers below the table.
3. If the number required is 1 no roll is required, the request will be granted automatically.
4. Roll a d10, if the roll equals or exceeds the number the battery is available, if not, the battery was not available. Each battery
requested should be rolled for separately.
M.4.1 Artillery Fire Mission Request Table
COMMUNICATION LEVEL OF SUPPORT
EQUIPMENT DEDICATED DIRECT GENERAL
STANDARD 2 5 8
Modifiers
+1 Observer is untrained.
+1 Company, Platoon or Section level HQ requesting fire without BMS
-1 Per subsequent request from same observer.
-1 British/Comonwealth Observer requesting post 1942.
-3 Request for fire on RFP
M.5 - LEVEL OF SUPPORT
The level of support depends at what level the battery is commanded at. The available batteries and AOOs are given in the ARMY
LISTS. There are three levels of support as follows:
DEDICATED. The battery is either on table or allocated to a specific Company or Battalion.
DIRECT. A Brigade or Regimental asset allocated to a Company or Battalion.
GENERAL. A Divisional or higher asset allocated to the highest on table commander or used for counter battery.
M.6 - FIRE MISSIONS
Batteries may use the following type of mission.
Note the Aim point for the fire in all artillery fire missions is the CENTRE of the fire zone.
N.6.1 Opportunity Fire
The battery is on call for fire at an opportunity target.
A target must be spotted or located
The player must decide if he will fire for effect or fire ranging rounds to get the battery on target.
Which ever they choose they must marked down ACCURATELY on the map the aim point for the fire.
If the target is moving then the player must guess where the target will be at the end of its move. This guess cannot put the aim point
farther from the target than the target could move at combat speed.
Ammunition type and sheaf type and rotation (see M.8 - FIRE ZONE) must be listed as part of the request.
When Phase 2.8 arrives the player will need to roll to see if they get the batteries requested. A deviation roll must be made for each
requested battery.
M.6.1.1 Ranging Rounds
If the player chooses to use ranging rounds rather than firing for effect the battery will fire a single round each turn until the
fire is on target.
Once the single rounds are on target the battery may fire for full effect (including burst bonus) at the next opportunity.
M.6.2 Registered Fire
A registered Fire Point (RFP) is a previously recorded position. Because it is a known point fire against anything near of it will be
more accurate than normal.
The RFP must be ACCURATELY marked on the map.
See M.2 .1 for when you can fire using an RPF.
Any fire against a target with 10cm of RFP has no deviation and the observer doesnt need to be able to see the RFP. The centre of the
fire zone can be placed on any target spotted or located within 10cm of the RFP, when firing against a moving target this can be any
moving element that has been moved back to its closest point to the RFP.
Ammunition type and sheaf type and rotation (see M.8 - FIRE ZONE) must be listed as part of the request.
RFPs are normally only used in attack defence games. A defender can have up to 4 RFPs and an attacker 3. However the organiser or
the game or the players can decide to allow it in different types of game and could vary the number as they see fit.
M.6.2.1 Known Fire Point (KFP)
Once fire has been brought down on a point and an on target deviation result has been achieved, this point will be considered
Known Fire Point for the remainder of the game for the firing battery only. This includes all types of fire including ranging
rounds.
M.6.3 Planned Fire
Planned fire doesnt have to be requested and there is no deviation.
The fire mission must be written in orders and include the following.
1. Turn fire starts.
2. Number of turns of fire.
3. The Aim point
4. The number of batteries
5. The ammunition type to be used
6. The sheaf type and rotation (see M.8 - FIRE ZONE)
This can normally only be used by an attacker. Each Battery the attacker has can plan a number of turns of fire before the game begins as
part of their orders. Batteries using planned fire may shift their fire each turn to give a rolling barrage. The table below gives
recommended pre planned fire numbers depending on the type of attack being played.
Type of Attack Dedicated Battery Direct Battery General Battery
Hasty Attack 1 None None
Deliberate Attack 2 1 1
Breakthrough Attack 2 2 3
However the organiser or the game or the players can decide to allow it in different types of game and could vary the number as they see
fit.
M.6.4 Counter Battery Fire
These batteries have locating equipment and have been given CB orders before the game started. The location equipment is carried by a
location team which operates away from the battery.
The batteries may not engage in any other fire mission.
M.6.4.1 CB Location Teams
CB location teams are assumed to be 5km back from the players baseline.
When measuring from CB location the distance is taken from the Location Team not the CB battery.
A CB Location team can only request fire from their own CB Battery.
Each CB location team may make one location attempt against batteries that fired during this bound or in phase 2.10 of the last bound.
CB location teams have the same type of radio as other infantry. See your army list for details.
M.6.4.2 CB Procedure
Use the following procedure to carry out CB fire.
1. CB location teams determine the basic number required to locate a target (see DATASHEET for table).
2. The basic number is modified using the modifiers listed below the table.
3. Roll a d10 and if the number or greater is rolled the target battery has been located.
4. If the target has been located roll to see if the CB location team can contact the CB battery (see D.5.6 Transmission Security).
5. If the CB team can contact the battery the player checks their DATASHEET to find the delay using the equipment used for the spot and
the type of communications. This is known as the plotting delay.
6. If the delay is zero the fire arrives now otherwise it will arrive in the delay number of turns time(e.g. Turn 5 delay 3, fire arrives in the
players bound on turn 8)
7. Start turn of fire and type of ammunition need to be written on the players order sheet.
8. The fire continues until the enemy battery stops firing. However they will always fire at least once just in case the enemy battery is
playing possum.
While the CB battery is firing the CB location team can attempt to locate the batterys next target. If they locate another target they can
request the CB battery to fire on that target next. The plotting delay is applied to the new request and may mean the CB battery can move
onto the new target as soon as the old target stops firing or may mean there is another shorter delay.
M.6.4.3 CB Location Table
This has been included on the DATASHEET and takes into account an armys general electric equipment level and its training.
M.6.4.5 Shoot and Scoot
To overcome CB fire a battery may be ordered (written CLEARLY in orders) to move as soon as the first volley is fired.
Batteries that are shooting and scooting cannot use burst rate.
As the fire only takes place for part of the turn it will not catch elements moving into of through it (see M.8 - FIRE ZONE).
The battery fires for part of the turn and then packs up and moves to a new fire location.
The following table shows how long a battery takes to move to a new location and how long it is subject to CB fire for if it
Shoots and Scoots.
Battery Type CB effects for Time before it can fire again
Mortars up to 81mm 1 Turn at reduced effect 5 turns
Mortars over 81mm 1 Turn 6 turns
SP Mortars 1 Turn at reduced effect 5 turns
SP Guns 1 Turn 6 turns
Towed Guns 1 Turn +1 Turn Reduced effect 7 turns
SP Salvo Rockets 2 Turns 9 turns
Towed salvo Rockets 2 Turns +1 Turn Reduced effect 11 turns
Reduced effect is normal fire with a +3 Modifier.
Salvo Rockets CANNOT reload during this time, they are busy packing up, moving and setting up again.
If the plotting delay for the CB fire means the fire arrives after the battery has left the battery will avoid the CB fire altogether.
M.6.4.6 Repositioning Batteries
The player may choose fire a normal barrage and then move a battery. In this case the battery is in place for longer and will
be subject to CB fire for longer.
The following table shows how long a battery takes to move to a new location and how long it is subject to CB fire for if it Shoots and
Scoots.
Battery Type CB effects for Time before it can fire again
Mortars up to 81mm 1 Turn 6 turns
Mortars over 81mm 1 Turn +1 Turn Reduced effect 7 turns
SP Mortars 1 Turn 6 turns
SP Guns 1 Turn +1 Turn Reduced effect 7 turns
Towed Guns 2 Turns 8 turns
SP Salvo Rockets 2 Turns +1 Turn Reduced effect 10 turns
Towed salvo Rockets 3 Turns 12 turns
Reduced effect is normal fire with a +3 Modifier.
Salvo Rockets CANNOT reload during this time, they are busy packing up, moving and setting up again.
If the plotting delay for the CB fire means the fire arrives after the battery has left the battery will avoid the CB fire
altogether.
M.6.4.7 Failing Morale Caused by CB
If a battery is hit by CB fire and fails its morale check, it must move location before it can fire again or regain morale.
M.7 - DEVIATION
The actual deviation depends on the training of the AOO, the CEP (Circular Error Probable: the accuracy of a round) and the positioning
equipment used.
The DATASHEET gives the CEP die to roll. Roll the die and modify it, the deviation modifiers are on the DATASHEET.
If the target went out of sight or the observer has become suppressed or destroyed then just roll the deviation die without any modifiers.
Deviation is tested each turn until the battery arrives at the original aim point or stops firing.
M.7.1 On Target Fire
If the final score is 0 (or less) the battery is on target.
M.7.1.2 On Table Hits
If the fire is at an on table target follow the details given in M.8 - FIRE ZONE below.
M.7.1.2 Off Table Hits
All elements in the target unit are treated as under the fire zone.
M.7.2 Off Target Fire
If the final score is 0 (or less) the battery is on target but if it is 1 (or more) multiply the result by the amount given in the table below to
give the distance the barrage has missed.
M.7.2.1 CEP Multiplier Table
Range CEP Multiplier
0-5km 5cm
6-10km 6cm
11-20km 7cm
21-30km 8cm
31-40km 9cm
41+km 10cm
M.7.2.2 On Table Misses
If it missed roll a d10 to check in which direction the barrage lands (the direction table is on the DATASHEET). The player should
measure the distance the shot is off target by in that direction and mark the impact point for that fire.
Follow the details given in M.8 - FIRE ZONE below
If the Impact Point is off the table check to see if part of the fire zone is on table. If it is mark up that part of the fire zone that is off table.
M.7.2.3 Off Table Misses
If the Fire misses and the final miss distance is less than the width of the fire zone roll a d10 on the following table.
Roll Effect
1-3 All the elements of the target unit are within the fire zone.
4-5 Half of each type of element (rounded up) of the target unit is within the fire zone.
6-7 Half of each type of element (rounded down) of the target unit is within the fire zone.
8-10 The unit is missed.
M.7.2.4 Example of Off Table Misses
A target battery consists of 4 122mm Guns, 4 Trucks, a Jeep and a commanding infantry element.
The firing battery has a fire zone width of 20cm.
The deviation roll means the battery misses by 15cm which being less than the width of the batteries fire zone means
the player should roll on the above table.
On a 1-3 all the elements will be within the fire zone
On 4-5 half (rounded up) of each type of element (The guns, the trucks, the jeeps and the infantry) will be within the
fire zone. This means 2 Guns, 2 Trucks (4/2), the jeep (1/2) and the commanding infantry (1/2) will all be in the zone.
The jeep and the commanding infantry will be in the zone as 1/2 rounded up is 1.
On 6-7 half (rounded down) of each type of element (The guns, the trucks, the jeeps and the infantry) will be within the
fire zone. This means 2 Guns and 2 Trucks will all be in the zone. The jeep and the commanding infantry will not be in
the zone as 1/2 rounded down is 0.
On 8-10 none of the elements will be within the fire zone.
Note how the difference in rounding up or down makes a difference in what is hit.
M.8 - FIRE ZONE
M.8.1 Sheaf Sizes and Types
Each battery has a sheaf size given on the DATASHEET.
This is the OPEN sheaf for the ammunition being used.
Non MRLS batteries can use the LINEAR sheaf instead. This is half the depth and twice the width.
However smoke and illumination zones are different to this. See F.10.3 Artillery fired Smoke and F.8.1 Illumination zones sizes and
duration.
It is worth making up barrage templates for each battery (draw them on paper and photocopy them on to acetate).
M.8.2 Sheaf Rotation
The Sheaf may be rotated to any angle and this must be clearly drawn on the players map.
M.8.3 Placing the Fire Zone
When the impact point has been worked out place the template, centred on the impact point and rotated to match the selected rotation on
the table to mark for fire zone.
M.8.4 Determine Fire Effect
Once the template has been laid any elements in the fire zone (only count the centre of the element) are tested for possible damage using
the following procedure.
1. Cross reference the battery and type of ammunition being used with the type of target being hit on the DATASHEET.
2. Modify the basic suppress and Kill rolls by the FIRE NUMBER MODIFIERS which are shown below the artillery data on the
DATASHEET to give the final suppress and kill rolls..
3. Roll a d20 for each element.
4. The final die score will give a result of Ok, Suppressed or destroyed.
The following points apply:
a) A natural roll of 1 always misses.
b) A natural roll of 20 always suppresses the target provided there isnt a dash in the S row.
c) If the final Kill roll is 30 or more the target cannot be destroyed.
d) If the final Kill roll is between 21 and 29 and a natural 20 is rolled on the d20 roll a d10 and add it to the 20 already rolled and
subtract 1 to determine if the target is hit.
There are two columns for each target type, the number required to suppress it and the number for destroying it.
If a vehicle is either soft or an open topped AFV use the 0 column otherwise use the CE armour class, all Aerial Elements are treated as
soft skinned if the fire is airburst HE or armoured using half their armour value rounded up verses any other type of fire.
Test each element in the fire zone once.
M.8.4.1 Multiple zone effects
If an element is within multiple fire zones test it once using the battery most likely to do damages numbers and modified with the effect
shown on the DATASHEET for each extra battery.
M.8.4.2 Ranging Round Effect
These single rounds have no affect if off target.
If they are on target they will affect any target at the aim point.
M.8.4.3 Burst Rate
Guns and mortars have a burst rate modifier for the first turn of fire.
This represents the gunners loading a little faster for the first few rounds. After this they slow down to a sustained rate of fire.
Guns and mortars can use burst rate if they havent fired or moved for 2 turns. They cannot use burst rate if they are using shoot and scoot
(see M.6.4.5 Shoot and Scoot).
If guns switch targets without stopping fire for a turn they get half their burst rate (rounded down) against the new target provided the new
target wasnt under arty fire last turn.
M.8.4.4 Surprise
Infantry which havent spotted any enemy and havent come under fire will be surprised on the first bound they come under indirect fire.
Because they are surprised they are more likely to be standing and thus a better target for the artillery. After this first turn the infantry will
be taking cover.
Two factors are listed at the end of the DATASHEET. Either or both of these may apply in the bound the infantry are surprised. Add all
that apply.
M.8.4.5 Aerial Elements
Only under command Aerial elements are affected by artillery.
Aerial elements are only affected if at NOE or Contour.
M.8.5 Continuing Fire
M.8.5.1 Shoot and Scoot and Continuing Fire
For batteries performing Shoot and Scoot fire stops at the end of PHASE 2.8 and thus elements can move safely into the fire zone.
The firing player must announce that the fire has stopped if the fire zone is ground burst HE.
This type of fire doesnt affect observation (see ) as the fire ends before spotting can take place.
M.8.5.2 Other Continuing Fire
Fire continues to fall until the phase its fired in (see M.2 - INDIRECT FIRE PROCEDURES), in the firing players next bound.
If the fire is ground burst HE it can effect observation (see ).
Any Element moving into a fire zone must check for damage as if it were in the fire zone when the fire started (see above).
Infantry moving through a fire zone outside of buildings or leaving a vehicle or building within the fire zone must test again for damage.
Other elements can move through fire zones with no further effect.
M.8.6 Spotting Fire Zones
The explosions from continuing fire can be seen at some distance and thus a unit will know if it is about to enter a fire zone before it
enters. In most situations this spot is automatic and may allow an element to slow down, see E.2.1 Movement Definitions Table for
situations when it allows an element to slow down.
The fire zone cannot be seen if the start of it is covered in smoke that none of the elements in the unit can see through or if it is foggy or if
there is a sandstorm going on.
M.8.7 Building Damage
Any occupied buildings caught in a ground burst HE fire zone may collapse see Q.5.5 - Buildings.
M.9 - AMMUNITION TYPES
The types of ammunition that are available to a battery are given in the DATASHEET. The types and capabilities available are as
follows:
HE ROUNDS (HE). HE is the most common ammunition used.
AIR BURST HE (AB). These are HE rounds that are proximity fused or radar fused to explode in the air above the target.
SMOKE (BES, WPS B). See F.10 - SMOKE. White Phosphorous (WPS) has a reduced HE affect.
ILLUMINATION (ILL). See F.8 - ILLUMINATION FLARES.
M.9.1 - MLRS RELOAD TIMES.
MRLS dont fire in the same way as other artillery. Often they fire all their rockets in one go and sometimes only fire them one rocket at a
time. Details of how they fire are given on the DATASHEET along with the time in turns it takes to reload ALL the rockets. These details
will be one of the following.
Reload X - It takes X turns to reload once the Salvo Rockets have been fired.
Reload X+Y It takes X turns to reload the first reload and Y turns to reload each subsequent one.
Reload X (Y rockets, fires 1 per Turn) - It takes X turns to reload once all the Salvo Rockets have been fired, however the rockets are
fired 1 per turn and there are Y rockets available before a reload will be required.
Reload X (Y rockets, fires >Z per Turn) - It takes X turns to reload once all the Salvo Rockets have been fired, however up to Z rockets
can be fired at the same target per turn and there are Y rockets available before a reload will be required.
M.10 SPLITTING BATTERIES
Any battery of 6 or more guns/launchers may be split.
Half the guns are place in each sub battery.
The player must write that he is splitting a given battery in his orders and which sub battery has the command element attached.
Each half battery is requested separately and counts as a battery for the three battery limit mentioned in M.3.1 AOO observing
Each sub batterys fire zone is half the width, but the full depth of the full battery. So if the full 8 gun battery firing HE has a fire zone of
35x25cm, each 4 gun sub battery will have a fire zone of 17.5x25cm.
If a sub battery uses some of its guns to fire Illumination or smoke rounds the fire zone of the rest of the guns is reduced in width
by the proportion of the battery firing Illumination or smoke rounds rounding to the nearest half cm. Thus in the above example
if 1 gun was firing illumination rounds the fire zone would be reduced to 17.5*3/4 = 13cm as 3/4 of the guns are available to fire
the HE
CB treats each sub battery as a separate target.
CB batteries can be split.
Morale is rolled for each sub battery separately and the one without the command element will count as Without Original CO.
Both sub batteries will have all the equipment that the battery has.
N.11 - EXAMPLE OF ARTILLERY FIRE
A Russian AOO spots a moving German PanzerIII squadron in phase 1.4 and requests battery of six 152mm Mod 38.
He checks for transmission security (see D.5.6 Transmission Security) and finds he has no problem getting through.
The player plots the batterys aim point on a map and decides to fire for effect using HE (rather than use a ranging round first).
In phase 2.8 the player checks to see if the battery is available. Checking the DATASHEET getting the battery requires a score of 2 or more to
receive fire support. A 9 is rolled, -1 due to radio jamming gives a result of 8 and the battery comes on line and the fire arrives
The battery uses a d10 for its CEP die and a 3 is rolled.
As the battery is 7km from the target there is no modifier for that and there dont appear to be any other modifiers.
This gives a result of 3 which means the fire is off target.
As the target is on table the player rolls a d10 for the direction, scoring a 6 (Short).
The battery arrives 18cm short and captures half the German tanks in its fire zone. The ammunition used was HE the PanzerIIIs count as 1 top
armour meaning the Russian player must score 11 or higher to suppress and a 19 to kill each tank.
N: AERIAL ELEMENTS
N.1 - INTRODUCTION
Aerial elements include Fixed Wing aircraft and gliders.
They can make a huge impact on the battlefield.
They share a number of rules and also have rules specific to them selves.
N.1.1 Under Command and Requested Aerial Elements
Aerial elements fall into 2 broad categories within the rules.
Under Command These are bought as part of the player army and normally only include observation and transport aircraft.
Requested These are requested using an ALO, or programmed.
N.1.2 Levels of Air Commitment
The level of air support allocated to a battlegroup commander would be decided at an operational, rather than tactical level. Thus the
player would have little input into what he gets. For example he could opt to only take fighters and not bother with ground attack aircraft
as the choice is way out of his hands. Levels of air commitment are as follows.
Support Level of Definition Example
Level Commitmen
t
0 None No effort to gain or maintain control of the air. Available to any army, i.e. no air force
involvement
1 Favourable An air situation in which the extent of air effort Available to any country with at least a
Air applied by the enemy air forces is insufficient to Squadron of combat ac, as in North Africa for
Situation prejudice the success of friendly land, sea or air most of the campaign
operations.
2 Air That degree of dominance in the air battle of one German situation in 1939, 40 and 1941. Allied
Superiority force over another which permits the conduct of situation in Tunisa and Sciliy in 1943, Russian
operations by the former and its related land, sea situation from late 1943.
and air forces at a given time and place without
prohibitive interference by the opposing force.
3 Air That degree of air superiority wherein the opposing The situation in Western Europe in 1944/5.
Supremacy air force is incapable of effective interference.
In reality a commander at the players level would have almost no input, but as this is a game and thus the player is allowed to
pick the general level of air support available to them.
The level of air commitment is bought by the player as a general level of air support. The army list details what levels of air
support are available to a given army.
Requested aircraft are available depending on the level of Support bought by the player.
See N.6 REQUESTED AERIAL ELEMENTS for further details.
N.2 - ALTITUDE
For game purposes aerial elements will be flying at one of the following height bands.
HEIGHT BAND EXPANATION
NAP OF THE EARTH Available only to observation aircraft, and divebombers at the end of their dive.
(NOTE)
CONTOUR The aerial element is flying at tree top level, between 2-5 contours above ground level. Any aerial
element can fly at contour height or above.
LOW The aerial element is flying between 6 contours and 2000 feet above ground level (minimum height for
dropping paratroops).
MEDIUM The aerial element is flying at up to 20,000 feet.
HIGH The aerial element is flying at 20,000 feet or higher.
N.2.1 Changing Altitude
An aerial element can move up or down 1 height band at the end of a turn. This movement can be from NAP OF THE EARTH to
CONTOUR, from CONTOUR to NAP OF THE EARTH, from CONTOUR to LOW or from LOW to CONTOUR.
An aerial element can move up or down 1 height band above LOW every 5 turns. Divebombers change two or three levels when making
their attack their entry height must be either MEDIUM or LOW, and pull out at either CONTOUR or or NOTE.
N.2.2 Height Risk
If a side doesnt have control of the skies any aircraft used over the battlefield are at risk of being shot down on the way to the battle or
during the battle by enemy fighters and area AA.
The risk of being shot down for requested aircraft making their first pass is already worked into their chance of being requested.
Under command and returning requested (see N.6.2.2 Returning Aircraft) aerial elements must test on the following table when they first
enter the table and each turn they are flying at LOW or above over the table.
There is no risk and no roll is required if your opponent bought ZERO levels of air support.
The table assumes that when entering the aerial element has had to pass through enemy area AA zones and areas where enemy fighters
might have attacked it. For on table tests it assumes the risk is mainly from area AA, but could also include long range AAM fire from
fighters.
Your opponent must roll a d20 against the following table for each of you applicable Aerial Elements. The number before the slash is the
risk when entering the table for the first time and the number after the slash is the risk each turn.
Difference in Air Support Levels (Your Level Their level)
Entry Altitude -3 -2 -1 0 1 2 3
CONTOUR 17/NP 18/NP 19/NP 20/NP NP/NP NP/NP NP/NP
LOW 9/13/16 13/16/18 16/18/19 18/19/20 19/20/NP 20/NP/NP NP/NP/NP
MEDIUM 10/14 14/17 17/19 19/20 20/NP NP/NP NP/NP
HIGH 11/15 15/18 18/20 20/NP NP/NP NP/NP NP/NP
NP Interception never happens, aircraft will always arrive.
1st Number is when entering the table
2nd Number is each turn
3rd Number is when popping up, it is only included for LOW level as this is the only band it applies to.
If the number or over is rolled the aircraft doesnt arrive at the table this turn.
Roll a d10 and add the difference in air support levels to see what happened to the aircraft and consult the following table
Roll Effect What the Aircraft must do next turn
4< Shot Down Nothing
5-6 Aborted Return to base
7 Damaged Return to base
8 Damaged Can attempt to enter next turn at the same height at the same place with the same orders OR Can return to base
9 OK Can attempt to enter next turn at the same height at the same place with the same orders OR Can return to base
10 + OK Can attempt to enter next turn at a different at the same place with the same orders OR Can return to base
N.3 - AIRCRAFT TYPES
The following type of aircraft can appear in the game.
N.3.1 Normally Under Command
OB Observation Aircraft Such as O-2E etc. These aircraft are slow enough to remain over the table looking for
targets for either strike aircraft or artillery. They will be shown carrying either an AOO or
ALO on the DATASHEET.
TR Transport Aircraft Such as C47 Skytrain and Ju-52m, normally within the game used to drop paratroopers.
N.3.2 Normally Requested
F/A Fighter/Attack Aircraft Such as Typhoon, Thunderbolt, or FW190
GA Ground Attack Aircraft Such as Il2m3, and Divebombers such as Ju-87 or Vultee Vengance
LA Light Attack Aircraft Trainers or Counter Insurgency Aircraft such as Hs-123
SGA Specialist Ground Anti-tank Aircraft Such as Ju-87G, or Hurricane IID
N.3.3 Others That Could Be Used In a Game
F Fighter Aircraft Such as Spitfire, Bf109, P51 etc. All fighter aircraft may use a CAP mission only
and loiter until their mission is completed. They will rarely be seen in the game as
air commitment level includes the effects of them away from the battlefield. Many
can also act as F/A
RE Reconnaissance Such as PR Spitfires, P-38 Lightening.
SB Strategic Bomber Such as B-17, B-24, Lancaster and He-111etc. Strategic bombers may make one
pass of the battlefield and have a pre-planned mission only. They are rarely seen
anywhere near a battlefield where friendly troop could be hit.
TB Tactical Bomber Such as Battle, Blenhiem, etc. programmed but must still be requested.
The aircraft availably tables are built using the number of aircraft available to a nation to determine which aircraft are available.
This is weighted so that SGA will appear more often than pure numbers suggest and LA, TB and SB less often.
N.4 - AIR TO GROUND ATTACK
N.4.1 - Aim Point
If the Aerial element is using rockets, rocket pods, dropping bombs or making a strafing attack the player must mark an aim point for the
attack.
These types of attacks cannot be carried out at NOTE.
This AIM POINT can but up to 2cm short of the target and must be along the flight line of the aerial element for forward firing weapons.
N.4.1.1 Forward Firing Aim Point for Under Command Aerial Elements
The aim must be a minimum distance from the firing aerial element. The following table lists the minimum distance for the different high
bands. Requested aircraft are always placed at the minimum distance when they attack if this puts them off the table they should be placed
at the edge of the table but are treated as being off table at the minimum distance for AA fire. Under command aircraft must be at least the
distance givem away to attack and cannot attack a target if this puts them off table.
Weapon CONTOUR LOW MEDIUM HIGH
Rockets and Rocket Pods 20cm 40cm 60cm 80cm
Bombs and Strafing 10cm 20cm 30cm 40cm
Divebombing 5cm 10 cm - -
Clarification: - Direct and Area fire can be carried out from any height.
N.4.1.1 Sideways Firing Aim Point for Under Command Aerial Elements
If the weapon is turret mounted or a door weapon the aim point can be up to 25cm away from the firing element to the left or right.
N.4.1.3 Forward Firing Aim Point for Requested Elements
The aircraft model is placed so that its nose is touching the aim point.
N.4.1.4 Sideways Firing Aim Point for Requested Elements
If weapons are only firing to one side of the aircraft mark the aim point and then place the aircraft model up to 25cm from the aim
point on the appropriate side of the aim point.
If weapons are firing from both sides of the aircraft mark both aim points and then place the aircraft between the 2 aim points but not
more than 25cm from either.
N.4.1.5 Aim Points and Poor Visibility
Once the aim point is determined and the aircraft placed, check to see if the aircraft can see the aim point. If it cannot then it cannot
fire at that aim point.
Requested aircraft will loose their attack and leave the table at normal in Phase 2.9.
Under Command aircraft cannot fire at anything else.
N.4.2 Bombs
Bombs are dropped individually and extra bombs either added to the depth of the fire zone or used to increase the effectiveness (see A
Typhoon is making a bombing run at LOW level.).
The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see N.4.10 Fire Zone Placement).
Test to see if the bombs are on target and if not move the fire zone (see N.4.8 Testing Aerial Fire Zone Accuracy).
Test every element in the fire zone for damage using the area fire number for the bombs. See the DATASHEET for details of fire zone
size and effectiveness.
N.4.3 Rockets and Rocket Salvos
Large rockets and whole rocket pods are fired one at a time. Each extra large rocket or slavo is either added to the depth of the fire zone
or increases the effectiveness (see A Typhoon is making a bombing run at LOW level.).
The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see N.4.10 Fire Zone Placement).
Test to see if the rockets are on target and if not move the fire zone (see N.4.8 Testing Aerial Fire Zone Accuracy).
Test every element in the fire zone for damage using the area fire number for the rockets. See the DATASHEET for details of fire zone
size and effectiveness.
N.4.4 Strafing
Under command aerial elements that moved straight using COMBAT SPEED 10cm or more may make a strafing run. Any requested
aerial element can make a strafing run.
M.4.4.1 Strafing Forwards
The start of the fire zone is placed at the AIM POINT (see above) and heads away from the aircraft (see N.4.10 Fire Zone Placement).
N.4.4.2 Strafing Sideways
The start of the fire zone is placed at the AIM POINT (see above) and heads back down the aircrafts fight line away from the aircraft (see
N.4.10 Fire Zone Placement).
N.4.4.3 Under Command Element Fire Zone Size
This is always 5cm wide, but its length depends on how fast the aerial element is flying at.
If it is flying at 20cm or faster the zone is 20cm long.
If it is flying at between 10cm and 20cm the zone is the length of its move.
N.4.4.4 Requested Element Fire Zone Size
This is always 20cm long and 5cm wide
Test to see if the strafing is on target and if not move the fire zone (see N.4.8 Testing Aerial Fire Zone Accuracy).
Test every element in the fire zone for damage using the firing aircrafts area fire numbers. See the DATASHEET for details of
effectiveness.
Note that as strafing uses area fire numbers it can only be used against unarmoured targets and helicopters. For firing against armoured
targets the element will have to use N.4.6 Direct Fire.
N.4.6 Direct Fire
Bear in mind to carry out direct fire the aircraft will have to spot as normal.
N.4.6.1 Requested Direct Fire
The aircraft model is placed on the table at the point the player wishes to fire at.
These carry out direct fire just like ground based firers. See G: DIRECT FIRE
N.4.7 Area Fire
This is carried out just like area fire from ground based firers. See I: AREA FIRE.
For requested Aerial Elements the aircraft model is placed on the table at the point the player wishes to fire at.
N.4.8 Testing Aerial Fire Zone Accuracy
All aerial elements have been rated as to how accurate they are at bombing at contour height. This is called the Air to Ground CEP and is
shown on the DATASHEET in the AGM column.
Roll a d10 and subtract the aerial elements AGM. Amend the roll as follows.
General Type of Modifier Modifier Name Modifier
LOW level +1
Aircraft Attacking at MEDIUM level +3
HIGH level +6
Range up to 25cm -1
Under Command Aerial Element
Range 100cm and Over +1
Not Under Fire -1
Aerial Element Is Suppressed +1
Is Damaged +2
Target can no longer be seen Obscured by smoke etc +1
<= 5cm 0
>5cm and <= 15cm +1
Target Movement > 15cm and <= 30cm +2
>30cm and <= 45cm +3
>45cm +4
If the total is Zero or less the fire zone is on target
If the total is one or more the fire zone has missed.
M.4.9.1 Missed Aerial Fire Zone
Roll a d10 on the Artillery CEP Table (See DATASHEET).
If the roll is long or short (1-3, 5-8 & 10), multiply the total off target by 2cm and move the fire zone that far long (1-3
& 10) or short (5-8).
If the roll is left or right (3-5 & 8-10), multiply the total off target by 1cm and move the fire zone left (8-10) or right
(3-5) that distance.
N.4.8.2 Example of missing
A Typhoon is making a bombing run at LOW level.
Checking the DATASHEET the player finds the Typhoon has an AGM of 3.
The player rolls a d10 and gets a 5.5-3 = 2 so the Typhoon has missed.
He then rolls to see where the bombs land on the CEP table and rolls an 8.
This means the bombs land short and off to the left.
Calculating the player find they land short by 2x2cm = 4cm and left by (2-3, less than 1 therefore 0) x2cm = 0cm. Not really a problem as the fire
zone is big enough to catch the targets he was airing at.
N.4.9 Extending and Increasing Effectiveness of Aerial Fire Zones
Rocket, Rocket Pod and Bomb fire zone sizes can be increased in size or effectiveness however all zones must be increase to the
same effectiveness.
The following table shows the possible combinations with different numbers of rockets, rocket pods and bombs.
Increase Increase Depth
Effectiveness x1 x2 x3 x4 x5 x6 x7 x8 x9 x10 x11 x12
0 1 2 3 4 5 6 7 8 9 10 11 12
-1 2 4 6 8 10 12 14 16 18 20 22 24
-2 3 6 9 12 15 18 21 24 27 30 33 36
-3 4 8 12 16 20 24 28 32 36 40 44 48
-4 5 10 15 20 25 30 35 40 45 50 55 60
-5 6 12 18 24 30 36 42 48 54 60 66 72
-6 7 14 21 28 35 42 49 56 63 70 77 84
-7 8 16 24 32 40 48 56 64 72 80 88 96
-8 9 18 27 36 45 54 63 72 81 90 99 108
-9 10 20 30 40 50 60 70 80 90 100 110 120
-10 11 22 33 44 55 66 77 88 99 110 121 132
-11 12 24 36 48 60 72 84 96 108 120 132 144
Example an aircraft is carrying 8 bombs it can either,
1. Drop them one after the other, giving a zone 8 times the depth of normal.
2. Drop 2 at a time; giving a zone 4 times the depth of normal and -1 to to kill and suppress numbers.
3. Drop 4 at a time, giving a zone double the normal depth and -3 to to kill and suppress numbers.
4. Drop them all on 1 zone, giving -7 to the to kill and suppress numbers.
N.4.10 Fire Zone Placement
Forwards Firing
Sideways Firing
1 COMMUNICATIONS - Write orders and comms between units including overwatch. (in cm) NOE C
2 UNIT REACTIONS - Units may react to enemy presence or to coming under direct/area fire Min Max D A K D
3 AERIAL ELEMENT ARRIVAL. Player spots with ALOs, requests and rolls for arrival of requested Aerial Elements and places any Aerial elements arriving this LMGx2 AAA 0 30 17 18 19 16
bound at their entry point. Small arms, LMG AAA 0 30 17 18 20 16
4 ENEMY ARTILLERY - Opponent spots and plots artillery barrage. Tw LMG AAA 0 30 17 18 19 16
5 AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for players aerial elements (O.2.2). SFMGx2 AAA 0 50 15 17 19 14
2. COMBAT PHASE Tw HMG AAA 0 50 15 17 19 14
1 MOVE ALL UNITS - Move all units including aircraft/helicopters to attack points. 20mmA AAA 0 75 15 17 19 14
2 SUPPRESSION REMOVAL - Face Up - Roll d6 to remove suppression counter, Face Down - Flip Qu 20mmA AAA 0 75 13 15 17 12
3 ENEMY REACT FIRE - Opponent spots targets and engages, including ATGMs. Qu 20mmA WW2 AAA AAA 0 75 13 15 17 12
4 FIRE ALL UNITS - Spot targets and engage, including react fire at ATGM launchers and AA fire. Tw 20mmA AAA 0 75 14 16 18 13
5 MELEE COMBAT - All touching infantry resolve melle combat. 30mmA AAA 0 100 14 16 18 13
6 MISSILE RESOLUTION - Spot incoming missiles, react and resolve ATGM fire. 37mmA AAA 0 100 14 16 18 13
7 AIRSTRIKES - Surviving aircraft release ordnance and resolve damage. 37mmA WW2 AAA AAA 0 100 14 16 18 13
8 ENEMY ARTILLERY FIRE - Opponent requests then tests for accuracy and damage from barrage. 88mm Flak 18 AAA 0 250 16 18 19 15
9 REQUESTED AERIAL ELEMENT EXIT. Move requ'st'd Aerial Elements to exit points and AA fire. ANTI-AIRCRAFT DIE ROLL MODIFIERS
10 COUNTER BATTER FIRE - Test to spot enemy artillery and engage with CB fire. TARGET ACTION OR GUIDANCE SYSTEM
3. POST COMBAT PHASE (Supp Removal for Current player, Morale for Both) FIRER STATUS AAA
1 MORALE - Test morale of any unit that lost an element or to improve morale level. FIRER SUPPRESSED +5
MORALE CHECKS FIRED TO TARGETS FRONT -
TYPE AND STATUS Supp % DESTROYED POP-UP WITH NOSE SIGHT +1
(ROLL 2D6) Remove Upto 25 26-50 51-75 76+ POP-UP WITH CABIN SIGHT +2
Regular Unit with Original COs 4+ 4 5 7 10 POP-UP WITH ROOF SIGHT +3
Regular Unit without Original COs 5 7 10 12 POP-UP WITH MAST SIGHT +5
Regular Group with Original COs 4+ 3 4 6 9 HOVERED (moved upto 5cm) -4
Regular Group without Original COs 4 6 9 11 MOVED 51-100cm (inc Req Exiting) +2
1st FAILED ROLL HESITATE. Max half move towards enemy. Roll again. MOVED 101-200cm +3
2nd FAILED ROLL HALT. Halt or withdraw to cover. Roll again. MOVED 201cm+ (inc Req Entering) +5
3rd FAILED ROLL WITHDRAW. Pull back to safe position. Roll again. PER POINT OF JAMMING -
4th FAILED ROLL RETREAT. Move at full speed to exit table. NON SPECIALIST AA ON MOVE +5 Target is MUAV
CB LOCATION UNSTABLISED SPECIALIST AA ON MOVE +3
CB LOCATION TARGET DISTANCE PLOTTING DELAY AIRCRAFT LOADS AVAILABLE (d10
EQUIPMENT USED 5km 10km 25km 50km Normal ABMS Roll Aircraft Load
0 0 0 0 0 0 0 1-13 Fw 190 F-3 (Bomb) 1x500Kg HE Bombs
0 0 0 0 0 0 0 14-45 Fw 190 F-8 (Bomb) 4x250Kg HE Bombs
-1 EACH EXTRA SHOT THE ENEMY BATTERY FIRES FROM THE SAME POSITION. 46-78 Fw 190 G-1 (Bomb) 1x500Kg HE Bombs
-1 ENEMY BATTERY FIRING SALVO ROCKETS OR MORTARS (SOUND & FLASH ONLY). 79-81 HS-129 B-2
+1 PER POINT OF JAMMING (CB RADAR). 82-83 HS-129 BK 3.7
+1 TARGET BATTERY IS 1 OR 2 GUNS FIRING SMOKE/ILLUMINATION/RANGING ROUNDS ONLY 84-93 JU-87D-5 (Bomb) 1x1000Kg HE Bombs