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Quick Reference Sheets

Table 2: Unit Cohesion


Unit Type
Command Radius
Infantry Squad
Vehicle Platoon
Infantry Platoon
Company/Squadron HQ
Battalion HQ
Regiment HQ

3
6
12
24
48
72

Division HQ

Battlefield

Forest

Water

Snow/Mud

Jungle

Marsh

2+
2+
3+

2+
3+
4+

2+
3+
5+

3+
4+
5+

4+
5+
-

Tracked
Wheeled X Country
Wheeled

Table 12: Deadground


Observer
Height
6

Table 3: Counter Intelligence


BGHQ Level
Max. No. Dice
Company
Battalion
Regiment or higher

Table 11: Becoming Stuck


Terrain Type

Unit
Type

5
4
3
2

2D6
3D6
4D6

Intervening Contour
3
4

X
X1/3
X
X
X1

X
X
X1
X2
-

X1
X1
X3
-

X2
X4
-

5
X5
-

Table 5: Weather Effects on Visibility


Weather

Class
Class
Class
Class

0
1
2
3

v.close

close

0 9

9 - 18

small
1 Floor
2 Floor
3 Floor
4 Floor+

short

effective

medium

long

Table 6: Building Damage Points


medium
large
v. large

15
30
40
50

v. long

extreme

18 - 27 27 - 36 36 - 45 45 - 54 54 - 63 63 - 72

25
40
50
75

40
50
75
100

Table: 13 Visual Acquisition


bunker

50
75
100
125

Table 7: Terrain Effects on Acquisition


Terrain type
Acquisition Type
Orchard
Wood
Forest
4
2
1
Visual

4
2
Electronic

Any
-

Infantry
Infantry Support
Tracked Slow
Tracked Medium
Tracked Fast
Wheeled Road Vehicles
Medium Wheeled Cross Country
Fast Wheeled Cross Country
Amphibious Movement
Boats & Landing Craft
Helicopter

Standard
5
4
6
8
10
6
10
12
3
4

Poor Going Bad Going


5
4
4
3
4
2
6
4
8
4
3
1
7
3
8
4
50

Road
6
5
+2
+3
+5
+2D6
+1D6
+1D6
-

Table 10: Terrain Types & Categories


Terrain Type
Category
Terrain Type
Highway
Grassland
Fields
Rough Ground
Crossing AVLB Bridge
Smoke
Mud
Marsh
Night Move (No Night Vision)
Snow
Forest
Deep Water (Non Amphibious)

Road
Standard

Poor Going

Bad Going
Impassable

Chance

Target Unit Type


Infantry in the open
Infantry in cover
Vehicle in the open
Vehicle in cover
Missile in flight
Helicopter / Aircraft

3+
5+
3+
4+
6+
3+

Factor Modifiers
Jungle

Table 9: Unit Movement Rates


Unit Types

Trunk, Track
Hard Sand
Agriculture
Wood
Orchard
Shallow Water
Night Move (With Night Vision)
Mud
Jungle
Soft Sand
Ice
Swamp

Target
Target
Target
Target
Target

fired
close range or less (18)
long or greater range (45+)
is dug in infantry
is obscured

Target is hull down


Target is camouflaged
Target out of visibility arc
Small Infantry target
Helicopter performed pop up
Spotting at night

-1
-1
+1
+1
+1
+1
+1
+1
+1
+1
+2

Table: 13 Electronic Acquisition


Target Unit Type
Infantry in the open
Infantry in cover
Vehicle in the open
Vehicle in cover
Missile in flight

Chance
4+
5+
3+
3+
5+

Helicopter / Aircraft

3+

Factor Modifiers
Target fired
Target short range or less (27)
Acquirer moving
Target is dug in infantry
Target is obscured
Target is hull down
Observing through artillery zone
Observing through bombing zone
Small infantry target
Helicopter performing pop up
Spotting at night

-1
-1
+1
+1
+1
+1
+1
+1
+1
+1
+1

Turn Sequence
1.

Determine Command Dice

Special
Armour
None
Spaced
Ceramic
Reactive

Both players total command dice

2.

Command and Control


Both players decide Counter Intel Dice
Adjust total available command dice
Roll command dice
Total result with subordinate modifiers
Deduct enemy counter intel roll from
action point total

Both players compulsory moves


Both players attempt re-morale
Both players place units on
reactive fire
6. Both players place AA units on AA
Overwatch
7. Determine initiative
8. Winning initiative player chooses
to be player 1 or player 2
9. Player 1 activates any/all units
until all actions completed
10. Player 2 activates any/all units
until all actions completed

Table 14 Special Armour


Ammo / Warhead Type
Kinetic
HEAT/HESH
Tandem
6+

-1D3
-1D6
4+

Table 15: Direct Fire


Range

3.
4.
5.

Weapon

v. close
0 9

close
9 - 18

Flame
Support
Autocannon
AT round
HEAT round
AT Missile

3+
3+
2+
1+
2+
2+

4+
3+
2+
2+
2+

Table:18 Firepower
Weapon

Infantry Small Arms


Tank Gun
Support Weapon
Inf. Flame Weapon
LMG
HMG
Autocannon
Veh. Flame Weapon

Firepower
5/2 per squad
*
*
2D6
1D3
1D6
*
3D6

-1D3
4+/6+

short
effective medium
long
v. long
18 - 27 27 - 36 36 - 45 45 - 54 54 - 63
5+
3+
2+
3+
3+

6+
4+
3+
3+
3+

5+
3+
4+
4+

4+
5+
4+

extreme
63 - 72

4+
5+
5+

5+
6+
5+

Die Roll Modifiers (Direct HE, A/T, HEAT and A/T Missile only)

AoE
Target
2
2
2
2
3
3
3

Max. Range
18
Close
63
V. Long
18
Close
6
Assault
27
Short
36 Effective
36 Effective
9
V. Close

2nd & subsequent shot at same target


2nd or 3rd Generation ATGW
Vehicle hit modifier
Firer moved (per action)
Target moved (per action)
Target obscured
Target in cover
Target deployed smoke
Target hull down and/or dug in
Target out of visibility arc

+1
+1
*

-1
-1
-1
-1
-1
-1
-1

Table 19: Direct Area/Indirect Area & Bombing


OFP

FP Dice

To Hit

Infantry

15
69
10 11
12 13
14 15
16 17
18 19
20
20+

1D6
1D6
2D6
2D6
2D6
2D6
3D6
3D6
4D6

6+
5+
5+
5+
5+
4+
4+
4+
4+

+1
+1
+1
+1
+1
+2

Die
Roll
1
2
3
4
5
6

1
S

2
S
H

3
S
S
H

4
S
S
S
H

5
S
S
S
H
H

Soft Skin Armour


+1
+1
+1
+2
+2

6
S
S
S
S
H
FB

Table 20: Firepower Effects


Firepower
7
8
9
10
11
12
S
S
S
S
S
S
S
S
S
S
S
S
S
H
H
H
H
H
H
H
H
H
FB FB
H
H
FB FB FB DH
FB FB FB DS DS DS

Table 22: Casualty Saving Check


Unit
Casualty Save
3+
Infantry in reinforced cover
4+
Infantry/Vehicle in heavy cover
4+
Unit dug in
5+
Infantry/Vehicle in cover
5+
Helicopter
6+
Vehicle/Infantry in the open
6+
Aircraft
Dice Roll
1
2
3
4
5
6

Table 28: Failed Morale


Infantry
Vehicles
Withdraw
Withdraw
Fallback
Suppressed
Suppressed
Pinned

Table 21: Terrain Cover Effects

Actual Cover
Orchard
Wood
Forrest
Jungle
Building
Fortification
Under Armour

+1
+1
+1

Withdraw
Fallback
Suppressed
Suppressed
Halt
Cautious Advance

13
S
H
H
FB
DH
DS

Cover

Heavy Cover

Reinforced

14
15
16
17
18
19
20
S
S
H
H
H
FB FB
H
H
H
H
FB FB FB
FB FB FB FB FB FB DH
FB FB DS DH DH DFB DFB
DH DH DH DH DFB DFB DFB
DH DFB DFB DFB DFB DFB DFB

15
69
10 11
12 13
14 - 15
16 - 17
18 - 19
20
20+

Firepower Effect Result


S
FB
DH

Suppressed
Fall Back
Destroyed & Halt

H
DS
DFB

Halt
Destroyed & Supressed
Destroyed & Fall Back

Table: 27 Morale
Infantry

Dice Roll
1

Fail
Fail
Pass
Pass
Pass
Daring (6+)

2
3
4
5

Vehicles
Fail
Pass
Pass
Pass
Pass
Daring (6+)

Unit Morale Die Roll Modifiers


Infantry under artillery fire
Target under air attack

-1
-1

50% Infantry Casualty


75% Infantry Casualty

-1
-2

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