1) The document provides rules for conducting battles including movement, issuing orders, rallying units, morale checks, and area fire effects.
2) Specific rules are given for different unit types like infantry, vehicles, guns, and aircraft as well as cover saves and experience levels.
3) The artillery fire sequence is also summarized which includes steps for spotter rounds, communication checks, barrage accuracy, and resolving direct and pinning hits.
1) The document provides rules for conducting battles including movement, issuing orders, rallying units, morale checks, and area fire effects.
2) Specific rules are given for different unit types like infantry, vehicles, guns, and aircraft as well as cover saves and experience levels.
3) The artillery fire sequence is also summarized which includes steps for spotter rounds, communication checks, barrage accuracy, and resolving direct and pinning hits.
1) The document provides rules for conducting battles including movement, issuing orders, rallying units, morale checks, and area fire effects.
2) Specific rules are given for different unit types like infantry, vehicles, guns, and aircraft as well as cover saves and experience levels.
3) The artillery fire sequence is also summarized which includes steps for spotter rounds, communication checks, barrage accuracy, and resolving direct and pinning hits.
• Senior Officer Destroyed Extra counter if a destroyed unit was a TURN gun/vehicle is abandoned. Senior Officer. MOVEMENT SUMMARY TABLE • Rally • Out Scouted 1. Roll Orders Dice Squad 1D6+officers Unit Off-Road On-Road Remove 1D6 pinning markers for each If enemy has more scout units. Platoon 2D6+officers Infantry 5 " 5" counter taken. • Enemy Captures an Objective Company 3D6+officers Vehicle see vehicle data • Under Air Attack If enemy claim an objective. Battalion 4D6+officers First time a unit is attacked by an Cavalry* 8 " 10" • Tactical Co-Ordination aircraft. A senior officer attempts to use the 2. Issue First Order Bicycle 3 " 12" • Under Flamethrower Attack special order. Horse towed gun 4 " 6" First time a unit is attacked by a 3. Issue Second Order Manhandled very light gun 3 " 4" flamethrower. Manhandled light gun 2 " 3" 4. Issue Third Order...etc Continue this process until all Manhandled medium gun 1 " 2" orders are issued. Manhandled heavy gun - - UNIT MORALE TABLE – D6 Aircraft anywhere D6 Roll Infantry Gun Vehicle Aircraft 5. Rally 1 Pinned/Rout-Surrender Abandoned Abandoned1 Return to Base Remove pinning markers from * Once per game cavalry may charge up to 12" 2 Pinned/Rout-Surrender Abandoned Pinned OK pinned units. 3 Pinned2 Pinned2 OK OK 4 OK OK OK OK UNIT EXPERIENCE TEST COVER SAVE TABLE 5 OK OK OK OK ‘BEYOND THE CALL OF DUTY’, Infantry / Vehicle 6 OK3 OK3 OK3 OK3 TACTICAL CO-ORDINATION Deployed Gun Notes & INFANTRY CLOSE ASSAULTS Open 6+ none 1 Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned vehicle, Inexperienced unit: 4+ Soft 5+ 6+ or the vehicle has enemy infantry within 10" and no friendly infantry within 10" (i.e. Regular unit: 3+ Hard 4+ 4+ Veteran unit: 2+ Reinforced 3+ - in close support). Otherwise treat as Pinned. Elite unit: 2+ Hardened 2+ - 2 Veteran and Elite Infantry units treat this Pinned result as an OK result. 3 As well as passing the morale test, the unit is inspired to get into the action. The unit AREA FIRE EFFECT TABLE - D6 may immediately attempt a ‘Beyond the Call of Duty’ test. RoF Range Infantry Deployed Soft-skinned Open-topped Enclosed Aircraft gun vehicle vehicle vehicle ARTILLERY FIRE SEQUENCE 9+ Short - 0-10" 2+ 2+ 2+ 4+ 5+ - Spotter Sequence Fire For Effect Medium - 10-20" 3+ 3+ 2+ 5+ - - 1. Request Artillery Fire 1. Determine the number Long - 20-30"+ 4+ 4+ 2+ 6+ - 6+ 2. Priority Check of shots 3. Communication Check 2. Roll for Barrage Accuracy 5-8 Short - 0-10" 3+ 3+ 2+ 5+ 6+ - 4. Position spotter round. 3. Allocate Direct Hits Medium - 10-20" 4+ 4+ 2+ 6+ - - 5. Roll for Deviation 4. Allocate Pinning Hits Long - 20-30"+ 5+ 5+ 3+ - - 6+ 6. Fire for Effect 5. Resolve Direct Hits 1-4 Short - 0-10" 4+ 4+ 2+ 6+ - - 6. Resolve Pinning Spotter Round Accuracy 7. Rounds Complete Medium - 10-20" 5+ 5+ 3+ - - - Long - 20-30"+ 6+ 6+ 4+ - - - 1 Wild Misses by 4D6" in a Artillery Barrage Accuracy random direction 1 Miss Armour Piercing shell 1 - 6+ 3+ 6+ 6+ - 2-5 Miss No Effect HE from very light gun 1 5+ 5+ 2+ 5+ 6+ 5+ Misses by 2D6" in a 2-5 Pinning HE from light gun 1 4+ 4+ 2+ 4+ 6+ - Pinning Test random direction HE from medium gun 1 3+ 3+ 2+ 3+ 5+ - 6 Direct Hit 6 Accurate HE from heavy gun 1 2+ 2+ 2+ 2+ 4+ - Roll for damage Misses by 1D6" in a 1 Range has no effect on Area Fire from High Explosive or Armour Piercing shells. random direction