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These rules are still in development, please do Version 0.2 Beta – August 2017 Written by C. Berni
not duplicate or distribute them!
©2017 Baueda Wargames Sas
The latest version is available freely in the All right reserved
forum at:
http://1-48tactic.freeforums.net
and in the yahoo group at:
http://games.groups.yahoo.com/group/1-
48TACTIC

1-48TACTIC:
ACHTUNG PANZER! BETA
1-48TACTIC: ACHTUNG PANZER! is a rule expansion for 1-48TACTIC which contains
detailed rules for vehicles and heavy weapons

Visit 1-48TACTIC forum at http://1-48tactic.freeforums.net and the game support group at:
http://games.groups.yahoo.com/group/1-48TACTIC

Foreword to the vehicles and heavy weapons rules – Beta version


This is a Beta version, meaning that we are still testing these rules and there may still be minor changes before they
are published. If you find any issue or strongly feel about some aspect of these rules please feel free to comment on
them, your input can still be decisive and as always any and all feedback is very welcome!
Full credit will be given to all those who actively participate in the development of these rules.

STILL TO ADD:
SF is not possible against armoured targets, included guns with shields or heavy weapons in bunkers!

Introduction
It may seem quite extreme putting a tank or a 88mm gun into a small scale infantry skirmish game but as a matter of
facts tanks and vehicles in general were often involved in close-range infantry actions in WWII. Fear not, having a
tank on the 1-48TACTIC gaming table is not going to completely change the game and these rules will only add a
very small amount of complexity to the game! The first impact with this volume may be daunting but that is only
because we have tried to make them as complete as possible; keep in mind however that in a single game you would
only use a very small portion of all what follows!
In close combat with infantry a tank was not so invincible as one may think, as a matter of facts, especially at the
scale of our game, it was quite vulnerable, especially in rough terrain and built-up areas. Uneven terrain may expose
the bottom armor, and shooting down to it from tall buildings it's possible to hit the vulnerable parts of the top
armor. Large armored vehicles cumbersome size and relatively slow reaction time allowed enemy infantry to evade
it's main weaponry until an opportunity presents itself for an optimal attack, that is precisely why they were escorted
by support infantry of their own.
Because crews have limited visibility from inside the tank, with the hatches closed and given enough concealment
an enemy infantryman can get close unseen. When it is in close proximity infantry cannot be targeted effectively by
a tank's main gun as it cannot move sufficiently fast to track such small and fast moving targets. Close defense
weapons such as pistol ports and hull or coaxial machine guns can afford them only a limited protection against a
determined and well coordinated close assault. If tank crewmen stand outside for better visibility or to operate
pintle-mount machine guns they become vulnerable to small arms fire.
Whilst most hand-held infantry AT weapons could not penetrate the front armor of the heaviest tank, they may still
be able to penetrate the less heavily armored top, rear or sides. In theory a tank is normally exposed to direct enemy
fire from the front at a distance and therefore armored vehicles were designed and optimized for that, but for
infantry at point blank range in rough terrain it's relatively easy to go around and choose the weakest spot to hit.
©2017 Baueda Wargames Sas - All right reserved
Damage to the tracks or running gear can inflict a mobility kill. Early WWII tanks had open vision slits which could
be fired through to kill the crew. Later tanks' slits had thick glass, as well as sights and periscopes, but these could
still be damaged with powerful small arms such as anti-tank rifles and heavy machine guns, hampering the crew
operation. If all else fails, the hatch could be forced open and grenades thrown inside, although later tank designs
often have hatches designed to be difficult to open from the outside, we all know that any problem can be solved
with the judicious application of the appropriate amount of high explosives...
Tanks were also vulnerable to hand-placed anti-tank mines and HE charges. Even lacking these, given sufficient
determination one could run directly up to a tank, avoiding its main weapon and machine guns, and throw a petrol
bomb directly on the rear deck of a tank; the burning contents of the bottle would pour through the large cooling
grills and ignite fuel, hydraulic fluids and ammunition.
In the Japanese army even the use of extreme suicidal tactics was not uncommon against enemy tanks...

“Hard” and “Soft” Targets


Introducing heavy weapons and vehicles, especially armored ones, in the rules does not change the basic structure
of the game but it does requires a couple of additional concepts.
First there is the need to make a distinction between “hard” targets (that's basically only armored vehicles and
bunkers) and “soft” targets (everything else). At the scale of the game, heavy weapons are all always considered as
engaging targets at very short range, so the distance factor used for infantry small arms (“L” for long and “S” for
short) is not necessary. All heavy ordnance use the target factor instead: “H” for hard and “S” for soft. When
shooting at an AFV or a bunker the gun uses the H value, for everything else it uses the S value regardless of the
distance. Apart of this, firing with heavy weapons is pretty much the same in most respect as firing with infantry
weapons, the H value is the number of attacking dice rolled vs armored target, the S value the number of dice rolled
versus soft targets, in the open every 4, 5 or 6 is a hit, every partial cover increase the “to hit” score by 1, cover is
cumulative. A double 6 is still always a success, in this case a critical hit instead of a head shot, representing the
small chance of hitting a particularly vulnerable spot, like a vision slit or a weapon barrel or muzzle for example.
Hard targets have an armor rating which is a value shown between square brackets, like this: [1]. This value is the
number of attacking dice which are negated by the armor, so a weapon that has a base firepower of H3 could not
score any hit against a [3] armored target. A 57mm QF 6 pounder which fires with a factor of H7 would roll four
dice against a [3] armored target.
Hard targets are impervious to infantry weapons, in other words they can only be hit by weapons with H/S factors,
all weapons with L/S are useless against them (even regular fragmentation grenades were ineffective against tanks,
so many kinds of anti-tank grenades were developed and are covered by specific rules separately). Heavy machine
guns and antitank infantry weapons also use H/S factors. Note that a machine gun hold in hand and fired like the
MG34 used by 48006CS Rolf Krause is an exception rather than the norm and represent a weapon that is used much
below its actual potential because it is being carried and fired by a single operator. The same weapon mounted on its
tripod or a vehicle and manned by an adequate crew use H/S factors and can also be aimed effectively.
For calculating LOS all Hard targets always count as a Total Cover and all Soft vehicles are Partial Covers
regardless of the actual model size.

Introducing Vehicles
All vehicles and heavy weapons have a stat card, much like every character in the game does, the main difference is
that the vehicle and weapon cards have several positions, each of which can be occupied by a character or remain
empty. Generally positions are single seats and once they are occupied other characters can not enter them, but there
are exceptions, like troop carrier benches which are represented as a single position but can hold multiple
characters. Each position is generally associated to some vehicle functionality, unless it's just a seat for carried
troops or cargo space. The specific functionality associated to each position is only available when the position is
occupied. Positions associated with weapons would only list the weapon stats on the vehicle card, the actual rules
specific to that weapon are listed separately, for example if a M3 Half-track is armed with an .50 caliber machine
gun for details on how to use that weapon you will have to look for the M2 Browning machine gun rules not the M3
Half-track ones...

Characters can enter vehicles anytime by placing their stat card in the chosen position on the vehicle card. The
miniature is temporarily removed from the table while the character is inside. At any time the character can leave
©2017 Baueda Wargames Sas - All right reserved
the vehicle, the miniature will be placed next to the hatch or door from which he has left and its stat card will be
moved off the vehicle card.
Entering and leaving a vehicle by itself does not count as an action and does not require spending any AT, it happens
automatically as soon as the figure is moved into contact or leave the vehicle model; the movement toward or away
the vehicle however is a normal move action and does cost 1 AT. Entering and leaving a vehicle therefore coincide
with entering and leaving the gaming table in the point where the corresponding vehicle entrance is located at the
time. It is not possible to enter and leave a vehicle in the same turn (either the same or another vehicle) and as
always, once you spend ATs on a character (or vehicle) to do something and then move on and spend ATs on a
different character (or vehicle) you can not go back and do more actions with the previous one in that same turn. It
is therefore not possible for a character to enter a vehicle, move with the vehicle and get out all in a single turn. You
can move a character to a vehicle, enter and move him again passively (for free) while is carried by the vehicle, but
then you would not be allowed to get that character out again in that same turn: since you have now activated a
different unit (the vehicle) you are not allowed to do further actions with the previous character.
Conversely, if a character begins the turn already on the vehicle, he can move passively while it's carried, then can
get out and move again on foot in the same turn. Note that regardless if being carried or if moving by himself, there
is always a limitation of maximum 3 move actions permitted per turn to a single character or vehicle. In other
words, if a character has moved twice passively as a passenger of a vehicle, he can only do one more movement
action in that same turn, even if not AT have yet been spent on his card.
Moving from a position to another inside a vehicle is a full normal move action and requires the expenditure of 1 AT
as usual.
Once a character is occupying a position inside a vehicle it is allowed to perform the corresponding actions as
indicated on the vehicle card. In this situation the character card values are completely ignored, only those that
appear in the position he occupies in the vehicle card are used. The whole vehicle and all its crew behave all as if
they were a single character, with its own permitted actions and abilities. Vehicles and heavy weapons have a max
number of permitted actions per turn, exactly like characters. When operating inside a position the character values
are ignored and only the vehicle or weapon ones are used. For example, let's look at the card of a German tank, a
PzKpfw III Ausf.G in this case:
©2017 Baueda Wargames Sas - All right reserved

The tank has a Max number of Actions allowed per turn of 3, this means that a player can spend no more than 3 AT
per turn to perform actions with this vehicle as a whole, for example it can move the tank once, load and lay the
main gun and fire one of the MG, or it may stand still and fire an MG three times, etc. The ATs thus spent are placed
all together on the vehicle card, irrespective of which actual position or character is activated.
In this particular case however there is a “Commander” position which is associated with a command value of 2,
this means that if there is a character with the Command ability in that position the tank can spend up to 5 AT per
turn instead of 3. Note that in this case the command ability is only associated with the vehicle position, it does not
affect the character in that position or the rest of the crew any longer, but only apply to the actions performed by the
whole vehicle itself. Therefore an extra AT can be spent for moving the tank further and firing with its weapons, but
could not be used by a single crewman to leave the vehicle for example (unless the whole crew, including the
character with the Command ability bails out of course!).
Only characters with an equivalent or superior command ability to the command value of a “Commander” position
can occupy it and use it. Only the commander position value is ever used for the vehicle, even if the character who
occupies it should have a higher command value on its own stat card, or if more than one crew has command ability.
The Commander position also control a weapon, a smoke launcher that can fire smoke grenades (the standard r2/s1
type also available to infantry) once every other turn (shots ½ ). Note that there is no range, so the grenade can be
launched anywhere on the table but will be subject to dispersion as a mortar. A character without the command
ability can occupy the “Commander” position and operate the weapons associated with the position (in this case the
smoke grenade launcher) but obviously this would not also influence the vehicle max allowance of AT that can be
spent in a single turn.
The Driver position has a single permitted action: movement, and the movement factor of the vehicle: 4. This means
that as long as there is a character in that position the tank can spend 1 AT to move up to 4u. As usually a max of 3
move actions are permitted per turn.
©2017 Baueda Wargames Sas - All right reserved
Introducing Heavy Weapons
There are a couple of general rules that apply to all heavy weapons and by extension to all vehicles that mount them.
First of all, firing any heavy weapon is a two step process and both steps can not be performed in the same turn.
This simulates the ability of infantrymen using small arms to act and react faster.
The initial step is loading and laying the weapon, this cost 1 AT and allow you to traverse the weapon and
immediately place a target marker where you are pointing the weapon at. Anti-tank guns fire in a flat trajectory and
therefore they need a clean LOS to the target in order to attack it. This means that you can place the target marker
anywhere you like provided there is LOS to it from the gun. Heavy weapons can only fire to targets along the ideal
line continuing the gun barrel, so at this stage make sure the actual model barrel is pointing at the target marker,
because if this shouldn't be possible it means it is necessary to move the weapon first! Once you have done this the
weapon is now ready to fire, but it can not fire in the same turn it has been laid. The next step, in the following
turn, is the actual firing, this does also cost 1 AT and the target marker previously placed can not be moved at the
same time. If the target is not there anymore (as it's very likely the case if you try to target infantrymen!) you will
have to move the target marker again before firing, which will again cost 1AT and would again prevent the weapon
to fire in that same turn. On the other hand, provided a gun keeps shooting at the same target (in other words as long
as the target marker is not moved) the weapon can be reloaded and fired in the same turn at the cost of 1AT,
assuming it has a firing rate of at least 1 and enough crew of course!
Like vehicles, heavy weapons have their own card with several positions associated to specific actions. Characters
can operate heavy weapons by placing their stat card in the chosen position on the weapon card. However the
miniature in this case is not removed from the table but is left next to the weapon model, in base contact. At any
time the character can leave the position, the miniature will resume moving from where it was left and its stat card
will be moved off the weapon card.
Placing or removing a character's card onto a weapon card by itself does not count as an action and does not require
spending any AT, it happens automatically as soon as the figure is moved into contact or leave the weapon model;
the movement toward or away the weapon however is a normal move action and cost 1 AT as usual. It is possible to
place and remove a character's card onto a weapon card in the same turn (either the same or another one) but as
always, once you spend ATs on a character (or weapon) to do something and then move on and spend ATs on a
different character (or weapon) you can not go back and do more actions with the previous one in that same turn.
Moving a character card from a position to another on a weapon card is a single normal full move action and
requires the expenditure of 1 AT as usual; when doing this it is also possible to move the miniature to a different
place, without measuring and without spending any more AT, as long as the new place is still in base contact with
the weapon. Conversely, it is possible to move a miniature, whose card is in a weapon card position, to a different
place on the gaming table, without measuring, at the cost of 1AT, as long as the new place is still in base contact
with the weapon, and when doing this it is also possible to move that character's card to a different weapon position
without spending any more AT.
Once a character card is placed in a position on the weapon card he is allowed to perform the corresponding actions
as indicated on the weapon card. The character card values are completely ignored, only those that appear in the
position he occupies in the weapon card are used. The whole weapon and all its crew behave all as if they were a
single character, with its own permitted actions and abilities.
The AT spent by the gun are all put together on the weapon card, not on the cards of the individual characters that
occupy its positions, even if one of these is empty and there is a single operator.

For example, let's look at the card of a gun in this case a German Pak36:
©2017 Baueda Wargames Sas - All right reserved

Anti-tank gun crews numbered from 5 to 7 men depending on the equipment but the 3 most important members
were:
The Commander who directed the team, selected the targets and controlled fire.
The Gunner who is primarily concerned with laying the gun according to the commander's order.
The Loader who can achieve a rate of fire of a round every few seconds when required.
The other team members ensured that the loader always has enough ammunition with fuses set on hand and were
ready to move the trails if required.
A 1942 artillery training instruction described the Commander as being 'what the eyes and brain are to the rifleman'
while the Gunner was described 'as the muscles and co-ordination of eye and hand are to the rifleman'. It also
emphasized as essential the selection of the correct type of NCO for training as gun Commander. Requirements
were: “a stout heart, a quick eye, and plenty of common sense”.
From the weapon card we can see that a single character in the gunner position can already fire the piece alone, but
at a reduced fire rate of 1 shot every two turns (shots ½ ). He has the option to spend one additional AT to accurately
aim when firing, substantially increasing the potential effect of the shot and he can also move the gun by himself,
although extremely slowly, as the Pak36 was relatively light (about 320 kg or 720 lb in combat configuration). A
second character in the loader position allow twice the rate of fire and also the use of two special rounds, an AP and
a HE shell, as well as allowing to move the gun at a much faster pace.
The third position requires a command value of at least 2, therefore only characters with an equivalent or superior
command ability can occupy it and use it. A commander greatly enhance the overall effectiveness of the weapon and
not only increase the number of actions that can be performed by the gun as a whole but also further increase the
max movement to 5, thus the gun and crew can then effectively move as fast as the slower crew member up to 3
times and also lay the piece ready to fire all in a single turn. Not only that, but the Commander's position is also
associated with an Opportunity Fire action of value 2; this reflect the superior situational awareness of a well lead
team and in practical game terms means that by spending an additional AT when placing the target marker the gun
©2017 Baueda Wargames Sas - All right reserved
is placed in opportunity (overwatch if you prefer) and could fire already in the following enemy turn if a target
activates the OF. So long as no opportunity shot is taken and the OF marker remains in place the gun will be able to
attack any target within 2 u from the marker (the OF value) without having to spend another AT to fire. Once the OF
shot has been taken the gun can continue to fire as usual, so provided it keeps shooting at the same target the
weapon can be reloaded and fired in the same turn at the cost of 1AT. Alternatively it can be also placed in OF
again, but in this case it can not shoot in the same turn as usual.
As a general rule Armor Piercing (AP) rounds will only attack any hard target that is in the exact point they are
aimed at (that's where you placed the target marker) and any soft target within 1u from the target marker. Soft
targets are attacked by AP rounds in the same way as an HE shell. The APCR projectiles are very effective to defeat
enemy armor but would inflict less damage to soft targets, being basically a small piece of hard steel that rely solely
on kinetic energy concentrated in the smallest possible area to penetrate the target armor. High Explosive shells on
the contrary would not defeat heavy armor but are lethal against less protected targets like infantry or non armored
vehicles.
To attack a hard target roll as many D6 as indicated by the round H value, less the number of dice equivalent to the
target armor rating: every 4,5 or 6 is a hit. In the case of a vehicle a single hit will result in the permanent
destruction of the position hit. Any crew eventually present in that position is immediately killed. All functionality
associated with that position is lost. Multiple simultaneous hits against a vehicle or a bunker results in the
immediate death of all crew inside, but only the individual position actually hit is destroyed. The remaining
positions are assumed to be undamaged and can be reoccupied by a new crew, not necessarily belonging to the same
player!
High Explosive (HE) shells make a normal attack against any hard target that is hit (using the H value) and also
attack any soft target within its blast radius (the r value, which mainly depends on the caliber of the weapon and
muzzle velocity of the projectile), all together and at the same time, rolling as many D6 as indicated by the round S
value (Soft target), with every 4,5 or 6 being a hit as usual.
- If you score one or more hits: hits are allocated one at a time to all characters and non-armored vehicle positions
within the blast area alternatively (note that characters may belong to more than one player, explosions hurts friend
and foes alike!), one at a time, starting from the character with the lower H2H combat value. Positions hit are
permanently destroyed and all associated functionality is lost. Characters hit receive a wound, but can not be
wounded twice (and thus killed) by the same explosions.
- If you score two or more 6: all positions within range are permanently destroyed and all characters are eliminated.
It is never possible to choose to TAKE COVER when attacked by any explosion.
Note that any cover (even only partial) effectively terminates the effect of the explosion. If the HE shell explode
inside a building, a vehicle or a bunker it would hit only those inside, if it explode outside it would not hit those
inside.
In the case of an artillery gun all its position and the crew itself are all soft targets, however most heavy weapons
have shields, so they still counts as a Partial Cover. This means that to effectively attack the crew serving a field gun
with HE you need to place the target marker behind the weapon!

Heavy Weapons crew taking cover


If shot at characters crewing any type of heavy weapon can choose to take cover as usual, however in this case the
entire crew is treated as a single entity and a single AT is required for the whole crew. The AT spent is placed on the
weapon card and from that moment all character whit their own card on the weapon card count as having Take
cover. As it is also the case with single characters, by doing so any eventual active target marker is immediately
removed and the gun needs to be laid and loaded again and a new target marker placed in order that it may fire in
the following turn.
Note that in order for the crew to be able to take cover the weapon must still have more actions allowed, that is there
must be less spent AT on the weapon card then the max number of permitted actions specified on the card itself.

SF, Vehicles and Heavy Weapons


SUPPRESSION FIRE does affect unprotected heavy weapons and soft vehicles but is ignored by armoured
vehicles.

More on Tanks
The PzKpfw III tank in the example above has two positions servicing the main gun, a loader and a gunner. The
©2017 Baueda Wargames Sas - All right reserved
loader position has only two permitted action, LOAD and TRAVERSE (rotate turret) ¼ , while the gunner position
has a TRAVERSE ¼ , an AIM and an Opportunity Fire actions for the main gun and an AIM and a Suppression Fire
permitted actions for the MG34.
Therefore the main gun can only be loaded from the loader position and can only be aimed and fired by the gunner
position. The loader has a choice of three different rounds in this case, the standard AP round being ready on hand
can be loaded every turn (shots 1), the other two special ammunition can be fired only once every other turn (shots
½)
The turret can be rotated by both positions, up to a quarter turn (90 degrees) by each; traversing like loading values
are always cumulative. This means that the turret can be rotated by a character in either of these positions (and only
from these), but if only one of the two position is occupied the turret can rotate no more than 90 degrees per turn,
while if both position are occupied it can rotate up to 180 degrees per turn. This reflects the actual arrangement of
this particular tank, fitted with a supplementary traverse handle which enabled the loader to assist the gunner and
help rotating the turret faster.
Rotating the turret in itself is a free action (it doesn't cost any AT) but pointing the gun in a different direction, after
having loaded and aimed it, causes the immediate removal of any eventual target marker already placed. To place a
new target marker in the new direction the gun is now pointing at it's a new laying action and requires the
expenditure of a new AT.
As you can see from the vehicle card the tank gunner can also operate an MG34 which is mounted alongside the
main gun and is thus pointing in the same general direction as the primary armament, relying in the turret's ability to
traverse in order to change arc of fire. Because of this both weapons just use the same target marker. The gunner can
choose to fire either weapons at his choice (but not both at the same time) as long as the target marker has been
placed in the previous turn.
The radio operator position is associated with a hull mounted MG34, so if there is a character in here the tank can
spend 1AT to fire it, and can do so up to three times per turn (shots 3). Note that both these machine guns are heavy
weapons (they use H/S attack values) so they have to fire using the two steps procedure: the first turn can only place
the target marker, the next turn can either fire or move the target marker to a different position. Since they use H/S
factors in principle they have a chance of inflicting damage to hard targets, although in practice a value of H2 means
such a weapon could be effective only against AFVs with an armor rating of [1] or [0]. Against a [1] armor it would
be rolling a single dice so it wouldn't have the chance to score a double 6 critical hit. An armor rating of [0] may
seem a nonsense but in practice it does reflects the reality of very lightly armored vehicles, which are still
technically “Hard” targets, and therefore impervious to small arms fire, but were vulnerable to large caliber
weapons like heavy machine guns and AT rifles. It also applies to particularly weak spots on otherwise better
protected targets, for example the Soviet T-26 would have an armor rating of [1] for the front, rear and sides but of
[0] for the top and bottom. Because of this, like many early war light tanks and Half-tracks, a T26 is vulnerable to
heavy machine gun fire, unlike late war tanks with armor ratings of [7], [8], [9] or even more.
The arc of fire allowed to the hull mounted weapon is shown in the small diagram at the bottom right, this should be
read to mean it can only fire at targets within 45 degrees of the ideal continuation of a line parallel to the vehicle
central axis and passing from the actual MG muzzle opening in the tank hull.
The main gun and the coaxial mounted MG don't have an arc of fire indicated, so the main gun can only fire to
targets along the ideal line continuing the gun barrel. The MG on the other hand has a value of 2 associated to its SF
capacity, which means it can attack targets up to 2u away on either side of the ideal line continuing the gun barrel
and pointing at the target marker. Both weapons have effectively unlimited range at the game scale.

More Vehicles
This is an example of an American M2 Half-track card, you will notice that there is no commander position and no
associated Command Ability, thus the max 3 AT per turn limit for this vehicle can not be extended, even if a
character with Command Ability should occupy one of the positions. He would of course still be able to use the
command ability on nearby characters, for example to exit the vehicle and shoot, but is not allowed to use it to
extend the actual vehicle allowance, for actions like moving or operating on board weaponry.
©2017 Baueda Wargames Sas - All right reserved

The M2 Browning .50 Caliber Heavy Machine Gun is an heavy weapons (it uses H/S attack values) so, while it can
be traversed a full 360° thanks to the improved M49 ring mount, it still has to fire using the two steps procedure: the
first turn can only place the target marker, the next turn can either fire or move the target marker to a different
position.
The M1919 .30 light machine gun on the pintle mount at the back of the vehicle on the contrary it isn't considered
an heavy weapon here (it uses L/S attack values) so can fire anytime at anything within it's 90° arc of fire.
The remaining positions are only passenger seats and as indicated up to three character's card can be placed on each.
Characters carried in these position will be protected by the side armor, so unless shot at from above (for example
by a sniper on a building top), effectively can not be attacked by small arms fire while remaining in cover inside the
vehicle, but they can not shoot out either. To show this their actual miniatures are removed from the table and placed
on the vehicle card as usual.
If they want to shoot out they can of course, but doing so they will expose themselves to enemy small arms counter
fire. The same applies to machine guns operators. In this case place the miniature of the character that is firing back
on the table, on the actual vehicle if at all possible, next to it otherwise; the character's card will remain on the
vehicle card to show the character's actual position. He will immediately be able to shoot as normal from that
position. It will have to remain there after the end of the turn however, and will only be able to return back into
cover (by putting the miniature back on the vehicle card) from the next turn, after giving the enemy a chance to
shoot back at him. Of course, carried troops shooting out would still count as being in Partial Cover anyway, even if
for convenience the miniature that represents them should be placed next to the vehicle rather than inside it! As a
general rule, characters carried by armored vehicles can not be shot at by small arms unless they expose themselves
to shoot first. This also applies to tank crew looking out of an open hatch for instance, and also when throwing hand
grenades.
Drivers are not allowed to look out and shoot if the vehicle moved that turn.
Since this is an open top vehicle passenger carried can also throw hand grenades out without exposing themselves,
but they can do so only at a reduced distance of 5u max and in this case the throw will be subjected to dispersion as
if was beyond 5u. Conversely, grenades can also be thrown in, so be careful!
©2017 Baueda Wargames Sas - All right reserved
Heavy weapons scoring a hit against one of the passenger seats positions will permanently disable it and kill all
characters who had their cards in that position.

This is an example of a Soviet Russian ZIS-5B Cargo Truck, it does not have an armor rating, not even [0] therefore
it is a soft target and it's vulnerable to small arms fire and HE shells, including hand grenades.

When shooting at soft vehicles each wound inflicted is equivalent to a hit; the vehicle can take as many hits as they
have positions and crew or passengers summed together. To assign the hits scored the shooter choose a position or a
character of his choice and roll again for it, on a score of 4, 5 or 6 the hit is allocated there, otherwise he must take
another (different!) pick and roll again, until all positions and crew or passengers in turn have been rolled for. If
there are still unassigned hits he can then have another round rolling again on all remaining positions and crew,
again his choice of which one first. Once a position is hit it is destroyed and all functionality associated with it is
lost. Crew or passengers if hit are wounded as usual. Soft vehicles do count as a Partial Cover for all crew and
passengers who can also choose to Take Cover while inside or behind them, in this case even if the vehicle has been
destroyed.
Trucks can carry anything in the cargo bed provided it fits entirely within the model and its actual weight is within
the vehicle capacity. This include passengers, cargo or even complete weapon systems like mortars and machine gun
with crews which can be operated while ported.

More Heavy Weapons


Let's take a look at the most common type of infantry heavy weapons:
Machine guns
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MGs, either light, medium or heavy, are one of the main infantry support weapons down to squad level and their
proper use is fundamental to the survival and success of your troops. Let's look a bit more in detail at how they work
in the rules.
This is a Mark II Bren Light Machine Gun:

Heavy Machine Guns (HMG) are always heavy weapons, they always use H/S factors and fire with the two steps
method. Light and Medium Machine Guns (LMG and MMG) on the other hand can be used in a variety of roles,
and to reflect this they may be considered in different ways depending on the context.
A light machine gun (LMG) is designed to be employed by an individual soldier, with or without an assistant, as an
infantry support weapon. When such a weapon is permanently carried by a singe character however it is a weapon
that is used much below its actual potential because it is being carried, loaded and fired by a single operator, who
can not carry too many ammunition and usually does not carry also a spare barrel himself and is therefore incapable
of continuous sustained fire. It is considered as a powerful small arm that can make short burst of heavy fire, and as
such it use the L/S factors, can not use AIM but can be moved and fired in the same turn. Even the lightest Machine
Guns however, when used as infantry support weapons as they are intended to be are mounted on a fixed support
like a bipod, a heavier tripod or a vehicle pintle mount and manned by an adequate crew, usually at least two. In this
case they are treated as heavy weapons in the rules, they use H/S factors, fire with the two steps method and can
also be aimed effectively.
In all cases MGs are direct fire weapons and require a clear LOS to the target, that is to the point where you place
the target marker.

Light and medium Mortars


Small portable mortars are another ubiquitous infantry support weapon, they use indirect fire so they don't need
LOS to a target to attack it since their shells are fired high up in the sky first and then fall back beyond any eventual
obstacle. Because of this however they cannot attack targets at very close range, the exact range depend from the
model and is detailed on the weapon card, but as a rule of thumb the more powerful the weapon the further is its
minimum effective range. For example the minimum distance at which a target marker can be placed for a Type 10
grenade discharger is 30u, for a 5 cm (50mm) Granatwerfer 36 is 50u and for a M1 60mm mortar is 70u from the
weapon.
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Because of its bulk and weight the weapon is carried disassembled and therefore needs to be ready and laid before it
can fire. Thus, as it is also the case with all other heavy weapons, if you move a mortar it can not fire in the same
turn, even if it has been readied before. As soon as the weapons move or its crew takes cover any eventual active
target marker is immediately removed and the weapon needs to be laid and loaded again and a new target marker
placed before it can fire again in the turn after. Note however that you can still move and lay (placing the target
marker) any heavy weapon in the same turn.
Medium and heavy mortars use H/S factors and fire with the two steps method, but also generally needs an
adjustment shot first, especially at close ranges. To reflect this the first shot a mortar fires on a new target may be
subject to dispersion.
To fire a mortar you need to spend 1 AT to get it ready to
fire and place a target marker wherever you intend the shell
to hit (even behind or inside a partial cover). The turn after “A useful ancillary weapon for artillery was
you can spend one AT to fire on the target you laid before the 2-inch mortar. One was issued to each
and roll a D6: on a 6 it will explode exactly where you British anti-tank artillery section starting in
placed the marker; on a result of 3 to 5 your opponent will 1943, and provided with smoke and
get to move the marker up to 4 u in the direction he wants illuminating ammunition. The former enabled
and on a 1-2 he’ll get to move it up to 8 u. This happens the gun to screen itself if it had to move, the
only with the first shot; provided that neither the target latter gave a capability to engage targets at
marker nor the weapon are moved, from then on the mortar night. The ammunition load for each mortar
can fire every turn (at the cost of 1 AT) and all the shells was 10 rounds each of smoke and
will land exactly were intended. illuminating, and a further 4 rounds of each in
Mortars can fire a number of different ammunition, the transport unit.”
including HE and AT rounds as detailed on the weapon
card, and can also always fire smoke and illuminating
rounds.

Off-table artillery support


Heavy mortars, howitzers, heavy artillery, rockets, etc. can't shoot on table for obvious range limitations, however
support fire from such off-table batteries can be called upon by officers with this ability.

Anti-tank infantry weapons


Anti-tank tactics developed rapidly during the war, but along different paths in different armies based on the threats
they faced, and the technologies they were able to produce. What follow are outline rules that cover the most
common anti-tank infantry weapons.

Anti-tank rifles
At the beginning of WW2, anti-tank rifle teams could knock out most tanks from a distance of about 500 m, but
their effectiveness was quickly negated by the increased armor of medium and heavy tanks. By 1942 they remained
viable only against lighter-armored and unarmored vehicles, and against field fortification embrasures.
A PTRS-41 AT rifles is shot 1 / H3 / S3 with an Opportunity Fire range of 2u. A second team member acting as
spotter increases the shot value to 2 and the OF range to 3, this does not count as an action and does not require the
expenditure of an AT, the spotter is only required to be in base to base contact with the AT rifle operator while he
shoots.
AT rifles ignore the first Partial Cover, so treat a target behind a single cover as if in the open (it hits on 4,5 and 6),
one behind two covers as behind a single one (hits on 5 or 6 only) and so on...
AT rifles carried and fired by a single operator use H/S factors but are otherwise treated as small weapons, so they
can be aimed and fired in the same turn at the cost of 1AT.

Rifle grenades and other High Explosive Anti-Tank (HEAT) rounds


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The first HEAT rounds were rifle grenades, but better delivery systems were soon introduced like the British PIAT
and the German Panzerfaust. All fired anti-tank shaped charge projectiles, these are highly effective against armored
targets but of less use against soft targets. The shaped charge also need to hit in optimal conditions and at the right
angle to properly function, so HEAT rounds can only attack targets in the open, a target behind even a single Partial
Cover can not be attacked by these weapons. Soft targets are attacked in the same way as a hand grenade with an
attack radius of 1u. These weapons are designed so that can be operated by a single character but a second team
member that carries ammunition is required for the PIAT to shoot more than once per game, they have to be in base
to base contact when the weapon is loaded.
PIAT: shots ½ (1AT to load and 1AT to fire in any following turn.) / H4 / S4
Panzerfaust 30/60/100: single shot (can fire only once in the game) / H9 / S4 – 2AT to fire.
Panzerfaust can be bought separately before the game starts, assigned and transferred as hand grenades. Cost 2AP.
All can shoot up to 10 range without rolling for dispersion, up to 20u with dispersion.

Rifle grenades are shot with a rifle instead of being thrown by hand, they can be shot up to 10u range without
dispersing, and up to 20u using the usual grenade dispersion rules, but can only be fired every other turn. It cost 1AT
to load and 1AT to fire it in a following turn. Other than that when using HE fragmentation payloads are identical to
hand grenades, except that they can not be bought and transferred but are only available to characters equipped with
a rifle grenade launcher attachment.
HEAT rifle grenades are also available to all characters so armed, these also works in the same way as normal hand
grenades except that they use H/S factors instead of r/s and that like all HEAT rounds have a reduced attack radius
of 1u against soft targets.

US M7 grenade launcher firing 22 mm rifle grenade


M17, HE Fragmentation: shots ½ / S4 / R4 – 1AT to load and 1AT to fire in a following turn.
M1 Frag Grenade Projection Adapter: shots ½ / S4 / R4 – 1AT to load and 1AT to fire in a following turn.
M2 Smoke Grenade Projection Adapter: shots ½ / S1 / R2 – 1AT to load and 1AT to fire in a following turn.
M9A1 HEAT: shots ½ / H4 / S3 – 1AT to load and 1AT to fire in a following turn.

Granatbuchse 39 firing G.Pzgr.46: shots ½ / H4 / S3 – 1AT to load and 1AT to fire in a following turn.
Granatbuchse 39 firing G.Pzgr.61: shots ½ / H5 / S3 – 1AT to load and 1AT to fire in a following turn.

Japanese Type 89 dischargers and other individual mini mortars are also treated as rifle grenades, except that they
are subject to dispersion at any range.

HE and HEAT grenades


HE hand grenades were also employed, these simply contained a lot of explosive and could damage severely any
light tank. However, they were too heavy to be thrown effectively and hardly effective against late war heavy
armored tanks, unless they could be placed directly over a particularly vulnerable spot. They use H/S factors instead
of r/s factors like anti personnel grenades and have an attack radius of 3u against soft targets. They are bought,
thrown and exchanged as any other hand grenade.

Satchel charge: single shot (can be used only once in the game) / H5 / S8 – 2AT to prime and place, will explode the
turn after being placed. Can not be thrown, the character using it must be in base contact with the target to use it.
Cost 1AP.

Geballte Ladung (six extra explosive heads bundled around a Model 24 grenade) or British No.73 grenade: single
shot (can be used only once in the game) / H5 / S8 – 2AT to use. Can be thrown up to 5u and is subject to
dispersion. Note that this means that with some bad luck the user can be caught up in the explosion! Cost 1AP.

HEAT hand grenades used shaped charges to penetrate heavy armor, these are also treated in the usual way, the only
difference being that like all Armor Piercing weapons have a reduced attack radius of 1u against soft targets.

No. 68 AT Grenade: single shot (can be used only once in the game) / H5 / S4 – 2AT to fire. Cost 1AP.
Hafthohlladung: single shot (can be used only once in the game) / H8 / S2 – 2AT to attach. Can not be thrown, the
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character using it must be in base contact with the target to attach it. Cost 1AP.

Flamethrowers and Molotov cocktails are covered in detail in the 1-48TACTIC: RATTENKRIEG supplement.

Man-portable recoilless rocket weapons


Featuring a solid rocket motor for propulsion, the US Bazooka and the German Panzerschreck allowed for HEAT
warheads to be delivered against armored vehicles, machine gun nests, and fortified bunkers at ranges beyond that
of a standard thrown grenade. They are at all effects heavy weapons and attack using the two step process, but they
are not required to place a target marker down when they are loaded and can be aimed and fired in the same turn.
1AT to load and 1AT to fire in the following turn. A second team member that carries ammunition is required for
these weapons to shoot more than once per game, they have to be in base to base contact when the weapon is
loaded.
Bazooka factors: shots ½ / H5 / S4
Panzerschreck factors: shots ½ / H6 / S4
(Max effective range 50u)

AT Mines
This is a type of land mine designed to damage or destroy vehicles including tanks and armored fighting vehicles.
Compared to anti-personnel mines, anti-tank mines typically have a much larger explosive charge, and a fuze
designed only to be triggered by vehicles or, in some cases, tampering with the mine. They require 2AT to prime
and place, will explode automatically as soon as a vehicle passes over it. Of course if they were placed on the
gaming table in a visible position enemy tanks will just avoid them, so the player instead records each mine position
on a piece of paper instead (just write down xy coordinates in u from a given table corner) every time he place ones.
To place a mine (which has to purchased separately) a player just announce it, write down the position and spend
the required AT, which obviously are not placed on the card of the character who does in fact place the mine so as
not to give away the position. However a miniature must be in the position were the mine is placed, and must have
enough AT left in order to do it at the proper time, in other words, you can not place mines on the opponent side of
the table unless your troops have actually been there. To see if a tank goes over a mine that you have placed you
have to measure it which would give away the mine position. In order to avoid this a player who has purchased at
least one mine can spend 2AT and announce he is placing a mine once every turn, writing something on the piece of
paper, and can do so regardless if he is actually placing a mine or not. As soon as a player spend 2AT in this way for
the first time he can begin measuring one enemy tank position each turn from then on, again irrespectively if there
are really mines already on the table or not. In this way you can “bluff” your way and leave your opponent in the
uncertainty as to where mines are, which is exactly the whole point of placing mines in the first place...
All AT mines of all types always completely destroy any vehicle (not only AFV) that triggers them.

Detailed rules for mine sweeping and clearing and for the Goliath remote-controlled tracked vehicle will be covered
in detail in the final version.
Also to add: AFV mounted smoke grenade discharger: http://www.custermen.net/nahvert/nah.htm

Fire
Fire in 1-48TACTIC is handles using fire markers. These must be of round shape, 25mm across; they can be either
flat or tridimensional; the fire effect area is measured from the outer edge of the marker and it extends 2u in all
directions.
Any character that should enter or find itself within the fire effect area immediately takes a wound as if it was shot,
except that it is immediately moved, by the owning player, the minimum necessary to get outside of the fire effect
area. This movement can never exceed the max movement allowed to the character as indicated on his stat card on
the wounded side. If for any reason moving in such a way as to clear the fire area is not possible the character is
eliminated. If you are using the Psychological Shock OPTIONAL ADVANCED RULES a character killed by fire
(even if it was previously wounded and only takes one additional wound by fire) cause all friends within 5u to test
for shock.
Flammable materials
In presence of flammable material, that is scenic elements which are defined as combustible (either by a scenario or
©2017 Baueda Wargames Sas - All right reserved
by previous agreement of all players) within the fire effect area, a fire will spread automatically. At the beginning of
every turn of every player he will add a new fire marker anywhere he likes, provided it is within the 2u fire effect
area of a pre-existing fire marker and it has a combustible scenic element within its own 2u fire effect area, but no
closer than 1u to any other pre-existing fire marker. Note that this does not necessarily needs to be the same scenic
element from which the fire originated, thus fire can spread to adjacent combustible elements. This continue as long
as there are suitable “legal” positions in which to place fire markers.
Fire markers with flammable material within their fire effect area will remain active on table for the duration of the
entire game; all others can be removed after two turns. Note that in this case it is the responsibility of the opponent
of the player who placed the fire marker to keep track and remove the fire marker after two turns. The fire marker
will remain active on table even after the initial two turns are expired, until a player actually requires its removal.
The fire effect area of a marker can never be traversed or jumped over in any way. Fire will attack characters that are
in cover, inside a 60mm round scenic base or any prepared position if the character base is within the fire marker
effect area.

Explosive materials
Some scenic elements may be defined as explosive either by a scenario or by previous agreement of all players. If
any explosive material should enter or find itself within the fire effect area of a fire marker immediately roll a D6: if
it is a normal hit (a result of 4,5 or 6) the fire will cause an explosion! Place a smoke screen template on the centre
of the explosive element, any character caught in the open within the template will be attacked by as many dice as
indicated by the roll. Being In Cover would not protect from the concussion effect however the blast radius is
effectively terminated by Sheltering or Protecting cover as it is always the case with all explosions.
Some scenic element may be defined as both flammable AND explosive, for example a small ammo or fuel dump,
maybe covered by a tarp, or a truck load of artillery shells packed in wooden boxes. If such an element is set on fire
and explode 6 fire markers are also placed at regular intervals around the blast template.
Once all the explosion effects have been accounted for the scenic element itself will be removed; the smoke screen
and eventual fire marker will remain as long as required according to all the normal rules regarding them that apply.
Smoke grenades, HE shells and Fire
Normal hand grenade and artillery shells are unlikely to set anything on fire by themselves, but their concussion
effect will cause any explosive material to detonate, and that in turn may start fires if that explosive material is also
classed as flammable. Smoke grenades and shells on the other hand are typically filled with white phosphorus or
other similar pyrophoric substances and are functionally identical to incendiary devices. They will not directly
detonate explosive material but will set on fire anything classed as flammable, which in turn may cause explosives
to detonate.

Fire, smoke and visibility.


A single fire marker by itself will not create enough smoke to have any practical effect on the battlefield, however a
large fire will. At the moment a fire arrives to include a minimum of six contiguous markers a smoke screen
template must be placed as to cover as many of the originating fire markers as possible by the player whose turn is
(the one that placed the sixth fire marker). If the fire is still going the next consecutive turn of that same player he
will place a second smoke screen template anywhere he likes provided it is touching but not overlapping the first
one. No additional smoke screen templates will be added for larger fires or additional consecutive turns of burning
(as the smoke tend to rise and the more and hotter there is the faster it will rise, forming impressive vertical columns
but without covering a much greater area at ground level). If at any time the fire markers will be reduced to less than
the minimum six required to maintain the smoke screen all templates will be immediately removed.

Flames and smoke do not interrupt the LOS but will reduce visibility, accordingly fire markers count as Concealing
terrain and like smoke screens offer Partial Cover.
Molotov cocktail
“Molotov” is a generic name used for a variety of improvised incendiary weapons based on a breakable glass bottle
containing a flammable substance such as gasoline or alcohol, with some motor oil, tar, resin or other thickening
agents added to make it adhere to the target, using a rudimentary source of ignition such as a burning cloth wick tied
around the bottle's neck.
Molotov are primitive and erratic but can be rather effective devices, they are purchased separately and thrown as
grenade to a max distance of 5u subject to dispersion. Rather of exploding when the bottle smashes on impact, the
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ensuing cloud of fuel droplets and vapour is ignited by the attached wick, causing an immediate fireball followed by
spreading flames as the remainder of the fuel is consumed.
Place a fire marker on the point of impact and throw a D6; on a result of 5 or 6 add a second fire marker according
to the rules for spreading fire.
Flamethrowers
Mechanical incendiary devices designed to project a long, controllable stream of fire, flamethrowers were
extensively used during World War II, both in man-portable and vehicle-mounted versions, particularly against fixed
fortifications.
Characters and vehicles equipped with flamethrowers have a max total budget of fire markers available, which
depend by the weapon type and it is indicated on its stat card. The total number of available markers is placed on the
weapon card at the beginning of the game, and then gradually moved to the table as they are used. Expended fire
markers can never be re-used. Once the initial budget is exhausted the weapon is empty and can no longer be used.
In a single attack flamethrowers can use as many fire marker as they wish, from a minimum of 2 to all they have
left. To use a flamethrower is a normal Attack Action which requires the expenditure of 1AT, regardless of how
many fire markers are actually consumed in the attack.
The first fire marker can placed anywhere within the range of the weapon (also depending by the weapon type and
indicated on its stat card) and is not subject to dispersion. All successive fire markers can be placed anywhere within
2u from the previous one. Note that this means that a flamethrower attack can end up considerably further than the
range indicated on its card, however this would require the expenditure of most of its fuel in that single attack.

Unless completely empty a flamethrower fuel tank is always classed as flammable (not explosive) and can be
ignited according to the rules for flammable materials.

Afterword to the vehicles and heavy weapons rules – Beta version


Thank you for trying our rules!
More printer-friendly vehicle cards will be made available for testing soon, as well as a tokens and templates sheet
for expendable weapons and arcs of fire, in the meantime feel free to suggest your own too, the best of them will be
incorporated in the published rules, with full credit of course!

...and now, have a great time with 1-48TACTIC!

Cheers,

Claudio Berni
www.baueda.com

©2017 Baueda Wargames Sas


All right reserved

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