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BATTLEGROUP

WWII
2009
WORLD WAR 2 WARGAMING
RULES 1930- 1956

FOR BATTALION LEVEL MINIATURE


BASED GAMES

BY IAN S CLARKE

Version 22/08/2009 12:54:00 PM

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BATTLEGROUP
INTRODUCTION

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.

As with BGMR there are a number of characteristics to speed up play:


The DATASHEETs are dedicated to a particular nation and date period and most of the complex statistics have been applied
already, cutting down on the players workload.
The arithmetic has been reduced to the bare minimum so after a few games the players will be able to roll a die and tell
instantly if the result is successful, fails or needs checking in the rulebook.
Morale is tested at Company level to try and bring a result within the normal playing time of a game.
The rolling of dice for spotting targets has largely been removed. Spotting targets is done on a distance table and this speeds
the game up immeasurably.
The effects of suppression are so severe that it also encompasses neutralisation.
There are comprehensive examples throughout the rules; these are in italics for easy reference.
If there is a chance of success then the top score will always succeed and the lowest score will always fail. The top score will
usually kill the target too.
There is the possibility of friendly fire.
Armour and penetration values have been generalised so that certain types of AFVs gun penetration values, etc. can be
grouped together. The secrecy that surrounds modern equipment makes it impossible to give accurate number values for
their performance.

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.

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CONTENTS
A: SCALE AND GAME REQUIREMENTS...................................7
A.1 - GROUND AND TIME SCALE..............................................7
A.2 - FIGURE SCALE AND BASE SIZE.......................................7
A.3 - OFF TABLE UNITS................................................................7
A.4 - DICE REQUIRED...................................................................7
A.5 - MARKERS..............................................................................7
A.6 - PLAYING AREA....................................................................7
A.7 - TERRAIN................................................................................7
B: PLAYING THE GAME................................................................7
B.1 BEFORE A GAME BEGINS..................................................7
B.1.1 - Force..............................................................................................7
B.1.2 Weather.........................................................................................7
B.1.3 Time..............................................................................................7
B.1.4 - Support..........................................................................................8
B.1.5 Reconnaissance............................................................................8
B.1.6 - Draw Map.....................................................................................8
B.1.7 Wind Direction..............................................................................8
B.1.8 Wind Speed...................................................................................8
B.1.9 Write Orders.................................................................................8
B.1.10 Initiative......................................................................................8
B.1.11 Riverbanks...................................................................................8
B.2 - GAME TYPES.........................................................................8
B.2.1 - Hasty Attack/Defence....................................................................8
B.2.2 - Prepared Defence/Deliberate Attack.............................................8
B.2.3 - Concentrated Defence/Breakthrough Attack.................................8
B.2.4 - Encounter off the Line of March...................................................8
B.2.5 - Other Battles.................................................................................8
B.3 - PLAYERS BOUND SEQUENCE...........................................8
B.4 - INITIATIVE DIE.....................................................................9
C: ORDERS.......................................................................................9
C.1 - INTRODUCTION...................................................................9
C.2 - UNITS......................................................................................9
C.2.1 DHQs............................................................................................9
C.2.2 - BdHQs...........................................................................................9
C.2.3 - RHQs.............................................................................................9
C.2.4 - BGHQs..........................................................................................9
C.2.5 - BHQs.............................................................................................9
C.2.6 - Higher HQs...................................................................................9
C.2.7 - CHQs.............................................................................................9
C.2.8 - SHQs.............................................................................................9
C.2.9 - PHQs...........................................................................................10
C.2.10 THQs........................................................................................10
C.2.11 Sections.....................................................................................10
C.2.12 Elements...................................................................................10
C.3 - ORDERS................................................................................10
C.3.1 - Route of March............................................................................10
C.3.2 Objectives...................................................................................10
C.3.3 Speed..........................................................................................10
C.3.4 - Changing Speeds.........................................................................11
C.3.5 Action..........................................................................................11
C.3.6 - Example of Orders.......................................................................11
C.4.1 Flank March Difficulty Table.....................................................12
Concentrated Defence.............................................................................12
C.4.3 Flanking Success Table..............................................................13
C.4.4 Failed Flank March Result Table...............................................13
C.4.5 Morale effects of failing to Arrive..............................................13
C.5 OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS 13
D: COMMAND, CONTROL AND COMMUNICATION............14
D.1 - COMMAND..........................................................................14
D.2 COMMAND STRUCTURE.................................................14
D.2.1 - Command Elements....................................................................14
D.2.2 Unit Commanders......................................................................14
D.2.3 Cross Attaching Units................................................................14
D.2.4 Attaching Units...........................................................................14
D.2.5 Minimum Unit Size.....................................................................14
D.2.6 Attaching Units to Higher Level HQs........................................14
D.2.7 Which Sub Units Can Be Cross Attached or Attached...............14
D.2.8 Transport Vehicles......................................................................14
D.3 - LOSS OF COMMAND AND CONTROL............................15
D.3.1 Loss of Commander....................................................................15
D.3.2 Regaining Command and Control..............................................15
D.4 - INTEGRITY..........................................................................15
D.4.1 Element Integrity........................................................................15
D.4.2 Unit Integrity..............................................................................15
D.4.3 Integrity Distances.....................................................................15
D.4.4 Measuring Integrity....................................................................16

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D.4.5 Higher Level HQ Integrity.........................................................16
D.4.6 Integrity of Units Starting on Table............................................16
D.4.7 Integrity of Units Entering the Table at the Start of the Game. .16
D.4.8 Integrity of off Table Units.........................................................16
D.4.9 Detaching Units.........................................................................16
D.4.10 Integrity and Morale................................................................16
D.5 - COMMUNICATION.............................................................16
D.5.1 - Hand/Flag Signals......................................................................16
D.5.2 Noise Signals..............................................................................16
D.5.3 - Hard Wired Telephone Link........................................................16
D.5.4 Couriers......................................................................................16
D.5.5 Radio/BMS/ABMS......................................................................17
D.5.6 Transmission Security................................................................18
D.6 - CHANGING ORDERS.........................................................18
D.7 REACTING TO THE ENEMY............................................18
D.7.1 - When Can and Must a Unit React to the Enemy.........................18
D.7.2 Control Test................................................................................19
D.7.3 Failure to Control a Unit...........................................................19
D.7.4 Ending Reaction.........................................................................19
D.7.5 Changing a Reacting Units Orders............................................19
E: MOVEMENT..............................................................................20
E.1 - INTRODUCTION.................................................................20
E.2 - MOVEMENT DEFINITIONS...............................................20
E.2.1 Movement Definitions Table.......................................................20
E.2.2 Terrain Definitions Table............................................................21
E.2.2 Pushing a Destroyed Vehicle out of the Way table.....................21
E.2.3 Types of Building........................................................................21
E.2.4 Crushing Soft Vehicles................................................................21
E.2.5 Road Degradation.......................................................................21
E.2.6 Floors in Buildings.....................................................................21
E.2.7 Stuck Elements............................................................................21
E.2.8 Amphibious Movement Rules......................................................22
E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE22
E.3.1 - Movement Distances in Poor Conditions Table..........................22
E.3.2 Own Smoke Discharges..............................................................22
E.3.3 Multiple Conditions Apply..........................................................23
E.3.4 Example moving in poor Visibility Conditions...........................23
E.3.5 Infantry in Poor Conditions........................................................23
E.3.6 Aerial Elements at Night.............................................................23
E.4 - ENTERING OR EXITING VEHICLES................................23
E.4.1 Exiting a Vehicle.........................................................................23
E.4.2 Entering a Vehicle.......................................................................23
E.4.3 Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing 23
E.5 - HULL DOWN AND TURRET DOWN................................23
E.5.1 Turret Down................................................................................23
E.5.2 Hull Down on Hills.....................................................................24
E.5.3 Height of Turret and Hull down vehicles on Hills......................24
E.5.4 Hull Down using Walls and Hedges...........................................24
E.5.5 Moving out of Hull Down to fire.................................................24
E.6 - PREPARING WEAPONS AND EQUIPMENT....................24
E.6.1 Preparing Weapons and Equipment Table..................................24
E.6.2 Example of Setting......................................................................24
E.6.3 Dismounting Equipment.............................................................25
E.7 - TANK RIDING......................................................................25
E.8 MOVEMENT IN RESTRICTIVE TERRAIN......................25
F: DETECTION..............................................................................25
F.1 - INTRODUCTION..................................................................25
F.1.1 - Line Of Sight (LOS).....................................................................25
F.2 VISUAL SPOTTING.............................................................27
F.2.1 Visual Spotting Procedure...........................................................27
F.2.1 Number of Visual Spotting Attempts Allowed..............................27
F.2.2 Visibility Arcs...............................................................................27
F.2.3 Visual Spotting Details................................................................28
F.2.4 - Maximum Observation.................................................................29
F.2.5 Types of Thermal Imager (TI).....................................................30
F.2.6 Commanders Independent Sight (CIS)........................................30
F.2.7 - Loss of Visual Spot.......................................................................31
F.2.8 - Target Size....................................................................................31
F.3 ELECTRONIC SPOTTING..................................................31
F.3.1 AA Radar (AAR) Spot..................................................................31
F.3.2 Millimetric Radar Spotting (MMR).............................................31
F.3.3 Anti Radar Spotting.....................................................................32
F.4.1 Ground Surveillance Radar (Shown As GSR on DATASHEETS)32
F.4.2 BMS.............................................................................................32
F.4.3 Radio...........................................................................................33
F.4.4 Moving Target inside Cover........................................................33
F.4.5 Moving Target along Road in Woods/BUA.................................33
F.4.6 Target Spotted Using Fibre Optic Spotting.................................33

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F.4.7 Radio Interception Location........................................................33
F.4.8 Radar Interception Location.......................................................33
F.5 NOISE DETETION...............................................................33
F.5.1 Noise Detection Procedure..........................................................33
F.5.2 Noise Levels................................................................................33
F.5.3 Noise Category Table..................................................................33
F.5.4 Noise Sources..............................................................................34
F.5.5 Complete Drowning Out.............................................................34
F.5.6 Drowning Out..............................................................................34
F.5.7 Noise without Drowning out.......................................................34
F.5.8 Effect of Hearing a Noise Source................................................34
F.6 DIRECTION DETECTION...................................................34
F.6.1 Fire at Night................................................................................34
F.6.2 Lights at Night.............................................................................34
F.6.3 Missile Spotted............................................................................34
F.7 LEVELS OF DETECTION EFFECTS..................................34
F.7.1 Spotted.........................................................................................34
F.7.2 Located........................................................................................35
F.7.2 Direction Detected......................................................................35
F.8 - ILLUMINATION FLARES...................................................35
F.8.1 Illumination zones sizes and duration.........................................35
F.8.2 Illumination of Located or Spotted Targets.................................35
F.8.3 Illumination of Direction Detected Targets.................................36
F.8.4 Air Support and Illumination flares............................................37
F.8.5 Infrared Illumination flares.........................................................38
F.9 USING SMOKE....................................................................38
F.9.1 Blocking LOS of Located or Spotted Targets with DF or Indirect Smoke 38
F.9.2 Blocking LOS of Direction Detected Targets with DF or Indirect Smoke 38
F.10 - SMOKE................................................................................38
F.10.1 General Smoke Effects..............................................................38
F.10.1 Partial Smoke............................................................................38
F.10.2 Full Smoke.................................................................................38
F.10.3 IR Blocking Smoke....................................................................38
F.10.4 Artillery fired Smoke.................................................................38
F.10.5 Element laid Smoke...................................................................41
F.10.5.4 Smoke Grenades.....................................................................42
F.10.6 Device laid Smoke.....................................................................42
F.11 KNOWN ENEMIES............................................................42
G: DIRECT FIRE............................................................................43
G.1 - INTRODUCTION.................................................................43
G.1.1 Dead Ground..............................................................................43
G.1.1 Depression Dead Ground...........................................................43
G.1.2 Elevation Dead Ground..............................................................43
G.1.3 Weapon Dead Ground Table......................................................43
G.2 - DIRECT FIRE PROCEDURE..............................................43
G.2.1 Allocating Fire...........................................................................43
G.3 - TARGETING MODIFIERS..................................................44
G.4 - WEAPON SYSTEMS...........................................................44
G.4.1 Weapon Systems Table................................................................44
G.5 - ARCS OF FIRE AND VEHICLE ASPECTS........................44
G.6 - MOVEMENT........................................................................45
G.7 - FIRING EXAMPLE..............................................................45
G.8 - FUEL AIR EXPLOSIVE ON ATGWS AND LAWS...............45
G.9 LARGE AHEAD ROUNDS.................................................45
G.10 ELEMENTS FIRING FROM WITHIN BUILDINGS AND BUNKERS 45
G.10.1 Back Blast Danger Table..........................................................45
G.11 ATTACKING FROM ABOVE...........................................45
G.12 DIRECT FIRE AT AERIAL ELEMENTS..........................45
G.13 ACTIVE PROTECTION SYSTEM (APS)........................46
G.13.1 Turning on APS........................................................................46
G.13.2 APS Danger Area.....................................................................46
G.13.3 APS Effects...............................................................................46
G.14 DIRECT FIRE AT BUILDING OPENINGS......................46
H: ANTI-TANK GUIDED MISSILES (ATGMS)..........................47
H.1 - INTRODUCTION.................................................................47
H.2 - ATGM PROCEDURE...........................................................47
H.3 - ATGM CONTROL AND GUIDANCE.................................47
H.3.1 ATGW Control Methods Table...................................................47
H.3.2 ATGW Guidance Methods Table................................................47
H.4 - SPECIAL WARHEADS........................................................48
H.5 - RELOADING MISSILES.....................................................48
H.6 - MISSILE RATE OF FIRE (ROF).........................................48
H.7 REMOTE LASER WEAPON GUIDANCE.........................48
H.7.1 Who Can Guide Laser Weapons.................................................48
H.7.2 Restrictions on Guiding Weapons..............................................48
H.7.3 Guiding off table weapons.........................................................48

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H.8 - THREAT DETECTION.........................................................48
H.8.1 - Visual Spotting Of Threat............................................................48
H.8.2 - Electronic Spotting Of Threat.....................................................49
H.9 - RESPONSE TO MISSILE THREAT....................................49
H.9.1 - Counter Measures.......................................................................49
H.10 - TOP ATTACK MISSILES...................................................50
H.10.1 Top Attack Table.......................................................................50
H.11 - ATGM RESOLUTION........................................................50
H.12 VISUALLY GUIDED MISSILES......................................50
H.12.1 Fibre Optic Missiles.................................................................50
H.12.2 TV Guided missiles...................................................................50
H.12.3 Visually Guided Missiles and Disappearing Targets...............50
H.12.4 Visually Guided Missile Spotting.............................................50
H.12.5 Using Visually Guided Missile Spotting in Orders..................51
H.13 REMAINING OFF TABLE...............................................51
H.14 ATGW FIRE AGAINST AERIAL ELEMENTS................51
H.15 ATGW SUPPRESSIVE FIRE.............................................51
I: PENETRATION AND EFFECTS..............................................52
I.1 - INTRODUCTION...................................................................52
I.2 - PENETRATION PROCEDURE.............................................52
I.3 - ARMOUR CLASS AND PENETRATION............................52
I.4 SPECIAL ARMOURS...........................................................52
I.4.1 - Explosive Reactive Armour (ERA)...............................................52
I.4.2 - Electric Armour............................................................................52
I.4.3 - Slat Armour..................................................................................52
I.5 - DAMAGE...............................................................................53
I.7.1 Damage Table..............................................................................53
I.6 - ESCAPING A DESTROYED VEHICLE...............................53
I.6.1 Vehicle Escape Table....................................................................53
I.6.2 Escaping From Aerial Transport.................................................53
I.6.3 Wheeled Vehicles..........................................................................53
I.6.4 Elements That Entered or Left a Vehicle......................................53
I.7 - PENETRATION EXAMPLE..................................................53
J: AREA FIRE.................................................................................54
J.1 - INTRODUCTION..................................................................54
J.2 - AREA FIRE PROCEDURE....................................................54
J.2.1 Elements with Heavy Weapons....................................................54
J.3 - TARGETING MODIFIERS....................................................54
J.3.1 Bow Machineguns.......................................................................54
J.4 - INFANTRY.............................................................................55
J.5 - SUPPRESSIVE FIRE.............................................................55
J.5.1 Suppressive Fire against Known Targets....................................55
J.5.2 Suppressive Fire against a Terrain Feature................................55
J.5.3 Suppressive Fire Effect Table......................................................55
J.5.4 Suppressive Fire with Smoke.......................................................55
J.6 - COVER DEFINITIONS.........................................................55
J.7 - BODY ARMOUR AND ARMOUR PIERCING SMALL ARM ROUNDS 55
J.8 - SNIPERS.................................................................................55
J.8.1 Snipers Detection........................................................................55
J.8.2 Snipers and Body Armour...........................................................56
J.8.3 Snipers and Cover.......................................................................56
J.8.4 Snipers Firing Alone Shooting at choppers in or out...............56
J.9 - EXAMPLE OF AREA FIRE..................................................56
J.10 AHEAD AND FAPDS VS BUILDING...............................56
K: CLOSE COMBAT & CLOSE ASSAULT.................................57
K.1 - INTRODUCTION.................................................................57
K.2 - MELEE COMBAT PROCEDURE........................................57
K.2.1 Close Combat Results.................................................................57
K.3 - CLOSE ASSAULT PROCEDURE.......................................57
K.3.1 Close Assault Table....................................................................57
K.3.2 Driving away from close assault................................................57
L: DAMAGE....................................................................................59
L.1 - INTRODUCTION.................................................................59
L.2 - SUPPRESSION.....................................................................59
L.2.1 - Suppression Effects......................................................................59
L.2.2 - Suppression Markers...................................................................59
L.2.3 - Suppression Removal...................................................................59
L.2.4 Voluntary Suppression.................................................................59
L.4 PERMANENT SUPPRESSION..........................................59
L.5 - DESTROYED........................................................................59
L.6 - CAMPAIGN GAMES............................................................59
L.6.1 Vehicle Damage in Campaign Games Table...............................59
M: MORALE...................................................................................60
M.1 - INTRODUCTION................................................................60
M.2 - UNIT MORALE...................................................................60

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M.2.1 Unit Morale Procedure..............................................................60
M.2.2 Example of unit Morale.............................................................60
M.2.3 Dismounts and Morale..............................................................60
M.3 - GROUP MORALE...............................................................60
M.3.1 Group Morale Procedure...........................................................60
M.3.2 Group Morale Example 1..........................................................60
M.3.3 Group Morale Example 2..........................................................60
M.4 - MORALE LEVELS..............................................................60
M.4.1 Morale Level Table....................................................................61
M.5 - MORALE RATINGS............................................................61
M.5.1 Morale Ratings Table.................................................................61
M.6 - RECOVERING MORALE...................................................61
M.7 - REPLACING COMMAND ELEMENTS............................61
N: ARTILLERY SUPPORT............................................................62
N.1 - INTRODUCTION.................................................................62
N.1.1 AOO Placement..........................................................................62
N.2 - INDIRECT FIRE PROCEDURES........................................62
N.2.1 Normal Fire In phase 1.4...........................................................62
N.2.2 Normal Fire against Registered Fire Point or Known Fire Point In phase 1.4 62
N.2.3 Registered Fire Point or Known Fire Point against Moving Target In phase 2.1 62
N.2.4 Registered Fire Point or Known Fire Point against Firing Target In phase 2.3 or 2.4 62
N.3 OBSERVING FOR ARTILERY...........................................62
N.3.1 AOO observing...........................................................................62
N.3.2 Command elements observing....................................................62
N.3.3 Non Command elements observing............................................62
N.3.4 When Does Fire Stop..................................................................62
N.4 - REQUESTING A FIRE MISSION........................................63
N.4.1 Artillery Fire Mission Request Table..........................................63
N.5 - LEVEL OF SUPPORT..........................................................63
N.6 - FIRE MISSIONS...................................................................63
N.6.1 Opportunity Fire.........................................................................63
N.6.2 Registered Fire...........................................................................63
N.6.3 Planned Fire...............................................................................64
N.6.4 Counter Battery Fire..................................................................64
N.7 - DEVIATION..........................................................................65
N.7.1 On Target Fire............................................................................65
N.7.2 Off Target Fire............................................................................65
N.8 - FIRE ZONE.........................................................................66
N.8.1 Sheaf Sizes and Types.................................................................66
N.8.2 Sheaf Rotation............................................................................66
N.8.3 Placing the Fire Zone.................................................................66
N.8.4 Determine Fire Effect.................................................................66
N.8.5 Continuing Fire..........................................................................67
N.8.6 Spotting Fire Zones....................................................................67
N.8.7 Building Damage........................................................................67
N.9 - AMMUNITION TYPES........................................................67
N.9.1 - MLRS RELOAD TIMES..............................................................67
N.10 SPLITTING BATTERIES..................................................67
N.11 - EXAMPLE OF ARTILLERY FIRE....................................68
O: AERIAL ELEMENTS................................................................69
O.1 - INTRODUCTION.................................................................69
O.1.1 Under Command and Requested Aerial Elements.....................69
O.1.2 Levels of Air Commitment..........................................................69
O.2 - ALTITUDE............................................................................69
O.2.1 Changing Altitude......................................................................69
O.2.2 Height Risk.................................................................................69
O.3 - AIRCRAFT TYPES...............................................................70
O.3.1 Normally Under Command........................................................70
O.3.2 Normally Requested...................................................................70
O.3.3 Others That Could Be Used In a Game.....................................71
O.4 - AIR TO GROUND ATTACK................................................71
O.4.1 - Aim Point....................................................................................71
O.4.2 Bombs.........................................................................................71
O.4.3 Rockets and Rocket Pods............................................................71
O.4.4 Strafing.......................................................................................71
O.4.5 Guided Munitions.......................................................................72
O.4.6 Direct Fire..................................................................................72
O.4.7 Area Fire.....................................................................................72
O.4.8 Anti RADAR Missiles.................................................................72
O.4.9 Testing Aerial Fire Zone Accuracy.............................................73
O.4.10 Extending and Increasing Effectiveness of Aerial Fire Zones. 74
O.4.11 Fire Zone Placement.................................................................74
O.5 UNDER COMMAND AERIAL ELEMENTS.....................74
O.5.1 - ORDERS.....................................................................................74
O.5.2 Para Drops.................................................................................75
O.5.3 Flying at Night without Pilot Night Vision.................................76
O.6 - HELICOPTERS.....................................................................76

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O.6.1 - Introduction.................................................................................76
O.6.2 - POP-UP......................................................................................76
O.6.3 - Hovering.....................................................................................77
O.6.4 - Landed........................................................................................77
O.6.5 Under Slung Loads.....................................................................77
O.7 REQUESTED AERIAL ELEMENTS..................................77
O.7.1 Air Liaison Officers (ALOs).......................................................77
O.7.2 Requesting Aircraft.....................................................................77
O.8 PRE PLANNED STRIKES..................................................78
P: ANTI-AIRCRAFT FIRE............................................................79
P.1 - INTRODUCTION..................................................................79
P.2 - ANTI-AIRCRAFT PROCEDURE.........................................79
P.3 AA OVERWATCH.................................................................79
P.3.1 Non Specialist elements and AA Overwatch...............................79
P.3.2 Specialist elements and AA Overwatch.......................................79
P.4 - AIR DEFENCE.......................................................................79
P.5 - ANTI-AIRCRAFT EFFECTS................................................79
P.6 - TARGET EVASION...............................................................79
P.7 - ATGMS IN AA MODE...........................................................80
P.8 AHEAD AND FAE HITS ON AIRCRAFT...........................80
Q: ELECTRONIC WARFARE.......................................................81
Q.1 - INTRODUCTION................................................................81
Q.2 - SENSING EQUIPMENT......................................................81
Q.2.1 Sensor Controllers......................................................................81
Q.2.2 - Tripwire Sensors.........................................................................81
Q.3 RADIO AND RADAR JAMMING......................................81
Q.3.1 Example of Radar Jamming.......................................................81
Q.4 - PRECISION JAMMERS.......................................................81
R: ENGINEERING.........................................................................82
R.1 - INTRODUCTION.................................................................82
R.2 ELEMENT ENGINEERING CAPABILITIES.....................82
R.2.1 Non Engineer Elements..............................................................82
R.2.2 Engineer Infantry Elements........................................................82
R.2.3 Engineer Vehicles........................................................................84
R.2.4 Extra Engineering Points...........................................................84
R.3 - ENTRENCHMENTS.............................................................84
R.3.1 Infantry Entrenchments Table.....................................................85
R.3.2 Vehicle Entrenchments Table......................................................85
R.4 BARRICADES AND ENTANGLEMENTS........................85
R.4.1 Barbed Wire................................................................................85
R.4.2 Barricade....................................................................................85
R.4.3 Anti-Tank Ditch...........................................................................86
R.5 - POSITION DESTRUCTION................................................86
R.5.1 Infantry Dug In Positions...........................................................86
R.5.2 AT Ditches...................................................................................86
R.5.3 Rubble Barricades......................................................................86
R.5.4 Log Barricades...........................................................................86
R.5.5 - Buildings......................................................................................86
R.5.6 Pill Boxes....................................................................................87
R.6 - MINES...................................................................................87
R.6.1 Types of Mine Laying..................................................................87
R.6.2 Pre Game Mine Laying...............................................................87
R.6.3 In Game Mine Laying.................................................................87
R.6.4 Moving into a Minefield.............................................................87
R.6.5 Spotting Mines (Optional)..........................................................87
R.6.6 Test for Hitting a Mine................................................................88
R.6.7 Effect of Mines............................................................................88
R.6.8 Elements on a Road....................................................................88
R.6.9 Reversing out of a Minefield.......................................................88
R.6.10 Landing Aerial Elements in a Minefield...................................88
R.7 - BOOBY-TRAPS....................................................................88
R.7.1 Tripwire/Sensor Mine.................................................................88
R.7.2 Remote Controlled Mine.............................................................88
R.7.3 Off Route AT Mine......................................................................89
R.7.4 Remote LAW...............................................................................89
R.7.5 - Claymores....................................................................................89
R.8 - MINE CLEARING................................................................89
U. COMBAT DATASHEETS..........................................................90
U.1 - INTRODUCTION.................................................................90
U.2 - ORBAT (ORDER OF BATTLE)...........................................90
U.3 - THE DATASHEET................................................................90
U.4 - EXAMPLE DATASHEET.....................................................91
V. ABBREVIATIONS.......................................................................94

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A: SCALE AND GAME REQUIREMENTS
A.1 - GROUND AND TIME SCALE
All distances are given in centimetres for 1:300 /1:285 scale miniatures and 1 cm equals 20 metres (50 cm to 1 km). Double all
distances if using 1:200 scale (100cm to 1km). During a TURN each player takes 1 BOUND. During their bound a Player moves and
fights their forces. Players bounds are broken down into phases, when all the phases are completed the players bound ends. Each turn (the
time taken to for both players to complete their bounds) represents one minute in a one off game or five minutes for campaign games.
A.2 - FIGURE SCALE AND BASE SIZE
Vehicles are represented on a 1 for 1 basis by single miniatures. Infantry elements are represented by a number of figures on a
base, full rifle sections should be twice the size of half or observation sections.
Full infantry sections base size should between 2cm by 1cm and 3cm by 2cm.
Half sections and observers should between 1cm by 1 cm and 2 by 2cm. Runners, Bike and Motorbike courier should be placed
singly on 1cm by 1cm bases.
A.3 - OFF TABLE UNITS
Artillery batteries, and other off table units dont need deploying on table and thus you dont need figures for them. See C.5
OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS for rules on location of off table elements.
A.4 - DICE REQUIRED
You will require several 20 sided, 10 sided and 6 sided dice as well as at least one 12 sided, 8 sided and a 4 sided die.
A.5 - MARKERS
There is a page of counters and markers at the rear of these rules and you have permission to photocopy them for your own use.
Destroyed vehicles should have cotton wool (preferably black) placed on top.
A.6 - PLAYING AREA
The table should be at least 6` x 4`. Games should be played across the table for encounter games and down the length for
attack/defence games. Try to keep an area between 3 and 6 of clear space on the players table edge. This area is used to keep
rules, dice, pens, off table units, etc. Try to organise the table as illustrated below:
PLAYING AREA (1 BY 1 SQUARES)
CLEAR SPACE (6 BY 4)

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).

B: PLAYING THE GAME


B.1 BEFORE A GAME BEGINS
Details for the ensuing battle should be agreed before hand. Use the following step-by-step guide to sort out the relevant details.
B.1.1 - Force
Choose the nationality, size of the forces and type of battle to be fought (see B.2 - GAME TYPES below). Many lists are
available on the BGMR Yahoo Group (http://uk.groups.yahoo.com/group/BGMR/). Each one includes Datasheets for various armies, the
army lists themselves and a pointer for working out your army list for each army in the lists. These can be used to give a balanced, realistic
force for the nation and period of your choice. The following table gives a rough idea of reasonable sizes for encounter games depending
on the year the game is set in. These sizes should give a reasonable game.
Start End Points
1930 1935 250
1936 1941 350
1942 1943 400
1944 1946 450
1947 1950 500
1951 1956 600
B.1.2 Weather
Weather can have a detrimental effect on a battle so it is suggested that bad weather is kept for campaign games. If you are
desperate to include weather in your games see the optional Rules.
B.1.3 Time
Choose a time of day, remember that it can be a severe handicap fighting at night.
B.1.4 - Support
Agree on the level of electronic warfare to be used and the amount of artillery or air support available to both players though the
lists give reasonable levels of support.
B.1.5 Reconnaissance
Decide if any pre-game reconnaissance is to be allowed. Optional rules how to carry out pre-game reconnaissance will be
included in a future update. However if you wish to carry out pre-game recce have a look at some of the competition detail documents
which include a number of options on how to do this, they should be treated as work in progress.
B.1.6 - Draw Map
Players need to make a detailed map of the battlefield to draw on their forces route of march, objectives, registered fire points
(RFPs), artillery impact points etc. The map and orders MUST be made available to your opponent after the game to make sure you
adhered to them.
B.1.7 Wind Direction
Before orders are written agree which table edge is north and roll a d8 on the following table.
Roll Direction Roll Direction
1 From N 5 From S
2 From NE 6 From SW
3 From E 7 From W
4 From SE 8 From NW
B.1.8 Wind Speed
Roll d20 determine wind speed.
Roll Effect
1-2 No Wind
3-5 Light Wind
6-17 Normal Wind
18-19 Strong Wind
20 Very Strong Wind
This will effect how well smoke screens form, see F.10 - SMOKE.
B.1.9 Write Orders
Write your orders (see C: ORDERS below).
B.1.10 Initiative
In an attack/defence battle the attacker has the first bound of the first turn. In encounter battles both players roll a die (see B.4 -
INITIATIVE DIE for the die used) and the winner decides to have the first bound of the first turn or choose which side of the table to
deploy. The looser gets the other option
B.1.11 Riverbanks
Designate riverbanks suitable for crossing before the game begins.
B.2 - GAME TYPES
The type of battle should be agreed before the game starts. The following are some suggestions:
B.2.1 - Hasty Attack/Defence
The defender deploys their force up to two thirds on table from their baseline and the attacker is making an attack off the line of
march and arrives from turn 1 on their baseline. The point ratio should be 2:1 in favour of the attacker.
B.2.2 - Prepared Defence/Deliberate Attack
The defender has had several hours to prepare, can deploy their force up to two thirds on table from their baseline and can call on
Brigade and Divisional level assets. The attacker has had time to mass their forces, arrives from turn 1 on their baseline and the point ratio
should be between 2:1 and 3:1 in their favour.
B.2.3 - Concentrated Defence/Breakthrough Attack
The defender has been in position for a considerable time and all available resources have been utilised. They can deploy
their force up to two thirds on table from their baseline. The attacker is attempting a full frontal attack with virtually unlimited support,
arrives on their baseline from turn 1 and the point ratio should be at least 3:1 in the attackers favour.
B.2.4 - Encounter off the Line of March
This is the classic encounter battle and both forces should be of equal points. Forces arrive in the following strengths:
TURN 1 All Recce elements.
TURN 2 1 Company + 1 support Platoon.
TURN 3 2 Companies + BGHQ + up to 2 support Platoons.
TURN 4 Remaining units.
If the force is a Recce Battalion then only ONE Company arrives turns 1 and 2 and the remaining units on turn 3. There
will be no pre-game engineering or registered fire points but flank marches are allowed.
B.2.5 - Other Battles
The variety of different battles that can be played is only limited by the players imagination. There can be fighting
withdrawals, last stands, obscure objectives, ambushes, escorts etc.
B.3 - PLAYERS BOUND SEQUENCE
Once you have all the details sorted and are ready to start, the player who is going first should use the following bound
sequence to play the game. When a player has finished their opponent uses the same sequence and so on until the game
finishes (you should endeavour to play an equal amount of bounds). Each pair of bounds (one for each side) is called a
turn.
1. PRE-COMBAT PHASE
1. COMMUNICATIONS. Player writes orders, which units will be on overwatch and write any communications
between Communication Nets (See D.5 - COMMUNICATION) and make any rolls for regaining command and control
(see D.3.2 Regaining Command and Control).
2. UNIT REACTIONS. Units react to the enemy. (See D.7 REACTING TO THE ENEMY)
3. AERIAL ELEMENT ARRIVAL. Player spots with ALOs, then requests and rolls for arrival of requested Aerial
Elements and places any Aerial elements arriving at their entry point.
4. ENEMY ARTILLERY. Opponents AOOs detects targets and plot barrage for any they are able and wish it. (The roll
to see if you get the barrage should be made in phase 2.8).
5. AERIAL ELEMENT RISK ROLLS. Opponent makes the risk rolls for returning requested aerial elements and under
command aerial element. (See N.2.2 Height Risk)
2. COMBAT PHASE
1. MOVE ALL UNITS. Player moves all units including Aerial Elements to their attack points.
2. SUPPRESSION REMOVAL. Player rolls a d6 for element with a face up Suppression Marker. Player flips face
down suppression markers.
3. ENEMY REACT FIRE. Opponent detects targets, (enemy helicopters pop-up) and engages targets that have been
spotted with direct fire, area fire, or AA fire. (See F: DETECTION)
4. PLAYER FIRES ALL UNITS. Player detects targets and engages targets that have been spotted with direct fire,
area fire or AA fire.(See F: DETECTION)
5. CLOSE COMBAT. All touching infantry elements resolve hand-to-hand fighting and close assault on vehicles.
6. AIRSTRIKES. Surviving aircraft release ordnance, test accuracy and damage.
7. ENEMY ARTILLERY FIRE. Any previous barrages cease then opponent make artillery request rolls and then tests
for accuracy and damage of artillery fire that they successfully get.
8. AERIAL ELEMENT EXIT. Player moves requested Aerial Elements to their exit points and any enemy elements
still able to may use AA fire. Surviving requested Aerial Elements leave the table.
9. COUNTER BATTERY FIRE. Player tests to acquire enemy artillery batteries, accuracy and damage of the counter
battery fire.
3. POST COMBAT PHASE
1. MORALE. Both Players tests the morale of any Company or independent platoon that has lost an element this bound
or wants to try and improve current morale level. If the test fails keep rolling until the morale level stabilises or the
unit retreats.
B.4 - INITIATIVE DIE
The die used for initiative depends on the morale level of the Battlegroup. These are used at the start of a game to determine side
of table and who goes first. The dice used are:
MILITIA d10-2
CONSCRIPT d10-1
REGULAR d10
VETERAN d10+1
ELITE d10+2
C: ORDERS
C.1 - INTRODUCTION
Orders are an extremely important way of keeping the game fair and they should be kept simple. Without orders a unit will
hold and defend its current position. To change orders during the battle see D: COMMAND, CONTROL AND COMMUNICATION.
C.2 - UNITS
A unit is the smallest group of elements that can be given orders within the players army. These are marked on the each
army list with a star (*) after the commanding elements points cost. While these can be given orders they must normally remain within a
certain distance of at least one other element in their own unit and their unit must remain within a certain distance of their parent unit (see
D.4 - INTEGRITY)
Normally a unit will be part of a command structure. The following are some general rules about units.
C.2.1 DHQs
Are Division HQs and will sometimes be the most senior HQ on the table.
C.2.2 - BdHQs
Are Brigade HQs and will sometimes be the most senior HQ on the table.
C.2.3 - RHQs
Are Regimental HQs and will often be the most senior HQ on the table. Sometimes the will be subordinate to a BdHQ if there is one
required by the army list.
C.2.4 - BGHQs
Are Battle Group HQs, they are sometimes the most senior HQ on the table. Sometimes they will be subordinate to a BdHQ if there is
one required by the army list. Occasionally they are subordinate to a RHQ this will be shown on the army list if they are.
C.2.5 - BHQs
Are Battalion HQs, they are sometimes the most senior HQ on the table. If a BdHQ, RHQ or BGHQ are present BHQs will
normally be subordinate to one of them. The army list you are using will indicate which if any they are subordinate to.
C.2.6 - Higher HQs
DHQs, BdHQs, RHQs, BGHQs and BHQs are all Higher level HQs and count as platoons when they enter the table in a game with
limited numbers of units entering each turn.
C.2.7 - CHQs
Are Company HQs and will almost never be the most senior HQ on the table. They are almost always subordinate to a BdHQ, RHQ,
BGHQ or BHQ. The army list will show who they are subordinate to. Sometimes they are bought on their own and have platoons and
sections attached to them from a list shown on the army list. Sometimes they are bought as part of a fixed organisation company.
C.2.8 - SHQs
Are Squadron HQs, this is normally just a different name for a company HQ. Often they will have troops instead of platoons. Very
occasionally they will be senior HQs which will be shown on the army lists where this rare usage takes place.
C.2.9 - PHQs
Are Platoon HQs and will be subordinate to a CHQ or higher level HQ. Normally they are bought as part of a company. Occasionally
they are bought separately and can have sections bought under them as per your army list. If they have a command star and are bought
separately they can operate as independent units or be added to a senior HQ otherwise they are added to the senior HQ and become
part of that senior HQ.
C.2.10 THQs
Are Troop HQs, this is normally just a different name for a platoon HQ. Very occasionally they will be company HQs which will be
shown on the army lists where this rare usage takes place.
C.2.11 Sections
Are the smallest units and are always subordinate to a higher level HQ. Normally they are bought as part of a platoon and often arent
shown as separate from the rest of the platoon. Occasionally they are bought separately and are attached to a senior HQ. If they have a
command star and are bought separately they can operate as independent units or be added to a senior HQ otherwise they are added to
the senior HQ and become part of that senior HQ.
C.2.12 Elements
Each Vehicle and each infantry stand is an element. Elements are the basic building blocks of units. Within these rules you will see
elements used a lot, it is important that you understand the definition given at the start of this paragraph when reading the rules.
Where a unit is bought within the army list will have an effect on how far it can stray from its parent HQ and still remain in command
control (See D.4 - INTEGRITY). You should make sure you understand where the unit fits so you dont accidentally end up out of
command control.
C.3 - ORDERS
Using a map both players should write their orders for each senior HQ, company and independent platoon/section.
Movement should be listed from objective to objective and NOT timed (e.g. Use TRANSIT SPEED for 2 turns then use COMBAT
SPEED to CLEAR objective ZULU is not allowed).
Each unit as defined in C.2 - UNITS must be given orders.
For units starting on table and defending in an attack/defence game (see B.2 - GAME TYPES) only the objective they are starting at
and the action they are doing there needs be written, unless the player wishes to move them in which case a full set of orders must be
given. See N.5.1 - ORDERS for under command Aerial Element orders.
For all other units a Route of March; Objective, Speed and Action must be written.
All units starting off table must be given orders to enter the table unless their army list says they are off table, allowed to stay off table
or they meet the requirements listed in Error: Reference source not found.
See below for details of these and other options.
C.3.1 - Route of March
The path each unit will take must be accurately drawn on a map and MUST be adhered to. The route can only be changed by a higher
command element (see D: COMMAND, CONTROL AND COMMUNICATION) or bad morale result (see L.5.1 Morale Ratings
Table). See if the unit is attempting to sweep round the enemys flank in an encounter battle.
C.3.2 Objectives
A unit can have up to 3 objectives; these should be realistic, observable places such as a hill, road junction, town etc. Each objective
must be clear of any enemy elements before a unit can proceed to its next objective.
C.3.3 Speed
The rate at which the unit travels between each objective should be written down, if not it is taken as the speed of the SLOWEST
element in the Company. Units must move as far as possible. There are three movement rates,
C.3.3.1 Transit Speed
This is flat out movement between objectives. You cannot fire while moving at transit though you can still spot.
C.3.3.2 - Combat Speed
This is slower, more cautious movement and allows elements to fire on the move.
C.3.3.3 - Engine Off
This only applies to vehicles. Its normally only useful to defenders at the start of a battle to allow noise detection (see F.5 NOISE
DETETION).
The vehicle cannot move from its current position. At the start of any movement phase the unit may start its engines and change to
COMBAT speed.
It takes half a ground vehicles movement and all of an air vehicles movement to start its engine.
A unit may only stop its engines if ordered to do so and will be unable to move once the order arrives.
C.3.3.4 - Move and Fire
Move and fire is used by units so they can move forwards with a degree of support.
The unit is split into two with each part having about half of the elements. If the unit has 2 commanders then one must join each half of
the unit. Each half of the unit must follow the normal INTEGRITY rules (see D.4 - INTEGRITY). One half of the unit counts as the
parent unit and the other as a subordinate unit. If there is only 1 commander the parent unit is the one with the commander. If the unit
has paid for sub unit commanders (see C.2 - UNITS) these are ignored until the unit reaches its final objective except if the unit
commander is destroyed when test to take over as normal (see D.3.1 Loss of Commander)
The player must mark waypoints at terrain along the units route of advance. Waypoints must follow the same rules as
objectives (see C.3.2 Objectives above) and must be no more than 50cm apart. However you will need to ensure the 2 halves keep
integrity thus the waypoints may need to be closer.
There are 2 versions of the Move and Fire speed.
F First part of the unit moves at TRANSIT SPEED until it reaches the next waypoint along the units route of march while the
FAST second remains STATIONARY.
Once the first part arrives it remains STATIONARY and the second moves at TRANSIT SPEED past the first part and on to
the next waypoint beyond the one the first part has stopped at.
Then the first part moves again as above and so on with the two halves alternating moving and being stationary.
S First part of the unit moves at COMBAT SPEED until it reaches the next waypoint along the units route of march while the
SLOW second remains STATIONARY.
Once the first part arrives it remains STATIONARY and the second moves at COMBAT SPEED past the first part and on to
the next waypoint beyond the one the first part has stopped at.
Then the first part moves again as above and so on with the two halves alternating moving and being stationary.
The objective for the order counts as a final waypoint so half of the unit will move up to it and once it arrives the other half
will move up to it.
The 2 halves of the unit CANNOT both move during the same bound. You must wait until the half thats moving arrives
and then move the other half in your next bound.
NOTE: - This unit can be used to move onto the table, BUT only half of the unit will enter as the other half must remain
stationary off table!
C.3.3.6 Actual Speed to Move
The orders should give the actual speed the unit will move each turn (example: - 20cm). If no such speed is given the unit
must move at the full speed for the type of speed chosen (i.e. full combat or transit speeds).
Note that elements moving at transit speed must move faster than their combat speed.
As part of a reaction (see D.7 REACTING TO THE ENEMY) the unit may change its actual speed.
C.3.4 - Changing Speeds
Sometimes a unit reaches an objective without encountering enemy forces and has orders to continue on beyond the
objective to another objective.
If the units orders change from TRANSIT SPEED to COMBAT SPEED the unit will count as using COMBAT SPEED if it
hasnt moved more than its COMBAT SPEED otherwise it must stop on the objective counting as moving at TRANSIT SPEED
and then must move on next turn at COMBAT SPEED.
The same applies when using the ASSAULT command.
C.3.4.1 - Example of Changing Speeds
An M18 hellcat can at TRANSIT SPEED 55cm and move at COMBAT SPEED 25cm on a road.
A platyoon of them is ordered to move to a road junction using TRANSIT SPEED and then continue at COMBAT SPEED.
The platoon arrives at the road junction having moved 20cm, as this is less than its COMBAT SPEED of 25cm it can move
on another 5cm and only count as moving at COMBAT SPEED for this turn.
If on the other hand it had moved 26cm when it reached the junction it would have to stop at the junction counting as moving
at TRANSIT SPEED and then move on at COMBAT SPEED next turn.
C.3.5 Action
Upon reaching an objective an action order must be given. Those available are:
C.3.5.1 - Clear
The unit must attack and clear the objective of all enemy and then push on to the next objective.
C.3.5.2 - Hold
Once the objective is cleared the unit must stay within 10cm of the location and defend it or support another unit by observing for, giving
direct fire or indirect fire support.
C.3.5.3 - Withdraw
A unit may, for whatever reason, be ordered to withdraw to a previous objective or nearby cover by a higher command element.
C.3.5.4 - Overwatch
A unit may be ordered to be on AA overwatch.
A unit on AA overwatch must be stationary and MUST attempt to spot any enemy Aerial Elements attacking them, their unit, their
superior unit or a specific unit they are ordered to watch out for. If the threat is spotted it can warn the threatened elements and, if
possible, engage the launchers.
C.3.5.5 - Rearguard
If the senior unit has failed a morale test and is retreating any units subordinate to it with GOOD morale may be ordered as a rearguard.
The unit can either make fighting withdrawal at COMBAT SPEED or alternate between a turn of moving using TRANSIT SPEED away
followed by a turn stationary and so on.
C.3.6 - Example of Orders
1st Company will move at TRANSIT speed to top of Hill 125 and clear it. Once the hill is clear it will move on to the Town at COMBAT
speed and clear and hold the town.
2nd Company will ASSAULT the town, so it will move at TRANSIT speed until its 20cm from the TOWN. At 20cm it will drop to
COMBAT speed and attempt to Clear and then hold the town.
3rd Company will do a FAST MOVE and FIRE to the town Via WP1 (The left hand Wood) and WP2 (The field). Assuming the company
has a 10 Vehicles; the player would split the company into the two 5 vehicle halves.
The first half moves at TRANSIT to WP1 on the other side of the wood while the second part remains stationary to give support if
needed.
Once the First half arrives at WP1 the second part then moves at TRANSIT through the wood to WP1 and then on to WP2 on the other
side of the field.
When the second part arrives at the field the first part then moves through the field at TRANSIT and on to the town.
Finally when the first part arrives at the town the second part moves on at TRANSIT to the town too.
Objecti
ve
TOWN
WOO WP2
D
FIEL
D

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

C.4.4 Failed Flank March Result Table


Roll a d20 at the end of the game for each unit that failed to arrive.
Cautious Normal Fast Effect
1 1-2 1-3 Unit Destroyed, opponent gets Full points as kills.
2-3 3-4 4-6 Unit Badly Damaged, opponent gets Half points as kills.
4-5 5-6 7-8 Unit Damaged, opponent gets Quarter points as kills.
6-20 7-20 9-20 Unit Lost, opponent gets no points as kills.
C.4.5 Morale effects of failing to Arrive
Any unit which fails to arrive 3 times counts as destroyed for morale purposes. This may cause a group morale test.
If the unit that failed to arrive is a Higher HQ (see ) the group test will be without Original CO.
C.5 OTHER POSSIBLE THINGS THAT COULD BE INCLUDED IN ORDERS
Various things can be included in a unit's orders at the start of a game. These include the following
1. Firing to destroy buildings (see Q.5 - POSITION DESTRUCTION).
2. Firing Illumination rounds (see F.8 - ILLUMINATION FLARES).
3. Firing Smoke (see F.10 - SMOKE).
4. Suppressive fire (see I.5 - SUPPRESSIVE FIRE).
5. Engineering actions such as mine clearing, mine laying, bridge laying etc. (See E.6.1 Preparing Weapons and Equipment
Table and Q: ENGINEERING).
6. Artillery position behind the players base line for off table artillery. If this isnt written in the players orders they are either
a. 3km from the table, if maximum range is 5km or more
b. Maximum range minus 2km from the table, if maximum range is 2.1-4.99km
c. 100m off the table, if maximum range is less than 2.1km.
7. Any Pre-planned fire allowed (see M.6 - FIRE MISSIONS).
8. What you are jamming with any jamming you have (see P.2 RADIO and RADAR JAMMING).
9. Any cross attachments (see D.2.3 Cross Attaching Units)
10. Any attachments (See D.2.4 Attaching Units)
11. Any movement above safe speeds in poor conditions Error: Reference source not found.
12. Units staying off table (see Error: Reference source not found).
The types of fire mentioned above can only be issued at the start of the game or as reaction by a BHQ or higher to information passed
to it.
The fire should only take place once the unit arrives at its final destination.
D: COMMAND, CONTROL AND COMMUNICATION
D.1 - COMMAND
All units have a chain of command and a communications network. These are shown in the army lists, any changes, i.e. cross
attachments, must be clearly specified within your orders.
For details of the chain of command you should read and understand C.2 - UNITS and your chosen army list.
D.2 COMMAND STRUCTURE
D.2.1 - Command Elements
Elements that include command figures are noted on the army lists by a * after the entry indicating that command points have
been paid for this element
D.2.2 Unit Commanders
All units have a specific command figure and sometimes a second in command (2IC). If there are two commanders (usually
western forces) then one is the overall commander and the other is the second in command (2IC). Both count as commanders for the unit.
In game terms they are both the same and you never need to know which is which.
D.2.3 Cross Attaching Units
Cross attaching is when one unit gives another unit one of its sub units and the other unit gives the first unit one of its sub
units. Normally this is when an infantry company gives a tank company and infantry platoon in exchange for a tank platoon.
Cross attachments they are allowed unless an army list prohibits.
Cross attaching can take place at any level provided that both sub units being cross attached are of the same type. Thus sections
can be cross attached between platoons and platoons between companies, but a section from a platoon cant be cross attached for a platoon
from a company.
D.2.3.1 Example of Cross Attaching Units
An army has an infantry company with 4 infantry platoons and a tank company with 3 tank platoons. The infantry company
gives the tank company 1 infantry platoon and receives a tank platoon in exchange.
So the Army ends up with an infantry company with 3 infantry platoons and a tank platoon, plus a tank company with 2 tank
platoons and an infantry platoon.
Before

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

1st 2nd 7th

4th 5th 9th

An M3 Half-Track can move 15cm at Combat Speed cross country.


The Infantry element its carrying can move 3cm at Combat Speed cross country.
If the M3 moves 5cm then drops off the infantry element it will have 2.5cm left it can move as it costs it half a move to drop off the infantry.
As the M3 has moved 1/3 rd (5cm movement) and it costs the infantry half a move to exit the infantry will have used 1/3rd of their move leaving the
0.5cm they can still move.
If the M3 had dropped them off at the start of its move they could have move 1.5cm.
E.4.2 Entering a Vehicle
It costs each infantry element half of its move to enter vehicle.
When entering the vehicle the infantry element must have enough movement to reach the rear of the vehicle.
A vehicle may move before the infantry enter it, but if it does so it will reduce the infantries move by the fraction of its move it uses.
A vehicle may move after infantry have entered. However the vehicle will only move a fraction of its move equal to the fraction of a move
the infantry has left.
E.4.2.1 Example Entering a Vehicle
An M3 Half-Track can move 15cm at Combat Speed cross country.
An Infantry element can move 3cm at Combat Speed cross country.
If the M3 moves 1cm then stops to pick up the infantry.
The M3 has moved 1/15th its maximum move and thus the infantry will have 14/15ths left, however as they plan to enter the vehicle which will cost
them half their movement the have in fact got 13/30ths left.
They move 0.5cm = 5/30ths of their maximum leaving 8/30ths of a move left.
This means the M3 can move 4cm move after picking them up.
E.4.3 Effect of Infantry Entering/Exiting a Vehicle on that Vehicles Firing
If the vehicle remains stationary while infantry elements enter or exit it, it will count as stationary if it fires.
If the vehicle moved using combat speed it will count as moving.
E.5 - HULL DOWN AND TURRET DOWN
Hull down and Turret down are positions that vehicles take up to see over a terrain feature but reveal as little of themselves as
possible.
Hull down is only effective when the observer or firer is beyond the obscuring terrain, if an enemy can see round from the side
of the terrain then being hull down has no effect on that enemy.
E.5.1 Turret Down
Turret Down is when a vehicle moves up to a crest line to where only the turret top is showing to enemy observers. This allows
the vehicles commander to spot with little chance of being seen.
Once turret down the vehicle is placed 1cm back from the edge of a crest line
It takes a quarter of a vehicles movement to go turret down.
The commander can see over the hill and can fire ONE roof mounted weapon (prefixed p, t or cu) of the players choice. Turret
down size and roof mount weapon area fire numbers are shown on the DATASHEET.
The Commander can be fired at using area fire (see I: AREA FIRE). If there is in a cupola (cu) or turret (t) on roof of the vehicle
the commander counts as in cover otherwise the commander counts as in the open. If the commander is killed the vehicle counts
as permanently suppressed. If the commander is from a HQ vehicle the unit the vehicle is from will have just lost its commander
if there is no 2nd HQ element (see D.3.1 Loss of Commander).
If the vehicle is caught in an artillery zone the commander can both duck down inside the vehicle and loose any spots they have
or they can stay out of the vehicle and keep their spots. If they drop down into the vehicle test the vehicle as normal. If the
commander stays out of the vehicle test him as infantry in the open and test the vehicle as open topped. If the commander is
killed the vehicle becomes permanently suppressed. If the vehicle is killed so is the commander.
Any RCT (See F.2.1.3 Remote Controlled Turrets) can also fire while the vehicle is turret down.
Elements which are turret down can be spotted with GSR on the turn they go turret down but are spotted as Infantry.
E.5.2 Hull Down on Hills
Hull down on hills is where an AFV moves up to crest line so as to only show its turret to enemy observers and can fire all turret
and roof mounted weapons.
Once a vehicle is Hull down vehicles it must be placed touching a crest line.
There are THREE methods of moving into a Hull Down position:
E.5.2.1 Fast
Drive onto the feature and reverse into the hull down position (just move the figure up to the crest line as part of its normal
move). This costs the same as crossing a light obstacle (see E.2.1 Movement Definitions Table). This method is fast but
shows the whole vehicle. Thus when being observed by enemy on the other side of the hill it counts its full size moving in the
open. If the enemy fires the vehicle receives the benefit of the hull down size modifier.
E.5.2.2 - Cautious
Carefully move into the hull down position. This method takes half of a vehicles movement to complete but only shows the
hull down size to enemy observers and counts as moving in open.
E.5.2.3 - Extra Cautious
Creep from turret down to hull down. This may only be done if an element starts the turn turret down. This only requires 1cm
of movement shows the hull down size counting as moving in cover and allows the vehicle to detect and fire as if stationary.
If the commander spotted a target whilst turret down they can hand the target off to the gunner (See F.2.4.2 Handing off
Targets)
E.5.3 Height of Turret and Hull down vehicles on Hills
Hull and turret down vehicles count as being at on the contour the crest line is on.
E.5.4 Hull Down using Walls and Hedges
Hull down on walls and hedges is where an AFV moves up behind a wall or hedge line so as to only show its turret to enemy
observers and can fire all turret and roof mounted weapons. Once a vehicle is Hull down vehicles it must be placed touching a
crest line. It takes 1cm of movement to move up into a hull down position behind a wall or hedge.
E.5.4.1 Effect of Hull Down behind a Wall
The vehicle is spotted and fired at as hull down.
E.5.4.1 Effect of Hull Down behind a Hedge
The vehicle is spotted as hull down, but fired at as its normal size.
E.5.5 Moving out of Hull Down to fire
Sometimes a Hull Down elements will find enemy has moved into depression dead ground where it can see them but cannot fire
at them (See G.1.1 Depression Dead Ground). In this case the element can creep up the hill so that it is on the crest into a
position to fire. The element no longer counts as hull down but will not count as moving.
This move can be made during the react fire Phase (Phase 2.3) or the Normal fire phase (Phase 2.4).
E.6 - PREPARING WEAPONS AND EQUIPMENT
Elements moving at TRANSIT SPEED can only begin setting up weapons once the stop moving.
Elements moving using COMBAT SPEED can begin setup as part of their movement. Any weapon will be ready to fire provided
there as at least half a move left.
E.6.1 Preparing Weapons and Equipment Table
TIME WEAPON TIME WEAPON
1/2 TURN All SP Mortars 1 TURN AVLBs to lay bridge
1/2 TURN Towed Mortars up to 81mm 1 TURN Towed field guns to fire direct
1/2 TURN AAA guns and Radars 1 TURN SP guns to fire indirect
1/2 TURN SFMG, HMGs or AGLs 2 TURNS Towed field guns to fire indirect
1 TURN Towed Mortars 82mm+ 3 TURNS SP salvo rockets to fire indirect
1 TURN AT Guns 4 TURNS Towed salvo rockets to fire indirect
10 TURNS Heavy rockets
Note: the time taken to pack up is half that of the above except AVLBs which takes 2 turns.
E.6.2 Example of Setting Up
An infantry element is moving at Combat speed and carrying a Vickers SFMG which takes 1/2 a move to set up. They can move
at 3cm.The owning player moves them 1.5cm and then begins to setup the SFMG. As 1.5cm is half a move the gun will be setup
and ready to fire in the players next bound.If the player had moved them 2cm they wouldnt have been ready to fire until the
players bound after next.
E.6.3 Dismounting Equipment
The army lists sometime list vehicles that can dismount parts of their equipment, such as pivot MGs, portee carried ATG
It takes the setup time listed above to dismount each piece of equipment. If the item is not listed above (such as MGs) it takes a
quarter of a turn per item.
For example to dismount 2 MGs takes a quarter of a turn x2 = half a turn.
This time represents the vehicles crew or an infantry element using tools to remove the equipment from the vehicle.
See A company of 10 SdKfz 251s and 10 Infantry Sections + 1 Half Section has 21 elements. for morale effects of a dismounted
element.
Dismount elements which are still mounted are killed if their vehicle is killed.
Before a dismount element dismounts all a vehicles weapons can fire, but the dismount element cannot.
Once a dismount element dismounts it is assumed only the driver is left on board and the vehicle cannot fire until the dismounted
element remounts.
E.7 - TANK RIDING
Some lists allow troops to tank ride. Only units specified can tank ride. They suffer from the following disadvantages.
1. If hit by Arty they count as being Infantry in the open
2. If the vehicle they are riding on is hit by direct fire, but not destroyed roll a d10, on 1-5 they must test to escape and take
any damage from the escape table, but stay mounted. On a 6-10 they are unharmed.
3. If the vehicle is destroyed they must test to escape. In both 2 and 3 treat them as if hit by HEAT.
E.8 MOVEMENT IN RESTRICTIVE TERRAIN
Vehicles moving in terrain they count as restrictive (see F.2.2.2 Restrictive Terrain Table) can make a single 22 degree turn at
the start of movement.
F: DETECTION
F.1 - INTRODUCTION
Elements can be detected in a number of ways which are split into three levels of accuracy. If an element is moving at COMABT
speed or is stationary and fails all its spots or cannot spot it may use 1 method of location or detection to try to find the enemy.
Spotting Highest level of accuracy (See F.2 VISUAL SPOTTING and F.3 ELECTRONIC SPOTTING).
Location Medium level of accuracy (See F.4 LOCATION)
Direction Detection Lowest level of accuracy (See F.5 NOISE DETETION and F.6 DIRECTION DETECTION)
In addition to this section there are a few electronic sensors listed in Error: Reference source not found which detect in unique
ways.
F.1.1 - Line Of Sight (LOS)
. F.1.1.1 LOS to Ground Targets
To spot, locate or detect the direction to a target there must be a line of sight. However no line of sight is required for BMS
location or to detect the noise made by a target.
Because the miniatures used are bigger than the scale used a straight line must be traced between the centre of the observers
miniature and the centre of the target miniature to count as in LOS.
If an object (that cannot be seen through) is in the way then there is no LOS.
Normally elements do not block line of sight however they will in the following situations.
1. The target element and the blocking element are in a column on a road and within 2cm of each other.
2. The player states that one element is hiding behind another at the end of moving the hiding element. In this case the
element must be placed touching the blocking element
However in both cases the blocking element must be the same size or larger than the element being blocked. The LOS
is only blocked if the line passes through the blocking element
F.1.1.2 Examples of Line of sight

Tank A has a LOS to Tank B


Tank A has no LOS to Tank C
Tank A because of the wood.
Tank A may have LOS to tank D
depending on how far D is inside
the wood.
Tank A has no LOS to Tank F
Tank D because Tank E and F are in a
Tank C column on a road and thus E is As
LOS to F.
Tank B on the otherhand can see
Tank F as Tank E isnt in the way
Tank E

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.

F.1.1.3 - Contours and Height


Hills are made up of contours that are about 4m high.
Contours between elements block LOS unless at least one of them is hull down or turret down (see E.5 - HULL
DOWN AND TURRET DOWN).
An elements height is the same as the contour level it is on unless it is hull down or turret down to an enemy observer,
in which case it counts as the contour above.
The following are heights of normal terrain:
Terrain Type Normal Height
BUILDINGS 1 contour per floor of the building plus 1 contour for any roof. As a rule of thumb buildings in
Villages and towns should be 3 contours high if they have pointed roofs and 2 contours high if
they have flat roofs. Cities vary a lot but again as a rule of thumb assume they are 5 contours high
and flat roofed. Obviously building built up area can vary massively, varying from low flat
roofed 1 floor high buildings to skyscrapers and factories.
WOODS 3 contours high.
SMOKE SCREENS 3 contours high.
DENSE WOODS 5 contours.
VILLAGES, TOWNS & CITIES Open areas count as 3 contours high (this assumes gardens with trees etc). Buildings within them
can be taller but if not marked count as 3 contours high.
F.1.1.4 - Visible Dead Ground
If a higher observer (A) is trying to look over an intervening feature (B) then there will be an area that is out of view behind that
feature. If the feature is the same height as the observer then nothing can be seen beyond. Measure the distance from the observer to the
furthest edge of the intervening feature and multiply the measurement by the following calculation:
HEIGHT OF INTERVENING FEATURE (B)
OBSERVERS HEIGHT (A) minus HEIGHT OF INTERVENING FEATURE (B)
E.g. an observer at contour level 3 is looking over a 1 contour high hill and the distance from the observer to the furthest edge of
the intervening hill is 30cm.
Therefore 1 (B) divided by 2 (A minus B or 3 minus 1) = 0.5 = 30cm divided by 0.5 = 15cm.
The dead ground beyond the furthest edge of the 1 contour hill is 15cm (the observer cannot see into this area at all).
F.1.1.5 LOS to Aerial Targets
LOS to Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 LOS to Ground Targets)
To Check LOS for Spotting Aerial Targets use the following Table
Aerial Target Height Spotter in Woods or BUA Spotter outside Woods or BUA
Low 20cm Anywhere on table
Medium 50cm Anywhere on table
High 125cm Anywhere on table
F.1.1.6 LOS from Aerial Targets
LOS from Aerial Targets at Contour or NOTE is worked out in the same way ground targets (see F.1.1.1 LOS to Ground Targets)
To Check LOS for Ground Targets from Aerial Targets use the following Table
Aerial Spotter Height Target in Woods or BUA Target outside Woods or BUA
Low 20cm Anywhere on table
Medium 50cm Anywhere on table
High 125cm Anywhere on table
F.2 VISUAL SPOTTING
Visual Spotting is using visual means to determine the exact position of a target to such a degree that the target can be fired at
directly. See F.7.1 Spotted to see what a visual spot allows you to do.
Note that Error: Reference source not found uses the Visual spotting procedure.
F.2.1 Visual Spotting Procedure
Use the following step-by-step procedure to spot a target:
1. Check to see how many spotting attempts the spotter is allowed (see F.2.1 Number of Visual Spotting Attempts Allowed)
2. Nominate the spotter and its target.
3. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS))
4. Determine if the Target is in Arc (see F.2.2 Visibility Arcs).
5. Check to see if spotting is possible and if it is automatic or requires a die roll.
6. Check the to ensure time of day or weather doesnt preclude spotting
7. If the target is within possible spotting distance (See Error: Reference source not found) roll a die to determine if the target is
spotted.
When making visual spots all other targets within 5 cm of the selected target are also spotted if they are within automatic
spotting distance (see Error: Reference source not found).
F.2.1 Number of Visual Spotting Attempts Allowed
1. Infantry elements may make up to two visual spotting attempts.
2. A vehicle with a Commanders Independent Sight (CIS) may make up to two visual spotting attempts one with the
gunner and the second with the CIS.
3. Extra Turrets and Remote Control Turrets on a vehicle may make up to one visual spotting attempt each.
4. All other elements may make up to one visual spotting attempt.
Note that Error: Reference source not found is a visual spot and thus uses up one of an element's visual spotting attempts. The
player will have to decide if they wish to use spots for spotting the missile or spotting something else.
F.2.1.1 AOOs and ALOs
Where an infantry element has an AOO or ALO as part of it the player will need to decide when they will make their spotting
attempts. Their choice will determine if they can call artillery (Phase 1.4) or aircraft (Phase 1.3). Be aware that they can fire on a target in a
phase they didnt spot them in if they are able to fire in that phase.
They may also wish to withhold their spot until Phase 2.1 in case the enemy moves close to a registered fire point (see M.2 -
INDIRECT FIRE PROCEDURES).
F.2.1.2 Extra Turrets
Some vehicles carry extra turrets though these are rare in modern combat.
They are shown on the DATASHEET under the aspect sizes for the vehicle just after the label ExT.
Each extra turret can make 1 spot, but only not if a vehicle is Turret Down.
Sometimes there will be notes about the vehicle which limit their use and which aspects they can fire into.
Note: Extra Turrets are different to tMG and tHMG. tMG and tHMG DONT get extra spots.
F.2.1.3 Remote Controlled Turrets
These are becoming more and more common on vehicles today.
They allow the crew to fire without exposing themselves to enemy return fire and are normally place on the highest point of a
vehicle.
They are shown on the DATASHEET under the aspect sizes for the vehicle just after the label RCT.
Each remote control turret can make 1 spot, even if a vehicle is Turret Down.
Sometimes there will be notes about the vehicle which limit their use and which aspects they can fire into.
Note: Extra Turrets and Remote turrets use the same part of the DATASHEET with a different prefix.
F.2.2 Visibility Arcs
For visual spotting which way an element is facing is important. Targets are either in arc, or out of arc. See next diagram for
details of arcs.
For vehicles without turrets the arc is based on where the front of the vehicle is.
For vehicles with turret the arc is based on the front of the vehicle if it isnt firing and hasnt spotted or located a target. If it is
firing of has spotted or located a target its assumed the turret is pointing in that direction and the arc is based on this direction
If a target is out of arc it will be harder to spot for visual spotting.

45 each side if Ground vehicle or Aerial Vehicle at NOTE or Contour.


90 each side if infantry or Aerial Vehicle at LOW, MEDIUM or HIGH.
Down the Edge Turreted vehicle with a heavy weapon in Restrictive Terrain.

F.2.2.1 Turreted Vehicles in Restrictive Terrain


Turreted Vehicles with heavy weapons travelling through close terrain will find it almost impossible to turn their turrets without
hitting them on some obstruction or other.
To reflect this, the player must decide as the vehicle enters close terrain if the turret will be pointing forwards or backwards and it
must stay facing that way until it exits close terrain.
The gunner in such a vehicle can only spot in the direction the turret is pointing in and can only see a target that is between the
miniatures edges, see Down the edge above.
There is no out of arc in this situation as the gunner cant look anywhere but the direction the turret is facing.
When on the edge of restrictive terrain use the normal visibility arc but the vehicle cannot spot targets outside this arc at all.
When travelling through restrictive terrain on a road you will count as in restrictive terrain if your column is as wide as the road in
terms of number of vehicles. Thus on a 2 vehicle wide road you will count as in restrictive terrain if you are in a 2 vehicle wide column,
but not if you are in a 1 vehicle wide column.
F.2.2.2 Restrictive Terrain Table
What counts as Restrictive terrain depends on the type of Terrain and the calibre of the weapon. Larger calibre
weapons are longer and thus affected by more terrain.
Terrain Calibre which counts terrain as Restrictive
Light woods 50mm or Larger
Dense woods and BUA 30mm or Larger
Very dense woods 12.7mm or larger
F.2.3 Visual Spotting Details
Find the size of the target element on the table and then add up all the modifiers that apply and move up or down this number of
rows. If you reach the maximum or minimum row stop as spotting cant get any harder or easier. This will give you 2 numbers
which are explained after the table.
F.2.3.1 Visual Spotting Table
Target Spotting
Size Range
Maximu
m -/250
250/200
225/150
X 150/100
120/80
L 90/60
75/50
M 60/40
45/30
S 30/20
25/15
V 15/10
10/8
T 10/5
5/2
2/1
Minimu
m 1/-

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

In 3 or more Illumination Zones lit from directions 90 degrees+ Down 1


apart
Use the best of the below
Target Fired at Night Outside Illumination Zone Up 3
Target used Searchlight at Night Outside Ill Zone Up 3

F.2.4 - Maximum Observation


The following table gives the maximum distances that an element can either see into (or be within the edge of to see
out) depending on conditions, vision equipment and terrain. The distances for looking at or out of the edge of a terrain
feature are as per the visibility conditions.
F.2.4.1 Maximum Observation Table
VISIBILITY CONDITION
None WL SL IR
Clear Daylight 250 NE NE NE
Moonlit Night 5 10 50 50
Moonless Night 1 10 50 50
Dawn/Dusk/Overcast 12.5 - 25 25
Looking Into/Through
Partial Smoke 50 5 50 50
Base Ejected Smoke -/1 -/1 -/1 -/1
White Phosphorous Smoke -/1 -/1 -/1 -/1
Fire Zone* 50 10 50 50
Looking Into/Out of Cover 1** 1** 1** 1**
Along Road In Woods/BUA 10 10 10 10
Weather Conditions
Light Rain Or Light Snow 100 10 20 -/1
Mist Or Rain Or Snow 50 8 10 -/1
Heavy Rain Or Heavy Snow 25 5 5 -/1
Fog Or Sandstorm 2 3 3 -/1
Note: COVER = Woods, BUA, etc. BUA = Built Up Area.
-/1cm = Not Possible unless the enemy is within 1cm when they can be spotted on a d10 roll of 6+)
NE = No Effect.
WL = White lights. (Maximum range 125cm125cm125cm125cm)
SL = Searchlight. (Maximum range 250cm)
IR = Infra-red night fighting equipment.
II = Image Intensifying equipment.
LLTV = Low Light Television.
TI# = Thermal Imager. (See Error: Reference source not found)
* The area that has explosions in it at the time an observation is attempted (Ground Burst HE, HE Bombs, HE Rockets and suppressive fire
zones).
** Elements can see 2cm looking Into/Out of cover if the target of the spot fired a weapon of 12.7mm calibre or larger OR fired a
weapon with back blast.
An element looking out of cover within the distance given above can see outside the cover up to the normal maximum for that type of
equipment. Or to put it another way if you are within 1cm of the edge of a wood and have II on a clear moonlit night youll be able to
see 99cm outside the wood for a total of 100cm (maximum II can see on a moonlit night).
F.2.4.2 Handing off Targets
When the commander of a vehicle spots a target he can hand it off to the gunner in the next fire phase the gunner can fire in. The
gunner must have a LOS to the target. The Target counts as located by the gunner. See Error: Reference source not found for the effects of
the target being located.
In some cases the commander may be able to spot what the gunner cannot see in this case the commander cant hand off the shot,
but could still use the spot to request artillery or aircraft support.
F.2.7 - Loss of Visual Spot
Once a target has been spotted visually that spot is only lost if one of the following situations occur
The target went out of sight in your opponents LAST turn.
The observer went out of sight this turn.
The observer attempts to spot another target (and is NOT infantry).
The observer reacts to missile fire.
The observer is destroyed.
The observer leaves a vehicle.
F.2.8 - Target Size
All elements have been given a letter to show their size.
Vehicles have 4 sizes for front or rear, side, hull down and Turret Down.
Some infantry have 2 sizes for before set up (N) and ready to fire (RD).
Aircraft have 2 sizes, Front/Rear and Side.
All other elements have only 1 size aspect.
There are six sizes as follows:
EXTRA LARGE (X) E.g. Western MBTs
LARGE (L) E.g. Russian MBTs
MEDIUM (M) E.g. Recce vehicles
SMALL (S) E.g. Infantry with heavy weapons
VERY SMALL (V) E.g. Infantry
TINY (T) E.g. One or two man teams
F.2.8.1 - Hull Down
Hull down is where an AFV exposes as little as possible and still be able to fire (see E.5 - HULL DOWN AND TURRET DOWN
for how to go hull down).
If an AFV is dug-in or touching a contour it counts its hull down aspect to any enemy observers beyond.
F.3 ELECTRONIC SPOTTING
Electronic Spotting is using Electronic means to determine the exact position of a target to such a degree that the target can be
fired at directly. However it is harder to be sure the target is friendly and thus friendly fire is more likely (see F.7.1 Spotted to
see what an electronic spot allows you to do.
F.3.1 AA Radar (AAR) Spot
AA radar is the general term for FCR and Spotting Radar. It can spot Aerial Targets.
F.3.1.1 AAR Spotting Procedure
Use the following step-by-step procedure to Spot a target:
1. Nominate the Spotter and its target.
2. Ensure there is a Line of Sight to the target (see F.1.1 - Line Of Sight (LOS)).
3. Check the distance to the target to ensure the AAR is in range (see F.3.1.2 Maximum AAR Range).
4. See F.3.1.3 AAR Spotting Roll to determine if the target is located.
F.3.1.2 Maximum AAR Range
AAR can spot Vehicles at up to 250cm.
F.3.1.3 AAR Spotting Roll
AAR can be used spot Aerial targets electronically by rolling a d10 on the following table.
Target Height Roll Required
NOTE 8+
Contour 4+
LOW or Higher* 1+
* If there are no modifiers to the roll the spot is automatic and no roll is required.
Modifier Effect
Per Level of FCR -1
Per level of AA RADAR Jamming +1
F.4 LOCATION
Location is when you have enough info to know the position of an element, but not to the degree needed to fire directly at it. See
F.7.2 Located to see what a location allows you to do.
The following equipment can be used to locate an enemy element on the table. On and off table artillery elements can be located
by other means see (M.6.4.3 CB Location).
F.4.1 Radio
If the locator has a Radio it can locate any enemy element already located or spotted by any other friendly Radio equipped
element. However there must be a secure communications link, see D.5.6 Transmission Security. Because of the possible
confusion caused by converting a radio map position to a real map position increase the base number by 2.
F.4.2 Moving Target inside Cover
A moving element which up to 3cm into cover can be located if it is within Auto Spotting range provided night and weather
conditions (see ) would permit a spot of the target.
F.4.3 Moving Target along Road in Woods/BUA
A moving element which up to 13cm along a road in Woods/BUA can be located if it is within Auto Spotting range provided
night and weather conditions (see ) would permit a spot of the target.
F.4.4 Radio Interception Location
If an element has Radio Interception equipment and provided the type of radio in use allows interception (see D.5.6
Transmission Security) an attempt can be made to intercept radio transmissions.
One location attempt can be made per message sent.
Roll a d10 to intercept radio messages.
Type Roll
On table communications 10
Between off table and on table 9
Modifiers
Minus your EW level Plus Enemy EW level
If the intercept is successful the sender is located by the intercepting element.
Example Your EW level 4, enemy EW level 3 and the sender is using AR radio. If you tried to intercept an on table
communication youd need to roll 10 4 (Your EW level) +3 (Enemy EW level) -1 (Sender using AR communications) = 8 or
more to locate the sender.
F.4.7.1 Reading the Radio Interception Message
If the intercept is successful it may be possible to determine the contents of the message but this is difficult.
Roll a d100, on a roll of 100 the exact details of the message sent to the unit must be given to the intercepting player.
Modify the required roll by subtracting your EW level.
Example Assuming you make the intercept roll above your roll for working out what the message says is 100 4 (Your
EW level) = 96 on a d100
F.5 NOISE DETETION
Noise detection is a form of Direction detection which can also be used for communications. See F.7.2 Direction Detect to see
what a direction detection allows you to do.
To be able to detect noise a unit must be one of the following.
1. Infantry not firing.
2. Vehicle with engine turned off and not firing. (See C.3.3.3 - Engine Off)
F.5.1 Noise Detection Procedure
Use the following step-by-step procedure to see if an element can hear noises.
1. Check F.5.3 Noise Category Table to and determine how many elements are within Drown Out range.
2. Check F.5.5 Complete Drowning Out to see if there is so much noise it completely drowns out any useful hearing.
3. If noise isnt completely drowned out check F.5.6 Drowning Out and F.5.7 Noise without Drowning out to see
what the element can hear.
F.5.2 Noise Levels
Within the rules there are 2 levels of noise.
1. Noise that drowns all other noise out.
2. Noise that can be heard and the direction its coming from determined.
F.5.3 Noise Category Table
Category Type of Noise Drowns Out Heard At
1 Small Arms* Fire OR Stationary Vehicle with engine running 3cm 15cm
Noise Signals** OR Vehicle that's just started its engine OR
2 6cm 30cm
Weapons fire <=40mm Calibre
Fire Zone OR*** Vehicle destroyed in this bound or last
3 Aircraft at Low OR Moving Vehicles OR Weapons fire >40mm 9cm 45cm
Calibre
4 Propeller driven aircraft at Contour 12cm 60cm
5 Propeller driven aircraft at NOE OR Jet Aircraft at Contour 15cm 75cm
* Small Arms are weapons with a calibre of less than 12.7mm, except snipers firing at 15cm or less (where a silencer will be in
use).
** See D.5.2 Noise Signals.
*** Area fire target, Suppressing fire zone, Artillery fire, Bombing Zone or Rocket pod Zone.
NOTE: Its not possible to hear infantry or Vehicles with their engine turned off unless they fire or use noise signals.
F.5.4 Noise Sources
Each element (friendly and enemy) making one of the above types of noise is as a Noise Source.
If an element is making more than one type of noise from the table its noise category is the higher numbered one otherwise its
the one it doing.
F.5.4.1 Example of Element making multiple Noises
A Vehicle has just started its engine and is firing a 90mm gun.
Starting an engine is a Category 2 noise.
Firing a 90mm gun is a Category 3 noise.
Thus the vehicle counts as making a category 3 noise as that is the highest category.
F.5.5 Complete Drowning Out
If there is more than one Noise Source within drowning out range of the listener they can hear lots of noise but cant determine
which direction any of it is coming from.
If friendly Noise Signals are within Drowning Out range they will still be heard and understood. If they are outside Drowning
Out range Noise signals cannot be heard and wont be acted on.
F.5.6 Drowning Out
If there is only one Noise Source within Drowning out range the listener can hear that one noise and determine the direction the
noise is coming from.
If friendly Noise Signals are within Drowning Out range they will are heard and understood. If they are outside Drowning Out
range but within Heard At range they may be heard. Roll a d10 and on a 6+ the Noise signals can be heard and acted upon. On a
lower roll Noise signals cannot be heard and wont be acted on.
F.5.7 Noise without Drowning out
F.5.7.1 Too Many Noises
If any of the following are true there are too many noises to make out which direction most of them are
coming from.
Within Number of Noise Sources with in Heard At Range
5cm 5 Source or more
10cm 10 sources or more
20cm 20 sources or more
In this situation the listener can hear the nearest noise and determine the direction that noise is coming from.
If friendly Noise Signals are the closest noise they will be heard. If not the closest noise but still within Heard At
range they may be heard. Roll a d10 and on a 6+ the Noise signals can be heard and acted upon. On a lower roll Noise
signals cannot be heard and wont be acted on.
F.5.7.2 - Otherwise
The listener can hear and determine the direction of the nearest Noise source in each of the Noise Categories.
If friendly Noise Signals are within Heard At range they will are heard and understood.
F.5.8 Effect of Hearing a Noise Source
The listener knows which type of noise it can hear.
F.5.8.1 Hearing an Aerial Vehicle
The element can go onto AA overwatch and stop if the player wants it too without having to change its orders.
F.6 DIRECTION DETECTION
There are a number of things a target element can do which will give away the direction to from a tracking element but not its
exact position. This is known as Direction Detection within the rules. See F.7.2 Direction Detect to see what a direction
detection allows you to do.
F.6.1 Fire at Night
Small arms (weapons with a calibre of less than 12.7mm) fire can be seen at up to 100cm, except snipers firing (who will be
using a flash suppressor) which can only be seen at up to 15cm.
Other weapons fire can be seen at 250cm.
If an element fires at night but cant be spotted a direction detector can detect the direction of the firer by the gun flash provided
smoke and weather conditions (see ) would permit a spot of the target.
F.6.2 Lights at Night
White Light (WL) can be seen at up to 125cm.
Searchlights (SL) can be seen at up to 250cm.
If an element uses lights at night but cant be spotted a direction detector can detect the direction of the lights provided smoke
and weather conditions (see ) would permit a spot of the target.
F.7 LEVELS OF DETECTION EFFECTS
Each level of detection allows different things to be done. An element can do up to 3 of these provided its main gun is only used
once either for firing at the enemy, firing smoke rounds or firing illumination rounds in each fire phase.
F.7.1 Spotted
Targets spotted can be fire at using Direct (see G: DIRECT FIRE) or Area Fire (see I: AREA FIRE) or the spotter can carry out
any of the actions listed under Located or Direction Detected below.
F.7.2 Located
The locator can do any of the following.
1. Can call indirect fire on the target if allowed. (See M.4 - REQUESTING A FIRE MISSION).
2. Can call an air strike on the target if allowed. (See N.6 REQUESTED AERIAL ELEMENTS).
3. Can use suppressive fire against the target. (See I.5 - SUPPRESSIVE FIRE)
4. Can carry out any of the actions listed under Direction Detected below.
Additionally this will give a bonus to spot the target visually.
F.7.2 Direction Detected
The direction detector can do any of the following.
1. Can use suppressive fire against whole of the frontage of the first piece of terrain in sight in the direction the target is
detected in. (See I.5 - SUPPRESSIVE FIRE)
2. Attempt to use Illumination flare to get a better detection on the target. (See F.8 - ILLUMINATION FLARES).
3. Use smoke to block the line of sight of the target. (See F.9 USING SMOKE).
4. Turn on white light or search lights (if available).
5. If the target detected is in the direction detectors front arc there is a bonus to spotting.
If the direction has been detected using noise detection the listener will also get a bonus to spot any other enemy element making
the same category or higher of noise within 5cm.
Additionally this allows the element to bring the detected element into its front arc at the end of the current phase as follows.
F.7.2.1 Infantry Turning
The element it can be turned to so the detected element is just within its front visibility arc.
The infantry counts as stationary.
F.7.2.2 Non Turreted Vehicle Turning
The whole vehicle can be turned so the detected element is just within its turrets front visibility arc.
The vehicle counts as stationary if the turn is 45 degrees or less otherwise it counts as stationary for being spotted and
moving for its own spotting and firing.
F.7.2.3 Turreted Vehicle Turning Outside Restricted Terrain
The turret can be turned to bring so the detected element is just within its turrets front visibility arc.
This can either be done by turning the models turret or using one of the arrow counters at the end of the rules.
The visibility arcs for the vehicle are now worked out for direction the turret is facing not the direction the vehicle is
facing.
The vehicle counts as stationary.
F.7.2.4 Turreted Vehicle Turning Inside Restricted Terrain
Neither the vehicle nor the turret can be turned as the terrain stops this.
See F.2.2 Visibility Arcs for details on restricted terrain.
F.8 - ILLUMINATION FLARES
Illumination Flares give daylight conditions to anything inside or outside looking into the illumination zone. However as the
light is not perfect they suffer the modifiers shown in Error: Reference source not found. IINF and LLTV systems looking into or
through an illuminated zone do not work. The zone sizes and durations can be seen in the following table:
F.8.1 Illumination zones sizes and duration
Type Size Duration
Infantry Illumination Grenades* 2cmx2cm 1 Turn
Less than 80mm = 10cm x 10cm
Direct Fire Illumination Flares
80-119mm = 15cm x 15cm 1 Turns
(Tank guns, LAWs etc)
120mm and over = 20cm x 20cm
Less than 80mm = 15cm x 15cm
Indirect Illumination Flares 80-119mm = 25cm x 25cm 1 Turns
120mm and over = 40cm x 40cm
Aircraft parachute flares and MRLS 50cm x 50cm 2 Turns
* Maximum range for Infantry Illumination Grenades is 3cm.
F.8.2 Illumination of Located or Spotted Targets
As the exact position of the target is known the firer can fire Direct Flares at the targets position or call for Mortar, Artillery or
aircraft flares on the targets position.
F.8.2.1 None Artillery Illumination
Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly.
F.8.2.2 Artillery Illumination Fire Types
To keep things relatively simple and only 4 types ofNotes
fire can be used. These have been taken from the US
army Artillery Manual. The Red Cross marks the target point.
Type Layout
1 Round Lateral spread is parallel to the players baseline
Range Spread is away from the players baseline
In the 2 round spread types the squares are overlapped
so that each covers of the other.
In the 4 round spread the squares are overlapped so
that each one covers of the opposite square and
the other 2 squares.
Yellow areas are where 2 rounds overlap.
Orange is where 4 rounds overlap.
See visual spotting (Error: Reference source not
found) for the importance of the overlaps.
2 Rounds Range Spread

2 Rounds Lateral Spread

4 Round Spread

F.8.2.3 Other Guns in the Same Battery


It takes 1 gun to fire each round (they need to keep up a constant stream of rounds to keep the zone lit. The turn after
the Illumination rounds are on target other guns in the same battery can be used by the same AOO to fire missions at
targets within the illumination zone provided the target is no more than 20cm from the target point of the illumination
zone.
The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET).
The other guns in the battery can ONLY be used by the same AOO.
F.8.3 Illumination of Direction Detected Targets
Because the detector only knows the direction to the target in order to illuminate the target they will have to fire Direct Fire
flares or request Arty/Mortar/Aircraft flares in a pattern.
F.8.3.1 Number of rounds fired
Direct fire, Infantry Grenades and Aircraft dropped flares are always fired singly.
Artillery fire uses the types listed above, but the player doesnt pick the type of fire to use.
The AOO will determine how many round s will be fired based on the situation. Because theyre unsure of exactly
what they are facing roll on the following table. See above for definitions.
Roll Number of rounds
1-3 1
4 2 Range Spread
5 2 Lateral Spread
4 4 rounds
F.8.3.2 Illumination Pattern Procedure
Use the following step-by-step procedure to fire or request flares in a pattern.
1. Determine where the firer will start their pattern and which direction the pattern will take (see below).
2. Fire or request a flare at the range from the firer/requestor along the direction the target was detected along this turn.
3. Fire or request a flare at the next range from the firer/requestor along the direction the target was detected each turn until one of the
conditions list below occurs.
4. If a target hasnt been spotted while firing the pattern the player may start a new pattern starting the new pattern as shown below and
continuing in the opposite direction to the original pattern
5. Repeat 2 & 3
6. If a target still hasnt been spotted no more illumination rounds can be fired or requested. Its assumed that the target has moved on and
any further flares would be wasted.
F.8.3.3 Determine Start and Direction of Illumination Pattern
Roll a d20 and consult the following table to determine start point and direction .
Roll Start Point Direction Start Point Next Pattern
1-2 Minimum Range Away from Firer/Requestor Not Possible*
3-4 40cm** Towards Firer/Requestor 25 +FPM
5-6 40cm** Away Firer/Requestor 25 -FPM
7-9 60cm Towards Firer/Requestor 50 +FPM
10-12 60cm Away Firer/Requestor 50 -FPM
13-14 80cm Towards Firer/Requestor 75 +FPM
15-16 80cm Away Firer/Requestor 75 -FPM
17-18 100cm Towards Firer/Requestor 100 +FPM
19 100cm Away Firer/Requestor 100 FPM
20 150cm Towards Firer/Requestor 150 +FPM
* Next pattern is not possible go to step 6 in the sequence.
** Or minimum if thats larger.
Distances are from Firer/Requestor.
If the Detection was done using Noise Detection (see F.5 NOISE DETETION) the player may add or subtract up to 3
to the roll, however not below 1 or above 20. This represents the element having a better idea of the general range of
the noise due to how load it is.
If using Infantry Illumination Grenades they will only be thrown on a roll of 1 or 2, but remember the modifier for
noise detection above.
Illumination Zone Minimum Range 1 round or 2 Minimum Range 2 round Range Fire Point
round lateral Spread Spread or 4 rounds Movement (FPM)
10cm x 10cm 12cm 22cm 20cm
15cm x 15cm 17cm 32cm 30cm
20cm x 20cm 22cm 42cm 40cm
25cm x 25cm 27cm 52cm 50cm
40cm x 40cm 42cm 82cm 80cm
50cm x 50cm 52cm 102cm 100cm
F.8.3.4 Illumination Pattern end Conditions
1. The firer spots a target.
2. The firer cannot see any part of the last illumination zone they fired/requested.
3. The next round will be fired or requested beyond 250cm.
4. The next round will illuminate the firer/requestor
5. The last round was fired or requested at the table edge.
F.8.3.5 Table Edge
If the next round would be fired off the table it should be fired at the table edge instead.
F.8.3.6 Number of flares Available
Each vehicle and battery in reality only carries a few flares, in game terms tracking this is difficult thus for game
purposes treat all elements as having unlimited rounds if they are equipped with them on the DATASHEET.
F.8.4 Air Support and Illumination flares
At night any aircraft entering the table carrying bombs must be tested to see if it is carrying Parachute flares.
Roll a d10 and check on the following table
Roll Number of bombs replaced by flares
1-5 None
6-9 1
10 2
1. .
F.9 USING SMOKE
Smoke can be used to block the LOS from a detected (spotted, located or direction detected) target. This can done in a number of
ways. See F.10 - SMOKE for details on smoke.
1. Smoke Discharges and Smoke Grenades - These can be fired in the direction of the detected target.
2. Smoke Generators, Smoke Canisters and Smoke Pots- These can turned on provided the current wind will blow the
smoke in the direction of the detected target.
3. Direct Fire Smoke rounds from main guns, smoke mortars or UAMs. See below for details on using these.
4. Indirect Artillery Smoke and be requested. See below for details on using these.
F.9.1 Blocking LOS of Located or Spotted Targets with DF or Indirect Smoke
As the exact position of the target is known the detector can fire direct smoke rounds or call for indirect smoke anywhere
between the detector and the target provided it will block that LOS.
F.9.2 Blocking LOS of Direction Detected Targets with DF or Indirect Smoke
As the exact position of the target is not known the detector can fire Direct smoke rounds at 10cm from their own position along
the line of the detection, call for indirect smoke 20cm from their own position along the line of the detection or roll a d20 on the
following table to see where the crew thinks it would be a good range to fire or request smoke at.
Roll Direct Fire* Indirect fire
1-4 10cm 20cm
5-8 20cm 30cm
9-12 30cm 40cm
13-16 40cm 50cm
17-18 50cm 60cm
19-20 60cm 70cm
includes smoke mortars
If the range rolled is out of LOS the fire will be at the last point with LOS along the direction the detection has been made along.
Generally this will either be the first piece of terrain encountered or the table edge.
If the Detection was done using Noise Detection (see F.5 NOISE DETETION) the player may add or subtract up to 3 to the
roll, however not below 1 or above 20. This represents the element having a better idea of the general range of the noise due to
how load it is.
F.10 - SMOKE
Smoke is used to conceal movement on the battlefield, or for target marking.
There are several two of smoke
1. Partial Smoke
2. Full Smoke
There are several means of delivery as follows.
1. Artillery fired smoke
2. Element laid smoke
3. Device laid Smoke
4. Smoke From Burning Vehicles
Details of each of these and when they can be used are listed in detail below.
F.10.1 General Smoke Effects
Smoke has 2 effects.
1. It makes in hard to see targets, see Error: Reference source not found and for details.
2. It makes it harder to move, see E.3 - MOVEMENT AT NIGHT, IN BAD WEATHER OR SMOKE.
Elements observe ring using TI normally will be less effected that those without depending on the type of TI in use.
F.10.1 Partial Smoke
This is a thin area of smoke which obscures the target.
F.10.2 Full Smoke
This is a think blanket of smoke that blocks sight completely unless observer is using TI.
Observers that already had the target in sight may fire in the next fire phase adding the SMOKE EVADE modifier.
F.10.3 Artillery fired Smoke
This can either be preplanned or be requested in the situations covered in F.7 LEVELS OF DETECTION EFFECTS above. To
request smoke fire the player should following the sequence detailed in M: ARTILLERY SUPPORT for opportunity fire.
Any guns in a battery not being used to fire smoke may be called on the same target by the same AOO.
The other guns in the battery can ONLY be used by the same AOO.
The fire zone will need to be reduced in size for fewer guns firing (see DATASHEET).
F.10.3.1 Smoke Tiles
Three sizes of smoke tiles are used. These are used to create larger smoke screens. The sizes are as follows.
Sizes NB changes are to allow for gun sizes used in WW2, suggest (demand the 148mm change for modern unfair otherwise to us
true REDS)
2cm x 1cm Smoke Dischargers
2cm x 2cm Used for batteries with calibres up to 105mm and Smoke Grenades
2.5cm x 2.5cm Used for batteries with calibres between 106mm and 148mm
3cm x 3cm Used for batteries of 149 mm and over, for MRLS launchers and Smoke Generators.
See Error: Reference source not found for printing smoke zones which can be used for marking smoke screens. These can be enhanced
by adding cotton wool to them which helps make the table look better. You may wish to cut out standard lengths to fit you battery size.
F.10.4.2 Smoke Zones
All batteries which can fire smoke will have a fire zone size listed on their entry in the DATASHEET.
F.11.4.2.1 Non MRLS Artillery Smoke Zones
A tile size is listed and is the size for a single smoke round. Each weapon in the battery may fire 1 round in a turn. Both rounds must
form part if the same smoke screen.
F.11.4.2.2 MRLS Artillery Smoke Zones
A tile size (3cm) and a number of tiles wide and deep are listed. This is the size for a single launcher. Each launcher in the battery may
fire once. Because each launcher fires many rounds at a time the zones are bigger than for a single none MLRS weapon firing.
F.10.4.3 Smoke Screens
When more than more than one smoke round or launcher is fired at a location the smoke zones are combined side by side so as to form
a larger zone.
As with all artillery fire the screen can be rotated to any angle however if the smoke is not parallel or in line with the wind this does
complicate things.
When combining the smoke zones they must either form a straight line.
If a battery shoots and scoots (see M.6.4.5 Shoot and Scoot) each gun in the battery may only fire 1 smoke tile otherwise they each
may fire up to 2.
F.10.4.4 CEP and Smoke Zones
A single CEP roll is made to determine the centre of the start of the smoke zone and the smoke tiles laid out around and away this
point.
F.10.4.5 Wind Extension and Removal of Smoke
Smoke will tend to extend in the wind direction. As it does additional smoke tiles, the same size as the original tile or tiles are used.
Each new tile is placed 2, 2.5 or 3cm downwind from the last smoke tile or tiles placed.
Both Non MLRS and MRLS created screens only extend by TILES.
While smoke lasts a number of turns it is not all removed at once. Once the burn time completes smoke should continue to extend but
additionally the number of smoke zones show under Remove in the following table should be removed each turn until there are none
left. Add the drift before the removing any zones. The smoke area is when there are no zones left after removal (see example below).
Not that the 1st turn of burn is the turn the smoke lands.
When extending or removing from a screen placed directly in line with the wind only extend the tile farthest from the wind and
remove the tiles closest to the wind
See the table below for how different types of smoke extend and are removed in different wind speeds (see B.1.8 Wind Speed).
Wind Speed Smoke Type Burn Time Extend Remove
No Wind BES 4 turns None Roll d10 each turn on 6+ remove 1*
WPS 3 Turns None Roll d10 each turn on 6+ remove 1*
Light Wind BES 4 turns 1 Per Turn 3 Per Turn
WPS 3 Turns None 2 Per Turn
Normal Wind BES 4 turns 2 Per Turn 6 Per Turn
WPS 3 Turns 1 Per Turn 3 Per Turn
Strong Wind BES 4 turns 3 Per Turn 12 Per Turn
WPS 3 Turns 1 Per Turn 6 Per Turn
*Roll once for all friendly smoke screens
BES = Base Eject Smoke WPS = White Phosphorus Smoke
In Very Strong Wind Smoke cannot form
F.10.4.6 Smoke Density
Wind Strength also effects how well smoke screen form.
To determine how dense each part of the smoke is it is split into 2 parts in the following table.
1. Smoke added this turn This is the smoke added by drifting (see above) this turn.
2. Existing smoke smoke that existed before this turn.
Wind Speed Smoke Type Added this turn Existing Smoke
No Wind BES Full Full
WPS Full Full
Light Wind BES Partial Full
WPS Full Full
Normal Wind BES Partial Full
WPS Full Full
Strong Wind BES Partial Partial
WPS Partial Partial
In Very Strong Wind Smoke cannot form
F.10.4.7 Examples of Smoke Zones
Arrow shows the CEP point and the wind direction in each example.

Four rounds of smoke from non MRLS battery. Extension is


show as it would occur in a normal wind with Bes Smoke.
Four rounds of smoke from non MRLS battery. Extension is
show as it would occur in a light wind with Bes Smoke.

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

Four rounds of smoke from non MRLS with a light Wind

Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6


4 Partial 4 Full 8 Full 12 Full 12 Removed 12 Removed
4 Partial 4 Partial 4 Partial 4 Full 4 Partial were added then removed
4 Partial

4 rounds of smoke from non MRLS with a Normal Wind

Turn 1, 4 Partial

Turn 2, 4 Full, 2 Partial

Turn 3, 6 Full, 2 Partial

Turn 4, 8 Full, 2 Partial

Turn 5, 6 Removed, 4 Full, 2 Partial

Turn 6, 6 Removed, 2 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

Example of placement of SG screen along


a tanks route with the tank moving
>=18cm and <30cm.

F.10.5.2.2 Using SG While Stationary


If the vehicle is stationary 3cm smoke tiles are placed to form a smoke screen extending down wind from the rear of the vehicle.
This starts as several tiles long and extends and is removed as shown in the following table.
It counts as burning until its turned off and acts as per F.10.4.6 Smoke Density in all other ways.
Wind Speed Starts As Extend Remove
No Wind 1 Tile None Roll d10 each turn on 6+ remove 1
Light Wind 1 Tiles 1 Per Turn 3 Per Turn
Normal Wind 2 Tiles 2 Per Turn 6 Per Turn
Strong Wind 3 Tiles 3 Per Turn 12 Per Turn
In Very Strong Wind Smoke cannot form
Example of SG left on for 2 turns with Turn 1, 2 partial tiles
normal wind blowing in the direction of the placed.
arrow. Turn 2, 2 more partial
tiles are placed and the 2
from last turn become
full
Turn 3, 2 more partial
tiles are placed then 6
tiles are remove as the
SD has been turned off.

F.10.5.3 Aerial Element Smoke Generators


These work exactly like the smoke generators listed in F.10.5.2 Smoke Generators (SG) above with the following exceptions.
1. Up to 20 smoke tiles are placed behind the Aerial Element.
2. The smoke zone create is a full screen.
Smoke can only be laid by Aerial Elements at Low. Caaried out by Lt Bombers Belhiem and Boston for certain.
F.10.5.4 Smoke Grenades
Infantry may use smoke grenades.
An infantry element can use smoke grenades in phase 2.3, 2.4 or 2.6 if
Situation Where you can fire
It comes under fire A Grenade 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 2cm smoke tile placed up to 2 cm from the infantry element.
It counts as Bes smoke, burns for 2 turns 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.
F.10.5.5 Direct Fire Smoke
Any weapon with smoke rounds may fire them direct.
A vehicle can use direct fire smoke in phase 2.3, 2.4 or 2.6 if
Situation Where you can fire
It comes under fire Smoke is fired forwards if this is the only reason to fire them
An alarm goes off Smoke 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 smoke tile applicable to the weapons calibre (see F.10.3.1 Smoke Tiles). They have a maximum or 100cm.
It counts as Bes smoke, burns for 2 turns 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.
F.10.5.6 Direct Fire Smoke Rockets
There are rocket pods fitted to Aerial Elements which fire WPS rockets.
They are fired as direct fire smoke above except that the smoke is WPS not Bes.
F.10.6 Device laid Smoke
F.10.6.1 - Smoke Pots
Each pot produces BES smoke screen using the 3cm smoke tile and burns for 15 turns and is usually used in defence.
In all other ways it acts as per F.10.4.5 Wind Extension and Removal of Smoke and F.10.4.6 Smoke Density.
F.10.6.2 - Smoke Canisters
These are smaller than pots and produce a FULL smoke screen as per a smoke generator (see F.10.5.2 Smoke Generators (SG)) and burn
for 10 turns. Once started they cannot be turned off, they must burn out
F.11 KNOWN ENEMIES
An enemy element is known about by a unit if it meets one of the following criteria.
1. It has been spotted or located by any element within the unit.
2. The unit has been told about the enemy by another unit.
An enemy element is known to an element if it meets one of the following criteria.
1. The unit the element is part of knows about the enemy element.
2. The element has spotted or located the enemy.
G: DIRECT FIRE
G.1 - INTRODUCTION
Direct fire is gun, autocannon, or Light Anti-tank Weapon (LAW) at an ARMOURED TARGET by any weapon of at least 12.7mm in
calibre, which uses either kinetic or chemical penetration to destroy it.
Fire at infantry, soft vehicles and buildings is covered in AREA FIRE (see I: AREA FIRE).
Under command Aerial Elements at NOTE and Contour can either be fired at with Direct fire, Area fire or AA fire. The player may
choose which to use as some will be better than others in different situations. Requested Aerial Elements are deemed to be moving too
fast to be targeted by Direct or Area fire.
Vehicles may fire at 1 target. Each extra turret (see F.2.1.2 Extra Turrets and Hull mounts) or hull mounted main gun on a vehicle
may fire at 1 target (which doesnt have to be the same target as the vehicles other Weapons).
Each vehicle, extra turret and hull mounted weapon can fire once as either area fire or direct fire in each fire phase.
Infantry may area fire at one target and direct fire up a LAW at one other target in each fire phase. (unless we want RGs to count as
LAW think its valid)
Elements may only fire at targets they have spotted (see F.7.1 Spotted) and which arent in the dead ground of the firing element (see
below).
G.1.1 Dead Ground
In some situations elements will find it impossible to depress or elevate their weapons to bring them to bear on a target they wish to
fire at.
To determine if an element is affected by dead ground you will first have to determine if the element is firing down, up or on the flat.
Elements firing down will be firing towards a target that is on a higher contour than them.
Elements firing up will be firing towards a target that is on a higher contour than them.
Elements firing on the flat will be firing towards a target that is on the same contour as them.
G.1.1 Depression Dead Ground
Element will be affected by Depression Dead Ground if they are firing down in the following situations.
1. They are Hull Down
2. They are in a building firing at someone outside the building.
3. They are an Aerial Element flying and LOW or above.
G.1.2 Elevation Dead Ground
Element will be affected by Elevation Dead Ground if they are firing up in the following situations.
1. They are firing at Infantry and are not moving uphill towards them.
2. They are firing a ground Vehicle and are not moving uphill towards them.
3. They are firing at an aerial target.
G.1.3 Weapon Dead Ground Table
Depression Class of Gun Marked on DATASHEET Depression Dead Ground Elevation Dead Ground
Limited Depression (Ld) 20 cm per Contour 5 cm per Contour
Normal None 10 cm per Contour 5 cm per Contour
High Angle* (HA) 2 cm per Contour None
*Infantry elements always count as High angle. Dead ground is measured from the element.
G.2 - DIRECT FIRE PROCEDURE
Use the following step-by-step procedure to hit armoured targets:
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 the weapon (and ammunition type) against the range in
the DIRECT FIRE TARGETING section to give the basic number required to hit; if your element is moving using COMBAT
SPEED use the number in brackets.
4. Modify the basic chance by the DIRECT FIRE TARGETING MODIFIERS in the middle left of the DATASHEET of the
DATASHEET.
5. Roll a d20. If the modified number or greater is rolled then the target has been hit (But see notes d-f below).
6. If the target has been hit check to see if it was penetrated and any damage (see note g below and H: PENETRATION AND
EFFECTS).
The following points apply:
a) You should make all spots for a target unit for all units firing at that target for all types of fire before moving on to
work out if friendly fire occurs.
b) Fire in the players turn (phase 2.4) is at targets in LOS.
c) Enemy react 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).
d) A hit target is always suppressed.
e) A natural roll of 1 always misses.
f) If the final to hit number is 30 or more the target cannot be hit.
g) If the final to hit number 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) A natural roll of 20 which hits (see note f) adds 1 to the penetration of the hit.
G.2.1 Allocating Fire
All fire of all types (Direct, Area and AA) are allocated AT THE SAME TIME,
G.2.1.1 Allocating Fire
Elements must allocate all shots against a given unit before any fire takes place.
This may mean you waste shots as youve allocate two against one target and the first one kills it, but reflect the confusion that can
occur on a battlefield.
.
G.2.1.2 Examples of allocating fire
In Phase2.3 a Soviet company of 10 T-34/85s is visually spotted by a Panzer IV company with 17 tanks and a platoon of 4 Marder
Tank Destroyer vehicles.
The player allocates 2 Pnz IV each to seven of the enemy T-34s, 1 tank to the eighth T34 and 2 Marders to each of the last 2 T-34s.
The player then rolls for each of the firing units.
G.3 - TARGETING MODIFIERS
The following points apply to the targeting modifiers on the DATASHEET:
Second shot modifier counts for the second and all subsequent shots.
The movement modifier is for each 10cm and part of 10cm moved. Though fire can take place at any point in a targets move include
the whole moving modifier (this represents the speed of the target).
Came into and went out of sight modifier is for targets that appeared/disappeared to both players this turn.
If a target deploys smoke in its movement phase only observers that had ALREADY SEEN IT or can see through the smoke may
engage it, counting the relevant modifier.
.
G.4 - WEAPON SYSTEMS
The following weapon systems can be used in direct fire mode:
G.4.1 Weapon Systems Table
WEAPON DETAILS
SYSTEM
Machineguns Machineguns cannot penetrate armour but are used in area fire. See I: AREA FIRE.
Heavy machineguns (HMG) 12.7mm, 14.5mm and 15mm HMGs can penetrate thin armour.
Autocannons Autocannons are fast firing guns (20mm+).
Guns Guns are slower firing, can have a HE effect.
Light AT weapons (LAW) All infantry anti-tank weapons have been grouped under LAWs. A section can carry up to 2 and they
mostly use CE to kill. They can be used in area fire (some having special rounds) but are relatively
close range weapons.
Recoilless rifles (RCL) RCLs include low-pressure guns and are short-range weapons firing CE rounds.
Others There are several non-dedicated weapons that can be used in direct fire (e.g. AGLs, Gun-Mortars,
grenades etc).
G.5 - ARCS OF FIRE AND VEHICLE ASPECTS
The following illustration gives the size aspects of a vehicle for observation and armour levels:

Side 45 Degrees
45 Degrees

Rear Front

45 Degrees Side 45 Degrees

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

The direction of flight is shown by black arrow.


The aim point is shown by the Red Cross and as this is a requested aircraft is at
the nose of the P-51
The first fire Zone is shown in grey and first extension shown with a dotted line
around it.

Sideways Firing

The direction of flight is shown by black arrow.


The aim point is shown by the Red Cross and as this is a requested aircraft is at
the nose of the Blenheim.
The first fire Zone is shown in grey, Note how is goes back along the line of
flight.

N.5 UNDER COMMAND AERIAL ELEMENTS


Under command aerial elements must follow all the normal rules in D: COMMAND, CONTROL AND COMMUNICATION.
N.5.1 - ORDERS
Under command Aerial Elements must be given commands just like ground elements. The orders given depend on the type of
element in use as follows. These orders can be changed just like ground unit orders (see D6 Changing Orders)) and the aerial
elements can react to the enemy just like ground units (see D.7 REACTING TO THE ENEMY).
N.5.1.1 Para Dropping Transport aircraft
Orders must include
1. A straight flight path across the table starting from the players baseline or either neutral edge:
2. Flight Height.
3. A drop point where the paras will be dropped.
4. If releasing gliders they do not enter, instead the glider does, and may be shot at. It must move towards a
designated landing zone which must be at least 30cm of clear ground(there may be linear obsticles).

N.5.1.2 Observation Aircraft


Orders must include
1. A flight path around the table starting from the players baseline. This flight path must be a loop around the
table that the aircraft will follow once it gets on the loop allowing it to circle the table during the battle. It
must be drawn accurately on the map.
2. Speed of flight, minimum OB=60cm, maximum as shown on the datasheet.
3. They can make up to Three 45 degree turns each time they move, each of which must be at 20cm from the
last turn.
4. The altitude the unit is travelling at (see N.2 - ALTITUDE).

N.5.2 Para Drops and Glider Landings


Some armies include paratroopers which can arrive on table via a Para drop.
The paras are dropped and gliders land in PHASE 2.1 after all other elements have moved.
N.5.2.1 Drop Points
As part of the paras orders a number of drop points must be assigned in the players orders along with the turn the paras will drop. All
aircraft dropping Paras must fly parallel to each other.
The maximum number of drop points is Up to 1 Drop point per Company + 1 per BHQ OR 1 per Aircraft which ever is lower. Example: -
BHQ and 3 Companies drop from 1 aircraft place 1 drop point, if they dropped from 10 aircraft place up to 4 drop points.
The player doesnt need to use the maximum drop points available.
Each parachuting unit must be allocated to a drop point in orders; cross attaching will need to be used to drop away from normal command
element.
Gliders must have a designated LZ, which must be at least 10 x 30 cm, and will approach into wind, making on table turns to do so.
N.5.2.2 The Drop
Roll a d20 for each drop point to determine if the paratroops assigned to that drop point land as planned or miss the drop point. Compare
the d20 roll with the number in the following table to determine if the drop is on target.
Day Drop Night Drop
Low Medium High Low Medium High
No Wind 2 3 4 4 5 6
Light Wind 3 4 6 5 6 8
Normal Wind 4 6 9 6 8 11
Strong Wind 6 9 13 8 11 15
Very Strong Wind 9 13 19 11 15 21
If the number shown or higher is rolled the paratroops, or gliders will land on target. In the case of the 21 a 20 must be rolled first followed
by a 2+ on a d10 just like shooting.
If the number rolled is less than the drop number the drop is off target.
If a 1 is rolled a major error has occurred during the drop and the dropping player should roll on the Major error table below.
If any other off target roll is made, roll for CEP direction and move the drop point by 5cm for each point the roll was missed by. The CEP
is taken as it relates to the dropping aircraft direction of flight. . Example: - Paras drop from Medium, with a light wind during the day and
thus need a 4+ to be on target. Alas a 2 is rolled. The player rolls for CEP and rolls a 1, so the drop point is moved 10cm along the aircrafts
direction of flight.
N.5.2.3 Major Error Table
Roll (d20) Effect
1-4 Dropped off table
5-6 Opponent picks new drop point anywhere on the table. This is where you should start placing elements.
7-10 Opponent picks new drop point within 100cm of the original drop point. This is where you should start placing elements.
11-15 Roll for CEP direction. The CEP distance is d6x10cm + 40cm (i.e. 50-100cm)
16-20 Roll for CEP direction. The CEP distance is d6x5cm + 20cm (i.e. 25-50cm)
N.5.2.4 Drop Point is off Table
If the drop point ends up off table roll on the following table to determine what happens to the troops
dropped at that drop point.
Roll (d6) Effect
1 Never seen during battle. At the end of the battle roll on Cautious Column of C.4.4 Failed Flank March Result Table to
see what happened
2 Never seen during battle, but known to be safe. They don't take part in the battle but don't count as lost either
3-5 Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit may enter within
10cm of this point in 6 turns time.
6 Roll CEP direction and mark the point at which the edge of the table intercepts the CEP direction. Unit may enter within
10cm of this point in 3 turns time.
N.5.2.5 Drop Point is on Table
Once the drop point is known the players take turns in placing the elements dropping in that zone.
The owning player places 1 element and then their opponent places 1.
Next the owning player places 2 and opponent places 1.
Continue with owner placing 2 and opponent placing 1 until they've all been placed.
Each player can pick any element in being dropped at the drop point to be placed next.
The first element must be placed on the drop point. Each subsequent element placed must be within 2 cm of at least one element already
placed for this drop point.
Once all elements have been placed for this drop point the opponent then marks half of the landed elements (rounded up) as not available
on the landing turn.
The owning player then removes half of these markers (rounded down) to show they are available after all but marks them as suppressed.
Thus about 3/4 should be available on the turn they land.
Suppressed elements cannot start testing for suppression recovery until they are active, but they can flip the suppression marker over if
they would normally be allowed to (see K.2 - SUPPRESSION).
N.5.2.6 Dropping Aircraft
Once the aircraft have dropped the paras they will leave the table in PHASE 2.9 and cannot return.
N.5.3 Flying at Night without Pilot Night Vision
Under Command Aerial Elements without pilot night vision are assumed to take off from prepared areas (airfields etc) and thus can still
take part in the game with the following restrictions.
They MUST fly at LOW level or higher.
They cannot drop bombs.
They can only land in areas illuminated with illumination rounds.
N.6 REQUESTED AERIAL ELEMENTS
These are aerial elements requested by an observer (normally an ALO) and allocated in a way totally out of the players control. If an army
has no ALO it must first plan a mission, and may then request it, using the highest command element on table. These are normally light
bombers.
N.6.1 Air Liaison Officers (ALOs)
ALOs are troops specially trained to spot for and call in aircraft.
Within the rules they are normally the only people who can call in air support. However if you bought ALOs and all of them have been
dead for THREE of your Phase 1.1s you can nominate ONE AOO to act as an untrained emergency ALO.
When buying ALOs their cost is in 2 parts.
1. The cost of the ALO and their equipment.
2. The cost of the air support they can call. This is dependent on the level of air support you have bought.
The army pointers will work this out for you so its not as complex as it looks!
To call in an air strike the ALO will need to ensure they have a secure transmission (see D.5.6 Transmission Security).
Any reference to ALO in the rules also refers to an AOO acting as an emergency ALO.
N.6.2 Requesting Aircraft
Use the following procedure for requesting aircraft.
1. In Phase 1.3 the ALO tried to spot or locate enemy targets.
2. If they spot of locate a target they roll on the table below to see if they get any air support or if they already have air support
available they can be called in.
3. If they get air support they will have to roll on the armys Aircraft Support List (see ARMY LIST) to see what aircraft theyve been
allocated.
4. If the aerial element has only on table weapons or the player wishes to use on table weapons
a) Roll on the Artillery CEP Table (See DATASHEET) to determine which side of the table the aircraft arrive from. If a diagonal is
rolled the player can choose which of the two table edges the aircraft arrived through. The aircraft may enter ANYWHERE along
that table edge and fly across at any angle.
b) Place the arriving aircraft anywhere along that table edge lined up on the aim point. Divebombers declare their altitude.
c) If they are a returning aircraft test in Phase 1.5 to see if they are attacked (see N.2.2 Height Risk).
d) Declare which one of the aerial elements weapons it will use in this pass.
e) If using rockets or bombs the number to be dropped and how they will extend or increase the effectiveness must also be stated.
(See A Typhoon is making a bombing run at LOW level.).
f) In Phase 2.1 move the aircraft in a straight line to the aim point as per N.4.1 - Aim Point depending on the weapon chosen.
g) In Phase 2.7 carry out the attack as detailed in N.4 - AIR TO GROUND ATTACK.
h) In Phase 2.9 move the aircraft in a straight line to the table edge and at the end of that phase removes them from the table.
N.6.2.1 Aircraft Request Table
Roll a d10 against the following table and if the number listed or better is rolled you get some air support.
Your Air Enemy Air Support Level
Support Level 0 1 2 3 4
0 NP NP NP NP NP
1 7 8 9 10 NP
2 6 7 8 9 10
3 5 6 7 8 9
4 4 5 6 7 8
NP Not Possible
Modifiers
Emergency ALO +2
Each Friendly requested aircraft shot down or aborted +1
Each Friendly requested aircraft damaged +
Each successful air support request during the game by this ALO +
Each successful air support request during the game by another ALOs +
Round down the final number.
Example
Your Air Support level is 3 and theirs is 2
This ALO has had 3 successful air support requests, there are no other ALOs and had 1 requested aircraft shot down.
Youre basic number is 7 + 1 for TWO successful requests by this ALO and +1 for a requested aircraft being shot
down = 9 rounded down to 9 or better to get more aircraft.
N.6.2.2 Returning Aircraft
Once an aircraft has been allocated to an ALO there is a chance the ALO will retain that aircraft for several turns.
At the start of Phase 1.3 test for each aircraft currently supporting a friendly ALO.
Roll a d10. On a 6+ the aircraft is willing to return.
Add 1 to the number required for each friendly requested aircraft shot down or aborted.
Add 1 to the number required if the enemy has a higher level of air support than you.
If the aircraft is willing to return the ALO can call it in again for another attack without having to request air support again.
Returning aircraft are at risk of being attacked by enemy air defences (see N.2.2 Height Risk) even if they remain off table firing using
guided weapons.
An aircraft can make a maximum of 5 returns before it must leave.
N.6.2.3 Requesting Aircraft at Night
In night actions only programmed missions agaist terrain features may be used.
N.7 PRE PLANNED STRIKES
This is used by an attacker in attack/defence games and doesnt require an ALO.
A number of air support rolls can be made before the game depending on the type of attack being played.
Type of Attack Pre Planned Rolls
Hasty Attack None
Deliberate Attack 1
Breakthrough Attack 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.
The player then rolls this number of times on the armys Aircraft Support List (see ARMY LIST) to see what aircraft theyve
been allocated. Each roll can be rerolled once, but the second roll MUST be taken.
Orders must then be written for each aircraft detailing
1. Entry Turn
2. Entry point
3. Aim point
4. Weapon use.
The actual attack is carried out as detailed in N.6.2 Requesting Aircraft but without some of the rolls (as the type of aircraft and
entry point are already known).
These pre planned aircraft can only make one pass and dont count towards the players number of successful requests.
As they arrive you must test on the N.2.2 Height Risk to see if something happened to them on the way to the table, however
treat you air support level as TWO higher than youve bought as this mission has been planned and given proper fighter and EW
support.
O: ANTI-AIRCRAFT FIRE
O.1 - INTRODUCTION
Anti-Aircraft (AA) fire is any fire at aerial elements using barrage fire. It is quite difficult to shoot down a fast moving aerial element it is
more likely that it will suffer damage and be put off its aim or abort the mission. Fast moving aircraft make ground elements nervous and
they tend to fire at anything flying past.
Barrage fire is filling the air with as much lead as possible in the hope of fitting the aerial element as it passes. Specialist AA elements
armed with autocannons also use this procedure but in this case they are actually aiming at the enemy aircraft rather than hoping to hit it.
O.2 - ANTI-AIRCRAFT PROCEDURE
Use the following procedure to engage aerial targets:
1. Test to see how many elements spot the targets you wish to fire at.
1. Allocate Firers to targets (see G.2.1 Allocating Fire).
2. For each shot, find the firing weapon on the ANTI-AIRCRAFT FIRE table on the DATASHEET.
3. Modify the basic chance by the ANTI-AIRCRAFT DIE ROLL MODIFIERS on the DATASHEET.
4. Roll a d20. If the modified number or greater is rolled then the target has been hit, check the AA FIRE table on the DATASHEET for
the result. Bear in mind that there are 3 possible results depending on the rolls you make.
5. If a hit is achieved the target has a last chance to evade the threat (see O.6 - TARGET EVASION), roll the evasion value of the aircraft
or under to reduce the effect of the AA fire.
The following points apply:
a) A natural roll of 1 always misses.
b) If the final to hit number is 30 or more the target cannot be hit.
c) If the final to hit number 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.
d) Elements using FCR will only be affected by the targets radar modifier if they could only spot the target using AA
Radar spotting (F.3.1 AA Radar (AAR) Spot).
O.3 AA OVERWATCH
P.3.1 Non Specialist elements and AA Overwatch
Any element can be given AA OVERWATCH orders, providing it carries weapons capable of firing in AA mode.
P.3.2 Specialist elements and AA Overwatch
Specialist AA elements will automatically be on AA OVERWATCH as soon as they stop (unless ordered otherwise)
and if moving using COMBAT SPEED with stabilisation.
O.4 - AIR DEFENCE
Any on table elements may engage aerial targets using AA fire providing it meets the following criteria
a) They are on AA Overwatch
b) They must have weapons that can fire in AA mode (i.e. are shown on the AA section of the datasheet).
AA fire against under command aerial elements takes place in phase 2.4 for the player and phase 2.3 for their opponent.
AA fire against requested aerial elements takes place in phases 2.3 and 2.9 for their opponent.
AA fire in Phase 2.3 is at any point along the aerial elements flight path this turn up to where it is now.
AA fire in Phase 2.4 is at the aerial element where it is now.
O.5 - ANTI-AIRCRAFT EFFECTS
On the AA fire section of the DATASHEET you will find details of the weapon systems guidance, minimum & maximum range
(both measured horizontally) and the numbers needed to damage (D), abort (A) and shoot down (K) an aircraft.
It is taken for granted that the target will use all its counter measures. Aircraft may use evasion (see O.6 - TARGET EVASION)
to reduce the effect of the damage one level. Roll the dice, apply the modifiers and check the following for the results.
Damage level Effect Reduced to
SUPPRESSED An aircraft that has a DAMAGED result but manages to evade is suppressed. Not Possible
It cannot fire or drop ordnance this turn but can return later. 2 for Glider landing roll
DAMAGED A result of damaged means the aircraft has taken light damage but can carry on. Suppressed
All movement is halved for the rest of the game.
Halve a damaged aircrafts evade stat.
It cannot unload elements, fire or drop ordnance this turn but can return later.
Gliders crash land immediately, -4 on landing roll
A second Damaged result will count as an ABORT (see below).
ABORT A result of abort means the aircraft is seriously damaged and MUST return to base (counting Damaged
as half points destroyed in competition games).
The aircraft must leave the table.
1. If requested they will leave the table in Phase 2.9.
2. If under command and at NOTE they will climb to contour and leave the table via the
shortest route to the players baseline at maximum speed in the next few Phase 2.1s.
3. If already at Contour or higher they will leave the table via the shortest route to the
players baseline at maximum speed in the next few Phase 2.1s
An aborted aircraft cannot evade.
If an aircraft is already aborting and receives a Damaged or Aborted result it is destroyed.
If an aircraft is already Damaged and receives an Aborted result it is destroyed.
Gliders are destroyed
KILL A kill result means the aircraft has been shot down Abort
O.6 - TARGET EVASION
If AA fire has zeroed in on an aircraft (the opponents rolls a damage, abort or kill result) there is a chance that the aircraft can
dodge the barrage or evade the missile at the last minute.
Aircraft have an evasion value (EV); this is its manoeuvrability and armour combined.
Roll the aircrafts evasion value score or lower on a d10 to reduce the effects by ONE level (i.e. shot down becomes aborted,
abort becomes damaged and damaged becomes suppressed).
Note: - Evasion can only be used against AA fire.
P: ELECTRONIC WARFARE
P.1 - INTRODUCTION
Most electronic warfare aids have been covered in the rules already, the remaining aids are mainly for jamming. The electronic
warfare aids are bought as part of the force from the army lists.
Its worth noting that all armies are rated as to how good their general level of electronic equipment is. This EW level affects
how well it will resist such things as jamming and its use is included in the other sections of the rules where it is applicable.
P.2 RADIO and RADAR JAMMING
Jamming is the attempt to block enemy communications or use of radar by various electronic means.
Jamming is bought as part of your army list selection. As technology improves jamming becomes harder to do.
Most radio communication can be jammed (See D.5.6 Transmission Security).
Each point bought can be used in one of two ways as listed in the table below. However you cannot put more jamming points
into any one of the five than your armys EW level. Example: - if you have 4 jamming points but your EW level is 3 you cannot
put more than 3 points into communications jamming.
Type Details
AA Radar All FCR radars and spotting radar
Communications All Radio communications
All enemy radars and radios of the selected type will be affected by the point of jamming.
If 4 or more points are allocated by one player to one Type of jamming the strength of the jamming signal affects any of their
own units in that category by one level. If the opponent is also jamming the same type the self inflicted 1 point of jamming is
added to any the opponent is using.
Jamming levels are normally fixed during the game and cannot be altered; jamming is normally an army or army group level
asset.
The exception is where a jammer is on table what these are jamming can be changed during your communications phase, but
only in response to what your troops have observed.
P.3.1 Example of Radar Jamming
Bob has bought radar 6 levels of Jamming and is using an army with EW rating of 4.
Trevor has bought 3 levels of jamming and is using an army with EW rating 2.
Worrying about Counter battery fire attacking his expensive artillery and his anti tank helicopters Bob allocates 3 points CB
Jamming and 3 points to AA Jamming
Trevor on the other hand is worried about Bob's rather good artillery and decides to go for 2 points of Communications
jamming to try to stop the requests getting through.
As neither player has placed 4 or more points of jamming onto any one type then their jamming does not affect their own forces
If Bob had decided to place 4 points in AA jamming and two in CB jamming his own AA radars would have suffered 1 point of
jamming as the strength of his jamming would have interfered with his own systems.
Q: ENGINEERING
Q.1 - INTRODUCTION
Most engineering will take place in campaign games but where an attack/defence game is being played the defender usually has had time
to construct some positions.
In a campaign the type of game will depend on how much time the defender has to prepare. 1 Hour allows a hasty Defence, 1 Day a
prepared defence and 1 week a Concentrated Defence.
Normally all defensive engineering can only be done in the defenders deployment zone, though a scenario may allow placement in a
different way.
Q.2 ELEMENT ENGINEERING CAPABILITIES
Engineer elements are those infantry elements starting CEg or Eg or vehicles listed on the datasheet as specialist engineering Vehicles. All
other elements are non engineering elements.
Q.2.1 Non Engineer Elements But local wireing and mines are an infantry responsibility !
Non Engineer elements have very limited engineering capabilities as follows. See Q.3 - ENTRENCHMENTS for effects.
Q.2.1.1 Heavy Infantry Weapons Elements
Heavy infantry weapons are as follows Towed Mortars, AAA guns, AT Guns, RCLs 90mm and over, LPGs and Towed field guns.
Defence Type Entrenchment Level Camouflage
Hasty Defence None Basic
Prepared Defence Foxhole Basic
Concentrated Defence Trench Full
Q.2.1.2 Infantry Elements
Infantry will entrench themselves in a camouflage themselves to the best of their ability given the time available.
Defence Type Entrenchment Level Camouflage
Hasty Defence Shell Scrape None
Prepared Defence Trench None
Concentrated Defence Trench Full
Q.2.1.3 Vehicles
The crews of vehicles and any troops they carry will entrench and camouflage the vehicle in they have time.
Defence Type Vehicle Doesnt carry Infantry Elements Vehicle carries Infantry Elements
Hasty Defence Basic Camouflage Basic Camouflage
Prepared Defence Full Camouflage Basic Dug In and Full Camouflage
Concentrated Defence Basic Dug In and Full Camouflage* Full Dug In and Full Camouflage*
*May choose Thermal Camouflage after instead of Full Camo 1990.
Q.2.1.4 Vehicles with Dozer Blades
Vehicles with Dozers can entrench themselves and other Vehicles in the same company far faster than those without. Vehicles get the same
Camouflage as listed in Q.2.1.3 Vehicles above.
Defence Type Number of Vechiles in company affected.
Hasty Defence 1 Vehicle Basic Dug In
Prepared Defence 3 Vehicles Basic Dug in OR 1 Vehicle Full Dug In
Concentrated Defence 6 Vehicles Basic Dug in OR 2 Vehicle Full Dug In
Engineer Vehicles can use their dozer to entrench any vehicle not just the ones in their company.
Q.2.1.5 Aerial Elements
Aerial Elements give no engineering points and cannot be dug in or camouflaged.
Q.2.1.6 Off Table elements
Off table elements gain entrenchment in exactly the same way as on table ones.
Q.2.2 Engineer Infantry Elements
Their Capabilities are far greater than non engineering infantry elements and what they can do is far more flexible. Each engineer infantry
element has a number of engineering points available that it can use as follows which depend on the level of defence taking place. These
can be used within the limit stated further down. Additionally they get the same basic dug in option as non engineering infantry for
themselves, see Q.2.1.2 Infantry Elements above.
Hasty Prepared Concentrated
Element
Defence Defence Defence
Engineer Element 4 EP 12 EP 24 EP
These engineering points can be used as follows.
Q.2.2.1 Add Overhead Cover
Overhead cover can be added to any infantry element without an AA or indirect fire weapon that is in a trench as follows. Other than the
limit on engineering points you can add OHC to as many elements as you wish. See Q.3 - ENTRENCHMENTS for effects
Camouflaged Basic OHC Medium OHC Heavy OHC
None 4 EPs 8EPs 12EPs
Full 4 EPs 12EPs 24EPs
Q.2.2.2 Place Barb Wire
Limits and costs are as follows. See Q.4.1 Barbed Wire for effects.
Wire Type Cost Limited to
Thin 1EP per 10cm Any Defence
Thick 2EPs per 10cm Prepared and Concentrated Defence
Dense 3EPs per 10cm Concentrated Defence
Q.2.2.3 Build Barricades
Each costs 12EPs. Limits are as follows. See Q.4.2 Barricade for effects.
Game Type Maximum that can be built Maximum distance from material source
Hasty Defence 2 5cm
Prepared Defence 3 10cm
Concentrated Defence 4 20cm
The source for material is woods for log barricades and built up areas for rubble barricades.
Q.2.2.4 Anti Tank Ditches
Each costs 30EPs. The ditch is 10cm long and 1cm wide. Limits are as follows. See Note: - You cannot use road movement to
cross a barricade. for effects.
Game Type Maximum that can be built
Hasty Defence 1
Prepared Defence 3
Concentrated Defence 5
Q.2.2.5 Mine Fields
Each minefield is 10cm by 10cm. The cost depends on the type of field bought and if they are to be laid next to one another or not. As all
minefields are marked it takes the engineers some time to mark up each side of a minefield. If they place two or more minefields together
they have less edge to mark. For example the edge of a 10x10 minefield is 40cm long. Two such minefields have an edge of 80cm in total.
However a 20x10 minefield only has an edge length of 60cm, i.e. 25% less. However to keep things simple you either buy stand alone or
continuous minefields.
Continuous minefield must be placed next to at least 1 other minefield this can be stand alone or continuous. Stand alone ones can be
placed together but dont have to be placed together. When placing the minefields together they must be placed so that a full 10cm side is
next to at least 1 other minefields full 10cm side.
Minefield type Stand alone Continuous
Dummy 10 9
Scatter 20 18
Buried 40 36
Limits are as follows.
Game Type Dummy Scatter Buried
Hasty Defence No Limit 3 NA
Prepared Defence No Limit 5 NA
Concentrated Defence No Limit 7 5
NA = Not allowed in this type of game
See Q.6 - MINES for effects.
Q.2.2.6 Set Booby Traps
Each booby trap costs 1 EP except Claymores which cost EP each (i.e. 2 for 1EP. Limits are as follows. See Q.7 - BOOBY-TRAPS for
effects.
In a Hasty Game up to 4 EPs can be spent on Q.7.1 Tripwire Mine, Error: Reference source not found or Error: Reference source not
found.
In a Prepared Defence up to 8 EPs can be spent on any type of booby trap.
In a Concentrated Defence up to 16 EPs can be spent on any type of booby trap.
Q.2.2.7 Changing the Battlefield
In Prepared and Concentrated Defences the defender can choose to allocate some EPs before the battle to allocate to changing the
battlefield. Below is listed hoe the battlefield can be changed and the cost in EPs. This can be a risk in a Prepared Defence as there may
be no bridges on the battlefield for the player to change.
Q.2.2.7.1 Remove Buildings
In a Concentrated Defence the defender may choose to remove buildings. Whole building must be removed.
It costs 10EPs per square cm of the building to remove that building. The ground the building occupied and any built up area along side it
counts as poor going for all elements but completely clear.
Note that this assumes the standard building, shanty towns would cost less EPs to clear and factories would cost more to clear.
Q.2.2.7.2 Clear Woods
In a Concentrated Defence the defender may choose to clear wooded areas. Whole wooded area must be removed.
It costs 5EPs per square cm of the wooded area to remove that wooded area. The ground the wooded area occupied poor going for all
elements but completely clear.
Q.2.2.7.3 Flood Areas
In a Concentrated Defence the defender may choose block streams or rivers to impede the attackers movement.
When blocking a stream/river you will need to determine which direction is up stream and which is down. This may be obvious from the
maps being played on, if not randomly determine the direction of flow.
It costs 50EPs to block a stream or river plus 5EPs per cm back from the blockage that is affected by the blockage. A minimum of 5cm of
effect must be bought (thus a minimum of 75cm must be spent.
Down stream of the blockage a river counts as a stream for crossing and a stream counts as a ditch for the rest of the length of the
stream/river.
Up Steam of the blockage for the distance bought 2cm each side of the river/stream count as marsh.
Q.2.2.7.4 Demolish Bridges
Small bridges are 1 vehicle wide and 2cm or less long. Medium bridges are 1 or 2 vehicle wide and 3cm or less long. Large Bridges are
anything larger than medium.
In a Prepared Defence up to 1 small bridge can be demolished leaving a poor going ford for 50 EPs.
In a Concentrated Defence up to 3 small bridges can be demolished. If they are demolished leaving a poor going ford the demolition
costs 50 EPs. If they are demolished leaving clear river it costs 100 EPs.
In a Concentrated Defence up to 1 medium bridge can be demolished leaving a poor going ford for 100 EPs.
P.2.2.7.5 Prepare to Demolish Bridges
In a Concentrated Defence bridge of any size can be prepared for demolition. This costs 10 EPs per cm long (round number of cm up) per
vehicle wide the bridge is.
Example: - A small bridge is 1.5cm long and 1 vehicle wide. To prepare it for demolition costs 2 (length in cm rounded up) x 1 (number of
vehicles wide) x 10 = 20 EPs.
Example: - A bridge is 3.8cm long and 3 vehicles wide. To prepare it for demolition costs 4 (length in cm rounded up) x 3 (number of
vehicles wide) x 10 = 120 EPs.
The defender has one chance to blow the bridge; he may roll a d20 at any one during the attackers movement phase and check on
the following table.
Roll Effect
1 The engineer in charge informs you that there wasnt enough time to plant the explosives. The bridge can never be blown.
2-9 No explosion occurs. You may send your engineers onto the bridge to look for why it failed to go off. For each engineer
element on the bridge at the end of the defenders turn roll a d10 on a 10 they think theyve fixed the problem and you can roll
a d20 on this table during an attackers movement phase.
10 Nothing happens, after frantic checking the problem is fixed near the plunger. The defender can roll a d20 on this table during
an attackers movement phase.
11-15 An explosion occurs, but when the smoke clears the bridge is still standing. Roll a d10 at the end of each attackers movement
phase excluding this one. On a roll of 10 the bridge collapses and any elements on the bridge and their occupants are
destroyed. The site of the bridge now counts as a poor going ford.
16-20 The bridge is blow and from now on counts as a bad going ford. Any elements on the bridge and their occupants are destroyed.
If any of the attackers infantry are on the bridge at the end of the attackers turn roll a d10 for each section. For each 6+ subtract 1 from any
roll made by the attacker to blow the bridge as the attackers infantry rip out wiring in the hope of stopping the explosion.
Note: - The attacker doesnt have to be crossing the bridge when the attempt is made.
Note: - Because the test is carried out at any point during the attackers movement phase you will need to work out who was on the bridge
when it was blown.
Q.2.2.7.6 Build Bridges
In a Concentrated Defence one small bridge of up to 20 tonne limit can be built. This costs 4 engineering points per tonne of capacity.
Q.2.3 Engineer Vehicles
Engineering vehicle act as force multipliers for the engineering infantry elements they support. Additionally they the same digging in and
camouflage as non engineer vehicles (see Q.2.1.3 Vehicles and Q.2.1.4 Vehicles with Dozer Blades). Engineering Vehicles are marked
on the datasheet with EngV in there notes.
Each engineer vehicle carries different pieces of equipment. We are only concerned here with those pieces of equipment that are used for
creating defences. They will often be carrying more than one piece of engineering kit and thus each one adds to there effect as the more
they carry the more flexible they are.
A few elements carry equipment such as scatter mine dispensers which can be used during a battle, but normally engineering should only
take place before the battle.
Engineering Vehicle increase the number of EPs available as follows need to check here, suspect most are avalaible.
Equipment Increase in EPs
Auger +1%
Crane +3%
Ditcher +2%
Dozer +1%
Excavator +2%
Pit Digger +2%
Winch +3%
Engineer Vehicle +1%
This extra % increases the total EPs available to the army by that much. When calculating the available bonus EPs always round
up.
Example: - The defender has bought an engineer platoon consisting of a half section PHQ in an engineering vehicle with a
dozer plus 3 engineering sections in engineering vehicles with winches and dozers.
The game is a prepared defence, so each engineer infantry section supplies 12 EP giving him a total of 48 EPs.
The PHQ vehicle gives a bonus of 2% (1% for engineering vehicle and 1% for the Dozer).
The Other 3 vehicles each give bonuses of 5% (1% for engineering Vehicle, 3% for winch and 1% for dozer).
Total vehicle bonus is 17%. 17% of 48 = 8.16 which rounds up to 9 bonus EPs.
So the defender will have 48 + 9 = 57EPs for the battle.
Q.2.4 Extra Engineering Points
In a Concentrated Defence up to 100 extra EPs can be bought. Extra Points come from Army or Corps assets, local levees or local
equipment (such as drafted civil engineers, civilian digging equipment etc) and cost 1 point per extra engineer point bought. Extra EPs
bought are not increased by the bonus from engineering vehicles.
Q.3 - ENTRENCHMENTS
There are several types of fighting positions. When they can be used and their effectiveness is listed below.
Q.3.1 Infantry Entrenchments Table
EPs
Position Spotting Effect Area Fire Effect Indirect Effect
Needed
Half 1 Open if Firing Open if Firing
Shell Scrape Open
Full 2 Otherwise Cover Otherwise Cover
Half 2 Open if Firing Open if surprised (see M.8.4.4 Surprise)
Foxhole Cover
Full 4 Otherwise Cover Otherwise cover
Half 3
Trench Cover Cover Cover
Full 6
Heavy Cover Heavy Cover
Trench Basic Half 5
Heavy Cover Unless fire include Unless fire include 105mm+ or 100kg+ then
OHC* Full 10
105mm+ then only Cover only Cover
Heavy Cover Heavy Cover
Trench Medium Half 7
Heavy Cover Unless fire includes Unless fire includes 155mm+ or 500kg+ then
OHC* Full 14
149mm+ then only Cover only Cover
Trench Heavy Half 9
Heavy Cover Heavy Cover Heavy Cover
OHC* Full 18
Half 3
Camouflage Camouflage N/A N/A
Full 6
*OHC stands for Over Head Cover; this is generally done by adding logs or concrete to the top of existing trenches.
Shell Scrapes are very shallow entrenchments which allow a solder to fight from a prone position.
Foxholes are deeper and allow the soldier to fight from a Kneeling position.
Trenches are deeper still allowing a soldier to sight from a standing position.
The three levels of overhead cover are trenches with progressively more and more logs and soil added to improve the protection.
Pill boxes have been left out as they are very rarely used these days. If you wish to include them treat them as Dug in Heavy
OHC.
Because of the thickness of overhead cover required to give effective protection vehicles cannot pass over dug in positions with
OHC, but can pass over ones without at normal speed for the terrain. Note that infantry positions are only large enough to
contain the element occupying them.
Q.3.1.1 Preparing Buildings
You cant normally dig in within a building; however you can prepare buildings for defence. Preparing a Building
allow the element to fire any weapons without risk from its back blast thus no roll is required on G.10.1 Back Blast
Danger Table.
If an element has been bought with Trench Basic, medium or heavy OHC the player can INSTEAD place it in a
building and have the building prepared for defence. This choice is made at the start of the battle when the defender is
writing their orders.
Q.3.2 Vehicle Entrenchments Table
As with infantry vehicles can be Dug In, however there are only 2 levels of digging in with for a vehicle. Once dug in they will
count as hull down (see E.5 - HULL DOWN AND TURRET DOWN) and in cover for spotting unless they can see around the
entrenchment (see below).
Vehicle entrenchments come in two types basic dug in and full dug in. Only Basic dug in positions can be placed on a road.
Q.3.2.1 Basic Dug In
Basic dug in involves building a barricade to the vehicles front. If the spotter is in the side or rear arcs of the dug in
vehicle they will be spot the dug in vehicle as full size. The vehicle will count as in cover for spotting if the spot is in
the vehicles side arc but in the open if the spot is in the rear arc.
Q.3.2.2 Full Dug In
This is a much more substantial dug in position and covers the vehicle from the sides and to a limited extent the rear as
well. If the spotter is in the rear arc of the dug in vehicle and within 10cm it will spot the target vehicle as full size, but
still in cover.
Q.4 BARRICADES AND ENTANGLEMENTS
Engineering points can be used to buy various means of slowing an enemys advance.
Unmarked minefields are deliberately not covered as almost all minefields will be marked. In a campaign game feel free to add
them if you wish.
Q.4.1 Barbed Wire
Barbed wire comes in 3 densities, Thin, Thick and Dense. Each thickness has different effects depending on the type of
element attempting to cross it.
Element Type Thin Barb Wire Thick Barb Wire Dense Barb Wire
Infantry Light Obstacle Medium Obstacle Hard Obstacle
Wheeled Vehicle <= 5t Light Obstacle Medium Obstacle Hard Obstacle
Wheeled Vehicle > 5t Costs 1cm to cross Light Obstacle Medium Obstacle
Tracked Vehicle <= 5t Light Obstacle Medium Obstacle Hard Obstacle
Tracked Vehicle > 5t and <=25t Costs 1cm to cross Light Obstacle Medium Obstacle
Tracked Vehicle > 25t Cannot use road movement to cross Costs 1cm to cross Light Obstacle
Note: - You cannot use road movement to cross any type of barb wire.
Q.4.2 Barricade
These come in 2 forms, Log and rubble.
Log barricades can only be built in or near woods.
Rubble barricades can only be built in or near built up areas.
Both types of barricade are 2cm long, 2 vehicles wide and count as hard obstacles, but any vehicle crossing over them shows its
belly armour as it does so.
Belly Armour is 0 for soft skinned and 1 for armoured vehicles.
Note: - You cannot use road movement to cross a barricade.
Q.4.3 Anti-Tank Ditch
Vehicles without the aid of bridging or fascines cannot cross the ditch.
Infantry take 2 turns to climb in and then out the other side (total of 4 turns).
Q.5 - POSITION DESTRUCTION
Engineering constructions and buildings can be destroyed during the game. The following rules cover this.
P.5.1 Infantry Dug In Positions
Infantry dug in positions without OHC can be destroyed by vehicles passing over them.
Shell Scrapes and Foxholes are destroyed by any vehicle of 5t or more passing through them.
Trenches are destroyed by and vehicle of 20t or more passing over them. Lighter vehicles have a chance of destroying them; roll
a d20 and on a roll of 11+ the position is destroyed.
If the position is destroyed any occupying infantry will have to escape as if escaping from a destroyed vehicle hit by AP (See H.6
- ESCAPING A DESTROYED VEHICLE).
Q.5.2 AT Ditches
Engineering Vehicles with Fascines can fill 1cm width of AT ditch 1 vehicle wide in turn. If the AT ditch is wider than 1cm
additional fascines can be added to fill the ditch. So for example if the ditch was 4cm wide FOUR fascines would be needed to
fill the ditch and allow vehicles to cross.
If you wish to bridge the gap with an AVLB see E.6.1 Preparing Weapons and Equipment Table.
Q.5.3 Rubble Barricades
It takes an engineering vehicle (or AFV with dozer) 5 turns to clear.
An Engineer Section can clear it in 15 turns and normal infantry 30 turns.
Guns with HE or HEAT can be fired at the barricade to try to clear it. The gun must be of 100mm or more and require 19+
(demolition guns 14+) on a d20 to clear it.
Q.5.4 Log Barricades
It takes an engineering vehicle (or AFV with dozer) 3 turns to clear.
An Engineer Section can clear it in 9 turns and normal infantry 15 turns.
Guns with HE or HEAT can be fired at the barricade to try to clear it. The gun must be of 100mm or more and require 17+
(demolition guns 12+) on a d20 to clear it.
Q.5.5 - Buildings
Buildings are never really destroyed they are just reduce to rubble. Over the years its been apparent that rubble gives infantry
operating in it most of the benefits of being within buildings. Thus within the rules and for simplicities sake buildings which
have been damaged are treated the same as any other building. That said being inside a building when part of it collapses is
dangerous to the occupant. The following rules cover when buildings become damaged, how hey become damaged and what
effect this has on any occupant.
Q.5.5.1 When Buildings Can Become damaged
Buildings caught in a fire zone and occupied by elements will need to be tested to see if they are damaged (see M.8.7
Building Damage).
Buildings fired on using direct fire will also need to be tested to see if they become damaged.
An element in the building is hit by AHEAD or FAPDS, see 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. .
Q.5.5.2 When Direct Fire Be Used Against a Building
Q.5.5.2.1 Ordered Firing
At the start of the game a unit can be ordered to fire at a building or several buildings.
The orders must include where to fire at the buildings from and the target buildings.
The unit must continue firing at the building until it is damaged or the unit is ordered to cease fire. Once the
building is damaged the unit MUST cease fire.
Q.5.5.2.2 Target Detected in a Building
If a target is located or spotted within a building the building can be fired at.
Q.5.5.3 Hitting the Building
Q.5.5.3.1 Direct fire at a Building
Buildings are fired at as if they were a Size X vehicle with an extra to hit modifiers as follows for direct
fire.
Size Modifier
Small -2
Medium -4
Large -6
Q.5.5.3.2 Area fire at a Building
For both direct and indirect area fire treat the building as an infantry section with over head cover (i.e. the H
column on the datasheets).
Q.5.5.4 How a Building is Damaged
If the building is hit it has been damaged and there is a chance that any occupants will be damaged by falling or by the
building falling on them.
Test each element within the target building by rolling on the H.6.1 Vehicle Escape Table as if they were escaping
from a destroyed vehicle. You should roll on the row appropriate for the type of fire being used against the building.
Apply the following modifiers to the roll, but note that a natural roll of 1 is always a kill result.
Q.5.5.4.1 Direct Fire modifiers
Modifier Effect
Element being tested is not spotted or located -3
Element being tested is located but not spotted -1
Element is spotted and HEAT round used + per point of penetration (rounded up)
Q.5.5.4.2 Direct Area Fire modifiers
Modifier Effect
Element being tested is not spotted or located -3
Element being tested is located but not spotted -1
Element spotted and main weapon > 20mm and <= 50mm +1
Element spotted and main weapon > 50mm and <= 100mm +2
Element spotted and main weapon > 100mm +3
Main weapon has no HEAT or HE ammo available -1
Q.5.5.4.3 Indirect Area Fire modifiers
Modifier Effect
Element spotted and main weapon > 50mm and <= 100mm +1
Element spotted and main weapon > 100mm +2
Q.5.6 Pill Boxes
If you have one in a scenario treat it as an Extra Large size tank with all round armour of 6. Armour ? and more differntialtion.
Q.6 - MINES
There are two types of mine, anti-personnel (AP) and anti-tank (AT) and they can be buried, surface laid or scattered. From the
late nineties most western nations stopped using AP mines, the exception being the United States. Mines only affect Ground
Vehicles, landed Aerial Elements and infantry elements.
These are normally only used by the defender in attack defence games.
Q.6.1 Types of Mine Laying
Mines are laid in one of two ways, either they are scattered on the surface or they are buried.
Surface mines are more quickly laid but are easier to spot.
Surface mines can be laid anywhere except areas of soft ground (i.e. Swamp, March etc).
Buried mines can only be laid in open areas off roads.
Q.6.2 Pre Game Mine Laying
Minefields are bought using EPs; see Q.4 BARRICADES AND ENTANGLEMENTS above.
Each field is 5x2cm and you can overlay points to create fields of up to strength 6. Though some engineering vehicles have their
own special quantities of mines they can lay. These will be shown in the army list.
Marked minefields are placed on the table at the start of the game; unmarked ones are only placed once someone passes through
them. Marked minefields are known about from the start of the game.
Q.6.3 In Game Mine Laying
A Minefields strength is given as a point value between 1 and 10 for each 5cm by 2cm wide box.
It takes an engineer section 10 turns to lay each strength point by hand. For vehicles it will be details in the army list, except
vehicle with scatter mine dispenses which will lay their field in 1 turn. For buried mines double the time required to lay them.
Mine laying-ploughs and bar-mine laying vehicles can only bury mines and scatter-mine laying vehicles can only lay surface
mines.
Artillery gives an area the size of HE fire and each 250kg bomb the size of a HE munition. The strength laid is per battery/per
turn of fire or per bomb (see M.9 - AMMUNITION TYPES). Bomb and Artillery laid mines cannot be laid to greater than level
6, any extra mines fired/dropped into the zone are wasted.
For simplicities sake its assumed that all these mine types can be seen either because they are on the surface or because or the
disturbed ground where the mine has been placed.
Q.6.4 Moving into a Minefield
It may be that a units orders will take it through a minefield. If the minefield wasnt known about when the players orders were
written the player can react to the minefield if the unit is moving at COMBAT speed (see D.7 REACTING TO THE ENEMY).
If the unit is moving at TRANSIT speed it will continue into the minefield its full move and can then react to the minefield (they
are travelling too fast to easily stop).
If the unit continues into the minefield test each element once for each 10cm of movement to see if they hit a mine and the effect
of that hit.
Q.6.5 Spotting Mines (Optional)
This is only used if you choose to have unmarked minefields in your game. Each element entering the minefield can test for each
10cm the move through the mine field and can stop and the unit react if they spot a mine.
Roll a d10 and a roll equal to or higher than the number indicates you spot the mines.
Mine Type
Spotter
Buried Surface
Specialist Troops or Mine detecting Vehicle 4+ 2+
Infantry 7+ 5+
Vehicle 8+ 6+
Modify the required number as follows and if it goes above 10 the mines cannot be spotted
MOVEMENT
USING TRANSIT SPEED +2
VEHICLE MOVING OVER 15cm +2
VEHICLE MOVING OVER 30cm +4
VEHICLE MOVING OVER 45cm +6
INFATRY MOVING OVER 4cm +2
VISIBILITY CONDITION
MOONLIT NIGHT +2
MOONLESS NIGHT +4
DAWN/DUSK/OVERCAST +1
WEATHER CONDITIONS
LIGHT RAIN OR LIGHT SNOW +1
MIST OR RAIN OR SNOW +2
HEAVY RAIN OR HEAVY SNOW +4
FOG OR SANDSTORM +5
If the spot is successful mark the element with a MS counter.
Q.6.6 Test for Hitting a Mine
If an elements movement takes it into minefield test for each 10cm (or part of) that it moves in the minefield to see if it hits a
mine.
Roll a d10 and if the testing element rolls the strength or under it sets off a mine and is suppressed. However AFVs will not be
suppressed by AP mines and infantry will not set off AT mines.
If an element is suppressed by a mine it will only have half its available movement for that turn thus move it back to the half way
point of its move. If the element hit the mine past the halfway point move it back to the point it hit the mine.
P.6.7 Effect of Mines
Roll a d10 on the following table to determine the effect of hitting a mine.
Type of Destroyed on
Mine Infantry Soft Vehicle AFV
AP 4+ 4+ NE
AT NE 2+ 5+
NE = No effect Removed the MR factors, cant think of any, we could go the other way, ie low MR such as M8 A/Car
When an element destroyed by a mine move it back to where it hit the mine.
Q.6.8 Elements on a Road
When an element moved back because it is suppressed or destroyed and that element is on a road any elements directly behind it
on the road will be moved back as well. To put it another way if a vehicle in front of you stops because of the minefield so will
you! This may mean the elements behind it have fewer tests to make for mines so you should test from the front of a column
backwards for hits and damage.
Q.6.9 Reversing out of a Minefield
If the element is infantry it tests again as but with the minefield as its strength minus 3 (i.e. strength 4 = 1). If this reduces the
level below 1 no test is required (the troops retrace their steps).
If the element is a vehicle with a rear driving position it tests again as but with the minefield as its strength minus 2 (i.e. strength
4 = 2). If this reduces the level below 1 no test is required (the driver can see the route they took into the minefield and tries to
follows the same route to get out).
If the element is a vehicle without a rear driving position it tests again as but with the minefield as its strength minus 1 (i.e.
strength 4 = 3). If this reduces the level below 1 no test is required (The crew attempt to tell the driver who cant see which way
they came into the minefield).
Q.6.10 Landing Aerial Elements in a Minefield
If an aerial element lands in a minefield test once to see if it sets off the mines subtracting 1 from the die roll as the down draft
will help set the mines off.
Treat the aerial element as a soft vehicle with no mine resistance if it sets off the mine.
Q.7 - BOOBY-TRAPS
Booby-traps may be used in attack/defence games by the defender if agreed before the game or in competition notes. The
position and facing direction should be accurately drawn on a map.
Q.7.1 Tripwire Mine
These come in two flavours, Anti Tank and Anti Personnel. They go off when the first enemy element passes within 1cm of them
of the appropriate type (see mines above).
When they go off they attack the element that set them off as a mine of the same type (see P.6.7 Effect of Mines.
Treat the element and any elements within 10cm as if they had entered a minefield (see Q.6.4 Moving into a Minefield).
Q.8 - MINE CLEARING
Mine clearing is done in the movement phase (2.1) of a players turn.
The following table shows how much the level the minefield will be reduced to or by depending on its current strength and what
is used to clear it.
CLEARING Current Strength Uncertainty Roll*
DETAILS
METHOD 1-2 3+ Scatter Buried
Mine-rollers, plough Reduce to 0* Reduce to 1 1 The cleared width is 1cm wide and the maximum
or flail 1 move in a turn is 15cm.
Dozer blade Reduce to 0* Reduce to 1-2 1 The cleared width is 1cm and max move is 10cm.
2
Explosive line charge Reduce to 0* Reduce to 1 1 These are rocket-launched tubes filled with HE and
0 they clear a lane 10cm long by 3cm wide and it
takes 1 turn to set up.
Artillery or mortars Reduce to 0* Reduce by 1-4 1-6 The cleared area is as per a HE fire zone.
2 per turn
Salvo rockets or Reduce to 0* Reduce by 1-4 1-6 The cleared area is as per a HE fire zone.
bombs 3 per turn
Engineers Reduce to 0* Reduce to 1 1 The cleared width is 1cm and max move is 1cm.
1
* Once a field is reduced to level ZERO when the first element passes though the field roll a d10. Check the uncertainty roll in
the table and if the roll is in this range the minefield hasnt been fully clear and is in fact still level 1. If the roll is outside the
range the minefield is clear and it is now safe to cross. If the minefield is still level 1 more work will need to be done to
completely clear it, once this work is done you will have to roll again for the first element to pass through it and roll again and so
on.
R. COMBAT DATASHEETS
R.1 - INTRODUCTION
As far as possible everything you need to play the battlegroup has been included on the army specific DATASHEETs and the
Common Datasheet.. The DATASHEETs are an integral part of the rules and provides the players with the details to get on with
playing the game.
R.2 - ORBAT (ORDER OF BATTLE)
There will be a huge number of orbats available once I get around to running them off. At the last count something in the order of
200 lists. The main coverage for these is the mid 80s but there are many lists from 1956 till 2010 available. You should look on
the battlegroup yahoo group for these.
R.3 - THE DATASHEET
Each DATASHEET has two or sometime more, A4 sides of information and is designed to be easily handled during the game
(these can be photocopied for players own use). Players will need the DATASHEET of both their own forces and their
opponents. The information given is as follows:
1st Sheet
PLAYERS TURN SEQUENCE (B.3) The sequence of play for each player includes the initiative die roll modifier and the
suppression removal roll. The opponents actions are given in Italics.
MORALE (Section M) The morale table provides the morale level of the force, the required roll for morale tests and the results
if the roll failed.
CB Location (N.6.4) Gives the informationa about this armies CB capabilities.
ANTI-AIRCRAFT FIRE (P) This table provides the effectiveness of any AA system, the minimum and maximum ranges, the
system guidance, the A column gives the roll needed to ABORT and the K column the roll to shoot down.
ANTI-AIRCRAFT MODIFIERS (P) These are the percentage modifiers to the AA roll depending on the target status and the
weapon system being used.
REQUESTING ARTILLERY SUPPORT (N.4) To bring a battery on line use this table to request a fire mission.
CEP TABLE AND MODIFIERS (N.7) To work out the deviation and direction of a barrage.
ARTILLERY TABLE AND MODIFIERS (Section N) This table gives each batterys details, CEP die, sheaf size depending on
the ammunition used and the Fire Number depending on the target. A soft target can either be in the open (O), in cover (C) or
have overhead cover (OH) and vehicles use their CE armour value (the value given in brackets). The S column gives the roll
required on a d20 to suppress a target and the K column to kill it. The Area Fire Number die roll modifiers are at the bottom of
the sheet.
2nd Sheet (Often split over more than one page)
VEHICLE STATISTICS This table gives each vehicles details starting with the main armament and the ammunition available.
The Direct Fire Targeting section give the base roll on a d20 to hit a target (the number in brackets is the roll to hit if the vehicle
moved using COMBAT SPEED) depending on range and the P column gives the penetration of the round. The Area Fire
section give the roll required on a d20 to suppress (the row starting with S) or destroy (the row starting with K) a soft target
and the targets cover status, either in the open (O), cover (C) or in hard cover (H). The armour details are given as front (F), side
(S), rear (R) and top (T) and any special armour levels are given underneath in brackets. The vehicle size aspects are given as
front or rear (F), side (S) and hull-down (Hd). The vehicles speed is given as road or cross-country (XC) and either TRANSIT
SPEED (the T row) or COMBAT SPEED (the C row) and any stabilisation has been taken into account. The CM column
gives all the vehicles counter-measures and sensors. The night fighting (NF) column gives the gunners (G) and drivers (D) night
vision system. The Notes and other weapons provide any other details not covered in the previous columns. Finally there is
the vehicles point value (PTS).
AIRCRAFT STATISTICS Most of the aircrafts details are the same as for vehicles with a few exceptions. The air-to-air rating
(AAR) section gives the aircrafts die to use if using either guns (the G column) or missiles (the M column). The Area Fire
section is for any guns carried (see the Artillery and rockets table for the effects of rocket pods). The STATS section gives
the armour level (A), the evasion value (E) and the IR and radar (R) signature/counter-measures modifiers (given as a %
modifier). The helicopters size aspects are given as front or rear (F), side (S) and if a pop-up (PU) is being performed. The
speeds are for Nap-Of-the-Earth (NOE), contour (CON) and low level (LOW) or higher.
ATGM STATISTICS (H) This table gives the ATGMs rate-of-fire (ROF), control (CON), guidance, base chance to hit
including minimum and maximum ranges and penetration (PEN), the anti-helicopter effectiveness at NOTE and Contour, the
warhead (WH) details and if there is back blast (BB) when fired. The Area Fire section gives the roll on a d20 to suppress a soft
target (the roll to kill is in brackets) depending on whether it is in the open, cover or hard cover. Finally there are any other
notes, details, nicknames (e.g. Sagger), etc.
DIRECT FIRE TARGETING MODIFIERS/AREA FIRE MODIFIERS in Brackets This table gives the targeting modifiers for
all guns, LAWs, ATGMs, etc depending on target actions and the firers status.
INFANTRY STATISTICS This table provides the infantry elements points value, size, equipment and area fire details. The
details of any LAWs carried are given on the bottom including type of penetration (e.g. CE), warhead type (e.g. single) and any
other details. The HIT column gives the roll required on a d20 to hit a target (if the infantry moved using COMBAT SPEED
use the number in brackets) and the P column gives the penetration.
ADDITIONAL AREA FIRE MODIFIERS (J) These are the Area Fire die roll modifiers.
INFANTRY HEAVY WEAPONS Direct fire stats for heavy infantry weapons such as AT Guns
VEHICLE ROOF WEAPONS Area fire stats for roof mounted weapons
R.4 - EXAMPLE DATASHEET
The following three pages show an example DATASHEET for the German Army in North West Europe in 1944.
German - Panzer (NW Europe) ~ June 1944 (Regular / Trained / EW level 1 / Initiative d10)
PLAYERS BOUND SEQUENCE ANTI-AIRCRAFT FIRE (ROLL d%
1. PRE-COMBAT PHASE WEAPON Guide RANGE

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

+1 IF MORE THAN 1 ENEMY BATTERY FIRED THIS TURN 94-100 JU-87G


REQUESTING ARTILLERY SUPPORT (ROLL d10)
COMMS LEVEL OF SUPPORT REQUEST MODIFIERS
DED DIR GEN +1 OBSERVER UNTRAINED
STANDARD 2 5 8 +1 CHQ, PHQ OR SHQ LEVEL WITHOUT BMS
ABMS 1 3 6 -1 Per subsequent request from same observer
See N.3 for multiple requests -3 REQUEST FOR FIRE ON RFP
CEP TABLE (d10) CEP DIE ROLL MODIFIERS CEP MULTIPLIER
1 OR 2 -1 RANGE 5KM OR LESS RANGE MULT
10 3 +1 LONG RANGE ROUND <= 5km 5cm
-3 TARGET IN LOS <= 10km 6cm
9 4 -3 CB FIRE (CBR or S&F only) <= 20km 7cm
-1 IF USING GSR* OR SAT POS <= 30km 8cm
-2 IF USING LRF* (GSR or LRF) <= 40km 9cm
8 5 +1 PER 10KM RANGE OVER 10KM Over 40km 10cm
6 OR 7 CORRECTION PER TURN
-3 STATIONARY TRAINED AOO OR AOO IN AOO VEHICLE
-2 MOVING TRAINED AOO NOT IN AOO VEHICLE
-1 UNTRAINED OBSERVER
ARTILLERY, ROCKETS AND BOMBS (ROLL d20)
BATTERY Weapon SP T CEP RANGE AMMO SHEAF SIZE INFANTRY VEHI
o
calibre p DIE OPEN COVER H.COVER 0 1
WIDTH DEPTH S K S K S K S K S K S
2x75mm le IG 75mm GH - Inf d10 3,550m HE 5cm 5cm 10 18 14 20 16 20 9 16 12 20 13
Burst: +2 AB 5cm 5cm 8 16 11 18 18 21 5 14 18 21 19
2x8cm sGrW 34 81mm M - Inf d10 250-2,400m HE 5cm 5cm 10 18 14 20 16 20 9 16 12 20 13
Burst: +2 AB 5cm 5cm 8 16 11 18 18 21 5 14 18 21 19
2xSdkfz 251/2 80mm M Y 0 d10 400-1,200m HE 5cm 5cm 10 18 14 20 16 20 9 16 12 20 13
Burst: +2 AB 5cm 5cm 8 16 11 18 18 21 5 14 18 21 19
HE,Bes Smk 2cm
4x15cm K 18 150mm G - Inf d10 24.5km HE 15cm 5cm 6 16 10 18 12 19 5 14 7 18 9
Burst: +2 AB 15cm 5cm 4 14 7 16 14 21 2 12 16 21 17
HE,ILL,Bes,Wps Smk 2.5cm
4x15cm sFH 18 150mm G - Inf d10 13km HE 15cm 5cm 6 16 10 18 12 19 5 14 7 18 9
Burst: +2 AB 15cm 5cm 4 14 7 16 14 21 2 12 16 21 17
HE,ILL,Bes,Wps Smk 2.5cm
4xNebelwerfer 41 150mm - Inf d12 6.8km HE 20cm 10cm 5 15 9 17 11 18 4 13 6 17 8
MRLS
Reload : 5 Turns AB 20cm 10cm 3 13 6 15 13 20 2 11 15 20 16
HE
4xNebelwerfer 42 210mm - Inf d12 8km HE 24cm 13cm 3 14 7 16 9 17 2 12 5 16 6
MRLS
Reload : 5 Turns AB 24cm 13cm 2 12 4 14 11 19 2 10 14 20 15
HE
6x10.5cm leFH 18 105mm G - Inf d10 10.7km HE 20cm 10cm 8 17 12 19 14 20 7 15 9 19 11
Burst: +2 AB 20cm 10cm 6 15 9 17 16 21 3 13 17 21 18
HE,ILL,Bes,Wps Smk 2.5cm
6x15cm sIG 33 150mm GH - Inf d10 4,650m HE 20cm 10cm 6 16 10 18 12 19 5 14 7 18 9
Burst: +2 AB 20cm 10cm 4 14 7 16 14 21 2 12 16 21 17
6xWespe 105mm G Y 0 d10 10.7km HE 20cm 10cm 8 17 12 19 14 20 7 15 9 19 11
Burst: +2 AB 20cm 10cm 6 15 9 17 16 21 3 13 17 21 18
HE
1000Kg Bomb NA NA NA NA HE 16cm 16cm 2 14 6 16 8 17 2 12 5 16 5
250Kg Bomb NA NA NA NA HE 12cm 12cm 6 16 10 18 12 19 5 14 7 18 9
500Kg Bomb NA NA NA NA HE 14cm 14cm 4 15 8 17 10 18 3 13 6 17 7

FIRE NUMBER MODIFIERS


+6 TARGET HAS APS 2 OR 4 +2 HELICOPTER AT NOE (Not AB) - BATTERIES BURST RATE +2 FIRING RPS AND SUPPRESSED -1 PER E
+4 USING WHITE PHOS SMOKE +4 HELICOPTER AT CONTOUR (Not AB) +4 FIRING RPS AND DAMAGED -1 VEH M
+3 REDICED EFFECT CB FIRE -1 SURPRISE VS UNS INF IN OPEN -1 SURPRISE VS UNS MOVING INF +1 TARGET IS SUPPRESSED INF +1 2ND+

EXTRA ARTILLERY ZONES


Battery
10.5cm leFH 18 1-2 = 10cm x 5cm 3-4 = 15cm x 5cm 5-6 = 20cm x 10cm
15cm K 18 1-2 = 10cm x 5cm 3-4 = 15cm x 5cm
15cm sFH 18 1-2 = 10cm x 5cm 3-4 = 15cm x 5cm
Nebelwerfer 41 1 = 5cm x 10cm 2 = 10cm x 10cm 3 = 15cm x 10cm
Nebelwerfer 42 1 = 6cm x 13cm 2 = 12cm x 13cm 3 = 18cm x 13cm
Wespe 1-2 = 10cm x 5cm 3-4 = 15cm x 5cm 5-6 = 20cm x 10cm
V. ABBREVIATIONS
AA Anti-aircraft
AOO Artillery Observation Officer (or OP Observation Post)
ALO Air Liaison Officer
AMP Amphibious
AP Armour Piercing (using KE penetration)
AP.A Armour Piercing Ammo, Rifle ammo capable of going though Infantry Body Armour
APC Armour Piercing Capped (using KE penetration)
APCBC Armour Piercing Capped Ballistic Capped (using KE penetration)
APCR Armour Piercing Composite Rigid (using KE penetration) also HVAP
APDS Armour Piercing Discarding Sabot (KE)
APHE Armour Piercing High Explosive (KE)
AR Assault Rifle
BAR Bolt Action Rifle
B.Arm Infantry Body Armour
BE Base Ejection (smoke rounds)
BGHQ Battlegroup Headquarters (Inc Battalion HQ)
CE Chemical Energy
CHQ Company Headquarters
HE High Explosive (used for Area Fire)
HEAT High Explosive Anti-Tank (using CE penetration)
HESH High Explosive Squash Head (CE)
HMG Heavy Machine Gun
HMR Heavily Mine Resistant
HVAP High Velocity Armour Piercing
IR Infra-Red
KE Kinetic Energy
LAW Light Anti-Tank Weapon
LMG Light Machine Gun
LPG Low Pressure Gun
MR Mine Resistant
PASG Pump action Shotgun, with being very short range these only give a bonus in close combat.
NBC Nuclear, Biological and Chemical
RCL Recoilless Rifle
RHA Rolled Homogenous Armour
SAW Squad Automatic Weapon
SFMG Sustained Fire Machine Gun
SP Self Propelled
2IC Second in command

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