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TRIAL BY FIRE

RULEBOOK
LAND WARGAMING RULES FOR
WORLD WAR I AND EARLY 20TH CENTURY

M. BATUHAN TUNDEMR

v 1.0
To my mother, father and my dear wife

Also, special thanks to;

Hseyin Ruhi Kk, Konstantinos Travlos, Halil Onur Buyuran,

who all actively contributed to the project, played the very first test-games and supplied me
with many books and sources for research,

and Kule Sakinleri, the wargaming club in zmir Turkey,

where I started my wargaming adventure and found encouragement to start this project.

Copyright 2016 Mehmet Batuhan Tundemir

contact: batuhantuncdemir@gmail.com

All rights reserved. This document may be used free of charge. Selling without prior written
consent prohibited. Obtain permission before redistributing. In all cases, this notice must
remain intact.

2
TABLE OF CONTENTS

INTRODUCTION 6

CHAPTER I THE GREAT WAR 8


War in the Balkans 9
The Western Front 10
Taking the Fight to Ottomans 11
Russia and Revolution 12
War Crosses Oceans 13
The Last Stages 14

CHAPTER II BASIC RULES 15


The Most Important Rule 15
PART 1: ESSENTIALS 16
Trial by Fire Units 16
Dice Rolls 17
Turn Phases 18
Counters and Markers 18
PART 2: REGIMENTAL COMMAND 19
PART 3: SHOOTING PHASE 20
Rotate to Shoot 20
Target Not Clear / Sheltered 21
Performing Shooting 22
Saving the Hits 22
Under Heavy Fire 23
Damage Markers and Reducing Unit Status 23
Shooting Morale 24
PART 4: MOVEMENT PHASE 25
Take Cover 25
PART 5: TERRAIN FEATURES 26
PART 6: ASSAULT COMBAT 27
Defensive Fire 28
Countercharge 29
Melee Fighting 30
Assault Combat Morale 31
PART 7: SQUADS 33
MG Squads 33
PART 8: ARTILLERY 34
Direct Fire 34
Bombardment 34
Artillery in Assault Combat 35
PART 9: CAVALRY 36
Cavalry in Assault Combat 36

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CHAPTER III ADVANCED RULES 37
PART 10: SCENARIOS AND WINNING CONDITION 38
Deployment of Forces 38
Game Turns and Limits 38
Regimental Morale 38
Missions and Objectives 39
PART 11: ARMY AND UNIT MODIFIERS 40
Maneuver 40
Battle Skill 40
Endurance 41
PART 12: MORE ON TERRAIN FEATURES 42
Building and Villages 42
Crossing Rivers 42
Fortifications 42
Barbed Wire and Minefields 43
March Formation 43
PART 13: UNITS WITH SPECIAL RULES 44
Light Infantry 44
Engineers 44
Stormtroopers / Grenadiers 44
Irregulars 44
Light Cavalry 44
Camel Units 44
Lancers 44
Howitzers 45
Heavy Artillery 45
Horse Artillery 45
Off-Map Artillery 45
MG Companies and Mortar Batteries 45
Gas Attack 45
PART 14: MORE ON SQUADS 46
Light MG Squads 46
Trench Mortars 46
Sniper Squads 46
Infantry Guns 46
Flamethrowers 47
Nests 47
PART 15: ARMORED UNITS 48
Armored Unit Weapons 48
Armored Units in Shooting Phase 48
Armored Units in Assault Combat 49
Special Rules of Tanks 50
Some Armored Vehicle Profiles 51

CHAPTER IV A GAME REPORT 51


FIRST BATTLE OF GAZA, MIDDLE EAST 1917 52
The Scenario 53
Game Play 55

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CHAPTER V HISTORICAL SCENARIOS 59
BATTLE OF GALICIA, EASTERN FRONT 1914 60
The Scenario 60
ANZAC SECTOR, GALLIPOLI 1915 62
The Scenario 62
SECOND BATTLE OF MARNE, WESTERN FRONT 1918 64
The Scenario 64
FIRST BATTLE OF INONU, GRECO-TURKISH WAR 1921 66
The Scenario 66

CHAPTER VI SAMPLE LISTS 68


BRITISH INFANTRY BRIGADE 69
Unit Points 73
OTTOMAN INFANTRY REGIMENT 74
Unit Points 78

CHAPTER VII STANDARD SCENARIOS 79


Scenario 1: Field Battle 80
Scenario 2: Skirmish 81
Scenario 3: Counter Attack 82
Scenario 4: Frontal Assault 83
Scenario 5: Delay Action 84
Scenario 6: Price of a Mile 85

Quick Reference Sheet 86

5
INTRODUCTION

Published in English as House with Wisteria, Trial by Fire of Turk is the name of a memoirs
book of Halide Edip Advar, a novelist and human rights struggler who lived in early 20th
century. In the opening section of her book she writes; What Im about to tell are simple
things. When they read those in future, the young generation of Turks and their enemies will
tear the curtain of hostility that seduced them, shall build a world of humanity and peace
upon the old ruins of hatred and grudge.

Those years were indeed a trial by fire for every nation on earth.

Trial by Fire is a ruleset which covers land warfare at times of the Great War. The basic
tactical unit is a company; these companies form battalions and they in turn form regiments.
Players take turn commanding their forces made up of miniature soldiers and try to achieve
victory on battlefield, which is the game table.

The distances in rules are given in metric system and we find that adequate for gaming with 6,
10 or 15mm miniatures; 10mm is our preferred modeling range for Trial by Fire. If you shall
use larger models, then it would be fine to convert centimeters to inches or extend the
distances in any way you see fit.

Based miniatures for two opposing sides, some 6 sided dice, a tape measure and a wargaming
table are needed to play Trial by Fire. It is best if the table has some terrain features on it.

How does it work?


Players take turns to command their forces. At the start of turn, a player first rolls for
Regimental Command. The result reflects the general communication level of units with the
army HQ. Then player shoots with any unit; distance is measured, rolls are made and it is seen
if the shots hit the target or not. Opponent makes necessary save rolls and removes some
miniatures from table if there are casualties. Then the player may move any units that are able
to do so and engage into assault combat. After all moves are made and assaults concluded,
other player follows the same steps and one game turn ends.

What is in the book?


In the following chapter, you will find a summary of the Great War. Then, rules for Trial by
Fire are covered in detail. After that, there are chapters about playing the game which includes
a Trial by Fire game report, sample historical scenarios, two force lists and some standard
scenarios for casual play.

Contact
You are always welcome to contact me via e-mail, blog or join the facebook group.

personal e-mail: batuhantuncdemir@gmail.com


Trial by Fire blog: trialbyfirerules.blogspot.com.tr
Trial by Fire facebook group: Trial by Fire WW1

6
Who am I?
I am a food-engineer and of course a miniature wargamer from Turkey. I try to get my hands
on any wargame genre and period but my favorite is historical wargaming. I have a large
collection of WW2 forces and smaller collections of WW1, Napoleonic, Ancient-Medieval,
Sci-Fi and Fantasy figures. I very much enjoy Black Powder, Hail Ceasar and Flames of War
rules so dont be surprised if you see some marks from these games in Trial by Fire. Still, I
tried to design the rules in a unique but simple way. I did not concentrate alone to historical
accuracy or to make the rules fun and easy. Instead, I worked to find a balance between these
two concepts.

Where shall Trial by Fire focus?


While Trial by Fire rules are good to go with whole WW1 period and any theatre, initial
works shall focus on less-known and less-played parts. The first supplement I have in mind
will cover WW1 Middle East, Gallipoli, Caucasus Fronts and Greco-Turkish War 19-22.
Then, I will try to go for Balkan Wars, WW1 Balkan and Eastern Fronts. The Western Front
shall wait for a little while before Trial by Fire turns its eyes on it, for there are already some
good rulesets and systems with which people play Western Front games.

July 2016

A Trial by Fire game is about to begin

7
CHAPTER I THE GREAT WAR

Starting with 18th century, war between two great states in Europe often meant that all major
powers would more or less be involved. Prussian-Habsburg wars were usually joined by
Russia, Britain and France. Then came Napoleon Bonaparte, the man who challenged whole
Europe with his Grand Arme. Napoleons campaigns seemed to have a devastating effect on
European monarchies; riots and political unrest were now common sight, the most important
being the Paris Commune. Slowly in time, France and Britain would come together to face
common threats; in Crimean War they fought side by side with Ottomans against Russians.

Meanwhile, a man had carved his name in history as one that united Germany. Otto von
Bismarck had gained Alsace-Lorraine from France yet he was able to stop the whole Europe
getting involved in conflicts thanks to his successful diplomacy. In South America, wars of
independence were being fought all over the continent in 19th century. Spain, Portugal and
France were losing their important overseas territories. However, Britain was able to hold
strong in Canada, India and Australia; these three colonies would support the crown with their
best manpower available in the coming great conflict.

United States also stood ready. After the civil war and battles with Mexico, Americans were
now prepared for a head-on-armed conflict with any European nation. On other side of the
Pacific, Japan showed that it was able to deal with a great power such as Russia at the
beginning of 20th century.

But the war to end all wars would start in the Balkan lands, where Ottoman power diminished
and Greece, Serbia, Romania and Bulgaria now played major roles. The empires of Austria-
Hungary and Russia would now be involved in a fierce conflict of power over these lands.
Ottomans had previously lost Egypt to the British and Tripoli to the Italians. Now the
headmen of empire were being influenced heavily towards German ideas.

Conflict between Austria-Hungary and Serbia in 1914 rapidly turned into the Great War in a
series of diplomatic and military mobilization events known as July Crisis. Backed up by
Germany, Austria-Hungary declared war on Serbia. Things were turning dangerous for the
Russians and soon came Russias call for mobilization. With her immense manpower
resources, a mobilized Russia was a major threat for Germany. France was also allied with
Russia and it was very likely that Germany would soon find itself, trying to desperately
defend against large Russian and French armies. German leaders confirmed that they should
act first before it was too late.

German military doctrine called to deal with the French as soon as possible before Russia
could fully mobilize. Their plan of invading France was through Belgium, which then denied
access to German troops. As Germans started to invade the country, Britain, who was backing
Belgium, declared war on Germany. The German army made some progress at west but failed
to effectively destroy the French forces. Austrians were also not getting what they hoped for.
Now, faced with a strong alliance of British, French and Russians; Germany needed more on
her side than just Austria-Hungary.

8
The best bet was Ottoman Empire. The war weary army and officer class of the state stood
with distance, not to an idea of an alliance with Germany but to imminent war. However, this
was not the case for Enver, the dauntless idealist War Minister who was in charge of country.
He believed that only by getting empire into war as soon as possible would Ottomans be able
to throw British out of Middle East, acquire lost lands in Caucasus and maybe even Balkans.
As soon as Ottomans were involved, Russia had to reserve manpower for eastern campaigns
and Britain now needed to keep armies for the Middle Eastern theatre.

The First World War had now begun. Germany, Austria-Hungary and Ottomans were called
the Central Powers. Bulgaria joined them soon after. Britain, France, Russia, Serbia and
Belgium formed the opposing front; the Allies. United States of America, Italy, Japan,
Romania and Greece would come to their side.

War in the Balkans

Austrian prince, Franz Ferdinand was assassinated in hands of a group of Bosnian Serbs at
Sarajevo. The government could not let this unresolved; pointing out the strong ties between
Serbian authorities and nationalist organizations, Austria-Hungary gave an ultimatum to
Serbia. Serbs had accepted nearly all demands but Austrian military leaders were especially
looking forward to settle the matters in battlefield. On 28 July 1914, Austria-Hungary
declared war on Serbia.

The Austrian Army started its offensive against Serbia but on initial battles, both sides
suffered immense casualties and the front did not move much. These battles were a prelude to
what shall come next in certain fronts of the Great War; failed offensives against strong
defensive positions and thousands of casualties in trench warfare.

After the offensive came to a halt, the Austrians were not interested in planning another great
push. But time was not on their side. Italy had decided that her interests lay with the Allied
side and was about to commence fighting on Austrian border. French and British were
sending troops to Greece that would help the Serbian Army. Germany also wished the
annoying gap in supply route between Constantinople and Vienna to be dealt with. Bulgaria
was gained to the Central Powers side and a combined offensive was launched by armies of
Austria-Hungary, Germany and Bulgaria.

German infantry advancing, 1914

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This was more than Serbs could face. A tragic retreat in very harsh conditions occurred
through the snowy mountains of Albania and a portion of Serbian army could be transported
to Greece via British navy. Serbia, soon followed by Montenegro, was now invaded.

Although help had come as British and French soldiers disembarked to Salonika, the political
situation in Greece prevented the opening of Macedonian Front for some time. King
Constantine I favored a pro-German neutral stance while Prime Minister Venizelos wanted
Greece on Allied side. The debate became known in Greek history as National Schism. The
Allied Army of the Orient, including British, French, Russian, Italian, Greek and Serbian
troops could finally act on August 1916 and open the Macedonian Front.

The plan was to push north, invade Bulgaria, free Serbia and meet up with the Romanian
army. Romania had just recently joined the war on Allied side but things would not go as
designed. Centrals Powers had anticipated the plan and started their own offensives. On
winter of 1916-17, most Romanian territories had fallen by German and Bulgarian attacks.
The Army of Orient would not gain any significant ground until nearly the end of war in
1818, when at last the crisis in Athens resolved and Greek army could make an impressive
appearance.

On Italian Front, immense battles took place around the river Isonzo after the Italian
participation on war at Allied side. Massive casualties were given by both Italians and
Austrians but no success had been achieved in breaking Austrian lines of defense. Fighting
got stiffer on mountain passes where Mussolini as private and Rommel as lieutenant fought
for their countries. In the last year of war, Italian-Austrian border became quiet with
importance turning towards the battlefields of France.

The Western Front

Germans had deployed according to the Schlieffen Plan which was designed for a two war
front and was put into action by Moltke the Younger, the German Chief of Staff. With
Moltkes touches, it would soon be seen that much needed manpower for a decisive
breakthrough at France was taken from the German western front and deployed to the Russian
border. On 4 August 1914, Germans attacked Belgium with aim of encircling French armies
but met stiff resistance on Liege. Invaluable time was lost while waiting for heavy artillery to
reach the front in order to destroy the citys fortifications. The importance of this delay would
prove crucial on the fate of war.

After the initial battles, Germans were now 70km near Paris. But their advance was stopped at
the First Battle of the Marne by six French armies and the British Expeditionary Force. After
that, trenches were dug to the shores of Belgium, German army pushed its luck one more time
in First Battle of Ypres, but it again failed to break the Allied defensive line.

What followed for the rest of the war were continuous attempts to achieve a breakthrough
from both sides, using any means necessary. Germans implemented gas warfare to Western
Front at Second Ypres and British brought tanks at Somme on July 1916. Fighter aircrafts
from both sides strived for supremacy and soon Zeppelins started to fly over and hit French
cities. The war more and more became to turn into a stalemate.

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At Verdun, Germans failed to break the enemy lines with the battle becoming a symbol of
French determination. At Somme, more than one million men died but Allies achieved only
partial success. Battle was raging on seas as well as on land; British and German fleets
clashed at the indecisive Battle of Jutland at early summer 1916 and thereafter, Germany
concentrated her efforts in submarine warfare.

When pushed beyond their limits on May 1917, the whole 2nd French Colonial Division
disobeyed the order for an offensive. This event depicts perfectly the effects of three years of
deadly warfare on soldiers where no big success is reached and front lines do not change. The
arrival of American troops in June gave an important morale boost to the Allies.

Taking the Fight to Ottomans

It all started with Brazil ordering two warships to Britain. At the middle of construction,
Brazilian government who would no longer be able to pay for the ships sold them to the
Ottoman Empire. Ships would help recover the Ottoman Navy which had taken large damage
in Italian and Balkan Wars. With the start of war declarations, British government announced
that ships were not to be delivered. Soon, Germans came with a proposal; two of their cruisers
were running from the British Fleet in Mediterranean and was requesting access to the
Bosporus. On August 1914, cruisers were handed over to the Ottoman state as gifts, keeping
its German crew but now with Turkish flags on them.

Two months later, their commander Admiral Souchon, acting with secret orders from Enver
Pasha and German High Command without the knowledge of Ottoman government, took the
cruisers to bomb the Russian port of Sevastopol and put the Ottomans into war.

Pressure had to be relieved from German border fronts so Enver planned some major
offensives. The first campaign, the offensive towards Russians at Caucasus was a complete
disaster with Ottoman soldiers lacking winter equipment sent to the frozen mountain passes.
After that, the Caucasus Campaign was a desperate struggle to keep the Russians at bay but
things would turn miraculously with the Bolshevik Revolution.

Ottoman troops gathering for the Suez Canal offensive

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Another offensive was an attempt to force the British out of Egypt. When it failed, the British
did not pursue Ottomans in Middle East right away, they would go for the Dardanelles. The
fighting at Egypt and Palestine went pretty much back and forth until General Edmund
Allenby was put in charge of the Egyptian Expeditionary Force, a multinational army of
British Empire. With Allenbys successful offensives, large Ottoman forces were destroyed in
Palestine. Jerusalem was captured on December 1917 and towards the end of the war,
Damascus and Aleppo had fallen.

Iraq theatre saw one of the most important British military failures. At the siege of Kut,
Ottomans captured a large British-Indian force in April 1916. But with fresh reinforcements,
British army pushed the Ottomans out of Mesopotamia and eventually took Baghdad and
Mosul.

The greatest success and morale boost for the Ottomans was the defense of Gallipoli. Winston
Churchill, the First Lord of Admiralty, had planned an operation which would capture the
Ottoman capital and finish off the Empire. But Gallipoli proved a major obstacle, the shore
batteries had been strengthened and veteran troops were transferred to the area after the
Balkan Wars. When navy failed to pass the Bosporus, landings began and fighting soon
turned into a deadly trench combat. By the time Allied troops had evacuated in January 1916,
Mustafa Kemal had proven himself as a brilliant commander and a leader to be followed by
many Turkish officers.

Russia and Revolution

The objectives of Russia were to take Prussia and western Poland from the German Empire
and show her superiority to Austria-Hungary in Balkans. The ambush and annihilation of
Russian 2nd Army at Tannenberg in Eastern Prussia showed that Russians would not reach
their goals anywhere soon.

Galician Front and war against Austrians started with successful battles but once the Germans
came to help, the front was stalled. Romanian entry into war also did not help much. There
was good news though from the Caucasus; Ottoman failures meant that Russians easily
captured many important eastern Anatolian cities.

After well-made preparations and good planning, General Brusilov launched a successful
offensive in Galicia at summer of 1916, delivering Russia her greatest victory of war. But by
now, political situation inside the country was about to make a peak. People were hungry and
inflation had broken the Empires finance. Soldiers were also about to revolt, war weariness
and lack of equipment meant that they would not follow offensive orders anymore.

Crowds revolted in Petrograd against the Tsar on Womens Day in February 1917. Failure to
suppress the revolt led to the Provincial Government take charge. But this liberal government
could not read well the needs of the people and most importantly, needs of the army. Their
policy of continuing the war resulted in a Bolshevik armed uprising eight months later. With
help of the war weary soldiers, Lenin turned the events into a Marxist-Communist revolution.
Bolshevik government took Russia, soon to be Soviet Union, out of war by signing peace
treaties with Central Powers. What followed was a bloody civil war between the Reds
(Bolsheviks) and Whites (a wide range of opposition from Tsarist troops to social democrats).

12
British Mark IV tank

War Crosses Oceans

Germanys dominant naval warfare policy during the war was the usage of submarines to
intercept Allied trade and supply lines. When Lusitania, a British ship was sunk by a German
submarine in 1915 and more than a hundred American civilians lost their lives, voices for war
started to be heard in United States. President Woodrow Wilson, who until then followed a
neutral stance, was now a supporter of hostile attitude towards German Empire.

Civil thought was mixed on a decision of war with many favoring the neutrality to continue.
The pacifists believed the army and navy were incompetent and war would place a heavy
burden on American economy. German government also believed that they had a good chance
to win the war before, if anytime, USA joined the fight. When U-boat attacks became more
frequent and seven civil vessels were sunk, Americans understood that it was time to make an
appearance.

In short time, the United States could deploy two millions of men to France, thanks to the new
conscription acts passed by government. German submarine attacks were not sufficient to
slow the tide of manpower. Americans were new to fighting and they suffered heavy
casualties against veteran German troops. But although the doughboys had reserves to
replace those losses, the German army did not. Under command of General Pershing, soldiers
and tanks of America would be one of the most decisive factors in Allied victory.

On the other side of the world, Japan, an old ally of Britain had entered the war early with
claims on Germanys Pacific and East Asian colonies. The Japanese managed to achieve all
their objectives with minimal resistance and were met with gratitude by the great nations for
their assistance in naval warfare. Japans rivaling interests on Pacific with United States had
to wait for the other world war to be resolved.

The old continent, Africa, had also her share from the war. At smaller scale, the colonial
troops of British, French and Germans fought to invade enemy colonies and defend their own.
Local Africans served on both sides. At the end of the war, Germany ceased to be an overseas
colonial empire.

13
The Last Stages

With the beginning of 1818 the situation on Western Front was still undecided. In Britain,
Lloyd George had assumed the duty of Prime Minister and he was determined to bring victory
to the Empire. But now with their eastern borders secured, Germans were able to move large
amount of manpower to France and held the initiative. American troops were being deployed
but if Germans could achieve a total breakthrough before USA made its massive contribution,
Central Powers may still have grabbed a victory.

German attacks, especially the Spring Offensive gained some ground thanks to stormtrooper
tactics but the German army lacked mobile elements to turn the minor victories into
successful breakthroughs. Tanks were not as numerous as in Allied ranks and these hard
pushes on the enemy lines were the best that tired German infantry could achieve.

In August 1918, Allies thought that it was time to respond. An offensive spearheaded by
Canadian and Australian troops managed to strike a heavy blow on Germans that General
Ludendorff described as a black day for the German army. Finally in September and
October, combined attacks from American, French and British armies managed to break
German lines. By 11 November 1918, the day of armistice, Ottomans were already defeated
and unrest had started in German heartland. Austrian lines of defense on Italian border were
also broken. There was nothing left for German and Austrian leaders to accept the
unconditional surrender.

The Allies lost about 6 million soldiers and Central Powers 4 million in the Great War.
Civilian losses are estimated to be around 7 million. One third of military casualties were
from diseases caused by poor health conditions on the front. While the global war ended and
peace agreements were signed, civil wars and other conflicts did not wait much to arise.

The harsh peace conditions would give no ease to the nations of Central Powers. Weimar
Republic would soon be established in Germany after bloody revolts. Lloyd George had
offered western Anatolia to the Greeks in exchange for their service at war and now, Turks
had to take up arms one last time in a struggle that would give birth to modern Turkey.

It is important to note that German government had been able to pay the last part of the war
reparation from First World War on year 2010.

14
CHAPTER II BASIC RULES

In Trial by Fire, players command their forces made up of miniature soldiers. The smallest
elements of these forces are units; which generally represent Company sized formations for
infantry. We use 10mm miniatures for Trial by Fire but you can actually play the game with
any range, just modify the distances and rules shall be fine.

Companies of WWI era in full numbers consisted of 200-250 infantry troops. In case of
cavalry, the basic unit in game is a Squadron and it has 100-150 horsemen in it. For artillery,
the unit in TbF is a Battery which generally has 2 to 6 guns with their crew. For small
weapon or special groups like MG, Mortar or Snipers, the game uses the term Squad; which
represents a group of one, two or three guns or a number of special troops. Armored car units
are Squadrons with up to a dozen of armored cars and tank units are Platoons having up to
4-5 tanks in them.

This information is just given to give you an idea of what your units stand up for in reality.
While reading the rules, you dont have to think about any of these. The rules use a method to
just represent these forces, using a system of unit status. Your units are either at Full, Half
or Reduced Strength which give you an idea of their numbers and fighting capacity. So, for
example; a Full Strength infantry unit represents 200-250 men. When it is down to Half
Strength, it now represents around 150-200 men. At Reduced Strength, you can imagine there
are 100-150 men. Again, these are just to clarify the representation of units with real forces in
your mind. You dont need to worry about them while reading the rules.

Basic Rules chapter shall introduce you to game rules; how units are modeled, what are
their statuses, the dice rolls and how a game turn is played. You will learn about shooting,
movement, close combat, terrain features and rules about squads, artillery and cavalry.

There are more rules in the Advanced Rules chapter. They go deeper and show more unit
types, special rules, army and unit modifiers and much more. Before talking about them, let us
uncover the basics of the game.

Once you have a grasp of rules, you may alter them in any way you feel comfortable. If you
find some part unrealistic or think that a change in rules shall be better; please do so.

The Most Important Rule

These rules are designed for you and your friends to have an enjoyable time and remember
the history. If at any time during game play there is a discussion that gets too hot, just give a
break and continue once everything is fine again. Do not cheat or abuse the rules and just try
to play a good game with your friends.

15
PART 1: ESSENTIALS

Trial by Fire Units

The basic unit types in TbF are Infantry, Cavalry and Artillery. Some smaller groups form
Squads and are generally attached to the units; such as machine gun, mortar and sniper
squads. There are also Armored units containing tanks and armored cars.

In TbF, your units status is either at Full Strength, Half Strength or Reduced Strength.
Full Strength units are without or with minimal casualties. Half Strength units have taken
some casualties but they are still not in bad condition. Reduced Strength units have taken
serious damage and they may leave the battlefield any time.

In our standard method, we model the Full Strength unit with 3 bases, Half Strength with 2
and Reduced Strength unit with only 1 base. So at the start of game, if a unit is at Full
Strength it has three bases, when it takes casualties and down to Half Strength we remove one
base, when it is further damaged and down to Reduced Strength we remove another. We take
out the last base when the unit is completely destroyed.

When playing with 10mm miniatures we use 50x30mm bases. Infantry, cavalry and artillery
bases have one of their Long sides as Front. We put 6-7 troops on an infantry base, 3-4
horsemen on a cavalry base, a single gun model with crew on an artillery base. Armored
units have a single armored vehicle on a base with one of the Short side of base as Front.
Squads are put on 30x30mm bases with 2-3 troops.

Models on bases

16
While this is the way we model our miniatures, you are welcome to do it anyway you feel
comfortable. You may declare that a Full Strength unit shall have 4 bases with some fewer
troops on them. Or if you model your miniatures one per base and your Full Strength unit has
10 miniatures, you may take out 3 of them every time the unit is forced to reduce its status.
Just make sure that your opponent perfectly knows the status of your units.

Standard and alternative ways of representing a unit

All bases of a unit should stand side by side, contacting each other. If at some place there is
not enough space to put them like that, just put the bases in anywhere they fit but return them
to their original formation at first opportunity. Also, determine the Front Side and the Back
Side of a unit. This is simply done by drawing a line from the fronts of a units bases.
Everything ahead of this line is at units Front Side, everything behind are at Back Side.

Dice Rolls

TbF rules require D6 rolls. If the unit shall use X number of dice; then roll that many dice
and see how much of them succeed. If a situation requires a roll of Y+; it means the action is
successful on a roll of Y or higher. (Example: A unit may use nine dice to shoot and succeed
on 3+. That means you will roll nine dice; each roll of 3, 4, 5 and 6 shall hit the target while
rolls of 1 and 2 shall miss.)

If a modifier facilitates a roll, then it is shown as have +X to the dice result. If the modifier
makes the roll harder to succeed, then it is shown as have X to dice result. (Example: A
unit may require 3+ to save a hit. If the unit is Sheltered, then it has +1 to save which means
even if you roll a 2, the dice result shall be 3 and the roll will succeed. If however the unit is
not Sheltered and takes damage from its Back Side, then it has -1 to save which means you
now need a roll of 4 or higher to succeed.)

17
In some situations, you may roll a single dice and a number of units may perform according to
that dice. If some of these units have modifiers, then they may act different than others.
(Example: A dice is rolled for Regimental Command and the result is 2. Many units in the
force obey the rules for Orders Received that turn. But one of the units may have a
modifier which has -1 to Regimental Command and so it obeys the rules for HQ is Silent.)

Unless the opposite is said, a roll of 1 is always a failure while a roll of 6 is always a success.

If all these statements seem complicated, they shall become clear as you read the rules.

Turn Phases

In TbF, players run a game Turn according to the following phases;

1. Regimental Command: Player X rolls for Regimental Command.


2. Shooting Phase: Player X shoots with any desired unit. Player Y takes saves and
removes miniatures in case of casualty.
3. Movement Phase: Player X moves with any desired and available unit. If there shall
be assaults, then proceed to Assault Combat.
4. Assault Combat: Units engaged hit each other and take saves. Miniatures are
removed in case of casualty. Combat is concluded and units perform accordingly.
5. Player Y runs the same phases in same order.
6. The turn is over. Begin next turn.

Counters and Markers

While playing the game, you may need counters and markers to show some specific
conditions. These counters may be some different colored dice or any small piece to let
players know of the condition.

Firstly, you may need something to remind you of the result of Regimental Command dice
for the turn. We have prepared some cards for this but you can easily apply different ways. A
dice showing the result of the roll would simply be enough. Then, there should be some
damage markers. When a unit has casualties, before losing a status and removing miniatures,
it takes some damage and this is shown by these markers. Again, you may use some dice
showing the number of casualties.

When a unit takes too much damage or it is hit by an MG or artillery bombardment, it


becomes Under Heavy Fire and youll need something to remind you of this condition. A
simple marker would be enough. If a unit does not shoot and move, it Takes Cover so you
may also need something to show that.

18
PART 2: REGIMENTAL COMMAND

At the start of their turn, each player rolls a single dice for Regimental Command. This dice
determines the level of communication within the army and how well the orders reach every
regiment in force. It affects how further the units may move that turn.

Regimental Command Results

1: HQ is Silent
No orders are received from the army headquarters, regiments commander has to improvise
and come up with a plan of his own. Units may move up to Minimum Distance.

2-5: Orders Received


Sooner or later, the orders are received and battle plan is clear to the commander. Units may
move up to Standard Distance.

6: Excellent Plan
The regiments commander has no doubt that the overall battle plan is an excellent one. He
shall direct his forces swiftly and without hesitation. Units may move up to Maximum
Distance.

Minimum, Standard and Maximum Distance values are different for each type of unit. They
are covered in Movement Phase part. After rolling for Regimental Command but before
moving any unit, shoot with any units you wish in the Shooting Phase.

Kaiser Wilhelm is briefed on Eastern Front

19
PART 3: SHOOTING PHASE

In Shooting Phase, players may shoot with any units. The target must be at the Front Side of
shooting unit before any dice is rolled. All players are free to check the range before any
shooting is made. Finish shooting with a unit, roll for necessary saves of the target and
remove miniatures if needed before passing to shoot with another unit.

A unit that shoots in Shooting Phase may not move in Movement Phase. So if you would like
a unit to move that turn or deliver an assault, do not shoot with that unit.

Basically, there are three ranges in TbF;

Effective Range: 20cm Long Range: 40cm Far Range: 60cm

Infantry units with rifles are able to shoot up to Long Range.

Check the range from the shooting units nearest point to the target units nearest point. If
the range is sufficient, you may perform shooting; if not, the target is out of range and unit is
unable to shoot that target. Check also if target receives fire from its Front or Back Side.
Units that are hit from their Back Sides have some penalty to their save rolls.

Example of ranges and receiving fire from Back Side

Rotate to Shoot

Before shooting, a unit may turn and change its facing without moving its center point. This is
called Rotate to Shoot and is an exception to the games first shoot, then move rule. Units
that perform Rotate to Shoot move have some penalty to their shooting.

20
Some options for Rotating to Shoot move

Target Not Clear / Sheltered

Before shooting, go down to the units view. If you can perfectly see the target or see more
than half of it without trouble, then target is clear. If at least half of the target unit cannot be
seen, then the target is Not Clear and the shooting unit has some penalty. If you can just
barely see the target or cant see it at all, then the unit may not shoot that target.

Target Clear, Not Clear and Obscured Target

21
Some targets which are seen through woodlands or concealing terrain are also Not Clear
targets. These issues shall be covered in Terrain Features part.

Some units are well protected in trenches or buildings; they are both Not Clear and
Sheltered. In addition to standard shooting penalties against them for being Not Clear, those
units also have a bonus to their save rolls. These issues shall also be covered in Terrain
Features part.

Performing Shooting

Once you have made sure to shoot with a unit, you may roll the dice. A shooting unit may
distribute its dice in any way to any valid target. Check the distance to target, see if it is Not
Clear and roll your dice. Below is the number of dice that an infantry unit with rifles may roll.

Full Strength: 9 dice Half Strength: 6 dice Reduced Strength: 3 dice

A target at Effective Range is successfully hit on 3+. Following modifiers apply;

Shooting unit has;


-1 to the dice result if target is at Long Range
-2 to the dice result if target is at Far Range
-1 to the dice result if target is Not Clear
-1 to the dice result if shooters Rotated to Shoot
-1 to the dice result if shooters are Under Heavy Fire

Calculate the number of successful rolls; that much hits are applied to the target and it must
now roll that much saves. (Example: A Full Strength infantry unit shoots a Half Strength
infantry unit which is at Long Range. Unit rolls nine dice to shoot and results of 4+ shall hit
the target. Let us assume the results are 2, 4, 5, 6, 4, 4, 3, 6 and 1. Six of these results are 4+
and there are six hits. Target unit now has to roll six save dice.)

Saving the Hits

A unit successfully saves a hit on 3+. Following modifiers apply;

Target unit has;


+1 to the dice result if target is Sheltered
-1 to the dice result if target receives fire from its Back Side (do not apply this penalty if
target is Sheltered)

Calculate the number of failed rolls; that much damage are applied to the target. Now check
the outcome of shooting. You may need to put Damage Markers near the unit, reduce its
status and remove miniatures or it may become Under Heavy Fire. Also, if it has taken
enough casualties, the unit may need to roll for Shooting Morale. (Example: Continuing the
case above, Half Strength target unit now rolls six save dice and results of 3+ shall succeed.
Let us assume the results are 1, 4, 5, 2, 2 and 6. Three of these results are 3+ and there are
three saves. Target unit now takes three damages.)

22
Under Heavy Fire

If a unit takes at least three damages from shooting, that unit is now Under Heavy Fire. Such
units may not move until the end of their next Movement Phase, except any movement
they should perform according to the Shooting Morale roll if necessary. Put an Under Heavy
Fire marker near the unit to remind you of this condition. Remove the marker at the end of
units next Movement Phase. (Example: Continuing the case above, target unit is now Under
Heavy Fire and a marker is put near. It shall not be able to move when the player will get the
first chance to move that unit. After the next Movement Phase, unit shall be free from the
effects of Under Heavy Fire.)

Damage Markers and Reducing Unit Status

When a Full Strength unit takes one damage, put a Damage Marker near it. When it takes
two damages, put another Damage Marker. When it takes a third damage, remove all
Damage Markers, reduce the unit status to Half Strength and take out a base from the unit.
Perform the same when the unit takes additional damage, put Damage Markers at next first
and second damages and fall to Reduced Strength at third one.

Perform the same when the unit takes additional damage but now remove the last base at
next third damage. The unit is now completely destroyed. (Example: Continuing the case
above, target unit takes three damages and falls to Reduced Strength from Half Strength. One
of its bases is removed from table.)

The case told in examples; a unit firing, the target taking damage and goes down a status,
Shooting Morale is rolled and the target is forced to move away.

23
Shooting Morale

When a unit falls to Reduced Strength during a Shooting Phase and thereafter, whenever it
takes at least one damage during a Shooting Phase, roll for Shooting Morale. If you have
rolled Shooting Morale for a unit, do not roll for it again during the same turn.

1-2: The remaining troops see it pointless to continue the battle. Unit is considered to be
completely destroyed, leave rest of the miniatures from table.
3-4: The remaining troops retreat but reform soon after. Unit is moved Standard Distance
away from the direction of enemy shooting.
5-6: The remaining troops do not give up and carry on the fight. No extra effect.

If you need to move the unit away, then just take the units bases and put them as they faced
before. Try to move the unit in the most sensible direction that shall take it as far as possible
from any enemy units. (Example: Continuing the case above, target unit should roll for
Shooting Morale. Let us assume the result is 4; the unit now has to move Standard Distance
away from the enemy units at the end of Shooting Phase.)

Normally, units that are Under Heavy Fire may not move, but this does not stop them from
going back according to Shooting Morale result.

French troops take firing position

24
PART 4: MOVEMENT PHASE

After the shooting phase, units may now move according to the distance allowed by
Regimental Command dice. Units that have performed shooting and those that are Under
Heavy Fire may not move.

Movement Rates
Minimum Distance Standard Distance Maximum Distance
Infantry 10cm 15cm 20cm
Cavalry 15cm 25cm 30cm
Artillery 5cm 5cm 5cm
Armored Car 15cm 25cm 35cm
Tank 10cm 10cm 10cm

When moving a unit, simply measure the distance it can move and put the unit anywhere
within that distance. Measure from the fronts of the bases to the position where their fronts
shall face. When wheeling or turning a unit backwards, be sure that no base is moved more
than it is allowed. Units may move freely over or between friendly units as long as they do
not end their movement on them. However, units may not move within 5cm of an enemy unit
unless the move is declared to be an assault. When moving units, if in some place you cant
put the bases side by side, then put them in any way they fit.

Movement of a unit between obstacles and then moving back

Take Cover

If an Infantry unit or Squad does not shoot in the Shooting Phase and does not move in
Movement Phase, then it Takes Cover. Such unit is now a target Not Clear. You may put a
marker to remind you of its condition. Take Cover stance is gone if the unit moves.

25
PART 5: TERRAIN FEATURES

Terrains generally affect movement and visibility of troops. While it is not necessary to fill
the game table with terrain pieces, it would be fine to place some beautiful parts. A simple
table with two or three hills, a road and some woodlands are enough for an enjoyable game.
Some terrain parts have special rules and it is best to discuss the terrain and their rules with
you opponent before the game.

Impassable Terrain
These are terrain features over which there is no passage. Units may not move over them in
any way.

Examples: Cliffs, Rocks, Deep Rivers, Seas & Lakes

Difficult Terrain
These grounds are hard to pass by and slow down units. Some types of units may even not
pass over them at all. Infantry and Tanks reduce their movement rates by 5cm when passing
over Difficult Terrain. Artillery and Armored Cars cannot enter these grounds. Cavalry in
this terrain act just like Infantry, using their movement table and reducing the rate by 5cm.

Examples: Steep Hills, Bluffs, Standard Rivers, Woodlands, Craters, Muddy Ground, Farms

Concealing Terrain
Some terrain parts offer concealment to the troops inside. Units in Concealing Terrain are
targets Not Clear for the enemy. Usually, natural terrain pieces like woodlands do not
completely block line of sight (Of course, if you look through them and see nothing, then they
do block line of sight.) but units seeing each other through these parts consider each other Not
Clear targets.

Units just at the edge of Concealing Terrain gain the advantage of being Not Clear but they
can see clearly the outside of terrain. Note that some pieces like fences offer concealment
only against one side. Units can be clearly seen if the view is not blocked by these pieces.

Examples: Woodlands, Craters, Fences

Sheltering Terrain
Troops inside fortifications and buildings are better protected against enemy fire. Units inside
Sheltering Terrain are targets Not Clear and they have the Sheltered rule. Note that some
pieces like walls offer cover only against one side. Units are not Sheltered if the view is not
blocked by these pieces.

Examples: Buildings, Trenches, Walls, Redoubts

26
PART 6: ASSAULT COMBAT

When ordered to charge, troops fix bayonets and run towards enemy positions. In TbF, when
two enemy units make contact, the Assault Combat begins. To do this, after all other moves,
a player should declare the units that are wished to assault. Only units that are able to move
and of course those having needed movement rates to reach the enemy units, are eligible for
assault moves. Assault declarations should be appropriate; a unit may only assault an enemy
unit that is on its Front Side and units may not pass over an enemy unit to assault another.

For any reason, if you find out that a unit wished to assault is not actually permitted to
complete that move, you may move it normally before other assault declarations are made.
After all declarations; units that are declared to charge are Assaulting Units, units that are
targets of assault are Defending Units and units from defending side that are within 10cm of
Defending Units are Supporting Units.

Example: Full Strength units A, B and C are declared to assault a Full Strength enemy unit X.
Unit X is now a Defending Unit. A friendly Half Strength unit Y is within 10cm of unit X, so it
is now a Supporting Unit. Another friendly unit Z is not within 10cm and shall not participate
in Assault Combat.

The situation told in example

After the assault declarations, defending side now has to decide their reactions. In worst case,
(when the attackers are all assaulting from Back Side of defending unit etc.) units from
defending side can do nothing and wait for the hand-to-hand to begin. But usually, defenders
react to the enemy charging at them. In most cases, they stand where they are and shoot a
volley of Defensive Fire to break the assault. Cavalry may find it better to leave their
positions and launch a Countercharge. Here, we shall look at how these reactions are played.

27
Defensive Fire

Defensive Fire is a free shooting that Defending and Supporting Units may perform. Play it
just like at the Shooting Phase with some exceptions; only Assaulting Units may be targets of
that shooting. Units make their shooting from Effective Range no matter the initial position
of chargers. (We consider that troops hold their fire until the enemy move into best range for
shooting and then fire.) There can be no Rotate to Shoot move before Defensive Fire.

Roll to hit and save just like in Shooting Phase. Assaulting Units that are Under Heavy Fire
after the Defensive Fire are not allowed to make their assault moves. They stand at their
position and since they have not shot and moved in game terms, are allowed to Take Cover.

Example: Following the case above, let us assume the defending side chooses Defensive Fire
as the reaction. Unit X shall split its fire between enemy units A and B; unit Y shall fire to
enemy unit C. After shooting and save rolls, it turns out units A and B has one damage both;
they take one damage marker each. But unit C has three damages! It immediately loses a
status and becomes Under Heavy Fire. Unit C shall not participate in Assault Combat. Units
A and B are now moved to engage and unit Y also joins the fight.

The situation told in example

After rolls for hit and saves, units that are able to complete their assault are now moved to
contact the enemy. Try to move the units in most direct route. Units that are at the Front Side
of defending units before the assault moves, are placed on their Front Side. Units that are at
the Back Side of defending units are placed on their Back Side. In that case, the assault is
made from the Back Side and defenders shall have some penalty.

28
After placing the Assaulting Units in contact with the Defending Units; Supporting Units
now have the option to stay where they are or join combat. If they choose to join combat, also
move them in most direct route in contact with Assaulting Units. Supporting Units that are
Under Heavy Fire cannot join the combat, they have to hold their ground after they shoot
Defensive Fire.

The situation told in example

Units are placed in such a way that all able Assaulting Units should contact the Defending
Unit. If some cannot contact, then they may be placed in a second rank just after the first
rank of assaulters. This is the same as Supporting Units joining the fight; they should contact
the Assaulting Units and if that is not possible, they may be placed right behind the Defending
Unit in a second rank.

After all moves are completed, begin Melee Fighting.

Countercharge

Sometimes, especially when there are cavalry units on defending side, they may go for a
Countercharge. In this case, move the Defending Unit and any Supporting Units that shall
join the Countercharge to a central position, between the starting positions of attackers and
defenders. Assaulting Units are now moved to contact all the units that moved. Any unit that
is Under Heavy Fire may not perform Countercharge.

After all moves are completed, begin Melee Fighting.

29
The situation that would happen if the defending side Countercharged in the example

Melee Fighting

Once all the assault moves are done, you may start the hand-to-hand combat. A fighting unit
may distribute its dice in any way to any enemy that it contacts. All fighting is done
simultaneously. Below is the number of dice that an infantry or cavalry unit may roll.

Full Strength: 9 dice Half Strength: 6 dice Reduced Strength: 3 dice

The enemy is successfully hit on 3+. Following modifiers apply;

Fighting unit has;


-1 to the dice result if it is engaged from its Back Side

A unit successfully saves a hit on 4+.

All unsaved hits inflict damages on units. Put damage markers on them or reduce their status
just like in Shooting Phase. After all rolls to hit and save are made, if one side has completely
destroyed the enemy, then they are automatically the winners of combat. If not, calculate the
Assault Combat Result. This is done as follows;

Each side has 1 point each for every damage inflicted on enemy units.
If one side has units engaged from Back Side, the other side has 1 more point.
If the defending side has Countercharged, they have 1 more point. (Do not apply that if there
are cavalry or armored units among the attackers.)

The side with more points is the winner of Assault Combat. The side with fewer points has
lost. In case of equality, treat the defending side as the winner. Now, the side that lost the
combat has to roll for Assault Combat Morale.

30
Example: Following the case above, assuming the defending side choose Defensive Fire as
reaction, units A and B are now fighting enemy units X and Y. After rolls to hit and save, it
turns out that unit A takes one more damage, now it has two damage markers. Unit B had
takes two more damage and is now down to Half Strength. Unit X takes two damage and now
has two markers. Unit Y takes three damage and is now down to Reduced Strength. Attacking
side has 5 points, defending side has 3. Attackers win the Assault Combat and now the
defending side has to roll for Assault Combat Morale.

The situation told in example

Assault Combat Morale

Below is the chart for Assault Combat Morale. The losing side rolls a dice and sees the result;

1-2: Units from losing side see that they cannot break enemy resistance and fall back. Move
them Standard Distance away from the enemy units. If there are Reduced Strength units
among them, they are now completely destroyed.
3-6: Units from losing side do not give up and hurl themselves once more upon the enemy!
Perform Melee Fighting immediately one more time.

Losing side has following modifiers;


-1 to dice result if it lost the combat with a Result Difference of 1
-2 to dice result if it lost the combat with a Result Difference of 2 or 3
-3 to dice result if it lost the combat with a Result Difference of 4 or more

31
Example: Following the case above, the Result Difference is 2 and let us assume that the
defending side Assault Combat Morale roll is 4. With penalty from Result Difference, the final
Morale result becomes a 2! Unit Y is immediately destroyed and unit X is moved away from
the enemy. Units A and B now occupy enemy positions.

The situation told in example

After one side has beaten the other, units from the winning side have a few options. They may
either hold their ground, rotate in any way so that their center points stay the same or they
can occupy enemy positions. Occupying enemy positions is done by moving units up to 5cm
towards the positions that the enemy held before combat. Units from defending side may only
occupy enemy positions if they performed a Countercharge.

32
PART 7: SQUADS

Squads are small parties of troops, wielding powerful weapons or having special abilities.
Squads may begin the game attached to an infantry or cavalry unit and a unit may have
maximum one squad attached to it. The squad base is put towards a central position within
the unit.

When the unit is down to Half Strength and after it has two damage counters, the next
damage is applied to the squad within a unit and so, the squad is destroyed. After that, the
next damage is applied to the unit as usual and takes it down to Reduced Strength.

At the beginning of any turn, and sometimes compulsively, a squad may be detached from a
unit. From this moment on, the squad may not move other than to rotate on the spot. It may
shoot from that position, may be targeted by the enemy and now is a minuscule unit. Squads
save any hits just as usual. A single damage is enough to destroy such squads.

Unless otherwise stated, a squad may hit the enemy with a single dice in Melee Fighting.

We shall discuss more squad types in Advanced Rules chapter but for now, we only present
the rules for MG Squad.

MG Squad

An MG Squad shoots with three dice and hits the target on 2+ at Effective Range. MG
Squads may shoot up to Far Range. Other shooting modifiers are applied as usual. Two
successful hits from an MG Squad to any unit, whether those hits are saved or not, are
enough to put the target Under Heavy Fire.

MG Squads must be detached from the unit if the unit is to assault the enemy. In defense,
only reaction they may give is Defensive Fire and they cannot join the fight if they are
Supporting Units. If they are themselves or their attached unit are assaulted and lose the
combat, MG Squads are immediately destroyed without the option to move away.

British Vickers machine-gm

33
PART 8: ARTILLERY

Artillery units are gun batteries. The most common artillery piece in armies is the Field
Artillery. Here, we shall cover rules about these field artillery batteries. In next chapter, you
may find rules about more artillery types.

An artillery unit is hit and rolls for save just as usual. But if it rolls for Shooting Morale and
needs to retreat, do not move the battery and hold its ground. In such case, the artillery unit
is now Under Heavy Fire. Artillery batteries may begin the game in Gun Pits even if they
are in open terrain. You may put a marker to remind that. They may remain so until they
move. Units in Gun Pits are treated the same as targets Not Clear.

Field artillery units may use two types of shooting; direct fire or bombardment. However,
they cannot perform a Rotate to Shoot move.

Direct Fire

Field artillery batteries may shoot up to Far Range during direct fire. When using direct fire,
a field artillery battery uses a number of dice shown below;

Full Strength: 6 dice Half Strength: 4 dice Reduced Strength: 2 dice

This shooting is done just like usual shooting rules with the only exception that targets never
benefit the save roll advantage from being Sheltered.

Bombardement

Artillery units using their bombardement shooting, have a standard range of 150 cm. Batteries
do not need to see their target for a bombardment. However, an artillery unit cannot use
bombardement to hit targets at Effective Range. Also, batteries that are Under Heavy Fire
cannot shoot bombardement. The artillery unit should choose only one target and concentrate
its fire on it. The unit uses a number of dice shown below;

Full Strength: 3 dice Half Strength: 2 dice Reduced Strength: 1 dice

The target is successfully hit on 4+. Following modifiers apply;

Shooting unit has;


-1 to the dice result if target is in Concealing Terrain, Taken Cover or is Sheltered.

The target successfully saves a hit on 3+. Following modifiers apply;

Target unit has;


+1 to the dice result if target is Sheltered

Unlike normal shooting, the target takes two damage from one failed save against a
bombardement hit. Also, one successful hit from a bombardment, whether the hit is saved or
not, is enough to put the target Under Heavy Fire.

34
Artillery in Assault Combat

Artillery batteries may not perform an assault move. In defense, only reaction they may give
is Defensive Fire and they cannot join the fight if they are Supporting Units. If they are
assaulted and lose the combat, batteries are immediately destroyed without the option to
move away.

In Defensive Fire, they may only use the direct fire option.

Below is the number of dice that an artillery unit may roll in Melee Fighting;

Full Strength: 3 dice Half Strength: 2 dice Reduced Strength: 1 dice

They roll to hit and save as usual.

Ottoman howitzer with crew

35
PART 9: CAVALRY

With the term cavalry, we represent all mounted unit in general and of course, their condition
while they are still on horseback. Here, we shall cover the rules for common cavalry units. In
next chapter, you will find more about mounted units.

Cavalry troops do have rifles but shooting on horseback is mostly ineffective. While mounted,
a cavalry unit may not perform any shooting. But cavalry are more vulnerable to enemy fire
and it doesnt matter if you shoot the man or the mount. All cavalry units have -1 to their dice
result to save hits from enemy shooting.

Cavalry units have no trouble moving over or through unoccupied or friendly trench lines.
But they may not end their movement in them and occupy trenches while still mounted. They
also may not enter buildings while mounted.

At the start of its turn after the Regimental Command dice or before the game, a cavalry unit
may dismount. This does not count as moving and units may perform that even while they
are Under Heavy Fire. When dismounted, replace cavalry miniatures with infantry; the unit
now obeys the usual rules for an infantry unit. A dismounted unit cannot mount on their
horses again.

Cavalry in Assault Combat

Cavalry units are shock elements and not expected to assault fortified positions. A mounted
unit may not charge an enemy in Sheltered position. Also, assaulting an enemy head on is
very risky. Any unit being assaulted by cavalry from its Front Side has +1 to its dice result
to hit while shooting Defensive Fire.

In Melee Fighting, mounted units roll to hit with same number of dice, at same values and
save hits as usual. But the true strength of cavalry lie in a glorious charge. If they assaulted or
launched a countercharge, only at the first round of the fight, a cavalry unit may reroll
some of their failed to hit dice in Melee Fighting. Below are shown the numbers;

Full Strength: 3 dice Half Strength: 2 dice Reduced Strength: 1 dice

If the side having cavalry units assaulted or countercharged and only if they forced the
enemy to retreat at the first round of fighting, a cavalry unit may chase an enemy infantry
unit. After the infantry is moved away from the fight, put the cavalry unit just in front of it
and perform Melee Fighting one more time. The cavalry unit is treated as charged but no
Defensive Fire may be shot. Play the round only between that cavalry and infantry unit, no
other unit may come to support. After this round, the cavalry unit may not perform another
chase.

36
CHAPTER III ADVANCED RULES

Until here, basic TbF rules were covered as to how to shoot with units, how to move them and
how assaults are worked out. We advise you to go ahead and try a small game, both sides
having only a few units and better understand the rules. After that, continue from here and
learn about the advanced rules.

In TbF games, as stated before, your units are company sized formations. They are
squadrons in case of cavalry or artillery batteries. Several of these companies form
battalions and a few battalions with some support units shape a players force. This force
generally represents a regiment or brigade sized formation. Opposing forces of these sizes
will give you a fun game and be manageable to play; of course you are welcome to play the
game with only a few units (a clash of battalion sized forces) or with dozens of units (battle of
divisions) if that is what you prefer.

Regular Infantry Regiment

Regular Infantry Regular Infantry Reserve Infantry


Support Units
Battalion Battalion Battalion

Regular Infantry Regular Infantry Reserve Infantry Field Artillery


Company MG Company MG Company Battery
Squad Squad

Regular Infantry Regular Infantry Reserve Infantry Cavalry


Company Company Company Squadron

Regular Infantry Regular Infantry


Company Company

Sample TbF force list

37
PART 10: SCENARIOS AND WINNING CONDITIONS

Trial by Fire games are usually played according to a scenario. This scenario should include
the table set up, the forces and units of each side, where the forces shall be deployed and the
game objectives. Players may use a scenario we present for Trial by Fire, take one from other
wargaming sources and change it into a TbF scenario or they can also write their own
scenarios after they get the basics. In this book, we have given several such scenarios and in
supplement books, there shall be more.

We generally play our TbF games according to such scenarios. But players may also wish to
construct points based lists and play a standard scenario; the tournament way. This is also
possible; in this book there are two points based force lists, a British Infantry Brigade and an
Ottoman Infantry Regiment for the later stages of Middle East Palestine Front. There shall
be more points based lists in the supplements. Also in this book, youll find some standard
scenarios, established for such games. If you wish for a more balanced and competitive game,
you may use these scenarios and lists.

One way or another, you will choose a scenario and start playing. Here are some points we
want to highlight about Trial by Fire games.

Deployment of Forces

The deployment of units is made according to the scenario rules. The scenario map shows or
the instructions tell where to put your units belonging to each battalion or regiment. If the
scenario does not highlight where specifically to put your units, then you may deploy them
inside the designated area as you wish.

Game Turns and Limit

After deployment, players begin the turns, going one after another. When both players all do
their parts of shooting, movement and assaults, one game turn ends. Scenarios usually set a
time or turn limit for the game and say that who shall be victorious at what condition when
the game ends. The turn limit represents the maximum available time to fight before troops
run out of supplies, get exhausted, the dark falls or the rest of the armies get into positions to
force the battle to end.

Regimental Morale

Before the turn limit runs out, it may occur that one side is badly shaken and routs from the
field, letting the other side grab a decisive victory. At the start of every turn, before all else,
check for Regimental Morale. Regardless of game missions and objectives, when more than
half of the units from one side are completely destroyed, the Regimental Morale fails and
that side loses the game immediately. Do not count separate squads while checking
Regimental Morale.

38
Missions and Objectives

In a scenario, each side has a mission, the condition that they shall win the game if fulfilled at
the end. The mission may be to simply destroy the enemy forces or stand against enemy
attacks and not break. It may also be to defend or capture some objectives.

The objectives represent strategically important spots on the battlefield. Usually, it is more
vital to hold and deny the enemy these objectives than to totally destroy the opposing force.
These objectives might be terrain pieces like woodlands, villages, hills, crossroads, road
sections or trench lines. They may also be represented with small markers.

In case of terrain parts; one side is said to hold the objective at the end of the game, if the
majority of units occupying that terrain are friendly units. Do not count separate squads while
checking this. If no units occupy that terrain at the end of game, then check which unit
occupied it last, that units side is said to hold the objective.

In case of markers; one side is said to hold the objective at the end of the game, if a unit
from that side stands over the markers position. If no unit stands over it at the end of game,
then check which unit stood last, that units side is said to hold the objective.

Greek infantry during Asia Minor Campaign

39
PART 11: ARMY & UNIT MODIFIERS

Historically, armies had different qualities and we represent this difference with army and unit
modifiers. There are three modifiers in TbF; Maneuver, Combat Skill and Endurance. They
can all take levels from 1 to 5; armies and units obey the rules of levels they are in. Note that
Squads are too small formations and Armored Units are new to warfare tactics so these
groups do not obey any rules from modifiers.

Maneuver

This is the general maneuver ability of troops and is affected from many factors such as
training of officers, drills and general communication. High level forces move more rapidly at
the battlefield while low level armies may have difficulty being at the right place at right time.

5: Units have +1 to all Regimental Command rolls.


4: Regimental Command rolls of 5 are treated as Excellent Plan.
3: Use standard rules.
2: Regimental Command rolls of 2 are treated as HQ is Silent.
1: Units have -1 to all Regimental Command rolls.

Battle Skill

This represents the combat ability of a force; it is a combination of soldiers skills, their
perfection of applying modern battle methods and how well they are equipped. A low skill
level doesnt necessarily mean a bad warrior, but it means that troops are underequipped
and not well trained in modern warfare.

5: In addition to level 4 benefits, units may reroll one failed dice to save in Shooting Phase
and in Melee Fighting.
4: Units may reroll one failed dice to hit in Shooting Phase and in Melee Fighting.
3: Use standard rules.
2: Units must reroll one successful dice to hit in Shooting Phase and in Melee Fighting.
1: In addition to level 2 penalties, units must reroll one successful dice to save in Shooting
Phase and in Melee Fighting.

Note that these rerolls can only be applied against direct hits; not in any case against
artillery bombardments. Artillery units also do not obey these rules; they treat Battle Skill
levels as follows;

If an artillery unit with a Battle Skill 5 or 4 hit the target in bombardment with just one less
value than the required roll, it rolls one more dice. If the result of this new dice is 5-6, then
treat the bombardment roll as a successful hit.

If an artillery unit with a Battle Skill 2 or 1 hit the target in bombardment with just the
required roll value, it rolls one more dice. If the result of this new dice is 1-2, then treat the
bombardment roll as miss.

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Endurance

This is how much the troops can take, how willing they are to fight and in the end, how brave
they are. Endurance level is affected both from the cultural and social qualities of a forces
soldiers and also their determination to resist terrible war conditions.

Whenever a unit with Endurance Level 5 or 4 is put Under Heavy Fire, roll a dice; they may
recover immediately on certain rolls. Whenever a unit with Endurance Level 2 or 1 should
recover from the effects of Under Heavy Fire after staying still for one turn, roll a dice; they
may continue to be Under Heavy Fire on certain rolls.

5: Units ignore the effects of being Under Heavy Fire on a result of 4+.
4: Units ignore the effects of being Under Heavy Fire on a result of 5+.
3: Use standard rules.
2: Units may only recover from being Under Heavy Fire on a result of 3+.
1: Units may only recover from being Under Heavy Fire on a result of 4+.

Here are some example army and unit modifiers we see fit;

Middle East, Late War Ottoman Regulars


Maneuver: 3 Battle Skill: 3 Endurance: 4

Middle East, Ottoman Tribal Irregulars


Maneuver: 1 Battle Skill: 1 Endurance: 1

Middle East, Late War British Regulars


Maneuver: 4 Battle Skill: 4 Endurance: 3

Middle East, Sharifian Arab Rebels


Maneuver: 2 Battle Skill: 2 Endurance: 2

Western Front, Late War German Stormtroopers


Maneuver: 5 Battle Skill: 5 Endurance: 3

Greco-Turkish War, Greek Regulars


Maneuver: 3 Battle Skill: 3 Endurance: 3

Note that these modifiers may change according to fronts, battles, commanders and any other
factor that impacts the war effort of armies and troops.

41
PART 12: MORE ON TERRAIN FEATURES

Buildings and Villages

Buildings are both Concealing and Sheltering terrain. You may use single part buildings in
your games or you can also use a couple of buildings on a single piece and treat it as a
whole. This way, you may represent villages or small towns. Units may enter or pass
through unoccupied buildings or villages without trouble. Only one unit may occupy one
building or village. In case of Squads, maximum three squads may position in one of them.
Place the bases of units in a building in any way they fit. If necessary, you may remove some
of the bases from table. Units in buildings may face one side as normal and have their Front
and Back sides. In this case, make sure to state the direction they face. Alternatively, they
may also scatter around and have all sides as Front Side. In this case, a unit uses half of its
shooting dice (rounded up) towards its relative Front Side and the rest of its shooting dice
towards the relative Back Side. Squads do not have that choice; they must face one direction
and have Front and Back Sides.

In case of assaults, it is enough for the assaulters to contact a part of a building or village.
Units may not enter a building before enemy is driven out or destroyed.

Crossing Rivers

There are three types of rivers in TbF; Deep Rivers are Impassable terrain and can only be
crossed by bridges over them. Shallow Rivers are treated just as game table, they have no
special rules. Standard Rivers are Difficult terrain and units that wish to pass through, must
follow these steps;

First, the unit comes to the edge of the river in its Movement Phase. If a unit starts a
Movement Phase at the edge of a standard river, then it may start crossing it that turn. The
unit should pass at least one turn inside the river. The next turn, the unit may now get to the
other side of the river.

Units cannot Take Cover inside a river terrain. If they become Under Heavy Fire while
crossing it, then they have the option to stand where they are or go back to the position
where they first started crossing and stay there.

Fortifications

Fortifications are all kinds of fortified positions where units are protected from enemy fire and
form defensive lines. Most common types are trenches and redoubts. Fortifications are both
Concealing and Sheltering terrain.

Trenches are dug-in positions; they can either cover a small part of game table or run from
one side of defensive line to the other. Trenches may be modeled in multiple pieces, usually
in a zig-zag or non-linear pattern, and one unit should easily fit in them while its bases stand
side by side. A unit inside a trenchline treats both its flanks as its Front Side and can shoot
with half of its shooting dice (rounded down) to its either flank. Units inside same trenchline
treat themselves as targets Not Clear.

42
If two enemy units that are in the same trenchline engage into assault combat, they fight one
on one. There are no support units for them. Of course some other unit assaulting from
outside the trenches may join the fight.

Redoubts are small fortifications offering a good shooting view to the troops inside. They
have exactly the same rules as buildings and villages.

Barbed Wire and Minefields

Barbed wire obstacles are delaying factors for enemy units and some types of troops even
cant pass through them. Only Infantry and Tank units may pass barbed wire terrain; others
have to stay on the other side, find another way or wait for it to be removed. Tanks pass over
them as usual, treating the wire as Difficult terrain. Infantry units have to follow these steps;

First, the unit comes to the edge of the barbed wire in its Movement Phase. If a unit starts a
Movement Phase at the edge of barbed wire terrain, then it may cross that turn. The unit
should be placed just at the other edge of barbed wire that turn. The next turn, the unit may
now move further away from the barbed wire.

Minefields are very dangerous places. When crossing a minefield, a unit immediately takes
three damages with no saves of any kind. After crossing, the unit is Under Heavy Fire.

March Formation

A unit in standard formation may change to March Formation if it stands on a road terrain
at the end of its Movement Phase. Units may also start the game in March Formation if
they stand on road. Place the units bases one after the other.

When a unit starts its Movement Phase in March Formation, it may move 5cm more if it is
an infantry, artillery or tank unit and 10cm more if it is a cavalry or armored car unit. But
this formation has following penalties;

Units have +1 to any hit rolls vs. targets in March Formation,


The unit in March Formation cannot shoot,
The unit in March Formation cannot give any assault reactions,

At the start of its turn after the Regimental Command dice, a unit in March Formation may
change to normal stance. This does not count as moving and units may perform that even
while they are Under Heavy Fire.

43
PART 13: UNITS WITH SPECIAL RULES

Light Infantry

These troops are lightly equipped and their battalions generally carry no or few heavy
weapons like machine-guns. Field gendarmes and scouts fall into this category. A light
infantry unit does not reduce its movement rate when passing through Difficult terrain.

Engineers

Engineers are skilled troops with more technical equipment than others. When an engineer
unit Takes Cover, it also gains the Sheltered bonus by quickly construction a defensive zone.
Engineers can also remove barbed wire obstacles. Rather than crossing a barbed wire, if an
engineer unit starts a Movement Phase at the edge of barbed wire terrain, the unit may hold
its ground and remove a part of barbed wire terrain equal to the unit frontage at the end of
that Movement Phase.

Stormtroopers / Grenadiers

Stormtroopers and grenadiers are units specially trained for close combat. They also have
more hand grenades and better weapons. These troops may roll one more dice to hit in Melee
Fighting.

Irregulars

Some troops do not fight under command of the army; they are either rebels, brigands or tribal
warriors helping the war effort of one side. They lack discipline of regular troops. An
Irregular unit always has -1 to the result of any kind of Morale test it rolls.

Light Cavalry

Regular cavalry units are trained in the arts of mounted warfare and have sabres ideal for this
task. But some horsemen are either mounted infantry or irregular units, lacking the equipment
or training of regular cavalry. These units do not reroll any dice when they charge or
countercharge in Melee Fighting.

Mounted gendarmes and scouts are also light cavalry units. They obey cavalry rules as
usual as long as they are mounted; if they dismount, they start to obey Light Infantry rules.

Camel Units

Camels can endure much longer than horses in a desert. A camel unit does not need to fear
much about watering their mounts. But they advance at a slower pace than horses. Camel
units obey all the rules for Light Cavalry. In addition, their Minimum, Standard and
Maximum Distance values are all 20cm.

Lancers

Some cavalry units still retain their lances, the deadly close combat tools. Lancers reroll one
more dice than regular cavalry units when they charge or countercharge in Melee Fighting.

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Howitzers

Howitzers are used to effectively destroy entrenched enemy. They shoot bombardment with a
more parabolic route and are more deadly to fortified troops. Targets hit by a howitzer
bombardment cannot use the +1 to save advantage of being Sheltered. In addition, all direct
fire shooting by howitzers are made with half the number of dice.

Heavy Artillery

Heavy artillery guns have devastating effect on targets. They obey all the rules for Howitzers.
In addition, they have a range of 200cm and when performing heavy artillery bombardments,
you may reroll any failed dice to hit the target.

Horse Artillery

These are basically field artillery units which are assigned to cavalry brigades. They have
more horses at disposal to pull their guns. Horse artillery uses the same rules with field
artillery units except they may move up to 5cm more.

Off-Map Artillery

Forces may also take fire support from outside the game table. This may be the effect of naval
fire support, guns from forts and redoubts or massive artillery like the German Big Bertha.
Off-map artillery may hit anywhere on game table, their battery status and unit type should
be explained specifically.

MG Companies and Mortar Batteries

With the evolution of warfare, armies started to field separate MG and Mortar units. We
represent these units by combining squads in a single unit. This unit has same status levels
with a standard unit; a Full Strength unit has three, Half Strength two and Reduced Strength
just one squad base. These units shoot and fight with the statlines of their base number and
reduce a status for each damage taken. They may not assault or move to join a fight if they
are Supporting Units. If they lose the combat and forced to fall back, these units are
immediately destroyed.

Gas Attack

World War I saw the start of gas warfare. While surprising at first, armies quickly adapted
ways to counter the gas effect and day by day, gas became more of a psychological weapon
rather than an actual killer. In a game with the Gas Attack rule, roll a dice for each unit on
defending side; on a result of 1, the unit has -1 to its Morale rolls. On any other roll, gas no
effect on game; units simply wear their gas masks, wait for the gas to dissipate and prepare
for enemy assault.

45
PART 14: MORE SQUAD TYPES

Light MG Squad

A Light MG Squad shoots with three dice and hits the target on 3+ at Effective Range. Light
MG Squads may shoot up to Far Range. Other shooting modifiers are applied as usual. Two
successful hits from an MG Squad to any unit, whether those hits are saved or not, are
enough to put the target Under Heavy Fire.

Light MGs, unlike heavier ones may join assaults and act in Assault Combat as usual.

Trench Mortars

A Trench Mortar Squad shoots with a single dice and hits the target on 3+ at Effective Range.
Trench Mortars may shoot up to Far Range. However, just like artillery bombardments, they
do not need to see their target for shooting.

Trench Mortars use usual shooting modifiers with following exceptions;

They do not have -1 to hit if target is Not Clear penalty; instead they have -1 to hit if
target is in Concealing Terrain, Taken Cover or is Sheltered just like bombardments. In
addition, targets hit by a trench mortar cannot use the +1 to save advantage of being
Sheltered just like howitzers.

Trench Mortars must be detached from the unit if the unit is to assault the enemy. In defense,
only reaction they may give is Defensive Fire and they cannot join the fight if they are
Supporting Units. If they are themselves or their attached unit are assaulted and lose the
combat, Trench Mortars are immediately destroyed without the option to move away.

Sniper Squads

A Sniper Squad shoots with a single dice and hits the target on 2+ at Effective Range. Snipers
may shoot up to Long Range. They have the option to specifically target an attached squad
inside a unit. Targets hit by sniper fire in Shooting Phase must reroll their successful saves.

They may join assaults and act in Assault Combat as usual.

Infantry Guns

An Infantry Gun Squad shoots with a single dice and hits the target on 3+ at Effective Range.
Infantry Guns may shoot up to Long Range. Targets hit by an infantry gun cannot use the
+1 to save advantage of being Sheltered.

Infantry Guns must be detached from the unit if the unit is to assault the enemy. In defense,
only reaction they may give is Defensive Fire and they cannot join the fight if they are
Supporting Units. If they are themselves or their attached unit are assaulted and lose the
combat, Infantry Guns are immediately destroyed without the option to move away.

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Flamethrowers

A Flamethrower Squad can only be activated in Assault Combat. Once activated, it is


removed from table. A Flamethrower Squad applies a single damage to an enemy unit with
no save of any kind in Melee Fighting, except enemy tank units. The side that activated a
flamethrower also adds +1 to their Assault Combat Result, unless all the enemy units are
tanks.

Until activated, they may join assaults and act in Assault Combat as usual.

Nests

Nests are simply detached squads in fortified positions. They are established before the game
begins. Squads in nests benefit from being a target Not Clear and Sheltered.

German 7.62cm Infantry Gun

47
PART 15: ARMORED UNITS

Machine-gun mounted vehicles were being used in small scale battles prior to World War I
but we can say that the term armored units made their debut at the Great War. There are two
types of armored units; armored cars and tanks. While other units represent company sized
formations in TbF, armored units are generally platoon sized.

Armored Cars are lightly armored vehicles carrying machine-guns. Armored cars have no
trouble moving over or through unoccupied or friendly trench lines. But they may not end
their movement in them. They also may not enter buildings and fortifications. In assault,
armored cars may not charge enemy units in Sheltered positions.

Tanks are well protected by their armor and carry a number of guns and MGs. Tanks have no
trouble moving over or through unoccupied or friendly trench lines. But they may not end
their movement in them. They also may not enter buildings and fortifications. Unlike
armored cars, tanks may charge enemy units in Sheltered positions.

Armored Unit Weapons

Armored units may carry two types of weapons; Vehicle MGs and Tank Guns. Contrary to
other units, an armored unit that performed shooting may also move that turn. Many tanks
carry both tank guns and vehicle MGs, they may shoot both weapons without penalty.

Vehicle MG shots are made with rifle fire rules and modifiers. Tank Gun shots are made
with artillery direct fire rules and modifiers.

Armored Units in Shooting Phase

All weapons have Piercing Rating and armored units have Armor Rating values. In
Shooting Phase, after rolls to hit as usual, armored units roll their saves according to their
Armor Ratings and the shooting units Piercing Rating values. Armored units cannot benefit
from Take Cover advantage.

Piercing Ratings None Low Standard High

Armor Ratings
Light Armored 2+ 4+ 5+ 6+
Medium Armored 1+ 3+ 4+ 5+
Heavy Armored 1+ 2+ 3+ 4+

Examples: A Medium Armored unit is hit by a weapon with Piercing Rating of Standard; the
save is made on 4+. A Light Armored unit is hit by a weapon with Piercing Rating of High;
the save is made on 6+. A Heavy Armored unit is hit by a weapon with Piercing Rating of
None; no need to roll for save as it is made on 1+.

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Piercing Rating of Weapons

Small Arms (Rifles, MGs etc.) None


Infantry Guns Standard
Engineers in Melee Fighting Low
Field Artillery Direct Fire High
Field Artillery Bombardment Low
Howitzer Direct Fire Low
Howitzer Bombardment Standard
Heavy Artillery Direct Fire High
Heavy Artillery Bombardment High

All weapons carried by units that are not designated here are considered to have Piercing
Ratings of None. Engineer units normally have a None value for shooting with their rifles but
they have Low value in Melee Fighting.

Armored units are not put Under Heavy Fire as other units do. Instead, if they roll for
Shooting Morale and are forced to move away from the enemy, they become Under Heavy
Fire. Armored Cars in such condition are moved away just as other units do but Tanks are
not moved and retain their position.

Armored Units in Assault Combat

Armored units join combat as usual. However during Melee Fighting, armored units fight the
same way conducting a shooting. Units roll to hit them, save against them and armored units
also roll to hit and save per rules explained at Armored Units in Shooting Phase section.
There are following exceptions though;

Due to being at point blank range, armored units have +1 to hit rolls while shooting in Melee
Fighting. But armored units also have -1 to save rolls for it is easier to find their weak spots.
Cavalry units have no possible way of damaging armored units so ignore all hits from
mounted units in Melee Fighting.

German AV 7 bogged down in a trench

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Special Rules of Tanks

Tanks are various and different tank units may have some special rules depicting their
qualities. If a tank unit comprises of different tank types; always use the worst rating when
being hit and rolling for saves and use the slowest rating when moving. The commanding
player may decide which tank type to remove when they shall have a status decrease.

Double Vehicle MGs


Tanks with this special rule carry much more machine-guns than others. They double their
dice when shooting with their Vehicle MGs.

Double Tank Guns


Tanks with this special rule carry two tank guns. They double their dice when shooting with
their Tank Guns.

Low / Standard / High Piercing Rating Gun


Tank guns are various and the Piercing Ratings of each tank gun is different. The value should
be noted with the tank specifications.

Defensive MGs
Some tanks have machine-guns specially used in assaults to keep enemy at bay. Units do not
benefit the normal +1 to hit rolls when shooting at tanks during Melee Fighting.

360 Field of Fire


Many tanks have machine guns positioned to shoot towards their flanks and rear. Tank with
this rule may also shoot at targets to their Back Side as well as their Front Side, using their
Vehicle MGs.

Easy Ride
Some tanks have improved tracks systems then enable them to move more swiftly. Tanks with
this rule do not reduce their movement rate in Difficult Terrain.

Improved Armor
German AV 7 tanks were better armored than Allied tanks. Tanks with Improved Armor
special rule roll a dice for each failed save; the damage is ignored on a result of 6+.

Tankette
There are small tanks which are lightly armored but still better protected than armored cars.
Tankettes have a save of 1+ against hits from weapons with a Piercing Rating of None.

Small Turret
Tankettes with tank guns generally have this rule, they do not enough space in turret for both
tank gunner and machine-gunner so have to choose one weapon to shoot. A tank with Small
Turret rule may only shoot with one of its weapons; the Vehicle MG or the Tank Gun.

Low Range
Not all tanks have powerful guns which can shoot as far as others. Tanks with this rule may
shoot up to Long Range with their tank guns.

50
Some Armored Vehicle Profiles

British Rolls Royce Armored Car


Light Armored, Vehicle MG

British Mark A Whippet Tank


Light Armored, Vehicle MG
Tankette

British Mark I / Mark II / Mark III Tank


Male Medium Armored, Double Tank Guns (Standard Piercing)
Defensive MGs

Female Medium Armored, Double Vehicle MGs


Defensive MGs, 360 Field of Fire

British Mark IV / V Tank


Male Heavy Armored, Double Tank Guns (Standard Piercing)
Defensive MGs, Easy Ride

Female Heavy Armored, Double Vehicle MGs


Defensive MGs, 360 Field of Fire, Easy Ride

French Renault FT-17 Tank


Light Armored, Tank Gun (Low Piercing), Vehicle MG
Tankette, Small Turret, Low Range

Schneider CA.1 Tank


Medium Armored, Tank Gun (Low Piercing), Vehicle MG
360 Field of Fire, Low Range

French Char Saint Chamond Tank


Heavy Armored, Tank Gun (High Piercing), Double Vehicle MGs
360 Field of Fire

German AV 7 Tank
Heavy Armored, Tank Gun (Standard Piercing), Double Vehicle MGs
Improved Armor, Defensive MGs, 360 Field of Fire

51
CHAPTER IV A GAME REPORT

Here, you will find a Trial by Fire game report that we played at our local club. Hopefully,
this report will help you get a better understanding of the game and how we play it.

We generally play our games according to a scenario which is written by any of the players or
a third person. These scenarios provide the game table set up, the lists of both sides, the length
of game and missions. Historical accuracy is important but the miniatures at hand and playing
an enjoyable game is more important. While we try to stay as close as possible to historical
facts, we do not mind changing a few units that fought on a battle or improvise the game
missions.

On this report, well see the action of a British infantry force during the First Battle of Gaza.
It was an interesting battle which the British lost due to poorly estimating the strength of
enemy forces and the determined Ottoman resistance with strong counter attacks.

FIRST BATTLE OF GAZA, MIDDLE EAST 1917

After the Gallipoli Campaign, focus of fight between Ottomans and British had turned once
more towards the Middle East. The Egyptian Expeditionary Force, strong with veteran
British, Indian and Anzac units, started its offensive towards enemy territory and captured the
Sinai Peninsula during 1916. On March 1917, it was now time to strike Palestine.

The Ottoman defensive line lay between towns of Gaza and Beersheba. The British plan for
the First Battle of Gaza was to strike the town from south and east with infantry units. Anzac
light horse regiments would encircle the Gaza and occupy positions north of town. Once
surrounded, Ottoman forces inside the town would have no option but to surrender and if they
did not, the town would be taken by a combined infantry and dismounted cavalry assault.

At first everything went according to plan, the Anzac cavalry successfully captured their
objectives and encircled the town. Infantry was also advancing, fighting some battles with
Turkish defenders and gaining ground. Then, reports of an imminent Ottoman counter-attack
arrived to the British HQ. Enemy reinforcements would block the Gaza-Beersheba line and
Anzac cavalry would be trapped. Not willing to take this risk, British command has ordered
the light horsemen to fall back.

The encirclement was broken and as cavalry withdrew, flanks of the British infantry were
now undefended. 161st Infantry Brigade who spearheaded the operation was ordered to
retreat. Soldiers were confused, there were no enemy in sight and they were told to leave their
hard-won objectives. After some time, seeing the Ottoman counter attack did not materialize
as soon as predicted, infantry was again ordered to take back their forward positions. The men
of 161st Brigade once more advanced but now, reinforcements Ottoman 4th Army were on the
way and the counter attack was coming.

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The Scenario

We have set up the game table (180x120cm) according to the map above. There were three
objectives on map, two trench sections and one road section. The British mission is to hold at
least one trench section AND hold the road section, which is their withdrawal route, at the end
of the game. If these are accomplished, game is a British victory. If the Ottoman side holds
both trench sections OR can capture the road section, the game is an Ottoman victory. British
side would go first and the game would last for 8 turns.

Table set-up and units deployed

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British Forces, part of 161st Brigade Ottoman Forces, part of 4th Army

British Infantry Battalion I Ottoman Infantry Battalion I


British Infantry Company (FS) Ottoman Infantry Company (FS)
British Infantry Company (FS) Ottoman Infantry Company (FS)
MG Squad MG Squad

Indian Infantry Battalion Ottoman Infantry Battalion II


Indian Infantry Company (FS) Ottoman Infantry Company (FS)
Indian Infantry Company (FS) Ottoman Infantry Company (FS)
MG Squad MG Squad

British Infantry Battalion II Ottoman Infantry Battalion III


British Infantry Company (FS) Ottoman Infantry Company (FS)
British Infantry Company (FS) Ottoman Infantry Company (FS)
British Infantry Company (FS) MG Squad

Supports Ottoman Veteran Battalion


Field Artillery Battery (FS) Ottoman Veteran Company (FS)
British Cavalry Squadron (FS) Ottoman Veteran Company (FS)

Supports
Ottoman Stormtrooper Company (FS)
Field Artillery Battery (HS)
Howitzer Battery (RS)

Army and Unit Modifiers


British Units Maneuver: 3 Battle Skill: 4 Endurance: 3
Indian Units Maneuver: 3 Battle Skill: 3 Endurance: 4
Ottoman Units Maneuver: 2 Battle Skill: 3 Endurance: 4
Ottoman Veterans Maneuver: 3 Battle Skill: 3 Endurance: 5

Deployment of battalions was made according to map. Players could attach their squads to
any unit in same battalion. British artillery and cavalry could be deployed near the British
Infantry Battalion II so the artillery was deployed behind the battalion and cavalry was put a
little in front. Ottoman field artillery unit was to be deployed to the Ottoman left flank and
howitzer to the right flank. Ottoman player was free to put the Stormtrooper unit anywhere
near any battalion so it was deployed in the woods between Infantry Battalions I and II.

54
Game Play

The British player started the game and decided that the only option to victory was to advance
towards the trench sections. He occupied the trench section to his left with the British Infantry
Battalion I on first turn. Indian Battalion, the cavalry and one unit from British Battalion II
rushed towards the other trench line. When the turn passed to Ottoman player, he also
advanced and occupied the empty trench section with Stormtroopers and units from Ottoman
Battalion II. He left the other infantry units on Ottoman right flank as they were and wanted to
wear down the entrenched British infantry for a while.

On Ottoman left flank, a bold decision was given; the veterans would go for the long route,
advance around the small hill and flank the British guarding the road section. The outcome of
this move would be seen later, either the veterans would not be able to reach their objectives
and remain inefficient during the game or they would storm the British escape route and
deliver a certain victory to Turks.

Ottoman infantry and stormtroopers occupy a trench section, British and Indian units move to oppose them

Now, one trench section was at Ottoman hands, the other was controlled by the British. Next
turns saw the British and Indian units take position in front of enemy occupied trenches.
Firefight had now begun; units in trenches were firing on the enemy advancing towards them.
British cavalry took heavy casualties and had to dismount in order to get better saves. One of
the Indian units was now at the edge of destruction but they held their ground thanks to their
high Endurance modifiers.

At the British trenches, two British units were exchanging fire with the Ottoman battalion but
there was little casualty on both sides. By now, the Ottoman player had made up his mind
about taking the enemy occupied trenches. He tasked the Stormtroopers for this job and then
came the first assault of the game. Ottoman Stormtroopers, which had already taken come
casualty, were down to Half Strength by defensive fire! Although the assault was completed,
now it would not be easy for them to beat a Full Strength British infantry unit.

55
After the melee, British infantry were down to Reduced Strength but they held their ground
and Ottoman stormtroopers were all destroyed. But now there were so few men on British
trenches, the assault had nearly annihilated a British unit and the other took heavy casualty
from well-landed howitzer shots. It soon fled and units from Ottoman Battalion I had no
difficulty advancing and capturing the trenches in front of them.

Just after the stormtrooper assault, British units at the edge of annihilation

It was now mid-game and the Ottomans were in control of both trench sections. There was
little choice for the British player; Indian units, British infantry and dismounted cavalry now
had to charge and capture the enemy positions.

Situation towards Ottoman occupied trenches

56
The British artillery and Indian units shot and put the Ottoman unit with MG Squad attached
Under Heavy Fire. This enabled the two British units to charge the other Turkish infantry unit.
Unlucky defensive fire dice from the Ottoman player made things easier for the British and
both units successfully completed their assaults. After a hard hand-to-hand fight the Ottoman
unit was destroyed; British infantry and dismounted cavalry now jumped in the trenches. At
the following turns, Indians also charged and destroyed the remaining Ottoman unit. British
side had lost one trench section but now captured another.

British infantry and dismounted cavalry successfully charge the Ottoman infantry

The battle was also raging fully towards the road.

Ottoman veterans trying to run around the hill while British infantry units hold on to the road

57
The Ottoman Battalion III was now facing two units from British Battalion II, tasked with
guarding the British escape route. Due to some poor Regimental Command dice and British
artillery pounding them, Ottoman veterans did not seem to reach their objective on time. At
the last turns, although the British units were down to Reduced Strength and forced to fall
back some distance, they were still hanging on and did not rout completely.

And that was it; after around two hours of gaming we had reached the end of turn 8. No side
had to retreat due to Regimental Morale and the situation of objectives would determine the
winner. The road section was still in British hands and one trench line had been occupied by
British and Indian units. That was the necessary victory condition for the British side!

Game was very intense and undecided until the last moment. The decision to march veterans
around the flank was a big call for the Ottoman player. The fact that they did not contribute
much, made a great impact on game. The successful assault of British units to Ottoman
trenches was also very lucky for their side. Anyway it was a close victory for the British and a
very enjoyable game for both sides. We hope you also enjoyed reading the report as much as
we did gaming!

58
CHAPTER V HISTORICAL
SCENARIOS

Here, you will find four historical scenarios which you may use to play Trial by Fire games.
While they all take their inspiration from historical facts, they are not designed to be
necessarily strictly accurate with history. This is generally good enough for us; to play an
enjoyable historical game with an interesting scenario.

The scenarios depict in order; a Russian-Austrian battle in Galicia, an ANZAC-Ottoman fight


in Gallipoli, a French-German trench battle on Western Front and a Turkish-Greek conflict
during Greco-Turkish War 1919-22.

These scenarios give you every information to play a game; the force lists of both sides, game
map and winning conditions. But of course, you do not have to stay very loyal to the scenario
conditions. Lets assume that you like a scenario, have necessary models but you cant exactly
set up the game table as shown with your terrain at hand. This is no big issue, just set up the
table as best as you can and play your game.

In another situation you may have much or less the needed models for a scenario but not
exactly the same. This is also very easy to solve, adapt the force lists to match your models
and youre good to go. You may even use these scenarios to represent other familiar battles on
different theatres. For example; the first scenario, the Russian-Austrian battle can easily be
turned into a Balkan War scenario. You can swap the Russian list for Ottomans and Austrian
list for Bulgarians, change army and unit modifiers to meet historical conditions and there you
go; you have a game suitable for 1912.

Options are limitless. Use these scenarios as guides and prepare your own Trial by Fire
games. And dont forget to give us your feedback when you do!

59
BATTLE OF GALICIA, EASTERN FRONT 1914

One of the major struggles of the Great War was be fought between Russia and Austria, long
time rivals and among the first opposing states to draw swords. Lands of Galicia in modern
day Ukraine, was bordering the empires of Russia and Austria-Hungary. With their vast
manpower available, Russians did not simply wait for the Austrians to occupy Poland and
moved into Galicia. From the end of August to mid September 1914, fierce battles were
fought around the town of Lemberg.

The Austrian war plan was poorly prepared and changed constantly. With the enemy vastly
outnumbering them, Austrian troops could not carry on the fight for long. In the end, the
battle was a disaster for Austria-Hungary. They lost a very large portion of land and a great
deal of forces. The victory in Galicia made sure that Russia would not be doomed after the
critical defeat at Tannenberg and enabled her to recover.

The Scenario

This scenario is a depiction of a clash between Russians and Austrians near the town of
Berezhany. Here, an Austrian Army Group under field marshal Kvess fought with Russian
8th Army commanded by the capable general Brusilov. In the scenario, we have outnumbered
Austrians trying to hold the Russians and provide an orderly retreat to the rest of the friendly
forces. There are three objectives on game map, Russians are closer to one of them and
Austrians are closer to the other two. The side controlling the majority of objectives at the end
game, shall be announced the victor.

Try to arrange the game table (180x120cm) and terrains as shown. There should be three
objectives, two near the Austrian and one near the Russian side.

60
Russian Forces, part of 8th Army Austrian Forces, part of Group Kvess

Russian Infantry Battalion I Austrian Infantry Battalion I


Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Grenadier Company (FS) MG Squad
MG Squad
Austrian Infantry Battalion II
Russian Infantry Battalion II Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) MG Squad
Grenadier Company (FS)
MG Squad Austrian Cavalry Regiment
Cavalry Squadron (FS)
Russian Cavalry Regiment Cavalry Squadron (FS)
Cavalry Squadron (FS) Lancer Squadron (FS)
Cavalry Squadron (FS)
Cossack Lancers (FS) Supports
Mounted Scouts (HS) Field Artillery Battery (FS)

Supports
Field Artillery Battery (HS)
Field Artillery Battery (HS)

Army and Unit Modifiers


Russian Units Maneuver: 3 Battle Skill: 3 Endurance: 4
Cossack Lancers Maneuver: 4 Battle Skill: 3 Endurance: 4
Austrian Units Maneuver: 3 Battle Skill: 3 Endurance: 3

Deploy the battalions and regiments according to game map. MG Squads may be attached to
any unit in their battalion. Supporting artillery units should be deployed near the infantry
battalions.

Austrian side starts the game. Play for 8 turns at most. If at the end of the game, Russian side
controls at least two objectives, then it is a Russian victory. In any other case, it is an Austrian
victory.

61
ANZAC SECTOR, GALLIPOLI 1915

Winston Churchill, then First Lord of the Admiralty, had devised a plan to take down the
Ottoman Empire in one powerful blow. On March 1915, a combined fleet of British and
French warships forced the Dardanelles straits but failed to pass through the Ottoman shore
defenses. Then, at the end of April came the landings. They were made at two main sectors;
the southern sector was called Seddulbahir by Turks and Helles by the Allies. To the west, the
Anzacs landed and fought for control of the second sector, the area was in time known as
Anzac Cove by both sides.

Troops from Australia and New Zealand served with distinction in Gallipoli campaign. Soon,
as the battle turned into trench warfare, some type of camaraderie was formed between the
Allied and Turkish soldiers. The enemy troops now called their Ottoman opponents Johnny
Turk. After summer 1915, it was now clear that Gallipoli would not be taken anytime soon
and preparations had started for an evacuation. The last British units left the peninsula on
January 1916.

The Scenario

In this game, you shall play some initial fighting at the Battle of Lone Pine. In August 1915
with fresh reinforcements, the Allies had planned a major offensive to break the stalemate in
Gallipoli. Australian 1st Infantry Brigade attacked Lone Pine and it was able to capture
Turkish trenches and repel enemy counterattacks. While Lone Pine was an Australian victory,
the overall Allied attack failed to breakthrough the Ottoman defenses. In scenario, the Anzac
infantry shall try to take the trench lines and hold them while Turkish side will need to defend
and if fallen, take back their defensive positions.

Try to arrange the game table (180x120cm) and terrains as shown.

62
Ottoman Forces, part of 47th Regiment Australian Forces, part of 1st Brigade

Trench A Australian Infantry Battalion I


Infantry Company (FS) Infantry Company (FS)
MG Squad Infantry Company (FS)
Infantry Company (FS)
Trench B MG Squad
Infantry Company (FS)
MG Squad Australian Infantry Battalion II
Infantry Company (FS)
Reserve Infantry Battalion I Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) MG Squad
Infantry Company (FS)
Australian Reserve Detachment
Reserve Infantry Battalion II Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS)
Infantry Company (FS) Supports
Field Artillery Battery (FS)
Reserve Battalion from 57th Regiment Naval Fire Support from HMS Bacchante
Veteran Company (FS)
Veteran Company (FS) Trench Mortar Squad
Veteran Company (FS) Sniper Squad

Supports
Field Artillery Battery (HS)
Field Artillery Battery (RS)

MG Nest

Army and Unit Modifiers


Ottoman Units Maneuver: 2 Battle Skill: 3 Endurance: 4
Ottoman Veterans Maneuver: 3 Battle Skill: 3 Endurance: 5
Australian Units Maneuver: 3 Battle Skill: 4 Endurance: 4

Deploy the battalions and detachments according to game map. Australian MG Squads may
be attached to any unit in their battalion, support squads may be attached to any unit. Put the
field artillery batteries near each players table edge and the Ottoman MG Nest near the table
center. Naval Fire Support is Off-Map Artillery with Field Artillery (HS) rules, but is only
useable at first two turns of the game.

Anzac side starts the game. Play for 8 turns at most. If at the end of the game, Anzac side
controls both trench sections, then it is an Allied victory. In any other case, it is an Ottoman
victory.

63
SECOND BATTLE OF MARNE, WESTERN FRONT 1918

By summer 1918, hopes of victory were beginning to fade for Germany. Previously, Spring
Offensive had proved unsuccessful and Allies were now aware that Germans were simply
unable to break the stalemate in France. Day by day, more units from United States were
joining the fight in Europe. But before Allied commanders took the initiative, it was again the
Germans who went on to the offensive one last time.

Second Battle of Marne was fought between mid July and early August 1918. German 1 st, 3rd,
7th and 9th Armies tried to overcome the French 4th and 6th Armies, supported by smaller
American formations. Germans attacked from both sides of Reims, east and west. The eastern
attack was not successful with defenders holding their ground but the western offensive
initially fared well. After the first wave though, it was not possible for Germans to encircle
and destroy the French forces. A very strong Allied counterattack with nearly 350 French and
U.S. tanks brought an end to battle.

The Scenario

This game represents a part of the western attack with German 7th Army pushing against unit
from French 6th Army. The German forces are trying to capture objectives at first and second
line French trenches and the defenders have to stand still at all costs. It is a typical Western
Front trench warfare game though; you may actually play it to depict any trench assault,
changing lists and sides.

Try to arrange the game table (180x120cm) and terrains as shown. There should be four
objectives, two at forward trenches and two at second line trenches.

64
German Forces, part of 7th Army French Forces, part of 6th Army

German Infantry Battalion I Forward Trenches


Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) MG Squad
MG Squad MG Squad

German Infantry Battalion II Second Line Trenches


Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) MG Squad
MG Squad MG Squad
Infantry Gun Squad
Stormtrooper Detachment
Stormtrooper Company (FS) Supports
Stormtrooper Company (FS) Field Artillery Battery (HS)

Tank Platoon
AV 7 Tanks (FS)

Supports
Howitzer Battery (HS)
Heavy Artillery Battery (RS)

Engineer Company (HS)


Mortar Battery (HS)

Army and Unit Modifiers


German Units Maneuver: 4 Battle Skill: 4 Endurance: 3
Stormtroopers Maneuver: 5 Battle Skill: 5 Endurance: 3
French Units Maneuver: 3 Battle Skill: 4 Endurance: 3

Deploy the battalions and tank platoon according to table map. German side may attach the
MG Squads to any unit in their battalion. Stormtrooper units may be deployed just across the
barbed wire. Engineer Company and Mortar Battery may be deployed near any infantry
battalion. Artillery units from both sides are deployed near the table edges. French side may
deploy their units inside their trench lines in any way they see fit. German attack begins with
throwing of gas shells so the game also uses Gas Attack rule.

For AV 7 tank profile, see page 51.

German side starts the game. Play for 8 turns at most. If at the end of the game, German side
controls at least three objectives, then it is a German victory. In any other case, it is a French
victory.

65
FIRST BATTLE OF INONU, GRECO-TURKISH WAR 1921

After the Great War, vast territories of Ottoman Empire were occupied by the Allies and only
a small portion of Anatolian lands were left to the Ottomans. Greek Army landed on western
Anatolia to impose the Allied demands. These events resulted in start of Turkish nationalist
movement, led by Mustafa Kemal. While Ottoman Sultan agreed the annexations, nationalists
demanded that all invading troops leave Anatolia to Turkish sovereignty.

The resistance movement quickly called for the deactivated Ottoman army units to fight at
their side. Seeing that Mustafa Kemal would not give up without a fight, Britain asked the
Greek Army to crush Turkish nationalist forces. As Greeks marched towards central Anatolia,
the first battles with Turkish regulars were fought near the town of Inonu. The First Battle of
Inonu was a minor clash but the Turkish victory gave much needed morale boost and a degree
of international recognition to the newly formed government in Ankara. After a series of
battles, the Greek advance was stopped at Sakarya River and in summer 1922, Turks at last
won the final victory by launching a big and rapid counter offensive.

The Scenario

In this game, you shall play a fight during the First Battle of Inonu. Greek forces belong to the
10th Infantry (Smyrna) Division and Turkish forces to 11th Division. Greek side has to take the
hill and capture the Turkish entrenched positions while Turks need to hold on to at least one
of these objectives. A small contingent from Cerkes Ethems men, a renegade Turkish leader,
also helps the Greeks.

Try to arrange the game table (180x120cm) and terrains as shown.

66
Greek Forces, part of 10th Division Turkish Forces, part of 11th Division

Greek Infantry Battalion I Turkish Infantry Battalion I


Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) MG Squad
MG Squad
Turkish Infantry Battalion II
Greek Infantry Battalion II Infantry Company (FS)
Infantry Company (FS) Infantry Company (FS)
Infantry Company (FS) MG Squad
Infantry Company (FS)
MG Squad Turkish Militia Battalion
Militia Company (FS)
Greek Evzones Battalion Militia Company (FS)
Evzones Company (FS)
Evzones Company (FS) Supports
Evzones Company (FS) Field Artillery Battery (HS)
MG Squad
Cavalry Squadron (FS)
Supports
Field Artillery Battery (FS)

Cavalry Squadron (HS)


Ethems Irregulars (HS)

Army and Unit Modifiers


Turkish Units Maneuver: 3 Battle Skill: 3 Endurance: 4
Turkish Militia Maneuver: 2 Battle Skill: 2 Endurance: 4
Greek Units Maneuver: 3 Battle Skill: 3 Endurance: 3
Greek Evzones Maneuver: 4 Battle Skill: 4 Endurance: 4
Ethems Irregulars Maneuver: 2 Battle Skill: 2 Endurance: 2

Deploy the battalions according to table map. MG Squads may be attached to any unit in their
battalion. Turkish side may deploy their artillery and cavalry units near any Turkish battalion.
Greek side may also deploy their artillery, cavalry and Ethems Irregulars near any Greek
battalion.

Greek side starts the game. Play for 8 turns at most. If at the end of the game, Greek side has
captured the large hill and Turkish trenches, then it is a Greek victory. In any other case, it is a
Turkish victory.

67
CHAPTER VI SAMPLE LISTS
In this chapter, there are two points based force lists for Trial by Fire games. These lists can
be used in tournament games or can be a guide to anyone who wishes to collect these forces.
Before passing to the lists, it would be good to tell a bit about list layouts.

Trial by Fire lists we present are regiment or brigade sized formations. There are
following groups in the lists to make it more reasonable to build it;

Core Battalions: These are the main fighting strength of your list. It is mandatory to take
some units from core battalions to any list and in order to take units from other groups, youll
need to have more units from core battalions.

Support Battalions: They are the formations which are attached to the list from other
regiments or brigades for an operation. Their units are always taken in fewer numbers than
core battalions.

Artillery Group: This is where all artillery units attached to the list are gathered. It also may
include off-map fire support like naval bombardment or fortress artillery.

Auxiliary Units: This group includes divisional supports and unique units that fight with the
list. Tanks, armored cars and irregulars may be some examples of these units.

When building a point based list, first thing you need to do is to take some units from at least
one of the Core Battalions. Usually, you may take a number of Support Battalions as long as
they are no more than Core Battalions your list. You can then take some units from Artillery
Group and Auxiliary Units according to the number of other units in list.

Usually, lists are designed for a specific theatre of war and a certain period. It would be more
appropriate to battle with two opposing lists that belong to same theatre and period. On next
pages, you will find two lists; a British Infantry Brigade and an Ottoman Infantry Regiment
that can be used at Palestine Front, Middle East Campaign and for the late war period
between October 1917 October 1918.

Until October 1917, Palestine Front saw the British gain some ground in Sinai Peninsula but
their advance was stopped at First and Second Battles of Gaza. A stalemate occurred during
summer 1917 where both sides reinforced their armies and changed their command structures.
Yldrm Army Group was established by the Ottomans while Edmund Allenby took
command of the British forces. At the end of October 1917, Allenby struck the Turkish
defensive line Beersheba and fighting had once more begun. At this time, both armies were
well prepared with Ottomans still having some supply and heavy weapon issues. However,
the British command was clearly much more effective than before.

68
BRITISH INFANTRY BRIGADE
Middle East, Palestine Front (October 1917 October 1918)

You will find units from following different nations and factions in the list;

British Formations
Soldiers from all over Britain form the core of the British Army. At the start of war, there
were both veteran divisions which fought during the pre-war conflicts such as the Boer War
and also fresh divisions which were newly raised. But after Gallipoli, the forces that were
gathered in Egypt were all battle-hardened. Performance of Egyptian Expeditionary Force
was further improved by the brilliant commander, Edmund Allenby.

Indian Formations
India remained loyal to the United Kingdom during World War I and supplied the imperial
army with large numbers of troops. Indians were devoted and fierce warriors, holding their
ground even when casualties mounted. Although there were many veteran Indian soldiers,
units were mixed as conscripts regularly joined them and Indian battalions were not always
well-equipped as British formations.

Gurkha Troops
Gurkhas were recruited from Nepal. They were one of the best soldiers that the world has ever
seen, the bravest and most capable. A British officer once stated; If a man says he is not
afraid of dying, he is either lying or is a Gurkha.

Anzac Light Horsemen


Anzac (Australia and New Zealand Army Corps) troops fought well and with a high level of
self-sacrifice for the King and Country. Most Anzac formations first saw combat at Gallipoli
and became veteran warriors in the heat of deadly trench battles. Later, Anzac light horse
regiments which fought on foot at Dardanelles, once again mounted their horses in Egypt.
These mounted-infantry units were the most important element of Desert Mounted Corps on
Palestine Front. Their Australian commander, Harry Chauvel, was one of the most successful
generals of the Great War.

Arab Rebels
After long years of living under Ottoman rule, some Arab leaders now thought it was time to
declare independence. Sharif Hussein supported the British cause with irregular Arab forces,
mostly composed of tribal warriors. Their services were valuable as they raided the supply
lines and hit retreating Ottoman Army units.

Army and Unit Modifiers


British Units Maneuver: 4 Battle Skill: 4 Endurance: 3
Indian Units Maneuver: 3 Battle Skill: 3 Endurance: 4
Gurkha Units Maneuver: 4 Battle Skill: 4 Endurance: 5
Anzac Units Maneuver: 4 Battle Skill: 4 Endurance: 4
Arab Rebels Maneuver: 2 Battle Skill: 2 Endurance: 2

69
This list can be used to represent a British Infantry Brigade that fought at Palestine Front,
Middle East during October 1917 October 1918.

Core Battalions
The list must have at least 1 and may have at most 4 British Infantry Battalions.

British Infantry Battalion


The battalion must have at least 1 and may have at most 4 British Infantry Companies.

The battalion may have Squads according to following rules;


1 Squad may be taken per 1 Company. There may be at most 2 MG or Light MG, 1 Sniper
and 1 Trench Mortar Squads. No MG or Light MG Squads may be taken if the battalion does
not have at least 2 companies. There may be at most 1 MG or Light MG Squad if the battalion
does not have 4 companies.

70
Support Battalions
The list may have at most 2 Support Battalions as long as it has more Core Battalions than
Support Battalions. In addition, no Support Battalion may have more units than any Core
Battalion. A Support Battalion may be any of the following;

British Infantry Battalion, Indian Infantry Battalion, Gurkha Battalion (at most 1 in the list),
British Cavalry Regiment, Indian Cavalry Regiment, Anzac Light Horse Regiment.

Formations of Indian Infantry Battalion, Gurkha Battalion, British Cavalry Regiment, Indian
Cavalry Regiment and Anzac Light Horse Regiment are described on next page.

Artillery Group
The list may have at most 5 Artillery Batteries. 1 battery may be taken per 3 non-Artillery
units in list. There may be at most 3 Field Artillery, 1 Howitzer and 1 Heavy Artillery
Batteries. No Howitzer may be taken if the list does not have at least one other battery and no
Heavy Artillery may be taken if the list does not have at least two other artillery batteries.

Auxiliary Units
The list may have at most 4 of the following Auxiliary Units. 1 unit may be taken per 3 non-
Auxiliary units in list. There may be at most 1 Engineer Company, 1 British Cavalry
Squadron, 1 Armored Car Platoon and 1 Arab Rebels units.

You may take a British Camel Company or an Anzac Camel Company in place of a British
Cavalry Squadron. Arab Rebels may be taken as Infantry, Light Cavalry or Camel unit.

In addition, instead of attaching MG and Mortar Squads to units, you may form at most 1 MG
Company and at most 1 Mortar Battery as part of Auxiliary Units.

71
Indian Infantry Battalion
The battalion must have at least 1 and may have at most 4 Indian Infantry Companies.

The battalion may have Squads according to the same rules as a British Infantry Battalion.

Gurkha Battalion
The battalion must have at least 1 and may have at most 4 Gurkha Companies.

The battalion may have Squads according to the same rules as a British Infantry Battalion.

British Cavalry Regiment


The regiment must have at least 1 and may have at most 4 British Cavalry Squadrons.

The regiment may have Squads according to following rules;


1 Squad may be taken per 2 Companies. There may be at most 2 MG or Light MG Squads.
No MG or Light MG Squad may be taken if the regiment does not have at least 2 squadrons.
There may be at most 1 MG or Light MG Squad if the regiment does not have 4 squadrons.

Indian Cavalry Regiment


The regiment must have at least 1 and may have at most 4 Indian Cavalry Squadrons. You
may take an Indian Lancer Squadron in place of any Indian Cavalry Squadron.

The regiment may have Squads according to the same rules as a British Cavalry Regiment.

Anzac Light Horse Regiment


The regiment must have at least 1 and may have at most 4 Anzac Light Horse Squadrons.

The regiment may have Squads according to the same rules as a British Cavalry Regiment.

72
Unit Points

Below are the points of units that you may take for this list.

They are given as following;

Unit Name - Unit Type - points of a Full / Half / (if available) Reduced Strength unit

British Infantry Company Infantry 35 / 23


British Engineer Company Engineer Infantry 45 / 30
British Cavalry Squadron Cavalry 47 / 31
British Camel Company Camel Cavalry 42 / 28

Indian Infantry Company Light Infantry 37 / 25


Indian Cavalry Squadron Cavalry 44 / 29
Indian Lancer Squadron Lancer Cavalry 46 / 31
Gurkha Company Light Infantry 44 / 29

Anzac Light Horse Squadron Light Cavalry 46 / 31


Anzac Camel Company Camel Cavalry 44 / 29

Armored Car Platoon Armored Car 75 / 50 / 25


Rolls Royce Armored Cars*

Arab Rebels (Infantry) Irregular Infantry 20 / 13


Arab Rebels (Light Cavalry) Irregular Light Cavalry 29 / 19
Arab Rebels (Camel Unit) Irregular Camel Cavalry 27 / 18

Field Artillery Battery Field Artillery 80 / 53 / 27


Howitzer Battery Howitzer 90 / 60 / 30
Heavy Artillery Battery Heavy Artillery 105 / 70 / 35

MG Squad 13
Light MG Squad 13
Trench Mortar Squad 8
Sniper Squad 8

*Rolls Royce Armored Car profile can be found at page 51. Any type of armored car
miniature can be used instead of the Rolls Royce but they all have the same profile.

73
OTTOMAN INFANTRY REGIMENT
Middle East, Palestine Front (October 1917 October 1918)

You will find units from following different nations and factions in the list;

Ottoman Formations
These units include Turks as the majority of their troops. During World War I, Ottoman Army
has recruited its soldiers from all around the Empire and but the core has been the Anatolian
Turkish peasants. Brave, skilled and used to harsh conditions, Ottoman units proved time and
time after that they were able to fight just as well under the command of skilled officers.
While lacking a trained NCO class, Ottoman Army had capable generals both Turkish and
German such as Mustafa Kemal, Liman von Sanders, Fevzi, Kazm, Halil and Ismet Pashas.

Veteran Formations
There were some regiments within the Ottoman Army which included many veterans from
previous battles. Soldiers who were present at Gallipoli, Kut-al Amara, First and Second
Gaza, knew that if they did not give up to the last moment, their enemies at some point will.

Levy Formations
These units had other ethnic groups than Turks as majority among their ranks. Arabs and
Kurds supplied the Ottoman Army with large numbers of troops while Non-Muslims were
also present at some units in smaller numbers. These troops fought just fine, but their
willingness to sacrifice themselves for the Empire was somewhat not very high.

Field Gendarme
Gendarme units were active on rural police duties but they were also called to join the battle
as Ottomans needed in war every available man with a rifle. They were not given priority in
terms of equipment and arms though.

German Troops
Germany sent a few units to Middle East, named Pasha Detachments. These German troops
fought under the desert sun in a different kind of war than their comrades were involved at
Western Front.

Army and Unit Modifiers


Ottoman Units Maneuver: 3 Battle Skill: 3 Endurance: 4
Veteran Units Maneuver: 3 Battle Skill: 3 Endurance: 5
Levy Units Maneuver: 3 Battle Skill: 3 Endurance: 3
Field Gendarme Maneuver: 3 Battle Skill: 2 Endurance: 4
German Units Maneuver: 4 Battle Skill: 4 Endurance: 3

74
This list can be used to represent an Ottoman Infantry Regiment that fought at Palestine Front,
Middle East during October 1917 October 1918.

Core Battalions
The list must have at least 1 and may have at most 3 Ottoman Infantry Battalions. The list
may have an Ottoman Levy Battalion in place of any Ottoman Infantry Battalions.

Ottoman Infantry Battalion


The battalion must have at least 1 and may have at most 4 Ottoman Infantry Companies. You
may take at most 1 Ottoman Stormtrooper Company in place of an Ottoman Infantry
Company if there are at least 3 other units in battalion.

The battalion may have Squads according to following rules;


The battalion may not have any Squads if it does not have at least 2 companies. It may have at
most 1 Squad if has 2 companies, at most 2 Squads if it has 3 companies and at most 3 Squads
if it has 4 companies. There may be at most 1 MG or Light MG, 1 Sniper and 1 Trench
Mortar Squads.

Ottoman Levy Battalion


The battalion must have at least 1 and may have at most 4 Ottoman Levy Companies.

The battalion may have Squads according to the same rules as an Ottoman Infantry Battalion.

75
Support Battalions
The list may have at most 2 Support Battalions as long as it has more Core Battalions than
Support Battalions. In addition, no Support Battalion may have more units than any Core
Battalion. A Support Battalion may be any of the following;

Ottoman Infantry Battalion, Ottoman Levy Battalion, Ottoman Veteran Battalion, Ottoman
Cavalry Regiment.

Formations of Ottoman Veteran Battalion and Ottoman Cavalry Regiment are described on
next page.

Artillery Group
The list may have at most 4 Artillery Batteries. 1 battery may be taken per 3 non-Artillery
units in list. There may be at most 3 Field Artillery and 1 Howitzer Batteries. No Howitzer
may be taken if the list does not have at least one other battery.

Auxiliary Units
The list may have at most 4 of the following Auxiliary Units. 1 unit may be taken per 3 non-
Auxiliary units in list. There may be at most 1 Engineer Company, 1 Ottoman Cavalry
Squadron, 1 German Infantry Company and 1 Field Gendarme Company.

You may take an Ottoman Camel Company in place of an Ottoman Cavalry Squadron.
Engineer Company may be taken as an Ottoman or German unit.

In addition, instead of attaching MG and Mortar Squads to units, you may form at most 1 MG
Company and at most 1 Mortar Battery as part of Auxiliary Units.

76
Ottoman Veteran Battalion
The battalion must have at least 1 and may have at most 4 Ottoman Veteran Companies. You
may take at most 1 Veteran Stormtrooper Company in place of an Ottoman Veteran Company
if there are at least 3 other units in battalion.

The battalion may have Squads according to the same rules as an Ottoman Infantry Battalion.

Ottoman Cavalry Regiment


The regiment must have at least 1 and may have at most 3 Ottoman Cavalry Squadrons. You
may take an Ottoman Camel Company in place of any Ottoman Cavalry Squadron. You may
take at most 1 Ottoman Lancer Squadron in place of an Ottoman Cavalry Squadron if there
are at least two other units in regiment.

The regiment may have Squads according to following rules;


At most 1 Squad may be taken. This may be an MG or Light MG Squad. No Squad may be
taken if the battalion does not have at least 2 companies.

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Unit Points

Below are the points of units that you may take for this list.

They are given as following;

Unit Name - Unit Type - points of a Full / Half / (if available) Reduced Strength unit

Ottoman Infantry Company Infantry 32 / 21


Ottoman Stormtrooper Company Stormtrooper Infantry 35 / 23
Field Gendarme Company Light Infantry 34 / 23
Ottoman Engineer Company Engineer Infantry 42 / 28
Ottoman Cavalry Squadron Cavalry 44 / 29
Ottoman Camel Company Camel Cavalry 39 / 26
Ottoman Lancer Squadron Lancer Cavalry 46 / 31

Ottoman Levy Company Infantry 30 / 20

Ottoman Veteran Company Infantry 34 / 23


Veteran Stormtrooper Company Stormtrooper Infantry 37 / 25

German Company Infantry 35 / 23


German Engineer Company Engineer Infantry 45 / 30

Field Artillery Battery Field Artillery 75 / 50 / 25


Howitzer Battery Howitzer 80 / 53 / 27

MG Squad 13
Light MG Squad 13
Trench Mortar Squad 8
Sniper Squad 8

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CHAPTER VII STANDARD
SCENARIOS

In this last chapter, we give six scenarios. These are standard scenarios, not committed to any
theatre and any battle. You can play them by constructing points based lists. First three
scenarios are suitable for games where both sides use lists at around equal points, the others
are good for games where one side is greater in points, best nearly double. They shall be fine
for anyone who looks for a competitive, tournament style game. All the scenarios are
designed for a 180x120cm game table.

Russian Cossack cavalry

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Scenario 1: Field Battle

This game is suitable for opposing forces with nearly equal points or roughly similar strength.

It is the early phases of a battle and both sides are still maneuvering over an unoccupied
strategically important ground. Whoever controls this ground shall be at a great tactical
advantage.

Both sides roll a dice to determine the attacker and defender. The one with highest score is the
attacker. The defending side now chooses their deployment area.

The attacker deployment area is up to 30cm from a long table edge. The defender deployment
area is up to 30cm from the other long table edge. The objectives area is up to 10cm to both
sides from the table center line. Use map as guide.

The defending side deploys at least half the number of their units and then designates an
objective. The attacking side now deploys all their units and then designates two more
objectives. The defending side at last deploys the rest of their units. The attacking side has the
first turn.

Play the game for 8 turns. At the end of turn 8, it is an attacker victory if they control at least
two objectives. In any other case, it is a defender victory.

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Scenario 2: Skirmish

This game is suitable for opposing forces with nearly equal points or roughly similar strength.

This fight is not to conquer ground but rather to test each others strength. The real battle is
being fought elsewhere or shall be fought in a few days. Both sides are tasked with giving as
much damage as possible to the enemy while not risking themselves.

Both sides roll a dice to determine the attacker and defender. The one with highest score is the
attacker. The defending side now chooses their deployment area.

The attacker deployment area is up to 30cm from a long table edge, this area extends up to
table center and up to 60cm from a short table edge. The defender deployment area is up to
30cm from the other long table edge, this area extends up to table center and up to 60cm from
the other short table edge. Center objective area is up to 10cm to both sides from the table
center line. Attacker and defender objective areas are at the extending areas in their
deployment zone. Use map as guide.

The defending side deploys at least half the number of their units and designates an objective
on their deployment zone. The attacking side now deploys all their units and designates two
more objectives, one on their deployment zone and one around table center. The defending
side at last deploys the rest of their units. The attacking side has the first turn.

Play the game for 8 turns. At the end of turn 8, it is an attacker victory if there are more
destroyed units on defender side and it is a defender victory if there are more destroyed units
on attacker side. If the number of destroyed units is equal, then it is an attacker victory if they
control at least two objectives. In any other case, it is a defender victory.

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Scenario 3: Counter Attack

This game is suitable for opposing forces with nearly equal points or roughly similar strength.

Recently, the battle has resulted in one side gaining the upper hand and occupying some
ground. Now, roles are changed as an immediate counter-attack is prepared. Attacking side
has to take back their lost grounds and the defending side has to hold on to their gains until
the reserves arrive and join combat.

Both sides roll a dice to determine the attacker and defender. The one with highest score is the
attacker. The defending side now chooses their deployment area.

The attacker deployment area is up to 30cm from a long table edge. The defender deployment
area is up to 75cm from the other long table edge. The reserves deployment area is up to 30cm
from the same long table edge. Objectives area is between 70-35cm from defending side long
table edge. Use map as guide.

The defending side deploys up to half the number of their units and designates an objective.
The attacking side now deploys all their units and designates two more objectives. The
defending side at last deploys the rest of their units as reserves in the reserves deployment
area. The attacking side has the first turn.

Units deployed as reserves may not move or shoot on turn 1. These units start the game as
targets Not Clear, no matter their actual location or status.

Play the game for 8 turns. At the end of turn 8, it is an attacker victory if they control at least
two objectives. In any other case, it is a defender victory.

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Scenario 4: Frontal Assault

This game is suitable for opposing forces with one side at double points or more numerous.

After careful planning, the time has come for an assault on enemy lines. The attacking side
has to act swiftly, capture and hold their objectives. The defending sides duty is to protect
their positions and recapture lost ground if needed.

The side with highest points / more numerous is the attacker. The defending side now chooses
their deployment area.

The attacker deployment area is up to 30cm from a long table edge. The defender deployment
area is up to 75cm from the other long table edge. The reserves deployment area is up to 30cm
from the same long table edge. Objectives area is between 70-35cm from defending side long
table edge. Use map as guide.

The defending side deploys up to half the number of their units and designates an objective
with a redoubt or trench lines around. The attacking side now deploys all their units and
designates two more objectives with a redoubt or trench lines around one of them. The
defending side at last deploys the rest of their units as reserves in the reserves deployment
area. The attacking side has the first turn.

Units deployed as reserves may not move or shoot on turn 1. These units start the game as
targets Not Clear, no matter their actual location or status.

Play the game for 8 turns. At the end of turn 8, it is an attacker victory if they control at least
two objectives. In any other case, it is a defender victory.

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Scenario 5: Delay Action

This game is suitable for opposing forces with one side at double points or more numerous.

There is a collapsing line nearby that needs to retreat and reform. The attacking side has to
press forward and give no time for the enemy to catch their breath, turning the retreat into
total defeat. The defenders must secure time and space needed for their reforming comrades.

The side with highest points / more numerous is the attacker. The defending side now chooses
their deployment area.

The attacker deployment area is up to 45cm from a short table edge. The defender deployment
area is up to 110cm from the other short table edge. The reserves deployment area is up to
45cm from the same short table edge. The objectives area is between 105-50cm from
defending side short table edge. Use map as guide.

The defending side deploys up to half the number of their units in defender deployment area
and designates an objective. The attacking side then deploys all their units and designates
another objective. The defending side at last deploys the rest of their units as reserves in
reserve deployment area and designates a third objective. The attacking side has the first turn.

Units deployed as reserves may not move or shoot on turn 1. These units start the game as
targets Not Clear, no matter their actual location or status.

Play the game for 8 turns. At the end of turn 8, it is an attacker victory if they control at least
two objectives. In any other case, it is a defender victory.

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Scenario 6: Price of a Mile

This game is suitable for opposing forces with one side at double points or more numerous.

Now it is time for a trench fight! The assault is inevitable as troops shall charge from the no
mans land, pass barbed wire and dive into enemy trenches. Defenders have to hold their
position at all costs or a breakthrough is inevitable.

The side with highest points / more numerous is the attacker. The defending side now chooses
their deployment area.

The attacker deployment area is up to 45cm from a short table edge. The defender deployment
area is up to 110cm from the other short table edge. The reserves deployment area is up to
45cm from the same short table edge. The objectives area is between 105-50cm from
defending side short table edge. Deploy trench lines in defenders deployment area up to
reserves deployment area. Connect the trench lines. Put barbed wire in no mans land Use
map as guide.

The defending side deploys up to half the number of their units in defender deployment area.
The attacking side then deploys all their units and designates three objectives. The defending
side at last deploys the rest of their units as reserves in reserve deployment area. The attacking
side has the first turn.

Units deployed as reserves may not move or shoot on turn 1. These units start the game as
targets Not Clear, no matter their actual location or status.

Play the game for 8 turns. At the end of turn 8, it is an attacker victory if they control at least
two objectives. In any other case, it is a defender victory.

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QUICK REFERENCE SHEET
Regimental Command

1: HQ is Silent
Units may move up to Minimum Distance
2-5: Orders Received
Units may move up to Standard Distance
6: Excellent Plan
Units may move up to Maximum Distance

Shooting

Effective Range: 20cm Long Range: 40cm Far Range: 60cm


Infantry units with rifles are able to shoot up to Long Range.

Below is the number of dice that an infantry unit with rifles may roll.
Full Strength: 9 dice Half Strength: 6 dice Reduced Strength: 3 dice

A target at Effective Range is successfully hit on 3+. Following modifiers apply;


Shooting unit has;
-1 to the dice result if target is at Long Range
-2 to the dice result if target is at Far Range
-1 to the dice result if target is Not Clear
-1 to the dice result if shooters Rotated to Shoot
-1 to the dice result if shooters are Under Heavy Fire

A unit successfully saves a hit on 3+. Following modifiers apply;


Target unit has;
+1 to the dice result if target is Sheltered
-1 to the dice result if target receives fire from its Back Side (do not apply this penalty if target is Sheltered)

Shooting Morale

When a unit falls to Reduced Strength during a Shooting Phase and thereafter, whenever it takes at least one
damage during a Shooting Phase, roll for Shooting Morale. If you have rolled Shooting Morale for a unit, do not
roll for it again during the same turn.

1-2: Unit is considered to be completely destroyed, leave rest of the miniatures from table.
3-4: Unit is moved Standard Distance away from the direction of enemy shooting.
5-6: No extra effect.

Movement Rates

Minimum Distance Standard Distance Maximum Distance


Infantry 10cm 15cm 20cm
Cavalry 15cm 25cm 30cm
Artillery 5cm 5cm 5cm
Armored Car 15cm 25cm 35cm
Tank 10cm 10cm 10cm

Assault Combat

Below is the number of dice that an infantry or cavalry unit may roll.
Full Strength: 9 dice Half Strength: 6 dice Reduced Strength: 3 dice

The enemy is successfully hit on 3+. Following modifiers apply;


Fighting unit has -1 to the dice result if it is engaged from its Back Side

A unit successfully saves a hit on 4+.

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Assault Combat Result

Each side has 1 point each for every damage inflicted on enemy units.
If one side has units engaged from Back Side, the other side has 1 more point.
If the defending side has Countercharged, they have 1 more point. (Do not apply that if there are cavalry or
armored units among the attackers.)

Assault Combat Morale

Below is the chart for Assault Combat Morale. The losing side rolls a dice and sees the result;

1-2: Units from losing side see that they cannot break enemy resistance and fall back. Move them Standard
Distance away from the enemy units. If there are Reduced Strength units among them, they are now completely
destroyed.
3-6: Units from losing side do not give up and hurl themselves once more upon the enemy! Perform Melee
Fighting immediately one more time.

Losing side has following modifiers;


-1 to dice result if it lost the combat with a Result Difference of 1
-2 to dice result if it lost the combat with a Result Difference of 2 or 3
-3 to dice result if it lost the combat with a Result Difference of 4 or more

Maneuver

5: Units have +1 to all Regimental Command rolls.


4: Regimental Command rolls of 5 are treated as Excellent Plan.
3: Use standard rules.
2: Regimental Command rolls of 2 are treated as HQ is Silent.
1: Units have -1 to all Regimental Command rolls.

Battle Skill

5: In addition to level 4, units may reroll one failed dice to save in Shooting Phase and in Melee Fighting.
4: Units may reroll one failed dice to hit in Shooting Phase and in Melee Fighting.
3: Use standard rules.
2: Units must reroll one successful dice to hit in Shooting Phase and in Melee Fighting.
1: In addition to level 2, units must reroll one successful dice to save in Shooting Phase and in Melee Fighting.

Note that these rerolls can only be applied against direct hits; not in any case against artillery bombardments.
Artillery units also follow different rules for this modifier.

Endurance

Whenever a unit with Endurance Level 5 or 4 is put Under Heavy Fire, roll a dice; they may recover
immediately on certain rolls. Whenever a unit with Endurance Level 2 or 1 should recover from the effects of
Under Heavy Fire after staying still for one turn, roll a dice; they may continue to be Under Heavy Fire on
certain rolls.

5: Units ignore the effects of being Under Heavy Fire on a result of 4+.
4: Units ignore the effects of being Under Heavy Fire on a result of 5+.
3: Use standard rules.
2: Units may only recover from being Under Heavy Fire on a result of 3+.
1: Units may only recover from being Under Heavy Fire on a result of 4+.

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