Micro Squad The 11 Scale Game - WWII 2nd Edition

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David Hicks (Order #16483250)

2nd Edition

George Chrestensen
Scenario Maps: Sven Lugar Design: Nicole Martinez

Front Cover Historical Photos and Document:


U.S. National Archives and Records Administration
Library of Congress, Prints & Photographs Division

Map of Tripoli Courtesy of the University of Texas Libraries, The University of Texas at Austin.

Produced by GHQ, 28100 Woodside Road, Shorewood, MN 55331 U.S.A.


Micro Squad® and Micro Armour® are registered trademarks of GHQ. © Copyright GHQ, 2012. All rights reserved.
Printed in the United States of America

David Hicks (Order #16483250)


TABLE OF CONTENTS

1.0 INTRODUCTION ....................................... 1 8.6 Close Assault ................................................ 15


8.7 Double-Time ................................................. 16
2.0 DESCRIPTION OF PLAY .......................... 1
9.0 TERRAIN ...................................................... 16
3.0 EQUIPMENT 9.1 Wrecks ............................................................ 16
3.1 Playing Surface .............................................. 1
3.2 Playing Pieces ................................................ 1 10.0 SPECIAL WEAPONS
3.3 Charts and Tables ......................................... 1 10.1 Facing Restrictions ..................................... 16
3.4 Dice ................................................................. 1 10.2 Dual Purpose Guns .................................... 16
10.3 Personnel Stands ........................................ 17
4.0 COHESION .................................................. 1 10.4 U.S. Machine Guns .................................... 17
10.5 Weapons Stands ......................................... 17
5.0 SEQUENCE OF PLAY ................................. 2 10.6 Armored Cars ............................................. 17
10.7 Infantry Close Support Artillery Vehicles 17
6.0 SPOTTING ................................................... 3 10.8 HQ Stands ................................................... 17
6.1 Line of Sight .................................................. 3 10.9 Horse Cavalry ............................................. 18
10.10 Bicycle Infantry ......................................... 18
7.0 COMBAT ...................................................... 4 10.11 “Land Ships” ............................................. 18
7.1 Basic Principles ............................................. 4
7.2 Combat Results ............................................. 5 11.0 ENGINEERING, FLAME THROWERS &
7.3 Facing and Range ......................................... 5 FORTIFICATION
7.4 Opportunity Fire .......................................... 6 11.1 Mines ............................................................ 18
7.5 Machine Gun Area Fire ............................... 6 11.2 Barbed-Wire ................................................ 20
7.6 Artillery Fire (General) ................................ 7 11.3 Combat Engineers ...................................... 20
7.7 Artillery Fire (Direct) ................................... 9 11.4 Improved Positions ..................................... 21
7.8 Artillery Fire (Indirect) ................................ 9 11.5 Buildings, Walls, and Hedgerows ........... 21
7.9 Off-Map Artillery ......................................... 11 11.6 Flame Throwing Vehicles ........................... 22
7.10 Artillery Efficiency ..................................... 11
12.0 OPTIONAL RULES ................................. 22
8.0 MOVEMENT 12.1 Unit Determination ................................... 22
8.1 Basic Principles ............................................. 12 12.2 The Hot Shot! ............................................. 24
8.2 Movement Execution ................................... 12 12.3 Intuitive Action .......................................... 24
8.3 Requirements and Limitations ................... 13 12.4 Conflicting Orders ..................................... 24
8.4 Transport ....................................................... 14 12.5 The Communications Breakdown! ......... 24
8.5 Overrun ......................................................... 15 12.6 It’s Jammed! ................................................ 24

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David Hicks (Order #16483250)


TABLE OF CONTENTS

12.7 Get Their Guns! ......................................... 24 Japan ..................................................................... 56


12.8 Tank Marines! ............................................. 24 Poland ................................................................... 58
12.9 Nobody Moves ‘Til I Say So, Get Me? ..... 25 Romania ................................................................ 59
12.10 Overloading Transport ........................... 25 Soviet Union ......................................................... 61
12.11 Fire Support Allocation .......................... 25 United Kingdom .................................................. 64
12.12 That’s Going to Leave a Mark ................ 25 United States ........................................................ 67
12.13 I Got’em In My Sights! ............................ 26
12.14 Pour It On! ................................................ 26 AIRCRAFT DATA ............................................. 70
12.15 HEAT It Up! ............................................. 26
12.16 Battlefield Air Strikes .............................. 26 MARKERS AND TEMPLATES ...................... 71
12.17 Big Game Hunters ................................... 28
COMBAT TABLE CARD ................................. 80
DESIGNING SCENARIOS ............................. 29
SCENARIOS
DESIGNER’S NOTES ...................................... 37 Introductory Scenario, Eastern Front 1943 ..... 84
Tamada’s Charge, Mongolia 1939 .................... 86
BIBLIOGRAPHY ............................................... 40 Heart of Stonne, France 1940 ............................ 88
Easter Break-In, Libya 1941 ............................... 90
WEAPONS DATA Bir el Gubi, Libya 1941 ....................................... 92
Weapons Data Introduction .............................. 43 Knightsbridge, Libya 1942 ................................ 95
Finland ................................................................. 44 Edson’s Ridge, Guadalcanal 1942 ...................... 97
France ................................................................... 46 Kampfgruppe Stachwitz, Russia 1943 ............. 99
Germany .............................................................. 48 The Tobacco Factory, Italy 1943 ........................ 101
Hungary ............................................................... 52 Nungshigum Hill, India 1944 ........................... 103
Italy ....................................................................... 54

iv

David Hicks (Order #16483250)


[1.0] INTRODUCTION Stands represent individual armoured or unarmoured
Micro Squad®: The 1:1 Scale Game - WWII is a set of vehicles, individual weapons and their crews, or squad-
rules in 1:1 scale for use with 1/285th scale GHQ Micro sized units of eight to twelve individual infantry or cav-
Armour® miniatures. It covers tactical armored warfare alrymen. Models should be mounted so that they clearly
in the middle of the Twentieth Century. This period, face one side of the stand. Each stand should also be
between 1939 and 1945, was the most violent in the marked in some way for ease of identification.
history of mankind. It was also the period in which the
most radical innovations in the art and science of In addition to your models, you will require certain
warfare occurred. markers to play the game. These are provided for you
and they will indicate wrecks, smoke, artillery impacts,
Each game of Micro Squad is played in scenarios of ten etc. Their use will be described in the appropriate
to thirty turns. Each scenario will have its own victory sections below. You will also need a yardstick or tape
conditions and perhaps a few special rules that apply measure to measure distances of up to 10 feet in inch
only to that scenario. Each game turn represents approx- increments.
imately one minute of real time. One inch on the playing
surface equals approximately twenty-five (25) yards or
meters. Hills and ridges are about five (5) yards in height
per level.

[2.0] GENERAL DESCRIPTION OF PLAY


During each game turn, you may move and initiate
combat with your tanks, other weapons, or personnel
stands in order to gain certain victory conditions.
These actions will be regulated by a rigid sequence of
play that allows the game to progress in a smooth and
orderly manner.
[3.3] Charts and Tables
The various charts and tables included with the rules are
[3.0] EQUIPMENT explained in their appropriate rules sections. Please
[3.1] Playing Surface examine them thoroughly before beginning play as a clear
Unlike a board game, where the playing surface is understanding of their use is crucial to effective play.
provided for you, you create the playing surface in a
miniatures game. This surface may be as elaborate or as [3.4] Dice
simple as you desire. Keep in mind that terrain features Three kinds of dice are required to play the game:
must be distinct, clearly delineated, and unambiguous.
On no account should they ever interfere with the • Twenty-sided die (1D20), used in cohesion rolls
smooth flow of play. • Eight-sided die (1D8), used for artillery and air
strike deviation
[3.2] Playing Pieces
Your vehicle, infantry, cavalry, artillery, and weapon • Six-sided die (2D6), used for initiative and combat
models should be mounted on one inch by one inch (1"x
1") stands. These stands may be larger than this if neces- When more than one die of a type is required it will be
sary, but this should be avoided if possible. abbreviated “X”D6 where “X” is the number of dice to be
thrown. For example: 2D6 means roll two 6 sided dice.

[4.0] COHESION
"Cohesion" is the single most important aspect of play! It
is the very core of Micro Squad. If a stand or group of
stands attempts any sort of task there is generally a
"cohesion roll" associated with that task.

Whenever a cohesion roll is called for, roll a twenty-


Numbering your stands eases identification. You can note
sided die (1D20). The number obtained will be subject to
if this stand is an HQ, a GHQ, or a Forward Observer (FO)
without your opponent knowing their identities. various modifications as explained below in the rules.
When more than one modifier to a cohesion roll is called
for they are all applicable. That is, all modifiers are

David Hicks (Order #16483250)


cumulative. The modified roll must be equal to, or less They do this by forming movement groups. A movement
than, the player's force cohesion level to be successful. group consists of one or more stands in contiguous contact
Force cohesion levels are provided in each scenario or that are committing to movement for the turn. All
agreed upon by players prior to the start of the game. members of an individual movement group must be in
Failure has its consequences, and the effects of failure are either the movement posture or fire/move posture.
discussed in the individual rules section.
Each movement group shall be marked to identify its
During the game, a stand can be in several different posture as such. The first player must indicate the com-
cohesion states: position and posture of one movement group before the
other player is required to indicate the composition of
Normal - The default state at the start of play. one of his groups. Players then alternate this activity
Suppressed - Effectiveness of the stand is reduced. All until all movement groups for this turn have been desig-
cohesion rolls suffer a +4 penalty. nated. Once this is completed all stands not part of a
movement group are automatically in the firing posture.
Disorganized - Effectiveness of the stand is severely
reduced. All cohesion rolls suffer a +3 penalty. Note: A player must designate all movement groups
consisting of two or more stands for his side before he may
Note: A stand can be suppressed and disorganized at the same designate any single-stand groups.
time. If a stand is in the suppressed state and a combat result
or other event calls for the stand to be suppressed an addition- 3. Artillery Fire/Air Strike Phase - Players perform
al time it simply remains suppressed. If a stand is disorganized direct artillery fire attacks and execute previously
and an additional disorganization result is called for, the stand plotted indirect artillery fire and air strike attacks.
is eliminated instead.
4. Standard Fire Phase - Players alternate attacks. Stands
[5.0] SEQUENCE OF PLAY become suppressed and/or disorganized according to
the Combat Results Table (CRT) and are marked as such.
During each game turn players may move and attack
Stands eliminated according to the Combat Results Table
with all, some, or none of their stands. Performing these
are removed from play.
actions within the sequence of play is required without
exception.
5. Joint Plot Phase - Players plot points of impact for
1. Initiative Phase - Each player rolls a six-sided die indirect artillery fire to be executed in later turns.
(1D6) and adds the result to his force cohesion value
6. Movement Phase - Players alternate attempts to move
(obtained from the specific scenario). The player with
their movement groups subject to the rules governing
the higher total has the initiative this turn. In the case of
this process. During this phase “Opportunity Fire”
ties roll again.
(section 7.4), “Overruns” (section 8.5), and “Close-
2. Posture Determination Phase - There are three possible Assaults” (section 8.6) are also conducted.
"postures" a stand may be in: the “movement posture,” the
“fire/move posture,” or the “firing posture.” To determine 7. Marker Removal Phase - Players remove any markers
posture for the turn, the player who has earned the initia- from the playing surface used to denote posture, or that
tive decides which side must indicate posture first. a stand has fired that turn. Smoke markers and artillery
Then the players alternate indicating any stands or groups impact markers are also removed at this time. They then
of stands they wish to commit to movement this turn. make a cohesion roll for all stands that are suppressed
and/or disorganized to attempt to “recover” or “rally.” If
the cohesion roll is successful, a suppressed stand has
recovered and it is no longer suppressed. If the cohesion
roll is a (unmodified) 1, a disorganized stand has rallied
and is no longer disorganized. If the stand is both sup-
pressed and disorganized, the stand recovers and rallies.

If the cohesion roll is a (unmodified) 20, the stand has


panicked. A disorganized stand that panics becomes sup-
pressed as well. A suppressed stand that panics becomes
disorganized as well. A stand that is suppressed, disor-
Two Russian light tanks are scurrying up the road. Being
in base-to-base contact, they are a “movement group.”
ganized, and panics, is eliminated. The cohesion roll in
They have been marked with a green bead to designate this phase for any stand adjacent to a friendly
the movement posture. Headquarter (HQ) stand is modified by minus two (-2).

David Hicks (Order #16483250)


Example: "Max" (our typical player) is commanding a weapons chart with a double asterisk (**) on their defense
force of Soviet armor and his cohesion level is 13. On value. Personnel stands block line-of-sight to and from
turn one, one of Max's T-34's is fired upon and receives an other personnel stands. They do not block line of sight to
"S" combat result, becoming suppressed. During the or from any other stand.
Marker Removal Phase of turn one, Max attempts to
recover his T-34 from being suppressed. He rolls a D20
and gets a 10. His cohesion roll is modified by +4 due to
the suppressed state the stand is in, so the modified roll
becomes a 14 (10 + 4 =14). This is 1 point higher than his
cohesion level thus the T-34 fails to recover.

On turn two, Max's T-34 is fired upon again, this time


obtaining an "(S)" combat result. According to the Combat
Results Table, since the T-34 is already suppressed, the
"(S)" result causes Max's T-34 to become disorganized, so
the T-34 is now both suppressed and disorganized.

During the Marker Removal Phase of turn two, Max


attempts to rally and recover his T-34 from being sup-
A German Panther tank, lurking on the edge of the woods,
pressed and disorganized. He makes a cohesion roll on
is considering its options for fire this turn. It has a clear
1D20. One of four things will happen: LOS to the infantry stands, to the halftrack and the lead
Sherman tank, as personnel stands do not block LOS. The
• If Max rolls a 6 or less, his T-34 will recover and will no halftrack, however, does block the LOS between the
longer be suppressed. (6 + 3 for being disorganized Panther and the M10 tank destroyer. The best target would
and +4 for being suppressed) = 13 (his cohesion level). be the Sherman!
Note: The T-34 will still be disorganized.

• If Max rolls an unmodified 1, his T-34 rallies and 6.1.3 All vehicle stands, mounted cavalry, and moving
recovers and is no longer disorganized or suppressed. motorcycle-infantry stands block line of sight to and
from any stand.
• If Max rolls an unmodified 20, that T-34 is eliminated
because it is already disorganized and suppressed. 6.1.4 If the LOS is ambiguous, rule in favor of the
defender. If agreed to beforehand by both players, a die-
• If Max rolls between a 7 and a 19, nothing changes. roll can resolve ambiguous lines of sight.

6.1.5 Terrain blocks LOS as indicated in the Terrain


[6.0] SPOTTING Effects Chart.
Spotting refers to the ability of one stand to "see"
another. Except in the case of indirect artillery fire, a
clear line of sight (LOS) must exist between an attacking
stand and a target stand before an attack may be
attempted on that target. Line of sight may be blocked by
intervening stands and certain terrain. (See Terrain
Effects Chart.)

[6.1] Line of Sight


6.1.1 Line of sight is determined by drawing an imagi-
nary straight line between the center of an attacking or
forward-observer (FO) stand [See "Artillery Fire Terrain can block line-of-sight (LOS). In this
(Indirect)" 7.8] and the center of the target stand. This hypothetical late war desert scenario, the German Tiger I
line may not be blocked in any way. tank can only see the lead British Staghound armoured
car, visible through the gap in the sand dune (red arrow).
6.1.2 For spotting and LOS purposes, non-vehicle stands The LOS to the Archer at far left is blocked by the
are divided into two types: personnel and weapons. building, and the trailing Staghound is behind the sand
Personnel stands include infantry, dismounted cavalry, dune (dash arrows).
mortar, machine gun stands, etc. They are marked in the

David Hicks (Order #16483250)


6.1.6 Terrain occupied by the target stand modifies the [7.0] COMBAT
firing cohesion roll. Stands located on the edge of LOS An attack is defined as the application of the firepower of
blocking terrain can be spotted, although with the firing one or more stands against the defense strength of a
cohesion roll modifications listed in the Terrain Effects single target stand.
Chart. However, a stand is always considered to be in
clear terrain for spotting and LOS purposes in any phase Each stand taking part in the attack is required to fire
after it has fired. individually. That is, the firepower of two or more stands
may never be combined into a single value. Each "shot" is
Note: It is often advisable to wait for an enemy stand in cover called a “combat event” and the results are cumulative
to fire at you before you fire at him. This does not negate the and progressive.
effect of covering terrain for combat purposes but it does make
spotting it a lot easier! The exact procedure for resolving attacks and combat
events is detailed in the Standard Fire Procedure Chart.
6.1.7 Maximum sighting distance is usually given for This chart details each step and you must perform all
each scenario as the general terrain in an area; weather required steps for each stand in each attack.
conditions, etc. may affect it. If not specified in the
scenario, maximum sighting distance in "open" terrain is There are three kinds of combat that result directly from
120 inches, that for "mixed" terrain is 80 inches, and for movement: “Opportunity Fire” (section 7.4), “Overruns”
closed terrain it is 40 inches. Open, mixed, or closed (section 8.5), and “Close-Assaults” (section 8.6).
terrain is the general state of the terrain on the map.
There are no movement costs, cohesion die-roll effects, [7.1] Basic Principles
or LOS restrictions associated with them. 7.1.1 A given stand may be an object of several attacks
during the Artillery Fire Phase and only one attack during
6.1.8 Stands gain a five-inch (5") additional sighting
the Standard Fire Phase. If it moves, it may be the object
distance for each level of height they occupy above the
of one opportunity fire attack during the Movement
level they are spotting, subject to scenario restrictions.
Phase. If it passes through "Artillery Impact” zones, it
may be the object of additional artillery fire. If it passes
through machine gun “Beaten” zones (see “Machine Gun
Area Fire,” section 7.5) it is subject to attack by these.
Finally, it may be the object of an overrun (section 8.5) if it
is not an armoured vehicle or a close assault (section 8.6)
whether it is an armoured vehicle or not.

7.1.2 The player with the initiative this turn decides


who executes the first attack of the Standard Fire Phase.
The players then alternate attacks until they both "pass."
Tabletop terrain should not obscure play, and logic needs At this point, the phase ends. A player may choose to
to be applied in all games. Here, two squads of US pass at any time during his turn to attack, but once the
infantry are lying in ambush at the edge of a woods,
option to pass has been taken, no further attacks may be
overlooking a cut in a road. A Panther tank has driven
under the ambush. The stands are considered to be made by that player for the remainder of this phase. This
adjacent, with the infantry at a higher elevation. The same process is also used during the Artillery Fire Phase.
Panther's defense value against any attack made by the
US infantrymen would be at the “top” value of 1. 7.1.3 All stands have two firepower values: one for use
against armoured targets ("AP" value), and one for use
against unarmoured targets and personnel ("HE" value).
6.1.9 Adjacent infantry stands have LOS to, and may
target, an armoured vehicle's top armor if they are at a
7.1.4 No stand may fire more than once per turn.
higher elevation than the target stand.
7.1.5 Stands in fire/move posture have their firing
6.1.10 Air strikes always have LOS.
cohesion rolls modified by +3.
6.1.11 Adjacent stands have LOS to one another regard-
7.1.6 All stands belong to one of three defense classes:
less of Terrain Effects Chart limitations. Thus, LOS
armoured vehicles, unarmoured equipment or weapons,
blocking terrain does not block LOS when stands are
and personnel. These are identified in the Weapons Data
adjacent. However, CRT die-roll modifiers imposed by
as follows:
the terrain the target stand occupies still apply.

David Hicks (Order #16483250)


1. Armoured vehicle defense values are displayed in 3. “(S)” - SUPPRESSED. If the stand is not already sup-
brackets “[ ].” Note that armoured vehicles have pressed, it becomes suppressed as above. If the stand is
separate values for front, side, rear, and top armor. already suppressed, it becomes disorganized as well.
Some of these values may have both armoured and
unarmoured target values. You must use an attacking 4. “D” - DISORGANIZED. Effectiveness seriously
stand’s "AP" firepower value when attacking these reduced (long term). Mark the stand with a “D” marker.
stands armoured values. You must use an attacking +3 to all cohesion rolls. If the stand is already disorgan-
stands "HE" firepower value when attacking these ized when receiving this result, it is eliminated.
stands unarmoured values.
5. “E “ - ELIMINATED. Remove from play.
This Panzer II F is an [7.3] Facing and Range
armoured vehicle. 7.3.1 A stand faces in whatever direction the model
Its defensive values are:
mounted on it faces. (See “Playing Pieces,” section 3.2.)
Front [3] Side [2] Armoured vehicle stands possess four defense values:
Rear [1] Top [1] front, side, rear, and top. (See the included “Target
Side” template.)

2. Unarmoured equipment or weapons stands have 1. If fired upon through their forward defensive arc
defense values that are unmarked. You must use during standard fire, they defend using their "front"
an attacking stand’s “HE” firepower value when defense value.
attacking these stands.
2. If fired upon through their side defensive arc
This Red Army 152mm during standard fire, they defend using their "side"
howitzer is an example defense value.
of an unarmoured stand.
3. If fired upon through their rear defensive arc
Its defense value is 3.
during standard fire, they defend using their "rear"
defense value.
4. If fired upon from above during standard fire, they
3. Personnel and light weapons stands are marked defend using their "top" defense value.
with two asterisks (**). Their defense strengths are
halved (rounding down any fractions) if they are The defensive arc is determined by placing the “Target
attacked while in the movement or fire/move Side” template along the side of target stand the line
posture. You must use an attacking stand’s "HE" extending from the center of the firing stand to the center
firepower value when attacking these stands. of the target stand passes through. Ambiguous lines of
fire fall in favor of the defender. Incoming fire that could
This German infantry be from one or two different defensive arcs must be
squad is an example of a applied against the higher of the two defense values.
personnel stand. Its defense
value is 6, which would be
halved if fired upon while
in the movement posture.

Note: Some vehicles may have both armoured and unar-


moured defense values.

[7.2] Combat Results


There are five possible combat results:

1. “--” - NO EFFECT. Self explanatory. Attacking


artillery stands cause an “S” on a “no effect” result.
Two French vehicles want to shoot at the German Panzer
IV D. The Renault R-39’s 37mm gun has an AP attack
2. “S” - SUPPRESSED. Effectiveness reduced. Mark
value of 4, and will be applied against the PzIV D’s front
stand with an “S” marker. +4 to all cohesion rolls. If
defense value of 4 (white arrow). The Panhard 178
stand has already suffered a suppressed result this turn, armoured car (AP of 3) gets to shoot at the side defense
treat as “no effect.” value, which is also 3 (black arrow).

David Hicks (Order #16483250)


7.3.2 To calculate range: measure the distance from the 7.3.6 No stand may exceed its maximum firing range.
center of the firing stand to the center of the target stand.
Find that distance on the appropriate range line of the [7.4] Opportunity Fire
Range Effects on the Combat Die-Rolls Chart and cross- 7.4.1 Opportunity Fire (OF) takes place during the
reference the effect on the attacker's combat die-roll. Movement Phase. Only those stands that are in the firing
posture and have not fired during the Standard Fire Phase
7.3.3 Stands with an "^ " symbol in the Weapons Data may execute this type of attack. On-board artillery stands
may only fire through their front arcs. Stands with an that have not fired during the Artillery Fire Phase may
"^^" symbol in the Weapons Data may only fire through also execute this type of attack using direct fire only. A rea-
their rear arcs. Use the “Firing Arc” template provided sonable amount of time must be given to allow an
in the marker set to define a stand's front or rear firing opponent to make a decision to fire or not. When a move
arc. These stands may fire at adjacent targets outside the is completed, the opponent must be alerted to that fact and
arc using the firepower and range data for the infantry this is his last chance at opportunity fire against that stand.
HQ unit appropriate for their nationality. This represents
7.4.2 It is enemy movement that triggers opportunity
the use of small arms by weapon crews.
fire. OF may occur as soon as a target stand begins to
move. That is, as soon as your opponent touches the
stand to move it, it may be fired on.

7.4.3 Procedure:
1. The moving player is told to stop moving the stand.
2. The OF player resolves an attack as in the Standard
Fire Phase.

If the result is "no effect," the owning player may


continue moving the stand. An "S," "(S)," or "D" result
forces the owning player to make a cohesion roll for the
stand. Success allows it to continue moving. Failure
forces the stand to stop where it is.
Two German AFVs are engaging two British Grant tanks.
7.4.4 A stand may suffer an OF attack once only per
The turreted German panzer (#32) may fire at either
Grant, but the StuG III D, which must use the Front movement phase but, as in the Standard Fire Phase, that
Firing Arc, may only attempt to fire at the Grant on the attack may come from multiple stands.
right (red arrow). The dashed arrow shows how the LOS
does not cross the FFA template. [7.5] Machine Gun Area Fire
Stands with ">" next to the “Weapon Type” in the
7.3.4 Stands that are adjacent are at one-inch range (25 Weapons Data may produce (or "lay down") "beaten”
yards/meters). zones. Any unarmoured stand in such a zone at the
beginning of a Movement Phase, or that moves into or
7.3.5 Stands adjacent with an enemy along one-half or through one, is vulnerable to attack by the stand produc-
more of either stand are engaged. Engaged stands may ing that zone.
not fire on anyone but those stands with which they
are engaged. 7.5.1 To lay down a beaten zone, a stand must be in the
fire posture at the start of the Standard Fire Phase and
make a successful cohesion roll. The stand may not
perform any other type of fire during the phase per
section 7.1.4.

7.5.2 A particular stand's beaten zone corresponds to its


"front" firing arc only. (Use the "Firing Arc" template
provided in the marker set to define the limits of the
zone.) The maximum range of any Beaten zone is twenty
(20) inches.

The German infantry squad #16 and the Soviet T-34/85 7.5.3 All unarmoured stands not already suppressed,
are engaged and must not fire upon any other enemy in a beaten zone and within the line of sight of the stand
stand. German infantry squad #12 is not engaged with that laid down the beaten zone are automatically
the tank, since less than half of its stand’s edges are in
suppressed.
contact with the Russian stand.

David Hicks (Order #16483250)


7.5.4 All unarmoured stands not already suppressed that [7.6] Artillery Fire (General)
enter a beaten zone within the LOS of the stand that laid As listed above in the "Sequence of Play," artillery
down the beaten zone during the movement phase are weapons fire in their own separate phase. This is due to
also automatically suppressed. In addition, the owning the fact that artillery weapons are separate and distinct
player must make a successful cohesion roll (with the from other weapons. The power of artillery comes from a
“suppression” effect applied) if he wishes that stand to combination of shell weight and rate of fire. When
continue moving. Failure forces it to stop where it is. artillery weapons fire, they do so for the entire turn. All
stands (friend or foe) passing through the target zone of
7.5.5 Stands occupying concealing terrain can still be such weapons during the movement phase, as well as any
caught in a beaten zone, as long as a line of sight can be stand in the target zone at the beginning of the Artillery
traced to them. Fire Phase, suffer the full effect of that weapon's fire.

Artillery weapons include field guns, howitzers,


mortars, multiple-rocket weapons, etc. In Micro Squad,
artillery stands generally represent an individual gun
and its crew and delivers one impact marker per stand.
Stands representing light and medium mortars (45mm -
82mm) may be organized as sections containing
anywhere from 1 to 4 tubes.

Example: A mortar section of 60mm mortars would be


Three German infantry squads have been advancing
through the woods at left. When the lead squad became
listed as “60mm (3)” (i.e. the section contains three
visible at the edge of the woods, a Polish cavalry MMG 60mm mortars and would deliver three 1"x1" impact
support stand established a beaten zone (gray shaded markers). When sectioned together in this manner, they
region). The lead German stand is immediately behave as if brigaded (section 7.6.10).
suppressed, and those following will also be suppressed
if they move out of the woods. All artillery weapons are capable of direct fire. Only
those indicated with the "#" symbol in the weapons
charts may conduct "indirect fire."
Example: An infantry stand at the edge of a wooded area
(capable of firing out of the woods) can be caught in a
The terrain occupied by the target stand does not modify
beaten zone. In this case, the player who has established artillery firing cohesion rolls, including battlefield air
the beaten zone makes a cohesion die-roll (with +4 strike bomb and rocket attacks. The terrain occupied by
cohesion roll modifier for terrain.) If the cohesion roll is the target stand does modify the firing cohesion rolls for
successful, the infantry stand is considered to have been battlefield air strike strafing attacks (see “Battlefield Air
spotted and is subject to the beaten zone. A stand’s Strikes,” 12.16). The CRT die-roll modifiers imposed by
beaten zone may always and only extend to places the terrain of the target stand apply to all artillery fire.
where normal fire is possible. (As a rule of thumb; you
may fire at any stand if it can fire at you, remembering to Off-map artillery fire is always indirect fire (section 7.8).
account for various terrain penalties. If a stand is pre-
vented from firing out of a particular piece of terrain, it
cannot be fired at.

7.5.6 Beaten zones are established as an attack per rule


7.1.2 and players are free to attempt to establish them at
any time they are allowed to make an attack with a given
stand during the Standard Fire Phase.

Note: Beaten zones supersede the rule that says that no stand
may be attacked more than once in a phase. Beaten zones are
considered to be continuous fire, impacting on the beaten zone
throughout the turn. Any stand that is in or passes through
any number of beaten zones is susceptible to attack by the
stands producing such zones.

David Hicks (Order #16483250)


7.6.1 Indicate artillery fire by placing impact markers on the fire commences is irrelevant. A stand passing through
the playing surface (or map) during the Artillery Fire multiple impact zones is susceptible to attack each time it
Phase. These markers remain on the map throughout the passes over an impact marker.
current turn. The size of the impact marker is dependent
on the caliber of the firing stand: 7.6.6 Although the effects of artillery fire are simultane-
ous, artillery attacks take place alternately, by initiative,
45mm - 60mm: 1" x 1" in the same manner as attacks in the Standard Fire
65mm - 90mm: 2" x 2" Phase. Damage incurred by an artillery stand before it
gets to fire must be taken into account.
100mm - 155mm: 3" x 3"
170mm and larger: 4" x 4" An artillery stand might be eliminated, suppressed, or
disorganized by enemy artillery fire before it gets to
7.6.2 The minimum effect of an impact marker is shoot. These will affect its firing cohesion roll and may
"suppression." Treat all "no effect" CRT results as "sup- prevent it from shooting.
pressed" instead.
7.6.7 Impact markers block LOS as indicated in the
7.6.3 If a stand occupies the spot where an impact Terrain Effects Chart. Stands may trace LOS into and out
marker is to land, place the impact marker under the of an impact marker as long as the stand is at the edge of
stand. This stand is attacked at the full attack value of the the impact marker.
firing artillery unit.

If more than one impact marker strikes the same spot (as
in a closed sheaf or attacks by more than one artillery
stand), the defender may suffer more than one combat
result roll.

Note: An impact marker may strike more than one stand.


When in doubt, the players should decide which of the possible
targets will receive the most coverage and adjust the position- The cagey German player had planned an ambush,
ing of the marker accordingly. An impact marker cannot affect stationing an infantry squad and a 7.62 (r) anti-tank gun
a stand unless it covers at least 50% of it. If the placement of to flank any Soviet forces that might skirt the hill.
the marker and the stands it affects cannot be reasonably deter- Fearing just such a trap, the Red Army player ordered an
mined by both players, roll a die to determine whether a stand 81mm mortar smoke barrage, which did not deviate and
has effectively blocked the LOS for the German troops
is affected or not.
(and for the Russians, too).

3"x 3" and 4"x 4" impact markers possess 1 square inch and 7.6.8 Artillery weapons may opt to deliver a smoke
2 square inch "full effect" zones respectively. Stands that are screen rather than fire. The same sheaf patterns"are
not covered by at least 50% of a "full effect" zone have a +3 used. Smoke markers are removed during the marker
die-roll modifier applied to the combat die-roll. 1"x 1" and 2"x removal phase. Only those stands which have an "S"
2" impact markers are full effect over the entire marker. next to the “Weapon Type” in the Weapons Data may
deliver smoke.
7.6.4 All stands meeting the requirements of section
7.6.2 are subject to attack regardless of nationality. Smoke has the following effects:
Artillery shells strike friend and foe alike!
• Smoke "suppresses" like normal artillery fire.
7.6.5 Stands that pass through an artillery impact
marker during the subsequent Movement Phase are • Close-assaults and overruns may take place in smoke.
subject to attack as well. At least 50% of the stand must
pass over the marker for the stand to be affected. A stand • Smoke is a type of terrain and blocks line of sight.
may be affected by any number of impact markers Like impact markers, you may fire into them, but
during the Movement Phase. Each impact marker it not through them.
encounters will affect it.
• Stands firing both into and out of smoke suffer
Note: An artillery attack is considered to be continuous fire, firing cohesion roll penalties. This is in addition to
impacting on the target zone throughout the turn. The the suppression effect on stands "in" smoke (see
presence or absence of stands in the target area at the moment Terrain Effects Chart).

David Hicks (Order #16483250)


7.6.9 If an artillery stand suffers close-assault or is 7.7.4 Mortar stands only must roll for deviation when
engaging enemy stands at less than the artillery stand’s executing direct fire (see section 7.8).
"minimum" range, they must use the same firepower
and defense values as their army's infantry HQ stands. 7.7.5 Artillery firing cohesion rolls are modified by
terrain; “suppression,” “disorganization,” etc. as in fire
during the Standard Fire Phase.

7.7.6 Artillery stands conducting direct fire ignore CRT


“Range” modifiers.

[7.8] Artillery Fire (Indirect)


“Indirect fire” occurs when artillery weapons cannot
themselves "see" the target. These weapons may be
placed on the playing surface (on-board) or located off
the playing surface (off-board). Indirect artillery fire has
its fire directed onto a target it by a Forward Observer
(FO). In each scenario’s "order of battle", certain stands
It could be a rough day for the crew of this German
will be indicated as being capable of acting as an "FO."
sIG 150 gun. They fired earlier this turn (noted by a
red bead), but are now being close-assaulted by two
stands of American infantry. The German stand will
defend using the standard German infantry defense
value of 6, rather than the gun’s defense value of 2.

7.6.10 Artillery stands in contiguous contact and


belonging to a particular company or battalion may be
brigaded (grouped) together and make a single firing
cohesion roll. Likewise, off-map artillery stands
purchased in two or three gun sections or whole
batteries may be grouped together in the same manner.
All United States and British (post January 1944) off-
board artillery stands may be brigaded together to (Section 7.8.3) The Germans are coming! Infantry and
reflect superior American and British artillery doctrine. artillery cover the bridge and town, and an armored force
is racing for the crossing. The French player fired an 81mm
The impact markers of brigaded artillery stands must mortar attack (2 markers in an open sheaf) at the bridge.
form a single sheaf pattern (either closed or open) and The first cohesion roll succeeded, but the second - for
roll for deviation as if it were a single stand. A “closed deviation - failed! Here the “Deviation” template has been
sheaf” pattern has all impact markers land one on top of centered on top of the bridge. The French player rolls the
each other. An “open sheaf” pattern has all impact dreaded D8 to see where the mission really went ...
markers land in contiguous contact. All impact markers
of an open sheaf pattern must be in the LOS of one of the
firing stands or the Forward Observer (section 7.8)
including the blocking effect of any impact marker
within that sheaf.

7.6.11 Infantry close support artillery vehicles are the


only artillery weapons that may fire and move in the same
turn. These vehicles are listed in the Weapons Data.

[7.7] Artillery Fire (Direct)


7.7.1 Direct artillery fire does not have to be plotted
in advance. .... and rolled a 3! 2D6 were then rolled, with the result
of 8. The two 2” x 2” impact markers were placed near the
7.7.2 Artillery stands must have a clear line of sight to curve of the stream. The impacts landed on top of the
the target as in fire during the Standard Fire Phase. covering force, so the infantry stand was placed on top of
the impact markers. The infantry stand is automatically
7.7.3 Artillery requires a firing cohesion roll as in fire suppressed and must roll on the Combat Results Table to
see if there are additional effects of the mortar barrage.
during the Standard Fire Phase.

David Hicks (Order #16483250)


These stands must have a clear line of sight to the poten- 7.8.6 Multi-turn missions are considered continuous fire
tial target during both the Joint Plot Phase and Artillery from turn to turn, and as such, impact markers are not
Fire Phase and may be in the fire, fire/move, or removed in the Marker Removal Phase except for the last
movement posture. If they are eliminated at any point turn of the mission. Smoke laid down by a multi turn
during the turn the plot is cancelled. mission lingers until the entire mission is complete.

7.8.1 Forward observers obey all LOS rules as if they 7.8.7 Below are some guidelines for plotting indirect
themselves were firing. artillery fire. Use the “Artillery Plotting” sheet provided
in the rules set. This will allow players to easily perform
7.8.2 Indirect fire arrives several turns after the turn it is the steps listed below.
plotted based upon the nationality of the artillery stand
per the “Artillery Efficiency” rules (section 7.10). 1. Record the I.D. of the firing unit.
2. Record the I.D. of the forward observer (FO) stand.
7.8.3 First, an artillery cohesion roll must be passed in
the turn the indirect fire is scheduled to arrive. For on- 3. Record the turn of impact.
board stands this roll is modified by any suppression
4. Record the location of impact: In order to obscure
and/or disorganization of the stand. For off-map fire
your intent from your opponent, you may want to use
there are no modifiers to an artillery die-roll. It is based
standard military notation for this purpose, often
only on the cohesion level of the side directing the fire. If
referred to as "Right-and-Up." You begin at the lower
this roll fails, the indirect fire does not arrive. If the roll
left hand corner of the map as you face it. You then
succeeds, you must determine whether that fire
count “X” inches to the right (of the left edge) and “Y”
"deviates" from the plotted target. To do this, another
inches up (from the bottom). This results in a standard
artillery cohesion roll is necessary. If this roll is success-
four-digit grid coordinate (i.e. 0426 - 4" Right/26" Up,
ful the fire lands on the intended target as planned.
2321 - 23" Right / 21" Up, or 4516 - 45" Right/16" Up).
If the deviation cohesion die-roll fails, roll 1D8 and
compare the result to the "Compass Rose" template
provided. This provides the direction of deviation,
(direction "1" being toward the "enemy" board edge.)
Rolling 2D6 gives the distance in inches the impact
marker deviates from the original target location. E

7.8.4 In order to avoid repeated artillery cohesion rolls,


you may plot artillery fire for a duration of two or more
turns in length. If you succeed in making your artillery D
cohesion roll for a "duration" fire mission, subsequent
attacks in that mission do not require a new roll. You
might wish, however, to cease fire before a mission is C
complete. For example, it may become a danger to
advancing friendly troops!

In this case you would have to make a successful


cohesion die-roll one turn prior to the turn in which you B
wish to terminate the mission. A successful roll termi- A
nates the mission. If the roll fails, the mission continues
although further attempts made be made in subsequent
turns. Termination of such missions requires a forward
observer (FO) that has a clear line to any of the missions
impact or smoke markers. Any HQ or GHQ stand may
serve as an FO stand for this purpose.
Max pre-registered five points before play began:
7.8.5 Deviation of multi-turn missions is done as a
Farm house “Alpha” - A Bridge “Delta” - D
whole. If in the first turn the fire arrives is on target, no
further deviation rolls are required in subsequent turns. Town Center “Bravo” - B Cottage “Echo” - E
If the fire deviates, a new deviation cohesion roll may be Hill #143 “Charlie” - C
attempted each turn to attempt to get the fire on target.

10

David Hicks (Order #16483250)


In addition, to further obscure your intent you may has a clear line to any of the missions impact or smoke
pre-measure the coordinates of various geographical markers. Any HQ or GHQ stand may serve as an FO
features (i.e. Village - 0426, Bridge - 2321, Hill - 4516). stand for this purpose.
You can then give these targets code letters if you like
(i.e. Target Alpha, Target Bravo, etc.). These are [7.9] Off-Map Artillery
commonly called "pre-registered" targets. Once you In most cases artillery support will be close enough to
have noted these pre-registered targets you can use be effective but too far away for the weapons to be
them to plot fire either directly to them, or relative visible on the playing surface. Off-map artillery repre-
to them. sents this. The scenario order of battle will indicate the
presence of off-map fire support.
Example: Before the start of the game, Max measures
and notes 5 target locations. He calls these “Alpha”, 7.9.1 All off-map artillery fire is indirect-fire.
“Bravo,” “Charlie,” “Delta,” and “Echo.” He notes the
“Right and Up” coordinates of each of them. Now at 7.9.2 Off-map artillery requires successful cohesion die-
any time he is able to plot fire he can note that he is rolls both to successfully arrive and prevent deviation.
plotting fire to any of these locations without actually
remeasuring his intended target. He may also 7.9.3 The maximum range of off-map artillery units is
designate fire relative to any of these locations by reduced by 10%. Off-map artillery range is measured
noting something similar to "6E of A,” which would from any point along controlling player's board edge.
mean 6 inches east of Alpha.
[7.10] Artillery Efficiency
5. Next note the sheaf pattern you wish to use and a Each major combatant in this period had its own
note as to direction an open sheaf is to be laid out. artillery doctrine and standard practices. Of these,
"0426/Closed" means a closed sheaf centered on those of the United States were the most advanced and
0426. "2321/Open (E-2)" means an open sheaf with effective. Artillery fire arrives several turns after it is
2 impact markers starting at 2321 and going east successfully plotted (both on-board and off-board
1 inch. "4516/Open (NW-3)" means an open sheaf artillery) depending on nationality as follows:
starting at 4516 and extending 2 inches toward
the northwest. 1. American indirect fire arrives three (3) turns after
the turn in which it is plotted
6. Finally, you should differentiate between HE
and smoke missions. HE is the default if you 2. German indirect fire arrives six (6) turns after the
fail to designate an ammunition type for a specific turn in which it is plotted.
artillery mission.
3. British and Commonwealth indirect fire performs
Example of a full plot notation: like German fire until January of 1944. After that, it
It is the Artillery Plot Phase and Max is ready to plot performs like American fire.
his fire. He has a section of (3) 60mm mortars. On a
piece of paper, he notes the following: "HE Open 5N
4. Other countries indirect fire, including the Soviet
of B E-3". This means he wants High Explosive in an
Union, France, and Italy, must be plotted before the
open sheaf with (3) 1” x 1” impact markers starting
game begins. This means that their indirect fire
north of pre-registered Target Bravo and extending
for an entire scenario must be plotted after the
east for 2 inches.
terrain is placed and before forces are deployed.
7.8.8 Artillery stands conducting indirect fire ignore
If the Americans or post-January ‘44 British are attack-
CRT “Range” modifiers.
ing, their indirect fire for the first three turns must be
plotted before the game. If the Germans or pre-January
7.8.9 Indirect artillery fire missions pre-plotted to arrive
on the first turn of a scenario do not require forward ‘44 British are attacking, their indirect fire for the first
observers to direct their fire. Nor do they require a six turns must be plotted before the game. This means
cohesion roll for deviation per 7.8.3. The artillery firing that their indirect fire must be plotted after the terrain
cohesion roll per 7.8.3 is still required. This is intended to is placed and before any forces are deployed.
represent that spotting for and registration of artillery
was accomplished prior to the start of the scenario. Such For any side that must have all of their artillery fire
missions may be multi-turn missions per 7.8.4 and termi- plotted prior to the start of the game, all procedures of
nation of such missions requires a forward observer that indirect artillery fire (described in sections 7.8.3
through 7.8.6) apply.

11

David Hicks (Order #16483250)


movement is modified by +4 for any stand in the group
that is suppressed and it is modified by +3 for any stand
that is disorganized.

The cohesion roll for an entire movement group is


modified by minus two (-2) for each HQ or GHQ stand
it contains. As for any type of cohesion roll, die-roll mod-
ifiers are cumulative. If the cohesion roll is passed by
some stands, but not all, those in the movement group
that have passed may move and leave those stands that
have failed behind. This will result in the formation of a
new movement group or groups.

Movement Example: Max forms a 3-stand movement


group in the Posture Determination Phase. One stand is
[8.0] MOVEMENT an HQ tank, one stand is a suppressed tank, and the
[8.1] Basic Principles third tank is a suppressed and disorganized tank. The
8.1.1 Movement is initiated by a movement group (as force cohesion level for Max is established as 14 for the
established in the Posture Determination Phase) but is scenario. Max rolls cohesion to attempt to move the
executed by individual stands one at a time. A stand movement group. He rolls a 12. The HQ tank has a
moves based on its own movement value, terrain effects, modified 10 and may move. The suppressed tank has a
and cohesion. modified 14 and may also move. The suppressed and
disorganized tank has a modified 17 and may not move.
8.1.2 A movement group is defined as one or more Max may move the two tanks that have passed leaving
stands, in base contact, and in the movement posture or the tank that has failed behind.
fire/move posture. The individual stands of a
movement group are subject to a single cohesion die- Max decides he does not wish to leave this stand behind
roll in order to move. and does not move the group. He still uses one movement
order for the turn. He may attempt to move the group
8.1.3 Once a movement group has been designated, all again using another order or wait and try for independent
the component stands of that group are in the movement movement (section 8.2.6). Had he chosen to move the two
posture or fire/move posture throughout the turn, stands allowed, the remaining stand still could attempt to
whether or not they actually move. It is very important move again that turn by expending another movement
that you designate movement groups clearly and unam- order or attempting independent movement.
biguously during the Posture Determination Phase.

[8.2] Movement Execution


8.2.1 Before movement begins, each player may deter-
mine how many movement orders his GHQ may issue
for the turn. To do this each player must roll 2D6 and
add the command value of his GHQ stand. The GHQ
command value is assigned as part of the scenario. Look
up the sum on the Command Efficiency Table. This gives
the number of movement orders each player may issue Max’s three-tank movement group: the stands are all in
this turn. base-to-base contact, so the single green bead denotes
that the group is in the movement posture. The white
8.2.2 If the GHQ stand is eliminated, that player may no beads indicate that the first and last stands in the group
longer issue movement orders for the rest of the game. are suppressed. The black bead on the lead stand
indicates the tank’s disorganized status.
Note: This does not mean that you cannot move if the GHQ
stand has been eliminated. See rule 8.2.6. 8.2.4 The player with the initiative decides who attempts
movement first in each turn. If a player elects not to move
8.2.3 To execute ordered movement, the movement a movement group when it is his turn to do so, he has
group must pass a cohesion roll. This roll applies to the waived all rights to further ordered movement. Players
entire movement group, but the roll must pass for any alternate attempts to move movement groups using
individual stand for it to move. The cohesion roll for movement orders until all movement orders have been
expended or each player declines movement once.

12

David Hicks (Order #16483250)


Note: You are never forced to move a stand simply because it A stand may not enter or cross terrain without sufficient
is in the movement posture. Actual movement is voluntary. movement points remaining to do so.

8.2.5 You may attempt ordered movement for any


movement group as many times as you like, but each
attempt expends one movement order. This means that if
you fail the cohesion roll to move a movement group on
your first attempt, you may try again and again as long
as you continue to expend a movement order for each
attempt. Each attempt is considered a separate
movement action. Your opponent must be allowed a
movement action of his own before you attempt moving
a movement group a second or third time.

8.2.6 After all movement orders for a side are expended A section of two French 75mm guns has left the road and
you may attempt independent movement. Any headed cross country. The movement allowance for the
movement group that tries to move without a movement halftrack prime movers is 16T (for tracked). They moved
order is attempting to move on its own initiative or 5 inches on the “good” road, using 2.5 movement points.
"independently." Only one attempt is allowed per The woods abut the road. It costs 3 points per inch for a
movement group per turn and this attempt imposes a +3 tracked vehicle to drive through the woods. The lead
die-roll modifier. Players alternate attempts at independ- vehicle has travelled 4.5 inches into the woods, as far as
possible this turn.
ent movement just like they do for ordered movement
until they each player declines movement once or all
stands have attempted independent movement. 8.3.4 A stand allowed to execute movement may always
move a minimum of one inch regardless of terrain
8.2.7 You must complete all ordered movement before penalties as long as it avoids impassable terrain.
you are allowed to attempt any independent movement.
There is no limit on the number of independent moves 8.3.5 There are three movement classes: Wheeled (W),
that may be attempted in a turn, but only one attempt Tracked (T), and Foot (F)
may be made per movement group.
The Terrain Effects Chart covers how various terrain types
8.2.8 Movement orders may not be accumulated from affect the movement of stands belonging to each class.
turn to turn. Unused orders are lost at the end of the turn.
8.3.6 Friendly stands may pass freely through one
Reminder: You may attempt to move a group any another, but no two stands may end the Movement
number of times with orders but only once independent- Phase overlapping. If a stand is forced to halt where it
ly. The effects of HQ's and ordered and independent would violate this rule, move it back along its previous
movement are detailed in the Movement Orders Chart. path until there is room for it.

[8.3] Requirements and Limitations 8.3.7 Armoured vehicles may pass freely through
8.3.1 Each stand may execute movement once per enemy "transport" stands or other "unarmed" enemy
movement phase by expending up to its total vehicles and enemy "non-vehicle" stands only while con-
movement value. This value may not be exceeded and ducting overruns (section 8.5).
unused movement points may not be accumulated
from turn to turn. 8.3.8 An armoured vehicle may pass through an enemy
armoured vehicle stand only if it makes a successful
8.3.2 Stands in the Fire/Move (FM) posture may expend cohesion roll (to test its nerve) with a +3 die-roll modifier.
up to one-half of their movement allowance (rounded The stand must first move adjacent, then stop, and make
down). If a stand in the fire/move posture does not fire, the cohesion roll. If the roll fails, the moving stand must
it is still restricted to one-half (rounded down) of its remain adjacent.
movement allowance.
8.3.9 Any stand may change facing without cost while
8.3.3 Stands move across the playing surface, inch by moving. In addition, any stand in the movement posture
inch, expending movement points per inch as they do. may change facing as a movement action, even if it
executes no other movement.

13

David Hicks (Order #16483250)


8.3.10 Stands having a movement value of "(0)" with a 8.4.4 A cohesion roll is required for any attempt to
cargo cost of eight (8) or less may change facing during mount. Failure prevents mounting taking place that
the movement phase. In this way, a "towed" weapon may turn, and no further attempts may be made by the stand
change facing. Stands having a movement value of "(0)" attempting to mount that turn. The transport stand may
may not change facing and fire in the same turn. have other personnel stands make mounting attempts.
Success requires the player to remove personnel stands
8.3.11 Stands with no combat value (i.e. unarmed from the board and place towed weapon stands behind
stands) may never voluntarily end their move adjacent the transporting vehicle. A side record must be main-
to any enemy stands. tained as to which personnel stands are in which trans-
port stand.
8.3.12 Vehicles may perform reverse movement (i.e.
with no change in facing) a maximum of 4 inches per 8.4.5 When firing on a transport stand that is towing a
turn, or up to 25% of their movement allowance, weapon, "range" may be measured to either the trans-
whichever is less. port stand or the towed weapon stand for sighting or
firing purposes. The two stands are considered a
[8.4] Transport combined unit.
Transport vehicles are those that display a “transport
capacity" in the Weapons Data. They may be used to Use the defense and movement value of the transporting
transport other stands. Stands capable of being trans- stand. Any combat result suffered by the transport stand
ported will show a “transport requirement" on the same is also suffered by any transported cargo stands,
list. Note that mounted cavalry stands may not be trans- whether personnel or weapons.
ported. While being transported, stands are referred to
as "cargo." The joining of transport and cargo is called 8.4.6 To dismount cargo, a vehicle must be in the
"mounting." The separation of transport from cargo is movement posture. The act of dismounting any number
called "dismounting." of personnel stands costs the transport stand and each
personnel stand 50% of their movement allowance for
8.4.1 One vehicle stand may transport one weapon or the turn.
equipment stand and/or any number of personnel stands
up to its cargo capacity. Note: A transport stand with movement points remaining
may move after dismounting. Personnel stands may move
8.4.2 In order to mount, the cargo and transport after dismounting as well. The act of dismounting a towed
stands must be touching and both be in the movement weapon stand costs the transport stand and weapon stand
posture at the beginning of the movement phase. their full movement allowance for the turn.
Mounting any number of personnel stands onto a trans-
port stand costs both the transport stand and each Dismounted stands are placed on the map adjacent to
personnel stand 50% of their movement allowance for the transport stand. Dismounted stands are in the
the turn. movement posture and may take any facing the owning
player prefers.
8.4.3 Mounting a weapon stand onto a transport stand
uses up the entire movement allowance for both trans- 8.4.7 Weapon stands which dismount must remain in
port stand and weapon stand in a given Movement the movement posture for a specific number of turns
Phase, and will require a varying number of turns to depending on the transportation cost of the weapon.
mount the weapon depending on the transportation
requirements of that weapon. 2-4 pt. transport May assume firing posture
requirement: next turn
2-4 points
5-10 pt. transport May assume firing posture
transport requirement: May move next turn
requirement: in 2 turns
5-10 points
transport requirement: May move in 2 turns 11-12 pt. transport May assume firing posture
requirement: in 4 turns
11-12 points
transport requirement: May move in 4 turns
8.4.8 Stands in the process of mounting or dismounting
13 + points are vulnerable to opportunity fire as this counts as
transport requirement: May move in 6 turns movement.

14

David Hicks (Order #16483250)


8.4.9 Cargo stands may not fire while being transported. 8.5.2 The maximum number of vehicle stands capable of
Armed transport vehicles may fire with cargo on board. overrunning a single target stand is eight, filling all the
space around the target stand when movement is
8.4.10 Unless specifically prohibited by a scenario rule, complete. If the target stand is in the firing posture or
any stand may begin a scenario mounted to any legal fire/move posture, it may perform opportunity fire on
transport stand. A weapon stand with a transport cost of one overrunning vehicle. This may be done as the
13 or more may never begin a scenario mounted. vehicle passes over the target. In this case, the range is 0.
A stand that is attacked while executing an overrun at
[8.5] Overrun range 0 defends with its lowest defense value.
Overrun is a “contest of discipline” where an attacking
armoured vehicle stand must maintain its formation and 8.5.3 If an overrunning stand is eliminated at range 0,
the defending non-armoured stand must avoid scatter- the overrun still takes place.
ing in panic. This must be done in spite of the chaos that
results when an armoured vehicle careens around in the 8.5.4 To determine the outcome of an overrun, consult
midst of hostile infantry! Overruns occur when an the Overrun Procedure Chart and follow all the steps
armoured vehicle stand moves through an enemy non- in order.
armoured stand. Armoured vehicle stands themselves
can never be overrun. Armoured personnel carriers may [8.6] Close-Assault
perform overruns only when carrying personnel and Close-assault is a “contest of wills” in which the
nothing else. They may not do so if they are towing assaulter(s) must overcome the natural desire to avoid
equipment or if they are running "empty". Overruns can closing with the enemy and the defenders must overcome
result in negative effects including elimination to both the natural urge to flee before they are overwhelmed!
the attacker (the overrunning stand) and the defender
(the stand being overrun). 8.6.1 Only infantry or cavalry stands may conduct
close-assault.
8.5.1 An armoured vehicle executing an overrun must
move so that it passes through the target stand and lands
adjacent to it. It is not necessary to pass straight across
the target and land on the opposite side. The vehicle
need only pass through any portion of the target stand
and land anywhere adjacent, including the direction
from which it came. The act of overrunning a stand pins
that stand in place, preventing the defending stand from
disengaging by moving away from the overrun even if it
has not yet attempted movement. All stands intending to
execute an overrun against a single target must be
moved before any of the overruns are resolved.

8.6.2 In order to close-assault, a stand must end the


movement phase adjacent to an enemy stand, be in the
movement or fire/move posture, and have at least one
unused movement point remaining. When ending
movement adjacent to an enemy stand, the desire to
attempt a close-assault must be declared at that time. If
it is not declared, the pinning effects of section 8.6.4 do
not apply. A stand may be subject to close-assault from
more than one assaulting stand.

8.6.3 The steps involved in conducting a close-assault


are listed in the Procedures Chart. Every step must be
(Section 8.5.2) German infantry squad #141 is having a performed in the prescribed order. Results incurred in a
bad day. Five American recon vehicles, Greyhounds and given step apply to subsequent steps. For instance, if a
Stuart tanks, are in the middle of trying to overrun them!
defending stand manages to suppress or disorganize an
But it could be worse: 3 more ‘slots’ are available (where
shown by black arrows) for other Americans to join in the assaulting stand, those effects apply to the assaulting
mayhem! stand when it rolls for cohesion.

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David Hicks (Order #16483250)


8.6.4 The target of the close-assault may perform the Failure of this cohesion roll prohibits any close assault
defensive response detailed in the procedure, whether it by that stand.
fired or not in the Artillery or Standard Fire Phase. But it
must be in the fire posture at the time of the close-assault [9.0] TERRAIN
to conduct this defensive response. If the target is a The terrain in an area and certain terrain edges may alter
weapon stand with restricted facing limits, and the the cost of moving through them. These costs are
attacker is moving in from any direction except the front, detailed in the Terrain Effects Chart. Terrain may also
the defender may use the appropriate firepower and affect firing cohesion rolls and spotting. These effects are
defense values of the infantry HQ stand for its national- detailed in the Terrain Effects Chart.
ity to conduct the defensive response. If close-assaulted
from the front, the weapon with a restricted field of fire [9.1] Wrecks
may use its own combat values. Whenever an armoured vehicle is removed from play,
replace it with a wreck counter. Wreck counters provide
8.6.5 The act of close-assaulting a stand pins it in place. cover for stands placed on them. See the Terrain Effects
It is not allowed to disengage by moving away from the Chart for details.
assault even if it has not yet attempted movement. An
exception to this is a stand that is disorganized as a result [10.0] SPECIAL WEAPONS
of a close-assault must move 1 inch away from the [10.1] Facing Restrictions
assaulting stand. If it was subject to close-assault from Certain stands (like assault guns) must obey facing
more than one stand, it moves away from the stand that restrictions. That is, they may fire only into their front-
caused the disorganized result. arc or rear-arc as defined by the “Firing” template. They
may not fire at any target outside this arc under any cir-
8.6.6 Close-assaulting stands might themselves become cumstances. See the Weapons Data for details as to stand
the object of close-assault. All close-assaults are conduct- with restricted arcs of fire.
ed after all movement has taken place. When more than
one close assault must be resolved, players alternate [10.2] Dual Purpose Guns
completing assaults. The player with the initiative 10.2.1 The German 88mm, the Italian 90mm, Soviet
decides who goes first. 85mm AA guns performed in two roles, both as AA guns
and AT guns. The US 90mm (from mid-1943 on) and
8.6.7 Armoured vehicles subjected to close-assault
British 3.7" (94mm) guns could have been used in this
defend with their lowest defense value.
manner and did on occasion fire at ground targets in
8.6.8 Terrain effects are ignored in close-assault. self-defense, but doctrinally were not put in the role of
anti-tank guns like the other German, Italian, and Soviet
8.6.9 Mounted cavalry stands may not close assault units. In a given turn they may fire either as anti-aircraft
stands occupying any building or medium or heavy guns or against ground forces. When checking range
improved position. Mounted cavalry stands double their effects use the following table for this weapon instead of
printed combat value when close-assaulting but only if the regular Range Effects Chart.
the defender is not an armoured vehicle.
2” or less: -2 to combat die-roll
[8.7] Double-Time
2” to 4”: -1 to combat die-roll
Personnel stands in the movement posture that are not
suppressed and/or disorganized may conduct double 5” to 32”: +0 to combat die-roll
time movement. Stands that employ double-time
movement may move up to 150% of their normal Each additional 32”: +1 to combat die-roll
movement allowance (round down any fractions).
Stands conducting double-time movement suffer the fol-
lowing effects: 10.2.2 The British 25lbr. and Soviet 76.2mm Model
1936 are dual-purpose weapons which are handled dif-
1. They must make a cohesion roll after their ferently from other field artillery. In a given turn they
movement is complete. If they fail this die-roll, they may fire either as artillery weapons using the artillery
are suppressed. If they are suppressed during rules, or they may be used as anti-tank guns at the
movement there is no effect for failing this roll other players' discretion.
than that described below.
These guns both had reliable direct-fire sights and were
2. They may conduct close assaults that turn, but only if supplied with effective armor-piercing ammunition. But
the cohesion roll for double-time movement is passed. it was doctrine that really makes these weapons different.

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Both the UK and Soviet forces deliberately deployed [10.6] Armoured Cars
these guns in the anti-tank role and gun crews were Armoured cars are much like tanks. The main difference
trained accordingly. The Weapons Data includes the being that they are wheeled vehicles rather than tracked
necessary specifications for the guns in either role. ones. As such, stands overrun by armoured cars do not
suffer the +3 cohesion roll penalties as indicated in the
[10.3] Personnel Stands Overrun Procedure Chart.
The defense value of personnel stands is halved
(rounded down: i.e. mounted cavalry round to a defense [10.7] Infantry Close Support Vehicles
of 2.) when they are in the movement posture or Infantry close support artillery vehicles were used by
fire/move posture. Personnel stands are marked in the only a few countries. They are identified in the Weapons
Weapons Data with a double asterisk (**). Data with their own classification. They behave in all
ways like artillery with two exceptions:
[10.4] U.S. Machine Guns
American .30 cal and .50 cal machine guns mounted on • They do not use impact markers. Their fire is directed
jeeps and halftracks may be dismounted at the owning at an individual stand and does not continue throughout
player's discretion. The American player must be the the turn.
defender in either a hasty attack or prepared attack
scenario to be eligible to dismount vehicle machine guns. • They may not fire at less than -3 combat differential.
However, like other artillery weapons "no effect" results
For every two .30 cal dismounted machine guns he on the CRT are treated as "S" results instead.
receives one MMG stand. For every two .50 cal
dismounted machine guns he receives one HMG stand. [10.8] HQ Stands
These MMG and HMG stands count towards his The HQ stand is used to represent the company (or
battalion unit point total (see the Scenario Design rules.) equivalent) command in the game. GHQ's are typically
The decision to remove jeep and halftracked mounted designated when a force contains one or more battal-
machine guns must be made prior to the start of ions, but a minimum of one GHQ is required per side
the scenario. regardless of force composition, unless specified in
the scenario.

10.8.1 Scenario designers should assign one HQ for


each company or smaller sized unit in the scenario. An
HQ stand is used for this at the printed cost listed in the
Weapons Data section plus the cost modifier listed in the
Scenario Design section of the rule book.

10.8.2 In particularly large games multiple GHQs per


Two American Jeeps dismount their machine guns at the side may be specified. GHQs are represented by an HQ
beginning of a hasty attack scenario. This has “created” stand at the printed cost listed in the Weapons Data
MMG stand #16.
section plus the cost modifier listed in the Scenario
Design section of the rule book.
[10.5] Weapons Stands
Weapons stands represent individual anti-tank guns, anti-
10.8.3 A GHQ's quality value (+ or -) is a direct die-roll
aircraft guns, etc. These stands can sight and fire over
modifier to the Command Efficiency Table, thus influenc-
intervening personnel stands (section 6.0). They are gen-
ing the number of movement orders available each turn.
erally not armoured, though they may be mounted on
armoured vehicles, in which case they take on the defense
10.8.4 GHQs are the source of movement orders for a
class of that vehicle (the U.S. M3 GMC is an example).
force in play. If a player's GHQ is eliminated or leaves
the board, that player may no longer issue movement for
If their defense value (as listed in the Weapons Data) has
the rest of the game for the effected command.
no brackets ([ ]) they are unarmoured stands. Stands
firing on unarmoured stands may use only their HE
attack value. Small or light weapons stands that defend 10.8.5 If one or more HQ or GHQ stand is part of a
as if they were personnel (marked in the Weapons Data movement group, each HQ and/or GHQ provides a -2
with a double asterisk “**”) are still considered cohesion die-roll modifier to the movement cohesion
"weapons" stands for firing and sighting purposes. roll, regardless of its quality.

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10.8.6 The recovery/rally cohesion roll during the 10.9.6 To mount, an infantry stand and a horse stand
Marker Removal Phase for any stand adjacent to a must be touching and in the movement posture at the
friendly headquarter HQ or GHQ stand is modified by beginning of the movement phase. Mounting cavalry
minus two (-2). HQ/GHQ stands affect the recovery roll costs both the horse and infantry stand 50% of their
only. The rally roll must be an unmodified one (1). movement allowance for the turn.

[10.9] Horse Cavalry 10.9.7 Mounted cavalry may not perform standard or
Although the Second World War is regarded as the first opportunity fire. Hence, they may not be placed in the
truly mechanized war, most nations still employed a fire/move posture.
significant number of mounted troops.
[10.10] Bicycle Infantry
Note: Horse cavalry may begin a scenario either mounted or Bicycle infantry were featured in many nations' forces
dismounted at the owning players discretion. This optional throughout the war. These troops could move faster than
rule will allow players to explore both the strengths and weak- “foot” infantry along roads and tracks. But they were
nesses of horse cavalry on the modern battlefield. slower and more limited than either cavalry or motorcy-
cle borne soldiers.

10.10.1 Bicycle infantry remain classed as “foot”


movement type stands. They may spend up to 4
movement points as a wheeled stand each turn if they
move exclusively on any type of road or track.
Otherwise, they may spend up to 4 movement points
each turn as foot mobile stands.

10.10.2 Bicycle infantry are normally treated as foot


infantry for all sighting purposes. They immediately
and automatically dismount and perform as foot
infantry in all combat situations including close
assaults. They may not use their bicycle movement
10.9.1 Mounted cavalry stands double their printed points to conduct close assaults.
combat value when close-assaulting but only if the
defender is not an armoured vehicle. [10.11] “Land Ships”
Tanks with multiple turrets or weapons (such as the M3
10.9.2 Mounted cavalry stands may not occupy build- Grant/Lee, Char B1, and the T-35, etc.) have firepower
ings or any fortification. Mounted cavalry stands may and range values, as well as restrictions or notes listed
not close-assault stands occupying any building or for the various weapons they were equipped with. Only
medium or heavy improved position. one weapon may be fired per turn and that weapon must
adhere to any specified restrictions unique to its use.
10.9.3 Dismounted cavalry stands are treated as regular
infantry stands. However, one (1) shall be subtracted from For Example: The M3 Grant may only fire its hull
their HE firepower (to reflect the need for "horse holders"). mounted 75mm gun at a target in the forward firing arc
template, while its 37mm turret gun may designate a
10.9.4 To dismount a cavalry stand must be in the target in any direction. But only one may 'fire' during
a turn.
movement posture. The act of dismounting a cavalry
stand costs 50% of its movement allowance for the turn.
The mounted stand is replaced by an infantry stand and
[11.0] ENGINEERING, FLAME THROWERS,
a horse stand is placed in base contact with the infantry AND FORTIFICATION
stand. The infantry stand and horse stand remain in the [11.1] Mines
movement posture and may continue to move after dis- There are two types of minefields: anti-personnel and
anti-tank. There are three minefield densities: “Hasty,”
mounting as long they have movement points remaining.
“Standard,” and “Concentrated.” The players should
determine which types and densities are available and
10.9.5 Horse stands are treated as personnel stands
in what numbers before the scenario begins. Consult
with no firepower value, a defense value of 5**, and a
the Scenario Design rules for minefield deployment and
movement value of 3F.
availability. Minefield attacks are resolved directly on

18

David Hicks (Order #16483250)


the Combat Results Table at the combat differential 11.1.4 Once a stand moves onto a mine marker, it
indicated below based on the density of the minefield. must cease moving for the remainder of that phase and
may not move off the mine marker until the next
• Hasty -2 movement phase. If a stand moves onto 2 minefields
• Standard +1 simultaneously, the owner of the stand shifts the stand
so that it is only in contact with (and thereby effected
• Concentrated +7
by) one of the minefields.
11.1.1 Anti-personnel mines attack both personnel and
unarmoured vehicles. Anti-tank minefields attack both
armoured and unarmoured vehicles. However, the fol-
lowing vehicles are unaffected by anti-tank mines: U.S.
Jeeps, German Kubelwagens, and Soviet GAZ Jeeps.
The defense value of a defending stand has no bearing
on minefield attacks. The stand is attacked on the
Combat Results Table at the appropriate combat differ-
ential without regard to the target stand (except as indi-
cated above.)

After skirting behind the cover of a sand dune ridge,


this pair of Royal Artillery 25 pounders had hoped to
slip through the gap in the dune. If they continue into
the minefield, their forward movement will cease and
on the next turn a cohesion roll at a +3 modifier will be
required to move and either pass over the dummy
marker, or suffer a mine attack.

11.1.5 Any attempt to move off a mine marker requires


a successful cohesion roll with a +3 penalty. If the
cohesion roll is successful, the owning player of the
minefield must inform his opponent whether the marker
represents an active minefield or a "dummy." If the mine-
field is a "dummy," it is removed from play for the
remainder of the game. If it is an active minefield, the
moving player undergoes a mine attack as he leaves the
11.1.2 Mines are deployed as part of the initial setup minefield. The type and density of the minefield is
when called for by a scenario. Each minefield marker revealed and the owning player rolls 2D6 to obtain the
covers a 1" x 1" area and shall display a clear identifying result on the Combat Results Table.
number. Anti-tank and anti-personnel minefields may be
stacked together. Minefields of the same type may never If the result is “no effect,” the owning player may
be stacked one above another. continue moving the stand. An "S," "(S)," or "D" result
forces the owning player to make a cohesion roll for the
11.1.3 For each active minefield marker, one or more stand. Success allows it to continue moving. Failure
"dummy" minefields may be deployed. The actual forces the stand to stop on the minefield. If the stand is a
number is based on the player's force cohesion level: vehicle, an “E” results in a “wreck” marker being placed
on the minefield.
The number of dummy minefields deployed may be less
than the number allowed, but never more. Note: It is possible to leave one minefield and immediately
enter another.
# of Dummies per
Force Cohesion Level 11.1.6 Vehicle stands (except U.S Jeeps, German
Active Marker Kubelwagens, and Soviet GAZ Jeeps) that successfully
11 or less 0 move through an anti-personnel or anti-tank minefield
have effectively breached the minefield. Any minefield
12 - 14 1 markers these stands successfully move through are
15 or more 2 removed from play. Any stand that successfully moves
through an anti-personnel minefield has effectively

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David Hicks (Order #16483250)


breached the minefield. Any anti-personnel minefield 11.2.3 Whenever a tracked vehicle successfully moves
marker these stands successfully move through is off a barbed-wire marker, that marker is removed
removed from play. from play.

11.1.7 Stands may pass unscathed through "friendly"


minefields. They must, however, pay the appropriate
movement for the terrain that the minefield occupies,
stop, and pass a cohesion roll to continue moving.
Failure of the cohesion roll results in no further
movement for the stand that turn.

[11.2] Barbed-wire
"Barbed-wire" markers are deployed as part of a player's
initial forces.

11.2.1 Any stand moving onto a barbed-wire marker


must pay the additional movement points for its ...so the marker is removed. Two squads of infantry that
movement class and may not move further that phase. are following the halftrack through the industrial
complex will not have to deal with the barbed wire.

[11.3] Combat Engineers


Combat engineers are much like other infantry stands.
However, their training includes a familiarity with
explosives and the destruction of fortifications.
Their equipment includes incendiary weapons (especial-
ly flame throwers), explosives, and mine clearing equip-
ment. This results in their having special abilities.

11.3.1 When performing a close assault, engineer


Running through an industrial area, a German flamm
stands have an additional -3 modifier to their combat
halftrack comes upon a barbed wire roadblock between
results rolls.
two buildings. To end this turn on the wire, he must
have 4 movement points remaining (2 inches at “good
road” @ .5 movement points each, and the +3 to get into 11.3.2 Engineers may "clear" minefields, spending a
the barbed wire). full turn on the mine marker and performing no other
action that turn to accomplish this. The engineer must be
in the firing posture. A successful cohesion roll at the end
11.2.2 To move off a barbed-wire marker a cohesion of the turn with a +3 modifier reduces the minefield type
roll must be passed with a +3 modifier. by one level. Concentrated minefields are reduced to
standard minefields. Standard minefields are reduced to
hasty minefields. Hasty minefields are removed. Failure
leaves the minefield as it was.

11.3.3 Engineers may clear barbed wire using the same


procedure as for minefields. When attempting to clear
barbed wire treat it as a hasty minefield. Failure leaves
the barbed wire as it was.

11.3.4 Engineer stands may attempt to breach walls


The halftrack crew wants to get on with it! On the turn and light or heavy buildings. This is accomplished by the
after stopping on the barbed wire marker, the German engineer stand spending a turn adjacent to the wall or
player makes a cohesion roll to move forward. His building and performing no other action that turn. The
force’s base cohesion level is 15, and it takes a +3 engineer stand must be in the Fire posture during this
modifier to get out of the wire roadblock. “Max” rolls turn. A successful cohesion roll at the end of the turn
a 7 +3 = 10, so the flamm halftrack can move forward. breaches the wall and a "breach" marker is placed next to
Since the stand is tracked [T], the barbed wire has the affected section of wall or building. A "breach"
been crushed....

20

David Hicks (Order #16483250)


marker negates all terrain effects of that section of wall the position and occupying stand. The position's "per-
or building. Failure leaves the wall or building as it was. sonnel" die-roll modifier (7) is used as its defense value
in this instance. All other results only affect the stand
[11.4] Improved Positions occupying the improved position.
There are three types of improved positions: “Light,”
“Medium,” and “Heavy.” Improved positions are placed 11.4.4 Weapons firing at medium or heavy improved
in 1” x 1” sections and are placed on the playing surface positions may use their "AP" value rather than their
as part of a player's initial forces per the Scenario Design "HE" value at their discretion. In this instance, the
rules. Improved positions may never be moved during improved position's defense is equal to its "personnel"
the game. See the Terrain Effects Chart for the effects on die-roll modifier.
movement, firing cohesion, combat die-rolls, and LOS.
11.4.5 A stand initially deployed in a medium or heavy
improved position may not change facing. If it does, it
loses all benefits of this position. It may change back to
its original facing and regain these benefits.

[11.5] Buildings, Walls, and Hedgerows


11.5.1 Only armoured tracked vehicles and personnel
stands may cross hedgerows. Vehicles that cross
hedgerows assume an armoured value of [1] at the
instant of crossing. If no opportunity fire is declared on
During the initial set-up before play begins, “Max”
decides to place a Medium Improved Position in an the stands it crosses, the armoured value reverts to
overwatch position above and about 8” (200 meters) from normal and movement continues. This reflects the
the end of the bridge. This can then be used during the increased vulnerability of these vehicles exposing their
course of play to try to stem any enemy movement across thin belly armor.
the bridge.

11.4.1 Light improved positions may be eliminated by


artillery fire. An impact marker must cover at least half of
an improved position marker and achieve an “E” result
on the Combat Results Table. Such artillery attacks effect
both the position and occupying stand. The position's
“personnel” die-roll modifier (4) is used as its defense
value in this instance. The light improved position
marker is then removed from play. All other results only
Norman bocage (hedgerows) were a serious problem
affect the stand occupying the improved position.
for Allied forces after the D-Day beaches were finally
cleared. Here a US Stuart tank, fitted with a Cullin
11.4.2 Medium improved positions may be eliminated hedgerow device, is attempting to breach a hedgerow.
by artillery fire. An impact marker must cover at least The blue bead notes that the vehicle is in the
half of an improved position marker and achieve an “E” fire/move posture.
result on the Combat Results Table. Such artillery attacks
effect both the position and occupying stand. The
position's "personnel" die-roll modifier (5) is used as its
defense value in this instance. The medium improved
position marker then becomes the equivalent of "Rough
Terrain 1." All other results only affect the stand occupy-
ing the improved position.

11.4.3 Heavy improved positions may be eliminated


by artillery fire. An impact marker must cover at least
half of an improved position marker and achieve an “E”
result on the Combat Results Table. Record this result. A
second "E" result in a subsequent turn eliminates the Our Stuart has entered the field beyond the hedgerow
heavy improved position and it becomes the equivalent and a “breach” marker has been placed where it blasted
of "Rough Terrain 2." Such artillery attacks effect both through the wooded embankment. That space is now
“Open Terrain” for both movement and firing purposes.

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David Hicks (Order #16483250)


Hedgerows may be breached by armoured vehicles the flame thrower than it started. If this is not possible,
equipped with the Cullin hedgerow device. Such the defender is eliminated.
vehicles retain their listed armoured values at the instant
of crossing and, if the vehicle successfully passes 11.6.2 If one of these vehicles performs an overrun, the
through the hedgerow, a "breach" marker is placed next defender suffers an additional +3 penalty to its required
to the affected section of hedgerow. A "breach" marker cohesion roll.
negates all terrain effects of that section of hedgerow.
Tanks equipped with Cullin hedgerow devices cost an [12.0] OPTIONAL RULES
additional 10 points per stand. These are optional rules that add authenticity, and a bit
more complexity, to the game. Both players must agree
11.5.2 Tracked vehicles with a frontal armoured to any of these that will be used before the game begins
defense of [2] or greater may attempt to breach rein- unless specifically invoked by a scenario rule.
forced walls or heavy buildings. Such stands must pass
a cohesion roll to breach. Armoured vehicles with a [12.1] Unit Determination
frontal armoured defense of [4] or less suffer an addi- Few battles are fought until one side or the other is com-
tional +3 to their required cohesion roll. Failure to pass pletely annihilated. At some point, the basic human
disorganizes the affected stand, fails to create a breach, survival imperative generally takes over and ends things
and ends its movement for that turn. If successful, a before that happens. Alternately, the troops may be
“breach" marker is placed next to the affected section of willing to continue resisting the enemy beyond their
wall. A "breach" marker negates all terrain effects of that commander's willingness to sacrifice them. Either way,
section of wall or building. Any armoured vehicle auto- the action dies down quickly once a formation's “break
matically breaches wood fences and light buildings. point” is reached. Detailed rules for “force determina-
tion” were excluded from the standard game in the inter-
11.5.3 Tracked vehicles with a frontal armoured ests of brevity and simplicity. For those of you who wish
defense of [2] or greater may attempt to breach road- for a greater level of realism (requiring greater complex-
blocks. Such stands must pass a cohesion roll to breach. ity), these are presented below. Their use is optional, but
Failure to pass disorganizes the affected stand, fails to highly recommended.
create a breach, and ends its movement for that turn. If
successful, the "roadblock" marker is removed from play. A given formation's “determination level” is based on
the percentage of casualties that formation can sustain
[11.6] Flame Throwing Vehicles before self-preservation asserts itself. Extensive research
Some vehicles are designated as "flame thrower" types. done by nearly all the participants in World War II has
These should not be confused with the man-packed yielded a remarkably consistent estimate of 35% as the
flame throwers used by combat engineers. They are maximum number of casualties a given formation can
special purpose high-pressure types mounted on sustain without suffering a substantial reduction in effi-
tracked vehicles. ciency. Although many actions continued well beyond
this level of casualties was reached, nearly all sources
agree that once a formation falls below 65% of its
original strength, its ability to operate effectively drops
dramatically! Of course, much of this research involved
was done after the war had ended, so it was not reflect-
ed in tactical doctrine during the fighting.

Be that as it may, the basic truth of the matter remains


unchanged. Once a formation falls below 65% strength,
its contribution to the overall effort is generally greatly
reduced. The basic 35% determination level may be
modified to reflect special conditions, but this should
be done sparingly and only with the consent of all
players involved.

11.6.1 Whenever one of these weapons fires, the Note: Changing the determination level will make a big differ-
defender must pass a successful cohesion roll. Failure ence in the way a game is played. For example, both the Soviets
requires the defender to retreat at the end of the phase. and Germans at Stalingrad fought with great courage and
This retreat must be at least one inch (1”) and place the savagery. The determination levels for both sides should reflect
defender a minimum of one inch (1”) farther away from this, rising to as much as sixty or even seventy percent.

22

David Hicks (Order #16483250)


However, bear in mind that any formation that continues 1. The force cohesion value of the broken formation is
fighting until it is down to thirty or forty percent of its reduced by five (5) for all purposes except movement
original strength will require a great deal of time to replace for the rest of the game.
that strength (and train these replacements). Failing to do this
will mean the formation will be unreliable in combat for the 2. Stands in the broken formation may only fire if fired
foreseeable future. The term “brittle” is often used to describe upon that turn unless they are within 8 inches of an
units in this condition, unable to bear further strain. enemy stand. They may only fire at those enemy units
within 8 inches.
12.1.1 To introduce force determination, you will need
a standard poker deck of 52 playing cards for each GHQ. 3. Off-map artillery belonging to the broken formation
Remove the Jokers before play. The values of numbered may complete any multi-turn missions. No further
cards are their face values (aces count as one). Picture or indirect-fire may be plotted for that formation.
“face” cards have the following values: Jack - 11, Queen
- 12, King - 13. 4. Any unused air strikes assigned to that formation
are cancelled.
12.1.2 Ascertain the total number of combat stands
under a player's direct control, including off-map 5. The force cohesion value of the broken formation is
artillery etc. Combat stands must be armed. (Trucks, increased by two (2) for movement purposes for the
tractors, etc. with no firepower value do not count.) HQ rest of the game.
and GHQ stands count as two stands for this purpose.
6. Stands belonging to the broken formation must
move toward a "friendly" map edge, as agreed to by
12.1.3 Multiply this total by the force determination
the players and must use their full movement
level expressed as a decimal and multiply the result by
allowance if possible.
7 (the average value of a card), rounding to the nearest
whole number. This number is the formation's 7. Posture determination for stands in the broken
“breaking point.” formation does not take place. These stands are
assumed to be in the movement posture and must
Example: A Commonwealth formation consisting of attempt movement even if they have fired during
32x infantry and tank stands, 2x HQ stands, 1x GHQ the Standard Fire Phase.
stand, and 15x unarmed transport stands has a break
point of 93. 32 (32 infantry and tank stands x1) + 6 ( 1 8. When all formations under one sides control have
GHQ and 2 HQ stands) + 0 (15x0) = 38; 38 x .35 (35%) x broken, the opposing side must make a successful
7 = 93.1 (93). cohesion roll each ensuing turn to continue fighting.
This die-roll is modified by +2 for each additional turn.
12.1.4 Whenever a stand in the formation is eliminated Once the opposing player fails to make this roll suc-
for any reason, draw a card from the deck. Draw two cessfully, the game is over. Everyone has ceased fire.
cards if the eliminated stand is an HQ or a GHQ. You are
not required to show them to your opponent and may Example: The Commonwealth player in the example
show them to another player on your own side if you above reaches his breaking point on turn 8. On turn 9 the
wish. When the total value of the cards in your posses- Axis player rolls against his force cohesion level of 17
sion exceeds your breaking point, your formation has and gets a 14, allowing play to continue. At the begin-
reached a crisis of command and is broken. The com- ning of turn 10, the Axis player makes a cohesion roll
mander of the formation’s primary concern is now pre- and gets a 16. Adding 2 to this result (for the one turn
serving the lives of as many of the men under him as since the opposite side had broken) yields 18, exceeding
possible (not to mention his own career). At this point, his force cohesion level. The scenario is over. Had he
you must reveal the cards for that to all players. rolled a 14 the scenario would have continued (14 + 2 =
16). On turn 11, had he rolled another 14, he would add
Example: The player above loses 13 stands. He draws 4 yielding an 18 and the scenario would be over.
the following cards: 5, 3, Queen, 9, 7, 2, King, 8, 6, 1, 7,
Jack, and 10, for a total of 94. This last card puts him over 12.1.6 In games where one side includes two or more
his breaking point. Had he drawn a 9, he would have GHQs, The forces under the control of each separate for-
accrued 93 points. Close, but not close enough! mation are assigned separate break points.

12.1.5 On the very next turn after reaching its breaking 12.1.7 More than one formation may reach its breaking
point the following conditions are in effect: point in the same turn.

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David Hicks (Order #16483250)


12.1.8 All players must reveal their cards at the end of the vehicles top armor. British 25lbr. and Soviet 76.2mm
the game regardless of whether anyone reached their stands firing in the ATG mode are treated as non-
break point. artillery stands if they achieve a "Hot Shot."

12.1.9 The casualty percentage sustainable by a specific [12.3] Intuitive Action


force in a specific battle is a difficult thing to pin down. Whenever a "group" attempts to move, you must make a
The random element of playing cards keeps both sides cohesion die-roll. If you roll an unmodified "1," the leader
guessing as to the precise moment when breaking will of this group has "intuitively" anticipated your intentions
occur. For example, both sides in a given scenario may and got moving on his own initiative. Therefore, any
have a determination level of 35%. However, the random- order expended for this group is not used after all. You
ness provided by the cards can result in one side's losses may use it again to assist another group to move!
actually totaling forty or even fifty percent of its total
strength without it suffering any debilitating effects. [12.4] Conflicting Orders
Whenever a movement group attempts to move, it must
Below, you will find some suggested modifications to the make a cohesion roll. If the roll is an unmodified "20," the
basic 35% Determination Rule, based on troop quality leader of this group has received conflicting orders and
and situation. is in doubt about his superiors intentions. Therefore, this
movement group may not move and may not attempt to
Any force defending in an “Assault” scenario +5 move for the remainder of the turn.
Any force beginning a scenario at 75% or less
-10 [12.5] The Communications Breakdown!
of it full TO&E strength
If a player makes an artillery cohesion roll (section 7.8.3)
Soviet force defending in any scenario dated for deviation of artillery fire, and he rolls an unmodified
+5
November '41 or later "20," it means there has been a serious error in fire direc-
Any force in 1939 or 1940 facing enemy armor -10 tion control. The fire deviates 4D6 inches from the
original plotted target!
Any Soviet force before September 1941 -10
Any force taking part in a “Meeting [12.6] It's Jammed!
-5 If, while making the necessary firing cohesion roll for a
Engagement”
vehicle, weapons stand, or MMG stand to fire or estab-
Any “Green” or “Militia” force attacking -10 lish a beaten zone (see rule 7.5 “Machine Gun Area
Fire”), the player rolls an unmodified "20," there has
Any Japanese force +10
been a serious malfunction with the stand's weapons.
Japanese force defending Pacific Island +5 The stand becomes suppressed and the attempt to fire or
establish the beaten zone has failed.
Italian force attacking -5
Any U.S. force in North Africa during 1942 -5 [12.7] Get Their Guns!
If a machine gun stand is either eliminated or forced to
Any U.S.M.C. force in Pacific Theater +10
retreat due to a close assault, one of the successful close
Any Attacker in a “Reconnaissance in Force” assaulting stands may capture the weapons and become
-5
scenario a machine gun stand itself. The stand attempting to
capture the weapons must make a special cohesion roll
Any Soviet force in 1944 +5
with a +3 modifier.
Any Soviet force in 1945 +10
If this roll is successful (meaning the captured the guns
are both intact and functional), the stand becomes a
[12.2] The Hot Shot!
machine gun stand of the same type as the original
If, when a player makes a firing cohesion roll, he rolls a
stand. If the close assault does not eliminate the stand
natural (i.e. unmodified) “1,” it means that this stand has
losing the weapons, the retreated machine gun stand
achieved a "remarkable" success. Shift the attack two
becomes a standard infantry stand.
columns to the right on the Combat Results Table before
determining combat results.
[12.8] Tank Marines!
If the firing unit is an artillery stand (mortars included) Players may use armoured fighting vehicles (AFV) stands
and the target unit is an armoured vehicle, the column as transport. The AFV stand has a transport capacity of
shift does not apply. Instead, the unit is attacked using eight (8) points. Any combat result suffered by the AFV

24

David Hicks (Order #16483250)


forces any personnel stands to dismount immediately and your groups until your opponent moves another of his
the dismounted stand becomes suppressed. groups, thus committing himself before you do. Use of
this rule reflects how a force with better leadership can
The transported stand may be attacked separately from take advantage of the greater flexibility and freedom of
the AFV. In this case, the defense value of the transport- action it bestows.
ed stand is "1" (unarmoured).
[12.10] Overloading Transport
If the AFV fires during any phase of the turn, the owning Vehicles may never exceed their transport capacity when
player may automatically dismount the personnel stand carrying weapons/equipment. However, They may do so
with no expenditure of movement points to the AFV and when transporting personnel only.
50% of the transported stands movement points. If he
wishes the personnel stand to remain on the AFV, he This simply means that more vehicles have been added
must perform a special cohesion roll with a +3 modifier. to the unit (to carry the extra men). In this way, "Bren
Carriers" may transport one infantry stand. However,
[12.9] Nobody Moves 'Til I Say So, Get Me? they may not tow heavy howitzers.
In the standard rules, players alternate moving
movement groups at the option of the player with initia- [12.11] Fire Support Allocation
tive. If either player opts to "pass," it means that he A glance at the Weapons Data will show that the point
wishes the other player to move first. cost for many artillery weapons is enormous. Often, the
point cost for a full battery is prohibitively high in small
Under this optional rule, however, a player may declare games. In addition, historical references often show the
a "stand fast" action during the ordered movement use of these weapons restricted due to huge ammunition
portion of the Movement Phase. This simulates the consumption, conflicting priorities, or other similar diffi-
GHQ broadcasting an order to all troops under its culties. Therefore, off-map artillery support may be pur-
command to hold their present positions until receipt of chased by the turn rather than for the whole game.
further instructions.
12.11.1 Use of off-map artillery may be purchased per
A "stand fast" action requires the expenditure of a turn by dividing the point cost found in the Weapons
movement order. If the player passes a cohesion roll with Data by the number of scenario turns.
no modifiers, he may pass the movement requirement to
his opponent. If he fails, he must select a movement 12.11.2 You must still make all required cohesion rolls
group and move it. There is no limit to the number of and, if these rolls fail, the use of that weapon(s) will be
stand fast actions that may be attempted other than the lost (but only for that game turn).
maximum amount of movement orders allowed for a
given turn. 12.11.3 Note that the use of off-map artillery weapons is
not limited to consecutive turns.

Example: Four turns of a battery of six 105mm howitzers


is purchased for a scenario. This fire may be used a
single battery at a time, on game turns two, three, six,
and nine.

Two batteries may be plotted for use on game turns two


and three. In fact, all of the shots (24 howitzers) may be
plotted in the same turn, for a short massive barrage!

[12.12] That's Going to Leave a Mark!


U.S. and British tank and anti-tank guns were issued
limited numbers of HVAP and APDS shells. Beginning in
September 1944 such weapons of 57mm caliber or larger
Example: You have won the initiative and opt to pass may be equipped with this ammo, raising their AP fire-
first move to your opponent. He moves one of his power by 50% (rounded down). Stands with this capacity
movement groups. It's now your turn to move a cost 10% more than their standard counterparts (rounded
movement group, but you want to see more of what your up). However, because supplies of this ammo were
opponent will do first. You use a movement order, pass limited, it is possible that the special supply of ammo will
the cohesion roll, and now may postpone moving any of be depleted. Any time one of these stands makes a 2D6

25

David Hicks (Order #16483250)


die-roll on the CRT and the roll is a 2, 3, 4, or 5, the supply [12.16] Battlefield Air Strikes
of special ammo is exhausted. The shot still counts as Tactical airpower was in its infancy during the mid-
having been special ammo, but the supply of special twentieth century. Theories about how it was to be used
stand has been exhausted for the remainder of the and toward what ends changed considerably during
scenario and the stand reverts to its standard firepower. the course of the war. Generally, the majority of tactical
Mark the stand in some way, or note on a side record. air support missions performed in WWII do not affect
the tactical battles we are simulating to anywhere near
[12.13] I Got'em In My Sights! the extent Hollywood or airpower advocates would
Stands that have attempted to fire at an enemy non-per- have us believe.
sonnel stand during the preceding turn receive a -2 die-
roll to their firing cohesion roll if they attempt to fire on Interdiction of supply and reinforcements (isolating the
the same enemy stand. This bonus is lost if the targeted battlefield) turned out to be the most productive use of
stand moves through terrain which blocks line of sight to aircraft. Therefore, the appearance of aircraft should be a
the firing at any time between the two shots. rare event on the tabletop. Still, we wanted to provide
those of you who really enjoy the look and flavor of
[12.14] Pour It On! aircraft over the battlefield with the necessary rules to
Vehicle and weapon stands in the firing posture that suc- add this to your games.
cessfully perform anti-tank fire on an enemy vehicle
stand may attempt to fire again that turn. To succeed on 12.16.1 The specifications for various aircraft are
an attempt at a second attack, the stand must pass a provided in the Weapons Data Tables. Aircraft may have
second firing cohesion roll with an additional +3 a firepower value, a bomb load and number of bomb
modifier. If this second attempt is successful, a third attacks value, or a rocket load value.
attack may be attempted. To succeed on attempt at a
third attack, the stand must pass its firing cohesion roll The firepower value is used to perform one strafing
with an additional +6 modifier. As long as the attempts attack while over the battlefield. The appropriate value
continue to succeed, further attempts are made with an for HE or AP must be used based on the unarmoured or
additional +3 modifier for each attempt. armoured defense of the target.

Stands in the fire/move posture may attempt to fire Air strikes are considered "artillery" attacks. (That is,
again that turn, but each of these attempts are made with results of "no effect" are treated as "suppression" and
an additional +6 modifier for each attempt. A stand suc- attacks at less than minus three (-3) are allowed. Air
cessful in firing more than once in the same turn must strikes take place at the same time as "Indirect artillery
restrict its additional fire to its original target until that fire" (see rule 5.0 “Sequence of Play.”)
target is eliminated. After that is accomplished, it may
attempt to acquire another target. 12.16.2 Before the game begins players must designate
the "turn of arrival" of any available aircraft. This is done
Note: This optional rule will slow play and should only be
secretly in writing. At the beginning of any aircraft's
used for smaller scenarios.
“turn of arrival,” you must notify your opponent and
designate the target area.
[12.15] HEAT it up!
After January 1941 Germany equipped units with the
12.16.3 The target area of each air strike must be plotted
75mm L24 cannon (Pz IVa-f1, Pz IIIn, StuG IIIa-e, SdKfz
before the start of the game before any forces are placed
233, 234/3, 251/9, 250/8 and the 75mm infantry gun) may
on the table. The actual attack plotted takes place during
be equipped with HEAT rounds. Units with these guns
the Artillery Fire Phase of the designated turn of arrival.
were intended for and used for HE support, but were
For planes that may make a second bombing attack, a
equipped with very limited amounts of HEAT ammuni-
second target area must also be plotted before the start of
tion to defend themselves against enemy tanks.
the game, and takes place during the Artillery Fire Phase
Using this optional rule, each stand is allowed to make of the aircraft's third and final turn over the battlefield.
one direct fire attack per game, in the standard fire phase
12.16.4 From mid-war on, the Western allies deployed
against armoured vehicles. This attack has an AP
FASC (Forward Air Support Coordinator) teams with
firepower of 7 and a maximum range of 60 inches.
frontline units. This enabled air strikes to be orchestrat-
Unlike normal artillery attacks, this attack does not
ed much more responsively. This option is available only
automatically suppress and does incur range penalties.
for U.S. Marines from mid-1943 and for all Western allies
The attacking stand may not have fired previously in the
from mid-1944. An FASC team is assigned to a friendly
turn. Recording the expenditure of this ammo by stand
stand just like an FO (Forward Observer.) These stands
number is required.

26

David Hicks (Order #16483250)


must have a clear line of sight to the potential target If the aircraft's basic cohesion roll is unsuccessful, no
during the plot phase and may be in any posture. If they further die-rolls are required. These air strike modifiers
are eliminated at any point during the game, air strikes are cumulative for each successful AA stand roll. AA
that have not yet arrived are cancelled. stands that fire at aircraft may not fire in another phase
of the same turn.
Before the scenario begins, the Western ally player rolls
one 1D20 and compares it to his force cohesion level. If 12.16.6 To perform an attack (see 12.16.8 for strafing,
the scenario is a prepared assault and the die-roll is 2 less 12.16.9 for bombing, or 12.16.10 for rocket attack) an
than his cohesion level, one FASC team can be assigned aircraft must pass a cohesion roll, including any modi-
to any stand of the owner's choice. If the scenario is fiers for AA fire received. If the cohesion roll is success-
neither a meeting engagement (no air support allowed) ful, a second roll must be performed to prevent deviation
nor a prepared assault, and the die-roll is 4 less than his (as in indirect artillery fire). When an air strike deviates,
cohesion level, one FASC team can be assigned to any roll 1D8 for direction and 2D6 for distance. The attack
stand of the owner's choice. strikes any stand at this new location, or the nearest stand
(friend or foe) to this new location if it is unoccupied. Let
The number of FASC teams allowed is dependent on a the dice decide between equidistant targets.
successful modified cohesion roll and scenario type as
follows: 12.16.7 An aircraft may be over the battlefield for a
maximum of three (3) turns. After this, remove it from
Cohesion play. An aircraft may strafe ground targets once during
Scenario Type Teams
Modifier any one of the three turns it may be present. An airplane
Meeting Not may only bomb targets during its second or third turns
Not Available
Engagement Available of activity.
Attack on -2 die roll
1 FASC A plane may not conduct strafe and bomb attacks in the
Prepared Position modifier
same turn. A plane is only subject to AA fire on turns in
All Other -4 die roll
1 FASC which it is present and attacking a ground target.
Scenarios modifier

Unlike other air support that must be plotted prior to the


start of the scenario, the target area of each "air strike"
coordinated by a FASC team must be plotted during the
Joint Plot Phase three turns in advance of the aircraft's
"turn of arrival."

Once this is complete, the turn of arrival is now known


and the strike proceeds as per 12.16.2 except that aircraft
allowed a second bombing attack must plot this in the
Joint Plot Phase of the turn following the initial attack. An Imperial Japanese Navy “Zero” has commenced a
This bombing attack takes place during the Joint strafing run on three USMC supply trucks. If the Japanese
Artillery Fire Phase of the aircraft's third and final turn player passes the next cohesion roll, the fire will not devi-
over the battlefield. ate, and four 1” x 1” impact markers will be placed under
the hapless trucks. As the trucks are loaded with Marines,
any damage inflicted upon the trucks will also be applied
12.16.5 An aircraft may be subject to enemy AA fire each
to the infantry squads.
turn it attacks. Enemy AA stands within range of the
intended target area and in the firing posture, may 12.16.8 An aircraft's firepower value is used for strafing
reduce chances of the air strike occurring. Measure range attacks. A given aircraft may perform strafing once per
on the table top from the firing stand to the center of the game. Strafing attacks use four contiguous 1" x 1"
ordered target area. Make a cohesion die-roll for each markers in a straight line, and attack each location with
AA weapon stand to determine if it fires. Each successful using either its HE or AP values depending on whether
roll increases the aircraft's required cohesion roll for its the target is armoured or not. This line of impacts must
attack to occur: be plotted in advance just before the aircraft enters the
Each firing AA stand of 40mm caliber table. The terrain occupied by the target stand does
+2 modify the firing cohesion roll for strafing attacks. The
or less
CRT die-roll modifiers imposed by the terrain of the
Each firing AA stand of greater than
+1 target stand also apply.
40mm caliber

27

David Hicks (Order #16483250)


12.16.9 An aircraft's bomb load value is used for markers are removed immediately after the Artillery Fire
bombing attacks. Some planes carry multiple bombs Phase and their effect does not persist into the
and may bomb twice or attack the same location twice Movement Phase as artillery does.
during a single bomb run (see Weapons Data). Bomb
attacks use a single impact marker of the appropriate 12.16.12 Aircraft may carry either bombs or rockets,
size (see Weapons Data) and attacks each location with never both.
either its HE or AP values depending on whether the
target is armoured or not. The location of this impact 12.16.13 Vehicles use their "top" defense value when
must be plotted in advance per 12.16.2 or 12.16.4. The attacked by air strikes if the attacker makes a modified
terrain occupied by the target stand does not modify cohesion roll with a +3 modifier. Otherwise, the attack
the firing cohesion rolls for Bomb attacks. The CRT die- is made against the armoured stand's appropriate
roll modifiers imposed by the terrain of the target stand defensive arc (see “Facing and Range,” section 7.3).
still apply.
[12.17] Big Game Hunters
12.16.10 An aircraft's rocket load value is used for By improvisation and desperation the Soviets learned
rocket attacks. A given aircraft may perform a rocket that large, low velocity artillery guns could often
attack once per game. Rocket attacks use four contiguous disable or destroy German “Big Game” tanks and
1" x 1" markers in a straight line, and attack each location assault guns from very close range. The SU-152 and
with either its HE or AP values depending on whether JSU-152, as well as any country’s 150mm or larger
the target is armoured or not. The location of these artillery weapons may conduct a direct fire attack, in
impacts must be plotted in advance per 12.16.2 or the standard Fire Phase, against armoured fighting
12.16.4. A rocket attack is treated as a bomb attack in all vehicles with their HE firepower instead of their AP
other respects. The terrain occupied by the target stand value. The maximum range of this attack is 16 inches. If
does not modify the firing cohesion roll for rocket the range is 8 inches or less apply a -2 modifier to the
attacks. The CRT die-roll modifiers imposed by the CRT die-roll. The attacking vehicle or stand may not
terrain of the target stand still apply. have fired previously in the turn.

12.16.11 Artillery impact markers are used to denote


target location for bomb and rocket attacks but these

28

David Hicks (Order #16483250)


DESIGNING SCENARIOS
Most wargamers enjoy “balanced” scenarios where both Game Length: The maximum number of turns.
sides have an equal chance of winning. Unfortunately,
balanced battles rarely occurred during the Second Objectives: Specific areas on the playing surface you
World War. It’s a simple fact of life that any commander might have to occupy in order to win.
who attacks the enemy without being reasonably sure of
victory in advance is basically gambling with his men’s Victory: How you win this particular scenario!
lives, so balanced battles seldom occurred. However,
balanced games are not difficult to create if you are TYPE A: “MEETING ENGAGEMENT”
willing to make the necessary effort. The following Description: Meeting engagements usually occur either
instructions make designing balanced scenarios not only at the beginning of a campaign (the so-called “Battle of
possible, but also a straightforward and enjoyable the Frontiers”), or when an attacker is exploiting a
exercise in its own right. “Breakthrough” and the defender is determined to close
the breach. This kind of action is fluid, confused, and
Micro Squad®: The 1:1 Scale Game includes several pre- desperate; a real test of experience and cohesion.
generated scenarios to get you started. You may also use
historical Orders of Battle (OOBs), Tables of Force Ratio: Player-A and Player-B receive equal “base”
Organization and Equipment (TO&Es) or scenarios from points.
other rules sets as well. However, sooner or later you
will find yourself wishing to design your own scenarios. Force Composition: Player-A and Player-B may each
This is a great way to make the rules truly fit your taste purchase up to 40% of their total point strength in
and explore the history of the war in a hands-on way. support units. Off-map artillery and/or air-strikes are not
The following text describes what you’ll have to do and allowed.
how to do it to construct balanced battle simulations.
Don’t be put off by the math. The process is actually Deployment: Each player’s force enters anywhere along
quite easy once you get the hang of it. his “friendly” board edge.

PREPARATION Objective: Any agreed-upon terrain feature such as a


In some scenarios one of the players will be required to river crossing, village, or high ground located in center
roll a 20-sided die. of playing area.

DEFINITIONS Game Length: 20 Turns.


Friendly Board Edge: The side nearest you as you face
the enemy. Victory: Both sides attempt to occupy the objective at
the end of the game.
Center Line: A line drawn down the center of the
playing area, between the two “friendly” edges. TYPE B: “RECONNAISSANCE IN FORCE”
Description: Once a new front line has been established
Base Points: The number of points a player is given to
in a series of meeting engagements, there is usually a
purchase forces, unmodified by force cohesion level or
short pause while both sides reorganize. This does not
other conditions.
necessarily mean a lull in the action, however. Both sides
will begin active patrolling, both to establish security
1. SELECT SCENARIO TYPE and to gauge enemy capabilities and intentions. This
All scenarios must include the following information: may often escalate into skirmishes and sometimes to
more serious engagements. If one side wants
Description: Information on the nature of the battle.
information badly enough, a major raid may be ordered
Force Ratio: The ratio of Player-A to Player-B “base” to obtain it.
forces.
Force Ratio: Player-A (the attacker) and Player-B (the
Force Composition: The ratio of “support unit” points defender) each receive equal “base” points. Player-B is
to “Main Force” points. allowed to purchase roadblocks and/or light improved
positions for his personnel and weapons stands only.
Deployment: Where forces are placed and/or when they
arrive on the playing surface. Force Composition: Player-A may purchase up to 40%

29

David Hicks (Order #16483250)


of his total point strength in support units. Player-B may be used for support units by rolling one (1) D-20, comparing
purchase up to 20% of his total point strength in support it to his force cohesion level (FCL), and consulting the
units. Player-A only may purchase air-strikes. following table.

Deployment: Player-B deploys anywhere on his side of If the die roll is:
the center line. Player-A deploys anywhere on his side of 4+ higher than his FCL: No support units allowed
the center line and at least fifteen (15) inches from it.
1-3 higher than his FCL: up to 15% support units
Objective: A marker placed in the center of a significant Equal to his FCL: up to 30% support units
terrain feature located close to the center of the map 1-3 less than his FCL: up to 45% support units
(agreed upon in advance). 4 or more lower than his FCL: up to 60% support units

Game Length: 20 Turns. Note: Player-B should not reveal die roll to Player-A until after
he has purchased his forces.
Victory: Player-A: Enter or pass through the “objective”
with one or more of your stands by the end of turn Deployment: Player-B deploys to defend the objective,
twelve. Player-B: Prevent a Player-A victory. anywhere on his side of the center line. Player-A deploys
at least fifteen (15) inches in front of the Defender’s most
forward stand.

Objective: A previously agreed-upon terrain feature


(river crossing, village, or high ground two-thirds of the
battlefield length from Player-A’s friendly edge).

Game Length: 20 Turns.

Victory: Player-A/Player-B: Occupy the objective at the


end of the game.

TYPE D: “ASSAULT ON A PREPARED


POSITION”
Description: This is the “grunt’s” nightmare. The bad
guys know you’re coming. They know where you’re
TYPE C: “HASTY ATTACK” coming from. They may even know when you’re coming
Description: There are various reasons for a “hasty” and they’re ready!
attack. One side may hope to throw the enemy off
balance and drive him out of a newly occupied position Force Ratio: Player-A (the attacker) receives three times as
before he can dig in properly. The attacker may have many “base” points as Player-B (the defender). Player-B is
found some weak point and wants to crack it before the allowed to purchase all types of minefields, roadblocks,
enemy can strengthen it. Or, higher headquarters may barbed wire, and all types of improved positions.
hope to surprise the enemy by not making the normal
preparations for a major assault, which often tip the Force Composition: Player-A may purchase up to 75%
defender off to the danger he is in. Whatever the reason, of his total point strength in support units. Player-B
a hasty attack can sometimes be more effective than a determines what percentage of his total point strength
prepared one, and allows the momentum of the may be used for support units by rolling one (1) D20,
offensive to be maintained. comparing it to his force cohesion level (FCL), and
consulting the following table:
Force Ratio: Player-A (the attacker) receives twice as
many “base” points as Player-B (the defender). Player-B is If the die-roll is:
allowed to purchase hasty or standard minefields, 4+ higher than his FCL: up to 15% support units
roadblocks, and light or medium improved positions only. 1-3 higher than his FCL: up to 30% support units
Equal to his FCL: up to 45% support units
Force Composition: Player-A may purchase up to 60% of
his total point strength in support units. Player-B 1-3 less than his FCL: up to 60% support units
determines what percentage of his total point strength may 4 or more lower than his FCL: up to 75% support units

30

David Hicks (Order #16483250)


Note: Player-B should not reveal the die-roll to Player-A until Victory: Player-B must prevent Player-A from exiting
after he has purchased his forces. 10% of his stands off defender’s edge as long as possible.

Deployment: The defender deploys to defend the < 11 Turns - Decisive Attacker (Player-A) Victory
objective. The attacker deploys at least fifteen (15) inches
< 16 Turns - Tactical Attacker (Player-A) Victory
in front of an imaginary line drawn along the Defender’s
most forward stands. < 20 Turns - Minor Attacker (Player-A) Victory
> 10 Turns - Minor Defender (Player-B) Victory
Objective: A terrain feature such as: a river crossing,
> 15 Turns - Tactical Defender (Player-B) Victory
village, or high ground two-thirds of battlefield length
from the attacker’s edge. > 19 Turns - Decisive Defender (Player-B) Victory

Game Length: 30 Turns. 2. DETERMINE HISTORICAL CONTEXT


You must now agree on the nationality of the forces
Victory: Player-A/Player-B: Occupy the objective at the involved and where and when the battle takes place.
end of the game. Tables of Organization and Equipment (TO&Es) provide
the information you’ll need to do this. Simply pick a
TYPE E: “DELAYING ACTION” country, a battalion organization for your “Main Force,”
Description: The attacker has broken the line. The a combat theater, and a time frame.
defender has nothing to close the gap with and must
fight for time. The attacker is fighting against time to Each player must now decide what his force cohesion
maintain his forward momentum. A skillfully executed level will be. TO&Es provide a range of these for the
delaying action can mean the difference between a historical context you have agreed on. Once this is done,
simple defeat and complete disaster. Player-B should determine his Force Composition ratio if
playing the following scenarios: “Hasty Attack,”
Force Ratio: Player-A (the attacker) receives three times “Assault on a Prepared Position,” or “Delaying Action.”
as many “base” points as Player-B (the defender). Player- (See “Scenario Type” above.)
B is allowed to purchase hasty or standard minefields,
roadblocks, and “light” improved positions only. 3. LAYOUT BATTLEFIELD MAP
The layout of the battlefield should be considered
Force Composition: Player-A may purchase up to 60% carefully. Battlefield size should be in proportion to the
of his total point strength in support units. Player-B size of the action you want to simulate. A rule of thumb
determines what percentage of his total point strength would be to lay out about a foot of frontage for each
may be used for support units by rolling one (1) D20, defending company to be deployed. A second rule of
comparing it to his force cohesion level (FCL), and thumb is that the map should be long enough to allow
consulting the following table: for the deployment of infantry support weapons at their
normal tactical range. Forty-eight inches is a good
If the die-roll is: working minimum.
4+ higher than his FCL: – No support units allowed
Terrain Density determines what percentage of the total
1-3 higher than his FCL: up to 15% support units battle area will include some sort of terrain feature. There
Equal to his FCL: up to 30% support units are three levels of terrain density: “Open,” “Mixed,” and
1-3 less than his FCL: up to 45% support units “Closed.” Each allows a specific range of terrain density
and a maximum sighting distance as follows:
4 or more lower than his FCL: up to 60% support units
Open: 2 x 2D6% various terrain features.
Note: Player-B should not reveal the die-roll to Player-A until Maximum sighting distance = 120”
after he has purchased his forces.
Mixed: 4 x 2D6% various terrain features.
Deployment: Player-B deploys at least 25% of the Maximum sighting distance = 60”
battlefield length from the enemy edge. Player-A’s forces
enter anywhere along his “friendly” board edge. Closed: 7 x 2D6% various terrain features.
Maximum sighting distance = 30”
Objective: The defender’s (Player-B’s) board edge.
Terrain features should be made up by the players as
Game Length: 30 Turns. they wish, with the qualification that the area taken up

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David Hicks (Order #16483250)


by a given piece of terrain should be recorded. (i.e. Example: Player-A bids 50 points, player-B 100 points.
“woods” of 12 sq. inches, a “town” of 4 sq. inches, a Player-A’s point base is now 950 points, Player-B’s is now
section of “river” one inch wide by 12 inches long 900 points.
equaling 12 sq. inches, a single level “hill” of 36 sq.
inches etc.) Players alternate placing terrain features Note: This “auction” to decide who gets to deploy on which
until they reach the agreed upon terrain density. side of the map can be extremely important. The players must
not be allowed to know what the map orientation will be until
Example: A 48” x 36” battlefield with a 25% terrain after the battlefield is laid out.
density would require 432 sq. inches of terrain features.
6. ACQUIRE FORCES.
The Scatter Diagram/Compass Rose should be placed on Purchasing Player-A’s Force: Player-A now gets to
the map by mutual agreement at this time. “buy” forces for the scenario based on his point base. The
point costs for various weapons are listed on the
4. ESTABLISH FORCE POINT VALUES Weapons Data. An additional list below shows the cost of
Based on battlefield size, the players must agree to a items other than weapons:
point base. Players using Micro Armour® 1/285 scale
figures where 1 model or stand = 1 vehicle or squad, and General Headquarters: 1x GHQ is required per player.
where 1” = 25 meters should allocate each defending Additional GHQs may be provided if you wish.
company approximately twelve (12) inches of frontage.
This will prevent units from being outflanked easily or Headquarters/General Headquarters Cost Modifiers:
allow the enemy to break through a line so thin as to be Any stand may be used as a HQ or GHQ. Simply use the
indefensible. In addition, you should keep in mind that normal point cost from the Weapons Data Sheets and
it would be a good idea to provide for some sort of multiply this number by one of the “Cost Modifiers”
reserve, if possible. A good ratio of “line” to “reserve” listed below.
units is 2 / 1. That is, for every two companies in the line,
it is prudent to have one in reserve. GHQ EFFICIENCY COST MODIFIER
-2 GHQ or HQ Point Cost + 20
With all this in mind, the players should calculate how -1 GHQ Point Cost + 30
many points they will need to cover the width of the
board with a reasonable force density. Each player then +0 GHQ Point Cost + 40
secretly records a point base “bid” he thinks he can win +1 GHQ Point Cost + 60
with, based on the above criteria. When these bids are +2 GHQ Point Cost + 80
revealed, the lowest bid will be the one used in the +3 GHQ Point Cost + 100
scenario. Example: The players agree on a point base of
1000 points. A non-HQ stand used as HQ or GHQ:
Point Cost of stand + Cost Modifier (above)
5. DETERMINE MAP ORIENTATION.
Each player must now secretly bid a portion of his point Improved Positions: “Improved Position” markers may
base to decide the orientation of the battlefield. When be purchased at the rate shown below:
these bids are revealed, the highest bidder chooses
which board edge he wants as his “friendly” edge. All Light: 3 points per marker
points used in the bidding are forfeited by both sides, so Medium: 6 points per marker
bid carefully. (In case of ties, roll the dice to decide.) Heavy: 10 points per marker

Mines: “Minefield” markers may be purchased at the


rate shown below:

Hasty: 2 points per one inch “Field”


Standard: 4 points per one inch “Field”
Concentrated: 7 points per one inch “Field”

Barbed Wire: “Barbed Wire” markers may be


purchased at the rate of two (2) points per one square
inch section.

32

David Hicks (Order #16483250)


Roadblocks: “Roadblock” markers may be purchased at Example: Player-A gets to purchase a force of 950 points.
the rate of four (4) points per one square inch section.
Purchasing Player-B’s Force
Off-Map Artillery: Off-map artillery is purchased at the To begin with, divide Player-A’s force cohesion level
standard cost but never requires transport. Off-map (FCL) by Player-B’s FCL and multiply the number
artillery may not be purchased in increments smaller obtained by Player-B’s point base. Next, he should
than two-gun sections. consult the scenario type to see what the “Force Ratio”
for that scenario is and modify this number accordingly.
Air Strikes: Air strikes are purchased based on the
Aircraft Data. The point value listed for an aircraft Example:
allows you to use any one of the “Ordnance Values” Player-A’s FCL is 15, Player-B’s is 13:
listed for that aircraft.
15/13 = 1.153 (round to 1.15).

Engineers: Players may convert normal infantry to 1.15 x 900 (B’s Point Base) = 1035.
engineers by paying ten (10) additional points per stand. The Scenario is a “Hasty Attack.
(See “Engineer” rules for information on engineer
B’s Point Base is multiplied by .5. 1035 x .5 = 518
abilities.)
(rounded up).
Forward Observers: Forward Observers (FOs) are not Player-B gets to purchase a force of 518 points.
separate stands. A stand designated as an FO performs
this function in addition to its other capabilities. 7. DETERMINE INITIAL DEPLOYMENT.
In scenarios where one or both players begin on the
Each player receives one (1) FO for his GHQ. battlefield, the defender always places his forces first. In
meeting engagements roll for initiative and the winner
A player receives one (1) FO for every four (4) artillery decides which side moves first. The placement of stands,
stands capable of indirect fire. (On-Map or Off) which are not visible to the attacker due to blocking or
concealing terrain, may be secretly recorded if desired.
This will slow the game and is not recommended for
A player may buy the ability to designate additional FO’s
beginning players or large scenarios.
at the rate of sixty (60) points per FO.
That’s all there is to building your own scenarios. Once
Note: The total force fielded may never exceed the total
you’ve done it a few times, it becomes quite easy, and fun!
number of points allocated.

AN EXAMPLE OF SCENARIO DESIGN

To illustrate the scenario design process we’re going to FCL of 15. The time frame is August 1944. Player-B now
build an example scenario, going through the process determines his force composition percentage by rolling a
step-by-step. fifteen (15) on a D20, enabling him to purchase up to 30%
of his total point strength in support units
1. SELECT SCENARIO TYPE.
The players have chosen a “Hasty Attack”(Type C). 3. LAY OUT THE BATTLEFIELD MAP.
Player-A will be the attacker. Player-B will be the The players agree that the battlefield will be twenty-four
defender. inches wide by forty-eight inches long.

2. DETERMINE HISTORICAL CONTEXT. 3a. TERRAIN DENSITY AND PLACEMENT


For our example we have chosen France, 1944. Player-A Since our battle is taking place in Southern France, we’re
has agreed to play the Americans (United States) as the going to make the terrain “mixed.” Player-A agrees to
attacker fielding an Armored Infantry Battalion with a roll the dice and obtains a seven. This means that 28% of
force cohesion level (FCL) of 16. Player-B will be the the battlefield will be covered by some type of terrain (a
German defender fielding an Infantry Battalion with a total of 322 square inches).

33

David Hicks (Order #16483250)


Player-A picks an area of “woods” 6” x 12” (a total of 72 3rd Platoon
square inches) and places it where he likes. (72”) 3x Inf/M3 Halftrack/.30cal @14+14 84
1x 60mm Mortar(1)/M3 Hftrack/.50cal @20+15 35
Player-B picks a “town” that is 6” x 8” (48 square inches) 1x MMG/M3 Halftrack/.50cal @14+15 29
and places this where he likes. (120”)
ATG Platoon (-)
Player-A places a “ridge” (12” x 6”) and places that on 2x 57mm ATG/M3 Halftrack/.50cal @22+15 74
the map. (192”)
Company B (-)
Player-B picks out a “river” that is 1” wide x 24” long
Company HQ
(24 square inches) and runs it from one board edge to
1x Infantry HQ/M3 Hftrack/.50cal @32+15 47
another, placing it wherever he likes. (216”)
1st Platoon (-)
Player-A picks another area of “woods” 7” x 8” (a total 3x Infantry/M3 Halftrack/.30cal @14+14 84
of 56 square inches) and places it where he likes. (272”) 1x 60mm Mortar(1)/M3 Hftrack/.50cal @20+15 35
Player-B finishes the map off by adding one more ridge 2nd Platoon (-)
(5” x 10”) right where he wants it. (322”) 2x Infantry/M3 Halftrack/.30cal @14+14 56
1x 60mm Mortar(1)/M3 Hftrack/.50cal @20+15 35
The battlefield is ready to go!
1x MMG/M3 Halftrack/.50cal @14+15 29
4. ESTABLISH FORCE POINT VALUES. 3rd Platoon (-)
Given a battlefield width of 24 inches, the theater, and 2x Infantry/M3 Halftrack/.30cal @14+14 56
the timeframe involved, the players agree to a point base 1x MMG/ M3 Halftrack/.50cal @14+15 29
of 2500.
Company C (-)
5. DETERMINE MAP ORIENTATION. Company HQ
Now we auction off “map orientation.” Player-A bids 40 1x Inf HQ/M3 Halftrack/.50cal @32+15 47
points. Player-B bids 50. As winner of the auction,
1st Platoon (-)
Player-B gets to decide which side of the map will be his
3x Infantry/M3 Halftrack/.30cal @14+14 84
“friendly” side. Player-A forfeits 40 points, reducing his
1x 60mm Mortar(1)/M3 Hftrack/.50call @20+15 35
base to 2460. Player-B forfeits 50 points. The players
agree to make the town on Player “B’s” side of the board 2nd Platoon (-)
as the scenario objective. The Americans must have at 2x Infantry/M3 Halftrack/.30cal @14+14 56
least one armed stand in the town by the end of turn 20. 1x MMG/ M3 Halftrack/.50cal @20+15 29

6. ACQUIRE FORCES. 3rd Platoon


3x Infantry/M3 Halftrack/.30cal @14+14 84
Player-A (The US attacker) has 2460 points to spend and
1x 60mm Mortar(1)/M3 Hftrack/.50call @20+15 35
“buys” the following:
1x MMG/ M3 Halftrack/.50cal @14+15 29
Organization Point Cost Sub ATG Platoon (+)
total 4x 57mm ATG/M3 Hftrack/.50cal @22+15 148
1x Battalion HQ
1x GHQ+1/M3 Halftrack/.50cal @72+15 Armored Inf MG Platoon
1x Inf/M3 Halftrack/.30cal @14+14 115 2x MMG/M3 Halftrack/.30cal @14+14 56

Armored Mortar Platoon


Company A (-)
3x M4 MMC (1) @46 138
Company HQ
1x Inf HQ/M3 Halftrack/.50cal @32+15 47
Player-A Battalion Points Total: 1615
1st Platoon (-)
3x Infantry/M3 Halftrack/.30cal @14+14 84 Player-A may purchase up to 60 percent of his total point
1x 60mm Mortar(1)/M3 Hftrack/.50cal @17+15 32 strength in support units. 1615/2460 = .66. Therefore,
Player-A has purchased enough “Main Force” points to
2nd Platoon (-)
meet the scenario requirements. Player-A now has 2460-
2x Infantry/M3 Halftrack/.30cal @14+14 56
1615 = 845 points to purchase support units to spend and
1x MMG/M3 Halftrack/.50cal @14+15 29
buys the following:

34

David Hicks (Order #16483250)


Medium Tank Platoon (-) 1st Platoon
4x M4 Sherman @70 280 3x Infantry ’44 @13 39

Medium Tank Platoon (-) 2nd Platoon (-)


4x M4 Sherman @70 280 3x Infantry ’44 @13 39

Anti-Aircraft Battery (-) 3rd Platoon


3x M16 MGMC @42 126 3x Infantry ’44 @13 39
Armored Engineer Platoon Support Platoon (-)
4x Engineer Inf/ M3 Hftrack/.30cal @24+14 152 1x MMG @14 14
1x 81mm Stummel (2) @28 25
Player-A Support Points Total: 838
3rd Company
Player-A Points Total 2453
Company HQ
(7 points were not used)
1x Infantry HQ @30 30
Before we can purchase Player-B’s troops we have to 1st Platoon
balance his forces against those of Player-A as follows: 3x Infantry ’44 @13 39
1. Player-B multiplies his point base (2500) by Player-A’s 2nd Platoon
FCL (16). The result is 40,000. 3x Infantry ’44 @13 39
2. He divides this number by his FCL (15). The result 3rd Platoon
is 2667. 3x Infantry ’44 @13 39
3. The scenario is a “Hasty Attack”, so Player-B gets to
spend half as many points as Player-A. Support Company (-)
3x MMG @14 42
4. Halve this number and subtract from it the points bid 3x 120mm Mortar (1) @84 252
determining map orientation (50 points).
5. The final result is 1283, the number of points Player-B Battalion Fortifications
can spend on his choice of troops. 20x Lt Improved Positions @3 60

Player-B (The German defender) has 1283 points to Player-B Battalion Points Total: 910
spend and “buys” the following:
Player-B may purchase up to 30 percent of his total point
Organization Point Cost Subtotal strength in support units. 910/1283 = .71. Therefore,
1x Battalion HQ - Player-B has purchased enough battalion unit points to
1x GHQ+0 @50 50 meet the scenario requirements. Player-B now has 1283-
910 = 373 points to purchase support units to spend and
1st Company (-) “buys” the following:
Company HQ
1x Infantry HQ @30 30 Panzerjaeger Platoon (-)
3x StugIIIF @61 183
1st Platoon
3x Infantry ’44 @13 39 Anti-Tank Platoon (-)
3x 75mm Pak40/Med Imp Position @38+6 132
2nd Platoon (-)
3x Infantry ’44 @13 39 Light Flak Platoon (-)
2x 20mm Quad/Med Imp Position @21+6 54
3rd Platoon (-)
2x Infantry ’44 @13 26 Player-B Support Points Total: 369
Support Platoon (-) Player-B Points Total: 1279
1x MMG @14 14 (4 points were not used.)
1x 81mm Stummel (2) @28 25
The example above would be a large scenario indeed! It
2nd Company (-) was put together as an example of how you can build an
Company HQ effective force by combining battalion level units with
1x Infantry HQ @30 30 support units. Note that some of the components are

35

David Hicks (Order #16483250)


under strength. Historically, units were seldom at author- points received. In this case, Player-A gets an additional
ized strengths, having sustained losses that have not been 340 points. Remember, this is due, in part, to the fact that
made good or having units detached for other duties. Player-B must sustain approximately 35% casualties
before breaking. Player-A’s force will generally break
OPTIONAL UNIT DETERMINATION after suffering only 30% casualties. Hence, Player-A
If you wish to use Optional Rule 12.1 “Unit needs more troops for the scenario to be balanced.
Determination” you must add an additional step to
those above. Before buying Player-A’s forces: Note: As a further balancing tool, you may “tweak” the deter-
mination factor of any force, up or down, by as much as five
1. Multiply Player-B’s total by his Determination Factor percent (5%). This allows you to modify the point totals used to
(DF) expressed as a decimal. purchase troops by factoring in the ability to sustain casualties.

2. Multiply this number by his cohesion level. (Next,


7. DETERMINE INITIAL DEPLOYMENT.
reverse the process.)
Player-B deploys to defend the town. (Remember, he
3. Divide by Player-A’s Cohesion level. cannot place any stands on Player-A’s half of the board.)
His advantages are the terrain (town) and his allotment
4. Divide by Player-A’s DF expressed as a decimal.
of improved positions. He should take every advantage
5. Apply whatever modifier the scenario requires. of terrain. The Americans must occupy the town to win,
(The result is the total points Player-A may spend on so he would be well served to set up a series of crossfires
his forces.) to blunt the main American spearhead. His mortars,
panzerjaegers, and anti-tank guns should be used to
Example: Let’s assume that Player-A’s DF = 30% and slow down and channel the American advance, forcing
Player-B's DF = 35%. First, Player-B buys his forces. Then him away from the objective if possible. Player-A plans
Player-A does the calculations below: to advance with his armor in a sweep around one flank
to draw German artillery and tank fire away from the
1279 (Player B’s Total) x .35 (Player-B’s DF) = 448 town. Once this is set in motion, he plans to advance his
infantry under cover of a smoke screen, provided by his
448 x 15 (Player-B’s Cohesion) = 6720 mortars. Using this cover he intends to assault and
6720 / 16 (Player-A’s Cohesion) = 420 occupy the town before the German player can stop him.
420 / .3 (Player-A’s BDF) = 1400 He also has a platoon of combat engineers, which will
come in handy for any close-assaults. Coordination
1400 x 2 (Hasty Attack) = 2800
won’t be easy, but he has a superior GHQ, which will
give him good flexibility. He could very well pull this off.
As you see, the difference in the two sides’ “determina-
Each side has an even chance to win.
tion factors” can make a big difference in the number of

36

David Hicks (Order #16483250)


DESIGNER’S NOTES
My first foray into miniature gaming was playing a mortar stands which in the platoon level game are
game of “A Century of Conflict,” a set of rules written by known as infantry support stands.
John Fernandes. John and I met back in 1993 when both
of us were living in Seattle. At the time, I was a dedicated Establishing a time scale of 1 minute per turn allowed
board game collector, player, and would-be designer. me to simply multiply the movement rates of the platoon
After I showed John the counter and map graphics I had rules by 4/3. This keeps the relative movement of stands
been working on for my game design, he mentioned that close to that of the platoon game. Using a different ratio
he had written a set of miniature rules and would like to of ground scale to time scale would either result in
see if we could convert it into board game format. John’s stands scurrying halfway across the board in one or two
game was then titled “Brazen Chariots” and depicted turns or, leave them crawling along the map at one or
tactical armored combat in North Africa from 1940-42. two inches per turn. I believe I reached a nice
What attracted me to John’s rules was the way they compromise with most infantry stands having a
reinforced concepts about combined arms warfare and movement rate of four inches per turn (six inches using
the psychology of men under fire that I had been the “Double-Time” rule).
studying for the past 35 years. In addition, John’s
cohesion rules forced players to deal with the effect of Separating the infantry support stands into separate
entropy on the modern battlefield and how to manage machine gun and light mortar squads also allowed me to
chaos when events don’t go as you planned. I believe the create the “Machine Gun Area Fire” rule. This rule
word “elegant” comes to mind. allows players to employ their machine gun stands (rep-
resenting two heavy or medium machine guns) to
A few years after moving down to Texas, John called to perform fire against individual targets or lay down a
tell me that the GHQ folks wanted to publish his set of “beaten zone,” denying enemy infantry wide swaths of
rules, then titled “A Century of Conflict.” Thus began open ground. This is where those company and battalion
John’s and my own association with GHQ. “A Century of level mortars come in handy, laying down smoke screens
Conflict” was retitled Micro Amour®: The Game - WWII for advancing infantry.
(MATG – WWII) by GHQ in 2001. This was followed by
Micro Amour®: The Game - Modern in 2004. At The artillery rules from the platoon rules have stayed
Historicon in 2005 Gregg Scott and Jim Moffet of GHQ intact with some notable exceptions. First, artillery
tasked us with another project: adapting John’s platoon impact marker sizes are now differentiated depending
level rules down to the next tactical level. It seems that upon the caliber of the artillery firing. This was
many of the Micro Armour® players out there didn’t something that was not practical for the platoon rules
favor stands representing platoons of tanks or infantry since the scale for those rules is 100 yards per inch.
or sections or batteries of guns. They preferred an even Second, the “Artillery Efficiency” optional rules in the
more tactical approach of individual vehicle and squad platoon game are not optional for Micro Squad®: The 1:1
level combat. Scale Game. This forces players fielding forces other
than U.S., British, or German to plot all of their entire
After accepting the challenge, the first thought that artillery before the scenario begins. This reflects the
came to me was “If it isn’t broke, don’t fix it.” John’s limitations of most nations’ artillery doctrines during the
basic concepts of cohesion, movement group orders, war. Until 1944, the U.S. Army and Marine Corps were
and indirect artillery fire plotting worked pretty the only land forces in the world whose artillery doctrine
damned well for the platoon rules so these remained allowed them to adjust indirect fire in a matter of a few
pretty much intact. minutes. Third, limbering and unlimbering anti-tank
and field guns becomes more time consuming
The first task was to establish a new ground and time depending on the transport cost of the gun involved.
scale. For selfish reasons, I wanted to keep the same This could become the basis for a “covering” scenario in
mounting base size used in MATG – WWII. Allowing a which friendly field artillery attempts to escape from
squad a frontage of 25 yards to the inch seemed about well armed and mobile enemy forces overrunning their
right. This is in line with frontages for the platoon game positions. Light covering forces should be used to screen
and will allow players to play either the platoon or their retreat from the board.
squad level rules without having to rebase their models.
The only modifications players would have to make As for weapons ranges, most players will be within
would be to create separate machine gun and light effective range of each other’s heavy ordnance within the
first one or two turns. This will encourage players to

37

David Hicks (Order #16483250)


both place plenty of hard cover on the table and use Somua tanks were used on the Russian front. Renaults,
those company and battalion level mortars to lay down Somuas, and converted Lorraine carriers were
smoke. Night, dusk, and dawn scenarios are also extensively used in France in 1944. For the Soviets, Lend
effective ways of reducing spotting ranges. Dusk and Lease Churchills, Valentines, and Matilda IIs would
dawn scenarios can be structured so that spotting ranges equip entire tank battalions. The OOB lists are based on
gradually decrease or increase during the scenario. two criteria:
Night scenario spotting ranges can vary due to cloud
cover and/or phase of the moon. North African scenarios 1. What could typically be found in combat
can involve limited spotting distances due to formations during the period in question.
sandstorms, with spotting distances increasing and/or
decreasing during the scenario. There really is no hard or 2. The earliest point in the war at which a weapon
fast rule for limiting spotting ranges. Players are could be expected to be available in large numbers.
encouraged to use some common sense, experiment, and
come to their own conclusions. Just because a weapon (like the SdKfz.222) isn’t listed for
1944 doesn’t mean there weren’t any in service. It’s just
Another deviation from the platoon rules was the that this particular weapon is not representative of what
separate armor values (front, side, rear, and top) for each was typically available in the period. Any weapon, once
armored fighting vehicle in the game. You will notice deployed, can be used any time afterward. No one should
that many vehicles have unarmoured target values for take the contents of the OOB charts as holy writ coming
their side, rear, or top armor values. I feel this is the most from the desk of God Almighty, but merely as guidelines.
realistic method of depicting the tactical limitations of For more detailed and varied orders of battle I can
open sided and/or open topped individual tank recommend three outstanding sources of information:
destroyers, self-propelled guns, halftracks, etc. Gary Kennedy’s “Bayonet Strength” website, where
WWII battalion level organizations are listed in great
Firepower values of infantry stands were based on detail. This is a great site! Another outstanding source is
establishment strengths. That is the reason Bersaglieri Dr. Leo Niehorster’s “World War II Armed Forces”
infantry stands have an HE firepower value of (7). website. You can get lost for days in Dr. Niehorster’s
Bersaglieri infantry squads had an established strength of orders of battle listings for dozens of countries. Finally,
17 men and were allotted two light machine guns. If you there are Osprey’s “Battle Order“ series of books.
think this is a bit optimistic, try reducing the number of Although not free like the two websites listed above, they
light machine guns to 1 and/or reducing the number of are, in my opinion, worth every penny spent on them.
men armed with bolt action rifles from 11 down to 8 or 9.
Use the formulas given below to adjust the firepower and
point values of the stand(s). The point value of combat stands were calculated using
the following formula:
Something else players may want to experiment with
are infantry stands anti-tank firepower. If you wish to Point Cost =
limit the number of anti-tank “shots” a particular 2[(AP)(APR)/40 + (HE)(HER)/40 + MV + DV]
infantry stand can attempt during a particular scenario,
you will have to use a copy of the roster sheet provided Where:
in the markers and templates to keep track of a AP = Armor Piercing Firepower
particular stand’s remaining turns of anti-tank fire, and
APR = Armor Piercing Range
adjust the stand’s point value. Adjusting the point cost of
such a stand should be done by prorating the stand’s HE = High Explosive Firepower
armor piercing firepower component of the point cost
HER = High Explosive Range
formula by the percentage of turns of anti-tank fire that
stand may attempt. MV = Movement Value (multiplied by .50 if
tracked, by .30 if wheeled, and by 0 if foot)
The orders of battles (OOBs) provided in the rules are by
DV = Defense Value (average armor value for
no means comprehensive. At best they serve as a
armored vehicles, multiplied by half for soft
snapshot of typical formations at a particular period of
and personnel targets)
the war. For example: the Wehrmacht routinely
employed captured enemy equipment to substitute for
Point values were then modified for certain weapon
losses that domestic production could not keep up with.
characteristics:
Whole companies of captured Soviet T-34s and French

38

David Hicks (Order #16483250)


If the stand must Where:
obey facing restrictions: multiply by .80 SAFT = Small Arms Firepower Total

If the stand can The small arms totals were calculated by assigning and
perform indirect fire: multiply by 1.10 totaling the following values to each weapon present in
If the stand has the squad/stand:
movement rate of 3 or less: multiply by .90
3-Man MG Team: 100
If the stand has 2-Man MG Team: 90 (squad automatic weapon)
movement rate of 0: multiply by .80
Submachine Gun: 60 (BAR included)
For mortar stands with multiple tubes, multiply the Assault Rifle: 40
firepower values by the number of tubes in the stand. Semi-automatic Rifle: 25
Rocket artillery and certain vehicles (for example, the
Bolt Action Rifle: 20
Churchill AVRE) firepower values are multiplied by .25
since they may fire only once per four turns. Pistol: 15

The point value of transport stands were calculated The following individuals were indispensable in getting
using the following formula: Micro Squad®: The 1:1 Scale Game - WWII off the
ground: John “Obi-Juan” Fernandes (The Rules Master),
Point Cost = without whom all of this would have never happened.
[(AP)(APR)/40 + (HE)(HER)/40] + .25(CC + MV + DV) Thanks to all of my playtesters who helped me break the
rules and fix them repeatedly: Don Coon, Kirk Reed,
Where: David Sagiraslvili, Ed McGinley, John Lloyd, Andy
AP = Armor Piercing Firepower Rogers, and Herb Flathers. I would also like to thank
APR = Armor Piercing Range Nicole Martinez and Channing Scott whose patience,
HE = High Explosive Firepower understanding, and perseverance were key to getting
these rules to print. Special thanks to the founder and
HER = High Explosive Range owner of GHQ, Gregory Dean Scott, whose contribution
MV = Movement Value (multiplied by .20 if to the wargaming hobby remains underappreciated in
tracked, by .15 if wheeled, and by .10 if foot) my humble opinion. Special thanks also goes to Jim
Moffet, who coordinated the efforts of the “Mad Dogs”
CC = Cargo Capacity
and has always been there whenever I needed help.
DV = Defense Value (average armor value for
armored vehicles, multiplied by half for soft And of course an enormous thank you to the love of my
and personnel targets.) life, Cameron, whose encouragement throughout the
writing and development of these rules has been
Average armor values were calculated using the invaluable.
following formula:
A special “thank you” for assistance in preparing this
Armor Value = [F +2S + R +T]/5
revised edition goes to Leif Edmondson (Red Leif), one
Where: of the original “Mad Dogs” whose assistance during the
F = Front Armor Value past year has been invaluable.
S = Side Armor Value
These rules are dedicated to the memory of John
R = Rear Armor Value Fernandes, a man who has made my life richer. John
T = Top Armor Value was a man of many talents: musician, historian, soldier,
philosopher, gourmet cook, writer, and game designer.
Non-armored target sides were assigned a soft target He was fiercely loyal to his friends, family, and country.
value and multiplied by .50 Although John did not live long enough to see the
publication of these rules, his memory will live on in his
The high explosive firepower of infantry, cavalry, and work and in the hearts of his family and friends. I will
infantry MMG stands were calculated using the miss him greatly.
following formula:
George Chrestensen
Firepower Value = SAFT/50

39

David Hicks (Order #16483250)


A BRIEF BIBLIOGRAPHY
This is a short list of materials that were invaluable to me while designing Micro Squad®: The 1:1 Scale Game - WWII.
It does not include numerous websites, which were extremely useful for both weapons data and tables of
organization.

45th Infantry Division Historical Board. The Fighting Forty-Fifth: The Combat Report of an Infantry Division. Oklahoma
City, 1989

Allen, Louis. Burma: The Longest War 1941-45. New York: St. Martin's Press, 1985

Angelucci, Enzo and Paolo Matricardi. World War II Airplanes Vol. 1. Chicago: Rand McNally, 1978

---. World War II Airplanes Vol. 2. Chicago: Rand McNally, 1978

Baker, A.D., III. Allied Landing Craft of World War Two. Annapolis: Naval Institute Press, 1944

Barker, A.J. The March on Delhi. London: Faber & Faber, 1963

Batchelor, John and Ian Hogg. Artillery. New York: Scribner and Sons, 1972

Batchelor, John and Kenneth John Macksey. Tank: a History of the Armored Fighting Vehicle. New York: Ballantine, 1973

Battistelli, Pier Paolo. Desert Rats: British 8th Army in North Africa 1941-43. Oxford: Osprey Publishing, 2007

---. Panzer Divisions: 1944-45. Oxford: Osprey Publishing, 2009

---. Panzer Divisions: The Blitzkrieg Years 1939-40. Oxford: Osprey Publishing, 2007

---. Panzer Divisions: The Eastern Front 1941-43. Oxford: Osprey Publishing, 2008

---. Rommel's Afrika Korps: Tobruk to El Alamein. Oxford: Osprey Publishing, 2006

Blumenson, Martin. Breakout and Pursuit. Washington: Center of Military History, United States Army, 1989

Burtt, John D. "Red Sun/Red Star: The Nomonhan Campaign in Manchuria." Strategy & Tactics No. 158, 1993. Print

Chamberlain, Peter and Terry Gander. Anti-Tank Weapons. New York: Arco Pub. Co., 1974

Chamberlain, Peter and Chris Ellis. British and American Tanks of WWII. New York: Arco Pub. Co., 1969

---. Tanks of the World 1915-1945. London: Cassell and Co., 2002

Chant, Christopher. Aircraft of World War II. New York: Barnes & Noble, 1999

---. World Encyclopedia of the Tank. London: Stephens Limited, 1994

Coox, Alvin. Nomonhan: Japan Against Russia, 1939. Stanford, Calif.: Stanford University Press, 1985

Cross, Robin. The Battle of Kursk: Operation Citadel 1943. New York: Barnes & Noble, 1994

Davies, W.J.K. Panzer Regiments. London: Almark, 1978

D'Este, Carlo. Decision in Normandy. Harper Perennial, 1995

Drea, Edward J. Nomonhan: Japanese-Soviet Tactical Combat, 1939. Fort Leavenworth, Kan.: Combat Studies Institute,
U.S. Army Command and General Staff College, 1981

40

David Hicks (Order #16483250)


Ellis, Chris and Denis Bishop. Military Transport of World War II. New York: Macmillan, 1971

Featherston, Alwyn. Battle for Mortain. Novato, Calif.: Presidio Press, 1993

Foss, Christopher. Illustrated Encyclopedia of the World's Tanks and Fighting Vehicles. London: Salamander Books, 1977

Frank, Richard. Guadalcanal. New York: Penguin Books, 1990

Gabel, Christopher R. Seek, Strike, and Destroy: U.S. Army Tank Destroyer Doctrine in World War II. Fort Leavenworth,
Kan.: Combat Studies Institute, U.S. Army Command and General Staff College, 1985

Garland, Albert & Howard Smyth. Sicily and the Surrender of Italy. Washington: Center of Military History, United
States Army, 1965

Glantz, David & Jonathan House. The Battle of Kursk. Lawrence, Kan.: University of Kansas Press, 1999

Hammel, Eric. Guadalcanal: Starvation Island. New York: Crown Publishers, 1987

Heckmann, Wolf. Rommel's War in North Africa. New York: Smithmark Pub., 1995

Hickey, Des & Gus Smith. Operation Avalanche: The Salerno Landings. New York: McGraw-Hill, 1969

Hogg, Ian. British and American Artillery of World War Two. London: Greenhill Books, 2002

---. German Artillery of World War Two. London: Greenhill Books, 2002

---. Mortars. Ramsbury: Crowood, 2001

Horne, Alistair. To Lose a Battle: France 1940. New York: Penguin Books, 1990

Hoyt, Edwin. Guadalcanal. New York: Stein and Day, 1982

Hunnicut, R.P. Halftrack: a History of American Semi-Tracked Vehicles. Novato, Calif.: Presidio Press, 2001

---. Pershing: a History of the Medium Tank T20 Series. Berkeley, Calif.: Feist Publications, 1971

---. Sherman: a History of the American Medium Tank. San Rafael, Calif.: Taurus Enterprises, 1978

---. Armored Car: a History of American Wheeled Combat Vehicles. Novato, Calif.: Presidio Press, 2002

Jackson, W.G.F. The Battle for North Africa. New York: Mason/Charter, 1975

Jentz, Thomas. Tank Combat in North Africa: The Opening Rounds. Atglen, Penn.: Schiffer Pub., 1998

Latimer, Jon. Tobruk 1941: Rommel's Opening Move. Oxford: Osprey Publishing, 2001

Mesko, Jim. Amtracs in Action. Carrollton, Tex.: Squadron/Signal Publications, 1993

Milsom, John. Russian Tanks 1900-1970. New York: Galahad, 1970

Molinari, Andrea. Desert Raiders: Axis and Allied Special Forces 1940-43. Oxford: Osprey Publishing, 2007

Morris, Eric. Salerno: A Military Fiasco. New York: Stein and Day, 1983

Munson, Kenneth. Bombers: Patrol and Transport Aircraft, 1939-45. New York: Macmillan, 1969

---. Fighters: Attack and Training Aircraft, 1939-45. New York: Macmillan, 1969

Nafziger, George F. Italian Order of Battle World War II Vol. 1. Nafziger Collection Inc., 1996

41

David Hicks (Order #16483250)


---. Italian Order of Battle World War II Vol. 2. Nafziger Collection Inc., 1996

---. Italian Order of Battle World War II Vol. 3. Nafziger Collection Inc., 1996

Nelson, Guy. Thunderbird, a History of the 45th Infantry Division. 45th Infantry Division Association, 1969

Norris, John. Infantry Mortars of World War II. Oxford: Osprey Publishing, 2002

Quarrie, Bruce. German Airborne Divisions Blitzkrieg 1940-41. Oxford: Osprey Publishing, 2004

---. German Airborne Divisions Mediterranean Theatre 1942-45. Oxford: Osprey Publishing, 2005

Reardon, Mark J. Victory at Mortain: Stopping Hitler's Panzer Counteroffensive. Lawrence, Kan.: University Press of
Kansas, 2002

Reynolds, Michael. Steel Inferno. New York: Sarpedon, 1997

Rottman, Gordon L. Japanese Army in World War II: Conquest of the Pacific 1941-42. Oxford: Osprey Publishing, 2005

---. Japanese Army in World War II: The South Pacific and New Guinea 1942-43. Oxford: Osprey Publishing, 2005

---. U.S. Marine Corps Pacific Theatre of Operations 1941-43. Oxford: Osprey Publishing, 2004

---. U.S. Marine Corps Pacific Theatre of Operations 1943-44. Oxford: Osprey Publishing, 2004

Rutherford, Bill. The Gamers' Guide to WW II Small Unit Organizations and TO&Es. Coopersville: Battle Honors, 1995

Senger und Etterlin, F.M. von. German Tanks of WWII. New York: Galahad, 1969

Shaw, Ian. WWII Army Organisations and Equipment. 3rd ed. UK: Tabletop Games, 1986

Slim, William, Field-Marshal Vicount. Defeat Into Victory. New York: McKay, 1961

Smith, Michael. Bloody Ridge: The Battle that Saved Guadalcanal. Novato, Calif.: Presidio Press, 2000

U.S. War Department. Handbook on German Military Forces. Baton Rouge, La.: Louisiana State Press, 1990

U.S. War Department. Handbook on Japanese Military Forces. London: Greenhill Books, 1991

White, B.T. Tanks and Other AFVs of the Blitzkrieg Era. London: Blanford, 1972

Zaloga, Steven. Japanese Tanks 1939-45. Oxford: Osprey


Publishing, 2007

---. U.S. Anti-Tank Artillery 1941-45. Oxford: Osprey


Publishing, 2005

---. U.S. Armored Units in the North Africa and Italian


Campaigns 1942-43. Oxford: Osprey, 2006

---. U.S. Tank and Tank Destroyer Battalions in the ETO 1944-45.
Oxford: Osprey Publishing, 2005

42

David Hicks (Order #16483250)


INTRODUCTION TO WEAPONS DATA SHEETS
In the following pages you will be presented with a wide MINIMUM RANGE - Most artillery stands have a mini-
variety of weapons, vehicles, and personnel. For clarity's mum range (in inches). They may not fire at a target at
sake, the various data pertaining to these unit stands have less than this distance (see rules section 7.6.9).
been put into chart form. Each of the columns of the chart
details a different aspect of a specific stands performance DEFENSE - This number represents the basic "defense
in the game. value" of the stand. If the defense value of the stand is in
brackets "[ ]", the stand is an armored vehicle. “[F, S, R, T]”
WEAPON TYPE - The nomenclature, name, or designa- refers to the armoured value of the front, side, rear, and
tion of the stand. If the weapon has a limited frontal fir- top of the vehicle. If the defense value of the stand is
ing arc, there will be a "^" next to its name. If the marked with two asterisks (**), the defense value of that
weapon has a limited rear firing arc, there will be a "^^" stand is halved if it is fired on when it is the movement
next to its name. Light and medium mortar stands may posture or fire/move posture (round down any fractions).
have a number in brackets [1], [3], etc. This is the num- An unmarked defense value refers to unarmoured vehi-
ber of tubes the stands represents. An artillery stand cles, weapons, or equipment.
with an "S" next to its name may fire smoke missions. A
stand with a ">" next to its name may lay down a SPEED - The maximum number of movement points the
stand may expend in one Movement Phase. There are
"Beaten Zone" (see rules section 7.5). A stand with a “!”
three movement classes: Wheeled (W), Tracked (T), and
next to its name is a rocket weapon and may fire once
Foot (F). Some stands are capable of "swimming" and are
every four turns.
have a separate amphibious movement rate designated
with an "A."
POINT VALUE - A comparative value or "price" for the
stand to be used as a means of "balancing" scenarios.
CARGO CAP. - If a stand is capable of "transporting"
FIREPOWER - There are two firepower values possible other stands there will be a number in this column repre-
for a stand: "Armor Piercing" firepower (AP), and "High senting the maximum capacity of the stand to do this.
Explosive" or "Small Arms" firepower (HE). The "AP" fire-
power is used when firing at armored vehicle stands. The TRANS. REQ. - If a stand is capable of being transported
"HE" firepower is used for all other attacks. An "F" in the by another stand, this is the amount of "cargo capacity"
firepower column indicates a "flame throwing" weapon (see above) required to do this.
(see rules section 11.6). A "#" next to a firepower value
YEAR - This represents the time span in which the
indicates that the stand may employ indirect fire (see
weapon was in widespread service.
rules section 7.8).

RANGE - This is the maximum range (in inches) at which


the weapon may be used.

QUICK WEAPONS DATA SYMBOL KEY

^ = Limited frontal firing arc ! = Rocket weapon: may fire once


every four turns
^^ = Limited rear firing arc
# = May employ indirect fire
S = May fire smoke missions
** = Defense value halved if fired
> = May lay down a “Beaten Zone” on while in movement posture
or fire/move posture

43

David Hicks (Order #16483250)


Weapons Data: FINLAND
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

Finnish Tanks
FT-17 MG 10 0 5 1 20 - [1/1/1/1] 3T - - 39-40
FT-17 11 2 3 32 20 - [1/1/1/1] 3T - - 39-40
Vickers Mark E (A) 32 4 4 40 40 - [3/2/1/1] 12T - - 39-40
T-37A 23 1 3 20 20 - [2/1/1/1] 17T/3A - - 41-42
OT-130 15 9f 9f 2 2 - [2/1/1/1] 11T - - 41-44
T-26 Model 1933 21 3 3 32 20 - [2/1/1/1] 11T - - 41-42
T-26 Model 1937 24 4 3 40 20 - [2/1/1/1] 11T - - 41-44
T-34 B-F 68 8 5 64 64 - [8/6/5/2] 16T - - 42-44
KV-1C 67 8 5 64 64 - [10/6/6/3] 13T - - 42-44
PzIV FJ 77 9 5 80 80 - [7/4/4/1] 13T - - 1944
Finnish Anti-Tank Weapons
25mm ATG ^ 9 3 2 28 20 - 5 ** 1F - 4 39-42
37mm PaK 35 ^ 9 3 2 32 20 - 5 ** 1F - 4 39-42
45mm ATG Model 1932 ^ 12 4 2 40 20 - 5 ** 1F - 4 40-44
50mm PaK 38 ^ 19 6 4 48 48 - 5 0 - 6 42-44
75mm PaK 97 ^ 20 6 5 48 48 - 5 0 - 6 43-44
75mm PaK 40 ^ 38 9 5 80 80 - 4 0 - 8 1944
STuG IIIG ^ 61 9 5 80 80 - [7/3/3/2] 13T - - 43-44
Finnish Infantry Close Support Vehicles
BT-42 ^ 102 2 8 210 # 210 # - [1/1/1/1] 9T - - 42-44
T-28 61 1 5 136 136 - [5/4/4/2] 13T - - 41-44
Finnish Armoured Cars
BA-20 20 0 5 1 20 - [1/1/1/1] 21W - - 41-42
BA-10 26 4 3 40 20 - [1/1/1/1] 21W - - 41-44
Finnish Anti-Aircraft Weapons
AAMG > 10 1 4 40 40 - 4 0 - 4 39-44
40mm AAG > 19 4 6 40 40 - 4 0 - 6 39-44
80m AAG 15 2 6 40 40 - 3 0 - 8 39-44
Landswerk 36 4 6 40 40 - [2/1/1]/1 14T - - 41-44
Finnish Artillery
50mm Mortar (2) ^ 12 0 4# 20 20 3 6 ** 4F - 6 39-44
81mm Mortar (1) ^, S 33 0 6# 105 105 4 6 ** 3F - 4 39-44
81mm Mortar (2) ^, S 61 0 6 105 105 4 6 ** 3F - 8 39-44
120mm Mortar (1) ^, S 93 2 9 230 230 24 5 0 - 8 39-44
76mm Gun 44 1 5 216 216 2 4 0 - 6 39-44
105mm Gun ^, S 152 3 8 384 384 4 2 0 - 10 39-44
105mm Howitzer ^, S 129 3 8 330 330 3 2 0 - 10 41-44
4.5” Howitzer (110mm) ^ 75 2 8 210 210 4 2 0 - 10 39-44
150mm Howitzer ^, S 179 3 9 420 420 3 2 0 - 10 41-44
122mm Howitzer ^, S 145 3 8 370 370 4 3 0 - 10 39-44
152mm Howitzer ^, S 185 4 9# 400 400 4 3 0 - 12 39-44

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

44

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
Finnish Transport Vehicles
Cart 3 - - - - - 2 8F 6 - 39-44
Wagon 5 - - - - - 1 5F 10 - 39-44
Limber 6 - - - - - 1 8F 12+ - 39-44
Pack Horses 5 - - - - - 2 5F 8 - 39-44
Light Truck 7 - - - - - 1 27W 6 - 39-44
Medium Truck 9 - - - - - 1 24W 10 - 39-44
Heavy Truck 10 - - - - - 1 21W 14 - 39-44
Light Tractor 10 - - - - - 1 21T 8 - 39-44
Medium Tractor 11 - - - - - 1 20T 12 - 39-44
Finnish Personnel
Infantry ‘39 11 0 5 1 20 - 6 ** 4F - 8 39-42
Infantry ‘41 11 1 5 1 20 - 6 ** 4F - 8 42-43
Infantry ‘44 12 4 5 4 20 - 6 ** 4F - 8 1944
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 39-44
Infantry HQ 9 9 3 1 20 - 6 ** 4F - 8 39-45
Cavalry 9 0 4 1 20 - 5 ** 11F - - 39-44
Cavalry MMG > 13 0 4 1 40 - 5 ** 11F - - 39-44
Cavalry HQ 9 0 4 1 20 - 5 ** 11F - - 39-44
Bicycle Infantry 13 0 5 1 20 - 6 ** 4F/4W - 8 39-44
Bicycle MMG > 16 0 4 1 40 - 6 ** 4F/4W - - 39-44
Bicycle HQ 12 0 4 1 20 - 6 ** 4F/4W - 8 39-44
ATR Squad 11 2 3 20 20 - 6 ** 4F - 4 41-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

45

David Hicks (Order #16483250)


Weapons Data: FRANCE
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

French Tanks
FT-17 MG 10 0 5 1 20 - [1/1/1/1] 3T - - 31-40
FT-17 11 2 3 32 20 - [1/1/1/1] 3T - - 31-40
AMC-35 36 5 3 48 20 - [3/2/1/1] 17T - - 35-40
AMR-33 25 0 4 1 20 - [1/1/1/1] 17T - - 35-40
AMR-35 24 2 3 20 20 - [2/1/1/1] 17T - - 36-40
Char B1 28 1 5^ 60 60 - [5/3/3/2] 7T - - 39-40
5 3 48 20 - - -
FCM-36 25 2 4 32 20 - [4/4/3/2] 11T - - 39-40
Char B1 32 5 4 48 20 - [4/3/2/1] 11T - - 39-40
Char D2 32 5 4 48 20 - [4/3/2/1] 11T - - 39-40
H-35 22 2 3 32 20 - [3/3/2/2] 11T - - 35-40
H-39 30 4 3 40 20 - [4/3/2/2] 13T - - 39-40
R-35 20 2 3 32 20 - [4/3/2/2] 8T - - 35-40
R-40 27 4 3 40 20 - [4/2/2/1] 12T - - 1940
S-35 38 5 4 48 20 - [4/3/2/2] 16T - - 35-40
French Anti-Tank Weapons
25mm ATG ^ 9 3 2 28 20 - 5 ** 1F - 4 34-40
47mm ATG ^ 12 5 2 48 20 - 4 0 - 6 37-40
French Anti-Aircraft Weapons
20mm ATG > 14 2 5 40 40 - 4 0 - 4 30-40
25mm ATG > 15 2 6 40 40 - 3 0 - 6 30-40
75mm ATG > 40 7 5 80 80 - 2 0 - 12 30-40
French Artillery
60mm Mortar (1) ^ 16 0 4# 60 60 4 6 ** 4F - 2 37-40
Cavalry 60mm Mtr (2) ^ 26 0 4# 60 60 4 6 ** 11F - - 37-40
M/C 60mm Mortar (1) 30 0 4# 60 60 4 6 ** 27W - - 39-40
81mm Mortar (1) ^, S 33 0 6# 105 105 4 6 ** 3F - 4 31-40
81mm Mortar (2) ^, S 61 0 6# 105 105 4 6 ** 3F - 8 31-40
75mm Gun Mod 1897 ^, S 48 1 5# 216 216 2 4 0 - 6 01-40
75mm Gun Mod 1936 ^, S 48 1 5# 216 216 2 4 0 - 6 36-40
105mm Howitzer ^, S 137 2 8# 385 385 4 2 0 - 8 36-40
155mm Howitzer ^, S 158 3 9# 370 370 4 2 0 - 8 17-40
French Armoured Cars
Panhard 178 23 3 4 28 20 - [2/1/1/1] 21W - - 39-40
French Armoured Personnel Carriers
Lorraine 37L 7 - - - - - [1/1/1]/2 11T 8 - 39-40
French Transport Vehicles
Cart 3 - - - - - 1 8F 6 - 39-40
Wagon 5 - - - - - 1 5F 10 - 39-40
Limber 6 - - - - - 1 8F 12+ - 39-40
Light Truck 7 - - - - - 1 27W 6 - 39-40

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

46

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR

French Transport Vehicles, continued


Medium Truck 8 - - - - - 1 24W 8 - 39-40
Heavy Truck 9 - - - - - 1 21W 12 - 39-40
UE Chenillette 5 - - - - - [1/1/1]/2 11T 4 - 39-40
CP19 Halftrack 8 - - - - - 1 16T 8 - 39-40
MCG-5 Halftrack 10 - - - - - [1/1/1/1] 16T 10 - 39-40
French Personnel
Infantry 12 0 6 1 20 - 6 ** 4F - 8 39-40
Infantry HQ 9 0 3 1 20 - 6 ** 4F - 8 39-40
Engineer 9 0 3 1 20 - 6 ** 4F - 6 39-40
Infantry MG (MMG) 14 0 4 1 40 - 6 ** 3F - 6 39-40
Cavalry 10 0 5 1 20 - 5 ** 11F - - 39-40
Cavalry MMG > 14 0 4 1 40 - 5 ** 11F - - 39-40
Cavalry HQ 8 0 3 1 20 - 5 ** 11F - - 39-40
Motorcycle Infantry 28 0 6 1 20 - 6 ** 27W - - 39-40
Motorcycle MMG > 30 0 4 1 40 - 6 ** 27W - - 39-40
Motorcycle HQ 25 0 3 1 20 - 6 ** 27W - - 39-40

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

47

David Hicks (Order #16483250)


Weapons Data: GERMANY
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

German Tanks
PzI 22 0 4 1 20 - [1/1/1/1] 16T - - 34-41
PzI Befelswagen ^ 17 0 3 1 20 - [1/1/1/1] 16T - - 39-43
PzII D-J 26 2 5 20 20 - [3/2/1/1] 15T - - 39-43
PzII L 32 2 5 20 20 - [3/2/1/1] 21T - - 43-45
Pz 35T 28 4 4 36 20 - [2/1/1/1] 14T - - 39-40
Pz 38T 30 5 4 40 20 - [2/1/1/1] 14T - - 38-43
PzIII D-E 31 4 4 36 20 - [4/3/3/1] 14T - - 38-42
PzIII F-G 41 5 4 48 48 - [4/3/3/1] 14T - - 41-42
PzIII H 44 5 4 48 48 - [6/3/6/2] 14T - - 41-43
PzIII J-L 51 6 4 60 60 - [6/3/4/2] 14T - - 41-45
PzIII Befelswagen ^ 20 0 3 1 20 - [6/3/6/2] 14T - - 42-45
PzIV F2-J 77 9 5 80 80 - [7/4/4/1] 13T - - 42-45
PzV A-G (Panther) 106 11 5 100 100 - [11/4/4/1] 16T - - 43-45
PzVI A (Tiger I) 102 10 6 100 100 - [9/5/5/2] 12T - - 43-45
PzVI B (Tiger II) 115 12 6 100 100 - [12/7/7/3] 11T - - 44-45
Tiger Maus 154 13 7 120 120 - [18/14/15/8} 6T - - 45-47?
E-100 154 13 7 120 120 - [18/9/13/8] 11T - - 45-47?
German Anti-Tank Weapons
28mm 41LE ^ 9 4 2 20 20 - 5 ** 2F - 2 41-44
37mm PaK 35 ^ 9 3 2 32 20 - 5 ** 1F - 4 36-45
50mm PaK 38 ^ 19 6 4 48 48 - 5 0 - 6 41-45
75mm PaK 97 ^ 20 6 5 48 48 - 5 0 - 6 41-43
76mm PaK 36 ^ 36 8 5 80 80 - 4 0 - 8 41-45
75mm PaK 40 ^ 38 9 5 80 80 - 4 0 - 8 42-45
88mm PaK 41/43 ^ 64 11 5 120 120 - 4 0 - 10 43-45
128mm PaK 44 ^ 124 12 7 160 160 - 3 0 - 14 44-45
PanzerJäger I ^ 21 5 2 40 40 - [1/1/]/1/1 13T - - 40-41
76mm Diana ^ 55 8 5 80 80 - [2/1/1]/1 14T - - 1942
Marder II-III (76mm) ^ 56 8 5 80 80 - [2/1/]/1/1 15T - - 42-45
Marder II-III (75mm) ^ 58 9 5 80 80 - [2/1/]/1/1 15T - - 42-45
STuG III F-G ^ 61 9 5 80 80 - [7/3/3/2] 13T - - 42-45
STuG IV ^ 61 9 5 80 80 - [7/3/3/2] 13T - - 42-45
Nashorn ^ 80 11 6 100 100 - [2/1/1]/1 13T - - 43-45
Elefant ^ 87 11 6 100 100 - [12/6/4/2] 12T - - 43-45
Hetzer ^ 58 8 5 80 80 - [8/3/3/1] 13T - - 44-45
Jagdpanzer IV L48 ^ 60 9 5 80 80 - [9/2/2/1] 13T - - 44-45
Jagdpanzer IV L70 ^ 78 11 5 100 100 - [9/2/2/1] 10T - - 44-45
Jagdpanther ^ 88 11 6 100 100 - [11/4/4/1] 15T - - 44-45
Jagdtiger ^ 111 12 7 120 120 - [13/6/6/2] 12T - - 1945
PaK 40 RSO ^ 57 9 5 80 80 - [1]/2/2/1 13T - - 43-45
Sdkfz 251/22 ^ 62 9 5 80 80 - [2/1/1]/1 19T - - 44-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

48

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
German Anti-Tank Weapons, continued
Sdkfz 234/4 ^ 57 9 5 80 80 - [3/1/1]/1 21W - - 44-45
German Anti-Aircraft Weapons
20mm Flak 30 > 16 2 4 40 40 - 4 ** 1F - 4 35-45
20mm FlaK 36 > 18 2 5 40 40 - 4 ** 1F - 4 41-45
20mm Quad > 21 3 8 40 40 - 4 0 - 6 41-45
37mm Flak 37 18 4 6 40 40 - 3 0 - 6 36-45
88mm Flak 36 98 9 6 160 160 - 2 0 - 10 36-45
Sdkfz 10/20mm > 37 2 5 40 40 - 2 21T - - 38-45
Sdkfz 10/37mm 42 4 6 40 40 - 2 20T - - 38-45
Sdkfz 7/37mm 41 4 6 40 40 - [2]/1/1/1 19T - - 42-45
Sdkfz 7/Quad 20mm > 43 3 8 40 40 - [2]/1/1/1 19T - - 41-45
Sdkfz 251/17 > 37 2 5 40 40 - [2/1/1]/1 21T - - 41-45
Sdkfz 251/21 Drilling > 40 2 7 40 40 - [2/1/1]/1 20T - - 44-45
Flakpanzer 38T > 31 2 5 40 40 - [2/1/1]/1 15T - - 43-44
Wirbelwind > 41 3 8 40 40 - [5/3/3]/2 13T - - 1945
Ostwind 39 4 6 40 40 - [5/3/3]/2 13T - - 1945
Kugelblitz 45 5 8 40 40 - [6/3/3/1] 13T - - 45-47?
German Artillery
50mm Mortar (1) ^ 9 0 4# 20 20 3 6 ** 4F - 2 36-42
50mm Mortar (2) ^ 12 0 4# 20 20 3 6 ** 4F - 4 36-42
50mm Mortar (3) ^ 16 0 4# 20 20 3 6 ** 4F - 6 36-42
81mm Stummel (1) ^, S 15 0 6# 38 38 3 6 ** 4F - 4 42-45
81mm Stummel (2) ^, S 25 0 6# 38 38 3 6 ** 4F - 8 42-45
81mm Mortar (1) ^, S 27 0 6# 84 84 3 6 ** 3F - 4 34-45
81mm Mortar (2) ^, S 50 0 6# 84 84 3 6 ** 3F - 8 34-45
120mm Mortar ^, S 84 2 9# 210 210 13 4 0 - 8 42-45
Sdkfz 251/2 81mm ^, S 42 0 6# 84 84 3 [2/1/1]/1 20T - - 40-45
Sdkfz 250/7 81mm ^, S 43 0 6# 84 84 3 [2/1/1]/1 21T - - 42-45
75mm Infantry Gun ^, S 30 1 5 108 108 2 5 1F - 6 34-44
150mm Infantry Gun ^, S 59 2 9# 148 148 3 2 0 - 10 34-45
75mm Mountain Gun ^, S 71 2 5# 280 280 2 3 0 - 8 36-45
105mm Howitzer ^, S 125 3 8# 330 330 3 2 0 - 10 34-45
150mm Howitzer ^, S 179 3 9# 420 420 3 2 0 - 10 38-45
170mm Gun ^ 413 4 11 # 780 780 4 2 0 - 14 41-45
75mm LG40 RR ^ 63 3 6 160 160 2 3 1F - 4 40-43
105mm LG41 RR ^ 116 4 9# 250 250 3 2 0 - 6 41-44
105mm LG42 RR ^ 125 5 9# 250 250 3 2 0 - 6 42-45
150mm SiG33 Pz I ^, S 73 2 9 148 148 3 [1/1]/1/1 8T - - 39-40
150mm SiG33 Pz II ^, S 76 2 9 148 148 3 [2/1/1]/1 11T - - 42-43
150mm Lorraine ^, S 75 2 9 148 148 3 [1/1/1]/1 11T - - 41-45
105mm Wespe ^, S 163 2 8# 340 340 3 [2/1/1]/1 13T - - 42-45
150mm Bison ^, S 83 2 9# 148 148 3 [2/1/1]/1 11T - - 43-45
150mm Hummel ^, S 244 3 9# 420 420 3 [3/1/1]/1 12T - - 43-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

49

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
German Rocket Artillery
150mm Nebelwerfer ^, ! 29 4 10 # 220 220 50 3 0 - 6 41-45
210mm Nebelwerfer ^, ! 45 5 12 # 288 288 50 3 0 - 8 43-45
Sdkfz 251 280mm ^, ! 29 4 10 # 64 64 12 [2/1/1]/1 20T 8 - 42-45
Stuka Zu Fuss
Panzerwerfer ^, ! 54 4 10 # 220 220 50 [2/1/1/1] 20T - - 44-45
150mm Maultier
German Infantry Close Support Artillery Vehicles
Sdkfz 251/9 75mm ^ 44 1 5 108 108 2 [2/1/1]/1 20T - - 42-45
Sdkfz 250/8 75mm ^ 44 1 5 108 108 2 [2/1/1]/1 20T - - 44-45
Sdkfz 233 75mm ^ 42 1 5 108 108 2 [3/2/1]/1 21W - - 41-45
Sdkfz 234/3 75mm ^ 38 1 5 108 108 2 [3/1/1]/1 21W - - 44-45
STuG III A-E ^ 41 1 5 108 108 - [5/3/3]/1 13T - - 40-43
StuH42 ^ 68 3 8 120 120 - [7/3/4/2] 13T - - 42-45
Brummbar ^ 79 2 9 148 148 - [7/3/3/1] 11T - - 44-45
Sturmtiger ^, ! 41 9 18 80 80 - [12/6/6/2] 11T - - 44-45
Pz III N 55 1 5 108 108 - [7/4/5/2] 14T - - 43-45
Pz IV C-D 50 1 5 108 108 - [4/2/2/1] 13T - - 37-41
Pz IV E 52 1 5 108 108 - [5/4/3/1] 13T - - 40-42
Pz IV F1 53 1 5 108 108 - [7/4/4/1] 13T - - 41-43
German Armoured Cars
Sdkfz 221 18 0 4 1 20 - [1/1/1/1] 20W - - 37-41
Sdkfz 222 20 2 4 20 20 - [1/1/1/1] 20W - - 38-43
Sdkfz 223 18 0 4 1 20 - [1/1/1/1] 20W - - 38-43
Sdkfz 231 6 RAD 20 2 4 20 20 - [2/1/1/1] 20W - - 34-40
Sdkfz 231 8 RAD 24 2 4 20 20 - [3/2/1/1] 24W - - 38-45
Sdkfz 263 ^ 16 0 4 1 20 - [3/2/1/1] 21W - - 39-45
Sdkfz 234/1 25 2 4 20 20 - [3/1/1/1] 27W - - 44-45
Sdkfz 234/2 Puma 42 6 4 48 48 - [4/1/1/1] 24W - - 44-45
Sdkfz 250/9 29 2 4 20 20 - [2/1/1/1] 21T - - 42-45
Sdkfz 251/16 Flamm 23 9 9 2 2 - [2/1/1]/1 19T - - 40-45
Sdkfz 140/1 22 2 4 20 20 - [2/1/1/1] 14T - - 44-45
German Armoured Personnel Carriers
Sdkfz 247 9 - - - - - [1/1/1]/1 27W 8 - 40-45
Sdkfz 251/1 12 0 4 1 20 - [2/1/1]/1 20T 8 - 40-45
Sdkfz 251/10 12 3 2 20 20 - [2/1/1]/1 20T 8 - 41-45
Sdkfz 250/1 10 0 4 1 20 - [2/1/1]/1 21T 4 - 42-45
Sdkfz 250/10 10 3 2 20 20 - [2/1/1]/1 21T 4 - 42-45
Sdkfz 251/11 13 4 2 20 20 - [2/1/1]/1 21T 8 - 42-45
German Transport Vehicles
Cart 3 - - - - - 2 8F 6 - 39-45
Wagon 5 - - - - - 1 5F 10 - 34-45
Limber 6 - - - - - 1 8F 12+ - 34-45
Kubelwagen 7 - - - - - 3 27W 4 - 40-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

50

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
German Transport Vehicles, continued
Schwimmwagen 7 - - - - - 3 27W/3A 4 - 42-45
Light Truck 8 - - - - - 1 24W 8 - 34-45
Medium Truck 10 - - - - - 1 24W 12 - 34-45
Heavy Truck 11 - - - - - 1 21W 15 - 34-45
Light Tractor 10 - - - - - 1 21T 8 - 35-45
Medium Tractor 11 - - - - - 1 20T 12 - 38-45
Heavy Tractor 13 - - - - - 1 19T 15 - 38-45
German Personnel
Infantry ‘39 11 0 5 1 20 - 6 ** 4F - 8 36-42
Infantry ‘43 12 3 5 4 20 - 6 ** 4F - 8 43-44
Infantry ‘44 13 6 5 6 20 - 6 ** 4F - 8 44-45
Panzergrenadier ‘41 12 0 6 1 20 - 6 ** 4F - 8 41-42
Panzergrenadier ‘43 13 3 6 4 20 - 6 ** 4F - 8 43-44
Panzergrenadier ‘44 13 6 5 6 20 - 6 ** 4F - 8 44-45
Panzergrenadier SMG 12 6 6 4 16 - 6 ** 4F - 8 44-45
Volksgrenadier 12 6 6 4 16 - 6 ** 4F - 8 44-45
Volksgrenadier HQ 12 6 6 4 16 - 6 ** 4F - 8 44-45
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 39-45
Infantry HQ 10 0 4 1 20 - 6 ** 4F - 8 39-45
Para Infantry ‘39 12 0 6 1 20 - 6 ** 4F - 8 39-42
Para Infantry ‘43 13 3 6 4 20 - 6 ** 4F - 8 43-44
Para Infantry ‘44 14 6 6 6 20 - 6 ** 4F - 8 44-45
Para HQ 12 0 6 1 20 - 6 ** 4F - 8 39-45
Recon infantry 9 0 3 1 20 - 6 ** 5F - 4 43-45
Recon HQ 9 0 3 1 20 - 6 ** 5F - 8 43-45
Cavalry 9 0 4 1 20 - 5 ** 11F - - 34-45
Cavalry MMG > 13 0 4 1 40 - 5 ** 8F - - 34-45
Cavalry HQ 9 0 4 1 20 - 5 ** 11F - - 34-45
Motorcycle Infantry 28 0 6 1 20 - 6 ** 27W - - 38-45
Motorcycle MMG > 30 0 4 1 40 - 6 ** 27W - - 38-45
Motorcycle HQ 26 0 4 1 20 - 6 ** 27W - - 38-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

51

David Hicks (Order #16483250)


Weapons Data: HUNGARY
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

Hungarian Tanks
L3/35 ^ 14 0 4 1 20 - [1/1/1/1] 11T - - 41-42
PzI Befelwagon ^ 17 0 3 1 20 - [1/1/1/1] 16T - - 41-43
Pz 38T 30 5 4 40 20 - [2/1/1/1] 14T - - 42-43
Toldi 21 2 4 20 20 - [2/1/1/1] 13T - - 41-43
Toldi IIA 26 4 4 32 20 - [3/1/1/1] 13T - - 42-43
Turan I 32 5 4 40 20 - [4/2/1/1] 14T - - 42-43
Pz IV F2 77 9 5 80 80 - [7/4/4/1] 13T - - 43-45
Pz VI A (Tiger I) 102 10 6 100 100 - [9/5/5/2] 12T - - 43-45
Hungarian Anti-Tank Weapons
37mm PaK 35 ^ 9 3 2 32 20 - 5 ** 1F - 4 41-45
40mm ATG ^ 12 4 2 40 20 - 5 ** 1F - 4 41-45
45mm ATG Model 1932 ^ 12 4 2 40 20 - 5 ** 1F - 4 42-45
47mm ATG ^ 14 5 3 40 20 - 4 0 - 4 42-45
50mm PaK 38 ^ 19 6 4 48 48 - 5 0 - 6 42-45
75mm PaK 40 ^ 38 9 5 80 80 - 4 0 - 8 42-45
Hetzer ^ 58 8 5 80 80 - [8/3/3/1] 13T - - 44-45
STuG III G ^ 61 9 5 80 80 - [7/3/3/2] 13T - - 44-45
Hungarian Infantry Close Support Artillery Vehicles
Turan II 42 1 5 80 80 - [4/2/1/1] 14T - - 42-43
Pz III N 55 1 5 108 108 - [7/4/5/2] 14T - - 42-45
Pz IV F1 53 1 5 108 108 - [7/4/4/1] 13T - - 42-45
Zrinyi ^ 56 4 8 80 80 - [8/5/2/1] 14T - - 43-45
Hungarian Armoured Cars
Csaba 20 2 4 20 20 - [1/1/1/1] 20W - - 42-45
Sdkfz 222 20 2 4 20 20 - [1/1/1/1] 20W - - 42-45
Hungarian Anti-Aircraft Weapons
AAMG > 10 1 4 40 40 - 4 0 - 4 41-45
40mm AAG > 19 4 6 40 40 - 4 0 - 6 41-45
80mm AAG 48 7 6 90 90 - 2 0 - 8 41-45
Nimrod 36 4 6 40 40 - [2/1/1/]/1 14T - - 42-45
Hungarian Artillery
50mm Mortar (2) 12 0 4# 20 20 3 6 ** 4F - 6 41-45
Cavalry 50mm Mortar (2) ^ 11 0 4# 20 20 3 5 ** 11F - - 41-45
Bicycle 50mm Mortar (2) ^ 14 0 4# 20 20 3 6 ** 4F/4W - - 41-45
M’cycle 50mm Mortar (2) ^ 27 0 4# 20 20 3 6 ** 27W - - 41-45
81mm Mortar (1) ^, S 33 0 6# 105 105 4 6 ** 3F - 4 41-45
81mm Mortar (2) ^, S 61 0 6# 105 105 4 6 ** 3F - 8 41-45
120mm Mortar ^, S 93 2 9# 230 230 24 5 0 - 8 42-45
75mm Gun Mod 1897 ^, S 44 1 5 216 216 2 4 0 - 6 41-45
75mm Mtn Howitzer ^, S 22 0 5# 111 111 2 4 0 - 6 41-45
76.5mm Gun ^, S 48 1 5# 216 216 2 4 0 - 6 41-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

52

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
Hungarian Artillery, continued
100mm Howitzer ^ 104 2 8# 290 290 4 3 0 - 10 41-45
105mm Gun ^, S 152 3 8# 384 384 4 2 0 - 10 41-45
105mm Howitzer ^, S 130 3 8# 330 330 3 2 0 - 10 41-45
122mm Howitzer ^, S 145 3 8# 370 370 4 3 0 - 10 41-45
149mm How Mod 14 ^ 121 2 9# 310 310 6 2 0 - 12 41-45
150mm Howitzer ^, S 258 3 9# 370 370 4 2 0 - 10 41-45
Hungarian Armoured Personnel Carriers
Sdkfz 250/1 10 0 4 1 20 - [2/1/1]/1 21T 4 - 42-45
Hungarian Transport Vehicles
Cart 3 - - - - - 2 8F 6 - 41-45
Wagon 5 - - - - - 1 5F 10 - 41-45
Limber 6 - - - - - 1 8F 12+ - 41-45
Pack Horses 5 - - - - - 2 5F 8 - 41-45
Kubelwagen 7 - - - - - 3 27W 4 - 41-45
Light Tractor 10 - - - - - 1 21T 8 - 41-45
Light Truck 8 - - - - - 1 24W 8 - 41-45
Heavy Truck 9 - - - - - 1 21W 12 - 41-45
Hungarian Personnel
Infantry ’41 11 0 5 1 20 - 6 ** 4F - 8 41-42
Infantry ‘42 11 1 5 1 20 - 6 ** 4F - 8 42-43
Infantry ’44 12 4 5 4 20 - 6 ** 4F - 8 44-45
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 41-45
20mm ATR 10 2 3 16 16 - 6 ** 3F - 4 41-45
Infantry HQ 9 0 3 1 20 - 6 ** 4F - 8 41-45
Cavalry 10 0 5 1 20 - 5 ** 11F - - 41-45
Cavalry MMG 13 0 4 1 40 - 5 ** 11F - - 41-45
Cavalry 20mm ATR 9 2 3 16 16 - 5 ** 11F - - 41-45
Cavalry HQ 9 0 4 1 20 - 5 ** 11F - - 41-45
Bicycle Infantry ‘41 13 0 5 1 20 - 6 ** 4F/4W - - 41-44
Bicycle Infantry ‘44 14 4 5 4 20 - 6 ** 4F/4W - - 44-45
Bicycle MMG 16 0 4 1 40 - 6 ** 4F/4W - - 41-45
Bicycle 20mm ATR 12 2 3 16 16 - 6 ** 4F/4W - - 41-45
Bicycle HQ 12 0 4 1 20 - 6 ** 4F/4W - 8 41-45
Mountain Infantry ‘41 11 0 5 1 20 - 6 ** 5F - 8 41-45
Mountain Infantry ‘44 12 4 5 4 20 - 6 ** 5F - 8 44-45
Mountain HQ 10 0 4 1 20 - 6 ** 5F - 8 41-45
Motorcycle Infantry 27 0 5 1 20 - 6 ** 27W - - 41-45
Motorcycle 20mm ATR 26 2 3 16 16 - 6 ** 27W - - 41-45
Motorcycle HQ 26 0 4 1 20 - 6 ** 27W - - 41-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

53

David Hicks (Order #16483250)


Weapons Data: ITALY
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

Italian Tanks
L3/35 ^ 14 0 4 1 20 - [1/1/1/1] 11T - - 33-43
L3/35 20mm ^ 15 2 4 20 20 - [1/1/1/1] 11T - - 33-43
L3/35 Flame thrower ^ 13 9f 9f 3 3 - [1/1/1/1] 11T - - 41-43
L6/40 23 2 4 20 20 - [2/1/1/1] 15T - - 41-43
M11/39 18 0 4 20 20 - [2/1/1/1] 11T - - 39-41
3 0^ 32 32 - - -
M13/40 31 4 4 40 40 - [3/2/2/1] 11T - - 40-43
M15/42 45 6 4 60 60 - [4/2/2/1] 11T - - 1943
P26/40 65 7 5 80 80 - [5/3/2/1] 11T - - 1943
Italian Anti-Tank Weapons
20mm ATR 10 2 2 20 20 - 6 ** 3F - 4 36-43
37mm ATG ^ 9 3 2 32 20 - 5 ** 1F - 4 36-43
47mm ATG ^ 16 4 4 40 40 - 4 1F - 4 40-43
75mm ATG ^ 33 7 5 80 80 - 3 0 - 8 42-43
Semovente 47 ^ 24 4 4 40 40 - [3/1/1]/1 11T - - 41-43
Semovente 75/34 ^ 51 7 5 80 80 - [4/2/2/1] 11T - - 1943
Semovente 90 ^ 68 9 6 100 100 - [4]/2/1/1 8T - - 1943
90mm Portee 87 9 6 100 100 - 1 18W - - 41-42
102mm/35 Portee 97 9 8 100 100 - 1 18W - - 41-42
102mm/47 Portee 101 10 8 100 100 - 1 17W - - 41-42
Italian Anti-Aircraft Weapons
20mm AAG > 15 2 6 40 40 - 3 0 - 6 36-43
75mm AAG 41 7 5 80 80 - 3 0 - 8 37-43
90mm AAG 62 9 6 100 100 - 2 0 - 10 37-43
20mm Portee > 31 2 6 40 40 - 1 24W - - 36-43
Italian Artillery
45mm Mortar (3) 16 0 4# 21 21 14 6 ** 4F - 8 36-43
81mm Mortar (1) ^ 39 0 6# 128 128 3 6 ** 3F - 4 36-43
65mm Gun ^ 33 0 4# 216 216 2 4 0 - 6 13-43
75mm Gun Model 27 ^ 49 1 5 240 240 3 4 0 - 8 12-43
75mm Gun Model 35 ^ 73 1 5# 400 400 3 4 0 - 8 34-43
75mm Mountain How. ^ 66 1 5# 300 300 3 4 0 - 6 34-43
105mm Mountain How. ^ 92 1 8# 280 280 3 4 0 - 8 34-43
100mm Howitzer ^ 104 2 8# 290 290 4 3 0 - 10 15-43
105mm Howitzer ^ 150 3 8# 420 420 4 3 0 - 10 29-43
149mm How. Model 14 ^ 121 2 9# 310 310 6 2 0 - 12 16-43
149mm How. Model 35 ^ 322 4 9# 700 700 6 2 0 - 12 36-43
65mm Portee ^ 48 0 4# 216 216 2 1 18W - - 42-43
75mm Portee ^ 73 1 5# 240 240 3 1 16W - - 42-43
100mm Portee ^ 136 2 8# 290 290 4 1 14W - - 42-43

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

54

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
Italian Infantry Close Support Artillery Vehicles
Semovente 75/18 ^ 35 2 5 80 80 - [4/2/2/1] 11T - - 41-43
Semovente 105 ^ 46 2 8 80 80 - [5/3/2/1] 11T - - 1943
Italian Armoured Cars
Autoblinda 40 (AB40) 20 0 4 1 20 - [1/1/1/1] 24W - - 40-43
Autoblinda 41 (AB41) 22 2 4 20 20 - [1/1/1/1] 24W - - 41-43
Carro Commando ^ 15 1 3 20 20 - [4/2/2/1] 11T - - 41-43
Sahariana MG > 22 0 6 20 20 - 2 24W - - 41-43
Sahariana 20mm ATR 20 2 2 20 20 - 2 24W - - 41-43
Sahariana 47mm ATG 31 4 4 40 40 - 2 21W - - 41-43
Sahariana 20mm AAG > 31 2 6 40 40 - 2 21W - - 41-43
Italian Transport Vehicles
Car 6 - - - - - 2 24W 4 - 36-43
Light Truck 7 - - - - - 1 24W 6 - 36-43
Medium Truck 7 - - - - - 1 21W 8 - 36-43
Heavy Truck 9 - - - - - 1 19W 12 - 36-43
Light Tractor 7 - - - - - [1/1/1/1] 11T 8 - 36-43
Limber 6 - - - - - 1 8F 12+ - 36-43
Wagon 5 - - - - - 1 5F 10 - 36-43
Pack Horses 5 - - - - - 2 5F 8 - 36-43
Italian Personnel
Infantry 10 0 4 1 20 - 6 ** 4F - 8 36-43
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 36-43
Infantry HMG (HMG) > 22 2 6 40 40 - 6 ** 2F - 8 36-43
20mm ATR 10 2 3 16 20 - 6 ** 2F - 8 36-43
Infantry HQ 9 0 3 1 20 - 6 ** 4F - 8 36-43
Bersaglieri Infantry 13 0 7 1 20 - 6 ** 4F - 8 36-43
Bersaglieri M/C 27 0 5 1 20 - 6 ** 27W - - 36-43
Bersaglieri M/C MMG > 32 0 5 1 40 - 6 ** 27W - - 36-43
M/C Infantry 26 0 4 1 20 - 6 ** 27W - - 36-43
Motorcycle HQ 25 0 3 1 20 - 6 ** 27W - - 36-43
Cavalry 9 0 4 1 20 - 5 ** 11F - - 36-43
Cavalry MMG > 13 0 4 1 40 - 5 ** 8F - - 36-43
Cavalry HQ 9 0 4 1 20 - 5 ** 11F - - 36-43
Bicycle Infantry 13 0 5 1 20 - 6 ** 4F/4W - 8 36-41
Bicycle HQ 12 0 4 1 20 - 6 ** 4F/4W - 8 36-41
Alpini Infantry 10 0 4 1 20 - 6 ** 5F - 8 36-43
Parachute Infantry 11 0 5 1 20 - 6 ** 4F - 8 36-43
Parachute HQ 10 0 4 1 20 - 6 ** 4F - 8 36-43

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

55

David Hicks (Order #16483250)


Weapons Data: JAPAN
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

Japanese Tanks
Type 92 Tankette 19 0 6 1 20 - [1/1/1/1] 11T - - 33-45
Type 94 Tankette 17 0 4 1 20 - [1/1/1/1] 11T - - 32-45
Type 97 Tankette (TeKe Type I) 21 0 4 1 40 - [1/1/1/1] 11T - - 37-45
Type 97 Tankette (TeKe Type II) 22 3 4 32 20 - [1/1/1/1] 11T - - 38-45
Type 95 26 3 4 32 20 - [1/1/1/1] 15T - - 36-45
Type 97 Chi-Ha 29 3 4 32 20 - [2/2/2/1] 16T - - 38-45
Type 97 Shinhoto Chi-Ha 36 6 4 40 20 - [2/2/2/1] 15T - - 42-45
Type 89b 20 3 4 32 20 - [2/1/1/1] 9T - - 31-45
Type I Ka-Mi 26 3 4 32 20 - [1/1/1/1] 15T/3A - - 43-45
Type I Chi-He 33 6 4 40 20 - [4/2/2/1] 13T - - 43-45
Type III Chi-Nu 42 7 4 60 20 - [4/2/2/1] 13T - - 1945
Japanese Anti-Tank Weapons
37mm ATG ^ 10 3 2 40 20 - 5 ** 1F - 4 35-45
47mm ATG ^ 15 5 4 60 20 - 4 0 - 6 42-45
Ho-Ni ^ 32 7 4 60 20 - [4/2]/1/1 11T - - 44-45
Japanese Anti-Aircraft Weapons
20mm AA/AT 21 2 6 40 40 - 5 ** 1F - 4 39-45
40mm AA/AT 22 5 7 40 40 - 4 0 - 8 32-45
25mm AAG 16 2 6 40 40 - 4 0 - 6 37-45
Dual 25mm AAG 18 2 7 40 40 - 4 Fixed - - 37-45
Triple 25mm AAG 19 2 8 40 40 - 4 Fixed - - 37-45
Japanese Artillery
50mm Mortar (1) 12 0 4# 26 26 5 6 ** 4F - 2 31-45
50mm Mortar (2) 18 0 4# 26 26 5 6 ** 4F - 4 31-45
50mm Mortar (3) 24 0 4# 26 26 5 6 ** 4F - 8 31-45
Cavalry 50mm Mortar (2) 17 0 4# 26 26 5 5 ** 11F - - 31-45
81mm Mortar (2) ^ 56 0 6# 96 96 4 6 ** 3F - 8 38-45
90mm Mortar (2) ^ 57 1 7# 150 150 24 5 0 - 8 34-45
105mm Mortar ^ 36 3 9# 78 78 12 5 0 - 6 38-45
70mm Howitzer ^ 25 0 5# 88 88 2 6 ** 1F - 4 33-45
75mm Howitzer ^, S 62 1 5# 280 280 2 4 0 - 8 09-45
105mm Howitzer ^, S 160 3 8# 410 410 4 2 0 - 10 32-45
150mm Howitzer ^, S 115 3 9# 270 270 4 2 0 - 12 16-45
150mm Ho-Ro ^, S 96 2 8# 188 188 4 [2/1/1]/1 13T - - 43-45
Japanese Armoured Cars
Sumida 26 0 5 1 40 - [1/1/1/1] 24W - - 34-45
Japanese Armoured Personnel Carriers
Ho-Ki 10 - - - - - [1/1/1]/1 16T 10 - 44-45
Japanese Transport Vehicles
Car 7 - - - - - 2 27W 4 - 35-45
Truck 9 - - - - - 1 20W 12 - 31-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

56

David Hicks (Order #16483250)


FIREPOWER RANGE
POINT MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
Japanese Transport Vehicles, continued
Artillery Tractor 8 - - - - - 1 8T 12 - 33-45
Limber 6 - - - - - 1 8F 12+ - 31-45
Wagon 5 - - - - - 1 5F 10 - 31-45
Pack Horses 5 - - - - - 2 5F 8 - 31-45
Japanese Personnel
Infantry 12 0 6 1 20 - 6 ** 4F - 8 31-45
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 31-45
Infantry HQ 9 0 3 1 20 - 6 ** 4F - 8 31-45
Cavalry 10 0 5 1 20 - 5 ** 11F - - 31-45
Cavalry MMG > 13 0 4 1 40 - 5 ** 11F - - 31-45
Cavalry HQ 9 0 4 1 20 - 5 ** 11F - - 31-45
20mm ATR 10 2 3 16 16 - 6 ** 3F - 4 39-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

57

David Hicks (Order #16483250)


Weapons Data: POLAND
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

Polish Tanks
TKS ^ 11 0 4 1 20 - [1/1/1/1] 8T - - 33-39
TKSz ^ 12 2 3 20 20 - [1/1/1/1] 8T - - 36-39
7TPdw 18 0 5 1 20 - [2/1/1/1] 11T - - 34-39
7TPjw 20 2 4 32 20 - [2/1/1/1] 11T - - 36-39
Vickers Mark E (B) 26 0 5 40 40 - [3/2/1/1] 12T - - 36-39
Vickers Mark E (A) 32 4 4 40 40 - [3/2/1/1] 12T - - 36-39
Polish Anti-Tank Weapons
37mm ATG ^ 14 5 2 40 20 - 5 ** 1F - 4 36-39
Polish Anti-Aircraft Weapons
20mm AAG > 15 2 6 40 40 - 3 0 - 4 36-39
40mm AAG 18 4 6 40 40 - 3 0 - 6 30-39
Polish Artillery
46mm Mortar (3) ^, S 26 0 4# 31 31 4 6 ** 4F - 8 37-39
81mm Mortar (2) ^, S 69 0 6# 120 120 4 6 ** 3F - 4 31-39
75mm Infantry Gun ^, S 19 0 4 120 120 2 5 0 - 8 20-39
75mm Field Gun ^, S 54 1 5# 240 240 2 4 0 - 8 26-39
100mm Howitzer ^, S 104 2 8# 290 290 4 3 0 - 8 33-39
105mm Howitzer ^, S 158 3 8# 400 400 4 4 0 - 8 20-39
155mm Howitzer ^, S 159 3 9# 370 370 4 4 0 - 10 20-39
Bicycle 46mm Mortar (2) 18 0 4# 31 31 4 6 ** 4F/4W - - 37-39
Polish Armoured Cars
WZ29 20 0 4 1 20 - [1/1/1/1] 24W - - 29-39
WZ34 24 2 4 32 20 - [1/1/1/1] 24W - - 34-39
Polish Vehicles
Car 6 - - - - - 2 24W 4 - 20-39
Light Truck 8 - - - - - 1 24W 8 - 20-39
Heavy Truck 9 - - - - - 1 21W 12 - 20-39
Limber 6 - - - - - 1 8F 12+ - 20-39
Wagon 5 - - - - - 1 5F 10 - 20-39
Polish Personnel
Infantry 13 0 7 1 20 - 6 ** 4F - 8 20-39
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 20-39
Infantry HQ 9 0 3 1 20 - 6 ** 4F - 8 20-39
Bicycle Infantry 13 0 5 1 20 - 6 ** 4F/4W - - 20-39
Bicycle MMG 16 0 4 1 40 - 6 ** 4F/4W - - 20-39
Bicycle HQ 12 0 4 1 20 - 6 ** 4F/4W - - 20-39
Cavalry 9 0 4 1 20 - 5 ** 11F - - 20-39
Taczanka ^^, > 11 0 4 1 40 - 3 8F - - 20-39
Cavalry HQ 8 0 3 1 20 - 5 ** 11F - - 20-39
Motorcycle Infantry 26 0 4 1 20 - 6 ** 27W - - 20-39

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

58

David Hicks (Order #16483250)


Weapons Data: ROMANIA
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

Romanian Tanks
R-1 20 1 4^ 40 40 - [1/1/1/1] 13T - - 41-45
0 3 1 20 - - -
R-2 28 4 4 36 20 - [2/1/1/1] 14T - - 41-45
R-35/45 28 4 3 40 20 - [4/3/2/2] 8T - - 43-45
R-35 20 2 3 32 20 - [4/3/2/2] 8T - - 41-45
Pz38T 30 5 4 40 20 - [2/1/1/1] 14T - - 42-43
Pz III N 55 1 5 108 108 - [7/4/5/2] 14T - - 42-45
Pz IV G 77 9 5 80 80 - [7/4/4/1] 13T - - 42-45
Romanian Anti-Tank Weapons
37mm ATG ^ 10 3 2 32 20 - 5 ** 1F - 4 41-43
45mm ATG Model 1932 ^ 12 4 2 40 20 - 5 ** 1F - 4 42-45
47mm ATG ^ 13 4 4 40 40 - 4 0 - 4 41-45
50mm PaK 38 ^ 21 6 4 48 48 - 5 0 - 6 42-45
75mm Resita ATG ^ 38 9 5 80 80 - 4 0 - 8 43-45
75mm PaK 97 ^ 20 6 5 48 48 - 5 0 - 6 42-45
75mm PaK 40 ^ 38 9 5 80 80 - 4 0 - 8 42-45
TACAM T-60 ^ 54 8 5 80 80 - [2/1/]1/1 13T - - 44-45
TACAM R-2 ^ 52 8 5 80 80 - [2/1/]1/1 11T - - 44-45
STuG III G ^ 61 9 5 80 80 - [7/3/3/2] 13T - - 44-45
Romanian Armoured Cars
Sdkfz 222 20 2 4 20 20 - [1/1/1/1] 20W - - 42-45
Romanian Anti-Aircraft Weapons
AAMG > 11 1 4 40 40 - 4 0 - 4 41-45
20mm AAG > 14 2 5 40 40 - 4 0 - 4 41-45
25mm AAG > 15 2 6 40 40 - 3 0 - 6 41-45
75mm AAG 24 2 5 80 80 - 2 0 - 10 41-45
Romanian Artillery
60mm Mortar (1) ^, S 16 0 4# 63 63 4 6 ** 4F - 2 41-45
60mm Mortar (2) ^, S 27 0 4# 63 63 4 6 ** 4F - 4 41-45
60mm Mortar (3) ^, S 39 0 4# 63 63 4 6 ** 4F - 6 41-45
81mm Mortar (1) ^, S 33 0 6# 105 105 4 6 ** 3F - 4 41-45
81mm Mortar (2) ^, S 61 0 6# 105 105 4 6 ** 3F - 8 41-45
120mm Mortar ^, S 92 2 9 230 230 24 5 0 - 8 42-45
75mm Gun Model 1897 ^, S 44 1 5 216 216 2 4 0 - 6 41-45
75mm Mtn Howitzer ^, S 22 0 5# 111 111 2 4 0 - 6 41-45
100mm Mtn Howitzer ^, S 79 1 7# 274 274 3 3 0 - 6 41-45
100mm Howitzer ^ 104 2 8# 290 290 4 3 0 - 10 41-45
105mm Gun ^, S 150 3 8# 384 384 4 2 0 - 10 41-45
150mm Howitzer ^, S 158 3 9# 370 370 4 2 0 - 10 41-45
Romanian Armoured Personnel Carriers
Sdkfz 251/1 12 0 4 1 20 - [2/1/1]/1 20T 8 - 42-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

59

David Hicks (Order #16483250)


FIREPOWER RANGE
POINT MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR

Romanian Transport Vehicles


Cart 3 - - - - - 2 8F 6 - 41-45
Wagon 5 - - - - - 1 5F 10 - 41-45
Limber 6 - - - - - 1 8F 12+ - 41-45
Malaxa Tractor 5 - - - - - [1/1/1]/2 11T 4 - 41-45
Light Tractor 9 - - - - - 1 21T 8 - 41-45
Light Truck 7 - - - - - 1 27W 6 - 41-45
Medium Truck 9 - - - - - 1 24W 10 - 41-45
Heavy Truck 10 - - - - - 1 21W 14 - 41-45
Romanian Personnel
Infantry ‘41 13 0 7 1 20 - 6 ** 4F - 8 41-42
Infantry ‘42 11 1 5 1 20 - 6 ** 4F - 8 42-43
Infantry ‘44 12 4 5 4 20 - 6 ** 4F - 8 44-45
Infantry HQ 10 0 4 1 20 - 6 ** 4F - 8 41-45
Motorized Infantry ‘41 12 0 6 1 20 - 6 ** 4F - 8 41-42
Motorized Infantry ‘42 12 1 6 1 20 - 6 ** 4F - 8 42-43
Motorized Infantry ‘44 13 4 6 4 20 - 6 ** 4F - 8 44-45
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 41-45
Cavalry 9 0 4 1 20 - 5 ** 11F - - 41-45
Cavalry MMG 13 0 4 1 40 - 5 ** 11F - - 41-45
Cavalry HQ 9 0 4 1 20 - 5 ** 11F - - 41-45
Mountain Infantry 11 0 5 1 20 - 6 ** 5F - 8 41-45
Mountain HQ 10 0 4 1 20 - 6 ** 5F - 8 41-45
Motorcycle Infantry 27 0 5 1 20 - 6 ** 27W - - 41-45
Motorcycle HQ 26 0 4 1 20 - 6 ** 27W - - 41-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

60

David Hicks (Order #16483250)


Weapons Data: SOVIET UNION
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

Soviet Tanks
T-26 Model 1933 21 3 3 32 20 - [2/1/1/1] 11T - - 33-36
T-26 Model 1937 24 4 3 40 20 - [2/1/1/1] 11T - - 37-42
T-37A 23 1 3 20 20 - [2/1/1/1] 17T/3A - - 35-41
T-40 27 2 3 20 20 - [2/1/1/1] 20T - - 40-42
T-60 29 2 3 20 20 - [3/2/2/1] 20T - - 42-43
T-70 36 4 3 40 20 - [4/2/2/1] 21T - - 42-44
OT-130 15 9f 9f 2 2 - [2/1/1/1] 11T - - 39-41
BT-5/BT-7 38 5 3 40 40 - [1/1/1/1] 20T - - 33-41
T-35 39 1 5 136 136 - [3/2/2/1] 8T - - 35-41
5 3 40 20 - - -
M3 Stuart 44 5 4 40 40 - [4/3/3/2] 20T - - 42-44
M3 Grant 49 7 5^ 80 80 - [6/4/2/2] 13T - - 42-44
5 4 40 40 - - -
M4 Sherman 70 7 5 80 80 - [7/4/4/3] 13T - - 43-45
M4 Sherman (76mm) 76 9 5 80 80 - [8/4/4/3] 13T - - 44-45
T-34 A 54 7 5 48 48 - [6/6/4/2] 16T - - 41-42
T-34 B-F 68 8 5 64 64 - [8/6/5/2] 16T - - 41-45
T-34/85 91 10 6 80 80 - [8/6/5/2] 16T - - 44-45
KV-1A 54 7 5 48 48 - [10/6/6/3] 13T - - 41-43
KV-1C 67 8 5 64 64 - [10/6/6/3] 13T - - 42-43
KV-85 88 10 6 80 80 - [10/5/5/2] 13T - - 43-44
JSII 98 11 7 80 80 - [13/8/4/2] 12T - - 44-45
JSIII 100 11 7 80 80 - [13/8/7/3] 12T - - 1945?
Soviet Anti-Tank Weapons
37mm ATG ^ 9 3 2 32 20 - 5 ** 1F - 4 32-41
45mm ATG Model 1932 ^ 12 4 2 40 20 - 5 ** 1F - 4 32-45
45mm ATG Model 1942 ^ 16 6 3 40 20 - 5 ** 1F - 4 42-45
57mm ATG ^ 26 8 4 60 60 - 5 0 - 6 43-45
100mm ATG ^ 58 11 7 96 96 - 4 0 - 10 44-45
SU-57 ^ 43 6 4 60 60 - [2/1/1]/1 21T - - 1942
SU-76 ^ 52 7 5 80 80 - [3/2/2]/1 13T - - 43-45
SU-76i ^ 49 8 5 64 64 - [7/3/3/2] 13T - - 43-44
SU-85 ^ 72 10 6 80 80 - [9/6/5/2] 15T - - 44-45
SU-100 ^ 79 11 7 80 80 - [11/6/5/2] 15T - - 44-45
JSU-122 ^ 82 11 8 80 80 - [12/8/6/2] 12T - - 44-45
Soviet Anti-Aircraft Weapons
AAMG > 19 1 6 40 40 - 5 ** 1F - 8 39-45
37mm AAG 18 4 6 40 40 - 3 0 - 6 39-45
76mm AAG 41 7 5 80 80 - 3 0 - 6 39-45
85mm AAG 44 7 6 80 80 - 3 0 - 8 39-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

61

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
Soviet Anti-Aircraft Weapons, continued
AAMG Truck 33 1 8 40 40 - 1 24W - - 39-45
SU-37-1 37 4 6 40 40 - [3/2/2]/1 13T - - 43-45
M-17 MGMC > 42 1 8 40 40 - [2/1/1]/1 21T - - 43-45
Soviet Artillery
50mm Mortar (1) ^ 11 0 4# 30 30 3 6 ** 4F - 2 39-42
50mm Mortar (2) ^ 16 0 4# 30 30 3 6 ** 4F - 4 39-42
50mm Mortar (3 ^ 21 0 4# 30 30 3 6 ** 4F - 6 39-42
50mm Mortar (4) ^ 26 0 4# 30 30 3 6 ** 4F - 8 39-42
82mm Mortar (2) ^, S 70 0 6# 122 122 3 6 ** 3F - 8 37-45
107mm Mortar ^, S 70 1 7# 240 240 24 4 0 - 8 39-45
120mm Mortar ^, S 93 2 9# 230 230 24 5 0 - 8 38-45
76mm Infantry Gun ^, S 32 1 5# 136 136 2 5 0 - 6 27-45
76mm Model 1936 ^, S 94 1 5# 430 430 2 4 0 - 8 39-45
(ATG Mode) 8 80
122mm Howitzer ^, S 145 3 8# 370 370 4 3 0 - 10 38-45
152mm Howitzer ^, S 185 4 9# 400 400 4 3 0 - 12 37-45
203mm Howitzer ^ 306 4 11 # 576 576 6 2 0 - 14 38-45
Soviet Rocket Artillery
82mm Katyusha ^, ! 36 1 9# 216 216 70 1 21W - - 41-45
132mm Katyusha ^, ! 71 4 12 # 334 334 110 1 21W - - 41-45
300mm Katyusha ^, ! 37 7 14 # 110 110 30 1 21W - - 42-45
310mm Katyusha ^, ! 57 7 15 # 188 188 60 1 21W - - 43-45
Soviet Infantry Close Support Vehicles
BT-7A 62 1 5 136 136 - [1/1/1/1] 20T - - 36-41
T-28 61 1 5 136 136 - [5/4/4/2] 13T - - 39-41
KV-2 76 4 9 80 80 - [8/6/6/3] 12T - - 40-41
SU-122 ^ 72 3 8 120 120 - [9/6/5/2] 13T - - 43-44
SU-152 ^ 60 4 9 80 80 - [9/6/5/2] 12T - - 43-44
JSU-152 ^ 63 4 9 80 80 - [12/8/6/2] 12T - - 44-45
Soviet Armoured Cars
BA-20 20 0 5 1 20 - [1/1/1/1] 21W - - 37-41
BA-10 26 4 3 40 20 - [1/1/1/1] 21W - - 34-43
BA-64 23 0 5 1 20 - [1/1/1/1] 27W - - 43-45
Soviet Transport Vehicles
Cart 3 - - - - - 2 8F 6 - 39-45
Wagon 5 - - - - - 1 5F 10 - 39-45
Limber 6 - - - - - 1 8F 12+ - 39-45
GAZ Jeep 4 - - - - - 3 24W 4 - 39-45
Light Truck 7 - - - - - 1 24W 8 - 39-45
Medium Truck 8 - - - - - 1 21W 10 - 39-45
Heavy Truck 9 - - - - - 1 19W 12 - 39-45
Light Tractor 5 - - - - - 1 16T 6 - 39-45
Heavy Tractor 8 - - - - - 1 13T 12 - 39-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

62

David Hicks (Order #16483250)


FIREPOWER RANGE
POINT MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR

Soviet Personnel
Infantry ‘39 11 0 5 1 20 - 6 ** 4F - 8 39-41
Infantry ‘42 11 1 5 1 20 - 6 ** 4F - 8 Early ‘42
Infantry ‘43 10 3 4 1 20 - 6 ** 4F - 8 Late 42-45

Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 41-45


SMG Infantry 10 1 6 1 12 - 6 ** 4F - 8 41-45
Recon Infantry 9 0 3 1 20 - 6 ** 5F - 4 42-45
ATR Squad 11 2 3 20 20 - 6 ** 4F - 4 41-45
Infantry HQ 9 0 3 1 20 - 6 ** 4F - 6 39-45
Cavalry 9 0 4 1 20 - 5 ** 11F - - 39-45
Cavalry HQ 8 0 3 1 20 - 5 ** 11F - - 39-45
Taczanka ^^, > 9 0 4 1 40 - 3 8F - - 39-45
Motorcycle Infantry 27 0 5 1 20 - 6 ** 27W - - 39-45
Motorcycle HQ 26 0 4 1 20 - 6 ** 27W - - 39-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

63

David Hicks (Order #16483250)


Weapons Data: UNITED KINGDOM
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

UK Tanks
Vickers Mk VI 28 1 4 20 20 - [2/1/1/1] 21T - - 36-42
A-9 26 5 3 40 40 - [2/1/1/1] 11T - - 37-41
A-10 27 5 3 40 40 - [3/1/1/1] 11T - - 38-41
A-13 30 5 3 40 40 - [2/1/1/1] 15T - - 38-41
A-11 (Matilda I) 15 0 3 1 20 - [6/5/4/1] 4T - - 37-40
A-12 (Matilda II) 31 5 3 40 20 - [8/5/5/2] 8T - - 40-43
M3 Honey 44 5 4 40 40 - [4/3/3/2] 20T - - 41-45
M3 Grant 49 7 5^ 80 80 - [6/4/2/2] 13T - - 42-45
5 4 40 40
M4 Sherman 70 7 5 80 80 - [7/4/4/3] 13T - - 42-45
Tetrach 35 5 3 40 20 - [1/1/1/1] 20T - - 41-45
Crusader I 33 5 3 40 20 - [4/2/2/1] 16T - - 40-43
Crusader III 41 6 3 60 20 - [4/2/2/1] 16T - - 42-43
Valentine II 33 5 3 40 20 - [6/5/4/2] 11T - - 41-42
Valentine IX 41 6 3 60 20 - [6/5/4/2] 11T - - 42-43
Valentine XI 68 7 5 80 80 - [6/5/4/2] 11T - - 43-45
Churchill I 40 1 5^ 120 120 - [8/6/5/2] 8T - - 41-42
5 3 40 20 - - -
Churchill IV 40 6 3 60 20 - [8/6/5/2] 8T - - 42-45
Churchill VI 70 7 5 80 80 - [12/7/6/2] 8T - - 44-45
Churchill Crocodile 70 7 5 80 80 - [12/7/6/2] 8T - - 44-45
9f 9f ^ 3 3
Cromwell I 49 6 3 60 20 - [6/4/4/1] 20T - - 1943
Cromwell IV 74 7 5 80 80 - [7/3/2/1] 20T - - 44-45
Challenger 100 11 5 100 100 - [6/4/3/1] 13T - - 44-45
Sherman Firefly 102 11 5 100 100 - [7/3/4/2] 13T - - 44-45
Comet 87 10 5 80 80 - [7/3/4/1] 20T - - 1945
UK Anti-Tank Weapons
25mm ATG ^ 9 3 2 28 20 - 5 ** 1F - 4 39-41
2-lbr ATG 14 5 2 40 20 - 5 0 - 4 39-45
6-lbr ATG ^ 22 6 4 60 60 - 4 0 - 6 42-45
17-lbr ATG ^ 54 11 5 100 100 - 4 0 - 8 43-45
2-lbr Portee ^^ 20 5 2 40 20 - 1 21W - - 41-42
6-lbr Portee ^^ 28 6 3 60 20 - 1 21W - - 1943
T-48 GMC ^ 35 6 3 60 20 - [2/1/1]/1 21T - - 43-45
Archer ^^ 78 11 5 100 100 - [5/5/1]/1 11T - - 44-45
Achilles 99 11 5 100 100 - [6/3/3]/2 13T - - 44-45
UK Anti-Aircraft Weapons
SP 20mm Polston 31 2 6 40 40 - 1 24W - - 44-45
SP 40mm Bofors 35 4 6 40 40 - 1 24W - - 43-45
40mm Bofors 18 4 6 40 40 - 1 24W - 6 43-45
3.7” AAG 74 9 6 120 120 - 2 0 - 8 39-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

64

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
UK Anti-Aircraft Weapons, continued
Mk VI AA 37 1 8 30 30 - [2/1/1/1] 0 - - 42-44
Crusader MkI AA 38 4 6 40 40 - [2]/1/1/1 16T - - 44-45
Crusader MkII AA 36 2 6 40 40 - [4/2/2/1] 16T - - 44-45
AAMG Truck > 23 0 4 40 40 - 1 24W - - 40-43
AAMG Jeep > 25 0 4 40 40 - 3 24W - - 41-43
UK Artillery
2” Mortar (1) (51mm) ^, S 9 0 4# 20 20 3 6 ** 4F 2 39-45
2” Mortar (3) (51mm) ^, S 16 0 4# 20 20 3 6 ** 4F - 6 39-45
3” Mortar (1) (81mm) ^, S 26 0 6# 80 80 5 6 ** 3F - 6 39-45
3” Mortar (2) (81mm) ^, S 48 0 6# 80 80 5 6 ** 3F - 6 39-45
2” Mtr/Bren (1) (51mm) ^, S 21 0 4# 20 20 3 [1/1/1]/1 20T - - 39-45
1 4 20 20 -
4.2” Mortar (107mm) ^, S 52 1 9# 140 140 24 4 0 - 8 42-45
18-lbr (76mm) S 53 0 6# 240 240 4 3 0 - 8 39-41
25-lbr (87mm) S 196 2 7# 390 390 4 3 0 - 8 39-45
(ATG Mode) 6 40 -
3.7” Mtn How (95mm) ^, S 53 1 6# 160 160 4 4 1F - 4 39-45
4.5” Howitzer (110mm) ^ 75 2 8# 210 210 4 2 0 - 10 39-45
5.5” Gun (140mm) ^ 216 4 9# 470 470 4 2 0 - 12 41-45
6.0” how. (152mm) ^ 275 4 9# 600 600 4 1 0 - 14 39-45
7.2” How. (183mm) ^ 346 4 10 # 700 700 4 1 0 - 14 42-45
Bishop (87mm) ^, S 167 2 7# 390 390 4 [3/2/1]/1 11T - - 42-43
Sexton (87mm) ^, S 169 2 7# 390 390 4 [3/1/1]/1 13T - - 43-45
UK Infantry Close Support Artillery Vehicles
A-9 (CS - “Close Support”) 61 1 7 120 120 - [2/1/1/1] 11T - - 37-41
A-10 (CS) 62 1 7 120 120 - [3/1/1/1] 11T - - 38-41
A-13 (CS) 65 1 7 120 120 - [2/1/1/1] 15T - - 38-41
Crusader I (CS) 56 1 5 120 120 - [4/2/2/1] 16T - - 40-42
Matilda II (CS) 54 1 5 120 120 - [8/5/5/2] 8T - - 40-43
Churchill (CS) 70 1 7 120 120 - [12/7/6/2] 8T - - 44-45
Churchill AVRE ! 45 7 16 80 80 - [12/7/6/2] 8T - - 44-45
Cromwell (CS) 80 2 7 120 120 - [7/3/2/1] 20T - - 1945
UK Armoured Cars
Rolls Royce 23 0 4 1 20 - [1/1/1/1] 29W - - 36-41
Morris 21 1 4 20 20 - [1/1/1/1] 23W - - 38-41
Marmon Herrington 19 0 4 1 20 - [1/1/1/1] 21W - - 40-43
Marmon Herrington (20mm) 21 2 4 20 20 - [1/1/1/1] 21W - - 40-43
Humber II 22 1 4 20 20 - [2/1/1/1] 24W - - 41-45
Humber IV 29 5 3 40 20 - [2/1/1/1] 23W - - 44-45
Daimler Dingo 21 0 3 1 20 - [2/1/1/1] 27W - - 39-45
Daimler AC 32 5 3 40 20 - [2/1/1/1] 27W - - 42-45
A.E.C. I 28 5 3 40 20 - [3/1/1/1] 21W - - 42-45
A.E.C. II 36 6 3 60 20 - [3/1/1/1] 21W - - 43-45
A.E.C. III 63 7 5 80 80 - [3/1/1/1] 20W - - 44-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

65

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
UK Armoured Cars, continued
Staghound I 28 5 3 40 20 - [2/1/1/1] 21W - - 43-45
Staghound III 63 7 5 80 80 - [2/1/1/1] 21W - - 44-45
Bren Wasp 25 9f 9f 3 3 - [1/1/1]/1 20T - - 39-45
UK Armoured Personnel Carriers
Bren 11 1 4 20 20 - [1/1/1]/1 20T 6 - 39-45
M3 Halftrack (.30 cal) 14 0 4 1 40 - [2/1/1]/1 21T 8 - 43-45
Kangaroo 12 0 4 1 40 - [5/2/1]/1 13T 8 - 44-45
UK Transport Vehicles
Limber 6 - - - - - 1 8F 12+ - 39-40
Car 3 - - - - - 2 21W 4 - 39-45
Light Truck 8 - - - - - 1 24W 8 - 39-45
Medium Truck 9 - - - - - 1 24W 10 - 39-45
Heavy Truck 10 - - - - - 1 21W 14 - 39-45
Crusader Tractor 9 - - - - - [2/1/1]/1 16T 8 - 44-45
Heavy Tractor 10 - - - - - 1 13T 12 - 39-45
UK Personnel
Infantry ‘39 11 0 5 1 20 - 6 ** 4F - 8 39-42
Infantry ‘43 12 5 5 4 20 - 6 ** 4F - 8 43-45
Infantry HQ 10 0 4 1 20 - 6 ** 4F - 8 39-45
Para Infantry ‘42 10 0 5 1 20 - 6 ** 5F - 8 42-43
Para Infantry ‘43 12 5 5 4 20 - 6 ** 5F - 8 43-45
Engineer ‘39 11 2 5 2 20 - 6 ** 4F - 8 39-42
Engineer ‘43 12 5 5 4 20 - 6 ** 4F - 8 43-45
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F - 8 39-45
Recon Infantry 9 0 3 1 20 - 6 ** 5F - 4 43-45
Cavalry 9 0 4 1 20 - 5 ** 11F - - 39-41
Cavalry HQ 9 0 4 1 20 - 5 ** 11F - - 39-41
Motorcycle Infantry 27 0 5 1 20 - 6 ** 27W - - 39-41
Motorcycle HQ 26 0 4 1 20 - 6 ** 27W - - 39-41

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

66

David Hicks (Order #16483250)


Weapons Data: UNITED STATES
POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON YEAR
VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ.

US Tanks
M3 Stuart 44 5 4 40 40 - [4/3/3/2] 20T - - 42-44
M3 Satan 28 9f 9f 2 2 - [4/3/3/2] 20T - - 43-45
M5 Stuart 45 5 4 40 40 - [5/3/3/2] 20T - - 43-45
M24 Chaffee 75 7 5 80 80 - [6/4/2/2] 20T - - 44-45
M3 Grant 49 7 5^ 80 80 - [6/4/2/2] 13T - - 42-43
5 4 40 40 - - -
M4 Sherman 70 7 5 80 80 - [7/4/4/3] 13T - - 42-45
M4 Ronson 25 9f 9f 3 3 - [7/4/4/3] 13T - - 44-45
M4 Sherman (76mm) 78 9 5 80 80 - [8/4/4/3] 13T - - 44-45
M4 Sherman (Jumbo) 80 9 5 80 80 - [10/7/4/3] 12T - - 44-45
M4A3E8 Sherman (Easy 8) 80 9 5 80 80 - [8/6/5/3] 13T - - 44-45
M26 Pershing 97 11 7 80 80 - [11/7/5/3] 12T - - 1945
US Anti-Tank Weapons
37mm ATG ^ 16 5 4 32 32 - 5 ** 1F - 4 42-45
57mm ATG ^ 22 6 4 60 60 - 4 0 - 6 42-45
76mm ATG ^ 38 9 5 80 80 - 3 0 - 8 44-45
M6 GMC ^^ 23 5 4 32 32 - 2 21W - - 1942
M3 GMC ^ 55 7 5 80 80 - [2/1/1]/1 19T - - 42-44
M10 (Wolverine) 75 9 5 80 80 - [6/3/3]/2 13T - - 43-45
M18 (Hellcat) 81 9 5 80 80 - [6/3/3]/2 19T - - 44-45
M36 (Jackson) 87 11 6 80 80 - [6/3/3]/2 13T - - 44-45
US Anti-Aircraft Weapons
.50 cal AAMG > 11 1 4 40 40 - 4 0 - 4 42-45
40mm Bofors 18 4 6 40 40 - 2 0 - 6 42-45
90mm AAG 62 9 6 100 100 - 2 0 - 10 42-45
M13 MGMC > 36 1 5 40 40 - [2/2/1]/1 21T - - 42-45
M15 MGMC > 43 3 7 40 40 - [2/2/1]/1 20T - - 42-45
M15 Special 43 4 6 40 40 - [2/2/1]/1 20T - - 42-45
M16 MGMC > 42 1 8 40 40 - [2/2/1]/1 21T - - 42-45
US Artillery
60mm Mortar (1) ^, S 20 0 4# 63 63 4 6 ** 4F - 2 42-45
60mm Mortar (2) ^, S 34 0 4# 63 63 4 6 ** 4F - 4 42-45
60mm Mortar (3) ^, S 48 0 4# 63 63 4 6 ** 4F - 6 42-45
60mm Mortar (4) ^, S 62 0 4# 63 63 4 6 ** 4F - 8 42-45
81mm Mortar (1) ^, S 41 0 6# 105 105 4 6 ** 3F - 4 42-45
81mm Mortar (2) ^, S 76 0 6# 105 105 4 6 ** 3F - 8 42-45
4.2” Mortar (107mm) ^, S 42 1 7# 140 140 24 4 0 - 8 42-45
75mm Pack Howitzer ^, S 91 1 5# 260 260 2 5 ** 1F - 4 42-45
105mm Howitzer ^, S 140 3 8# 355 355 4 3 0 - 10 42-45
155mm Howitzer ^, S 221 4 9# 480 480 4 2 0 - 12 42-45
203mm Howitzer ^ 305 5 11 # 540 540 6 2 0 - 14 43-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

67

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR
US Artillery continued
240mm Howitzer ^ 545 7 14 # 735 735 6 2 0 - 16 43-45
M4 MMC (81mm) ^^, S 46 0 6# 96 96 4 [2/1/1]/1 21T - - 42-45
M21 MMC (81mm) ^, S 46 0 6# 96 96 4 [2/1/1]/1 21T - - 43-45
T30 HMC (75mm) ^, S 85 1 5# 250 250 2 [2/1/1]/1 20T - - 42-43
T19 HMC (105mm) ^, S 188 3 8# 350 350 4 [2/1/1]/1 19T - - 42-43
M8 HMC (75mm) S 119 1 5# 275 275 2 [5/3/3]/1 20T - - 43-45
M7 HMC (105mm) ^, S 183 3 8# 350 350 4 [4/1/1]/1 12T - - 43-45
M12 HMC (155mm) ^, S 407 5 9# 640 640 4 [4/1/1]/1 12T - - 44-45
M40 GMC (155mm) ^, S 475 5 9# 750 750 4 [3/1/1]/1 12T - - 1945
US Infantry Close Support Artillery Vehicles
M4 Sherman (105mm) 169 3 8# 240 240 2 [7/4/4/3] 13T - - 42-45
LVTA4 (75mm) 108 1 5# 275 275 2 [2/1/1]/2 13T/4A - - 44-45
US Armoured Cars
Jeep (.30 cal MG) 23 0 3 40 40 - 3 24W 4 - 42-45
Jeep (.50 cal MG) 27 1 4 40 40 - 3 24W 4 - 42-45
M3 MMG 37 1 6 40 40 - [2/1/1]/1 21T - - 42-45
M8 (Greyhound) 33 5 4 40 40 - [2/1/1]/1 21W - - 43-45
M20 23 1 3 40 40 - [2/1/1]/1 21W - - 43-45
T8 Stuart 34 1 3 40 40 - [4/3/3]/2 20T - - 44-45
LVTA 1 37 5 6 40 40 - [1/1/1]/1 13T/4A - - 44-45
US Armoured Personnel Carriers
M3 Scout Car 14 1 5 40 40 - [2/1/1]/1 21W 8 - 42-45
M3 Halftrack 10 - - - - - [2/1/1]/1 21T 8 - 42-45
M3 Halftrack (.30 cal) 14 0 4 1 40 - [2/1/1]/1 21T 8 - 42-45
M3 Halftrack (.50 cal) 15 1 4 40 40 - [2/1/1]/1 21T 8 - 42-45
LVT-1 13 1 3 40 40 - 1 10T/3A 12 - 42-43
LVT-2 16 1 3 40 40 - [1/1/1]/1 13T/4A 16 - 43-45
US Transport Vehicles
Jeep 6 - - - - - 3 24W 4 - 42-45
Peep 6 - - - - - 3 24W/3A 4 - 42-45
Weasel 5 - - - - - 3 13T/3A 4 - 42-45
Light Truck 8 - - - - - 1 24W 8 - 42-45
Medium Truck 10 - - - - - 1 24W 12 - 42-45
Heavy Truck 11 - - - - - 1 21W 15 - 42-45
M5 Tractor 8 - - - - - 1 16T 10 - 43-45
M4 Tractor 12 - - - - - 1 15T 16 - 44-45
DUKW 10 - - - - - 1 20W/5A 14 - 42-45
Cart 3 - - - - - 2 4F 6 - 42-45
US Personnel
Infantry ‘42 12 0 6 1 20 - 6 ** 4F 8 - 42-43
Infantry ‘43 14 5 6 6 20 - 6 ** 4F 8 - 43-45
Headquarters ‘42 10 0 4 1 20 - 6 ** 4F 8 - 42-43
Headquarters ‘43 12 5 4 6 20 - 6 ** 4F 8 - 43-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

68

David Hicks (Order #16483250)


POINT FIREPOWER RANGE MIN. DEFENSE SPEED CARGO TRANS
WEAPON VALUE AP HE AP HE RANGE [F/S/R/T] W/T/F CAP. REQ. YEAR

US Personnel, continued
Para Infantry ‘42 13 0 7 1 20 - 6 ** 5F 8 - 42-43
Para Infantry ‘43 15 5 7 6 20 - 6 ** 5F 8 - 43-45
Para HQ 10 0 4 1 20 - 6 ** 5F 8 - 42-45
Ranger ‘42 13 0 7 1 20 - 6 ** 5F 8 - 42-43
Ranger ‘43 15 5 7 6 20 - 6 ** 5F 8 - 43-45
Ranger HQ 10 0 4 1 20 - 6 ** 5F 8 - 42-45
Marine ‘42 13 0 7 6 20 - 6 ** 4F 8 - 42-43
Marine ‘44 14 2 7 6 20 - 6 ** 4F 8 - 44-45
Marine HQ 10 0 4 1 20 - 6 ** 4F 8 - 42-45
Infantry MG (MMG) > 14 0 4 1 40 - 6 ** 3F 8 - 42-45
Infantry HMG (HMG) > 20 1 6 40 40 - 6 ** 2F 8 - 42-45
Recon Infantry 9 0 3 1 20 - 6 ** 5F 4 - 42-45

Symbols ^ = Limited frontal firing arc ! = Rocket weapon. May only fire once every 4 turns.
^^ = Limited rear firing firing arc # = May employ indirect fire
S = May fire smoke missions ** = Defense value halved if fired on while in
> = May lay down a Beaten Zone movement or fire/move posture.

69

David Hicks (Order #16483250)


AIRCRAFT DATA
POINT FIREPOWER BOMB LOAD IMPACT ROCKET LOAD
AIRCRAFT YEAR
VALUE AP HE AP HE MARKER SIZE AP HE
UNITED STATES
P-39 Airacobra 74 4 10 3 6 (1) 3” x 3” - - 1942
P-40 Kittyhawk 62 1 10 3 6 (1) 3” x 3” - - 1942
P-38F Lightning 120 2 10 6 12 (2) 4” x 4” - - Late 1942
P-38L Lightning 120 2 10 6 12 (2) 4” x 4” 4 12 1943
P-47C Thunderbolt 86 1 16 3 6 (1) 3” x 3” - - 1943
P-47D Thunderbolt 140 1 16 6 12 (2) 4” x 4” 4 12 1943
P-51D Mustang 124 1 12 6 12 (2) 4” x 4” 4 12 1944
F4U-1D Corsair 120 2 10 6 12 (2) 4” x 4” 4 12 1944
F6F-5 Hellcat 124 1 12 6 12 (2) 4” x 4” 4 12 Late 1944
SBD Dauntless 56 1 4 6 12 (1) 4” x 4” - - 1942
GERMANY
JU-87 B-1 56 1 4 3 6 (2) 3” x 3” - - 1939
JU-87 D-1 80 1 4 10 20 (1) 4” x 4” - - 1941
JU-87 G-1 36 5 4 - - - - - 1943
HS123 68 2 6 3 6 (2) 3” x 3” - - 1936
HS129 B-1 144 2 16 3 6 (2) 3” x 3” - - Late 1942
HS129 B-2 52 5 8 - - - - - 1943
HS129 B-3 44 7 4 - - - - - Late 1944
FW190 F 140 2 12 7 14 (2) 4” x 4” - - 1943
FW190 D-9 112 2 8 3 6 (2) 3” x 3” - - 1943
ME109 G-6 68 2 6 3 6 (1) 3” x 3” - - 1942
ME110 C-1 92 2 12 3 6 (2) 3” x 3” - - 1939
ME110 F-1 100 2 12 3 8 (2) 3” x 3” - - 1941
SOVIET UNION
Polikarpov I-153 38 1 6 - - - - - 1934
Polikarpov I-16 68 2 6 2 6 (2) 3” x 3” 4 12 1937
Ilyushin IL-2M 112 2 8 6 12 (2) 4” x 4” 4 12 Late 1942
Ilyushin IL-2M3 116 5 6 6 12 (2) 4” x 4” 4 12 Late 1943
Ilyushin IL-10 60 2 4 6 12 (1) 4” x 4” 4 12 1944
Yakolev YAK-9D 50 2 6 3 6 (1) 3” x 3” - - 1943
UNITED KINGDOM
Hawker Hurricane IIC 76 2 8 3 6 (2) 3” x 3” - - 1941
Hawker Hurricane IID 36 5 4 - - - - Late 1942
Hawker Hurricane IV 72 1 8 3 6 (2) 3” x 3” 4 12 1943
Hawker Typhoon IB 112 2 8 6 12 (2) 4” x 4” 4 12 1943
Supermarine Spitfire XVI 92 2 12 3 6 (2) 3” x 3” 4 12 1944
ITALY
CR42 Falcon 28 1 4 - - - - - 1939
RE2001 68 2 8 3 6 (1) 3” x 3” - - 1941
JAPAN
A6M2 Zero 52 2 6 2 4 (1) 3” x 3” - - 1941
D3A Val 56 1 4 6 12 (1) 4” x 4” - - 1941

70

David Hicks (Order #16483250)


Firing Target
Arc side

Firing Target
Arc side
You may photocopy these templates and the Combat Table Card for personal use only. GHQ, 2004. We suggest using white card stock. Laminate them for more durability.

Road Road Road Road Road Road Road


block block block block block block block

mine mine mine mine mine mine mine


field field field field field field field

smoke smoke smoke smoke smoke smoke smoke

Barbed Barbed Barbed Barbed Barbed Barbed Barbed


wire wire wire wire wire wire wire

breach breach breach breach breach breach breach

wreck wreck wreck wreck wreck wreck wreck

wreck wreck wreck wreck wreck wreck wreck

David Hicks (Order #16483250)


1
8 n 2
wreck wreck wreck wreck nw ne

7 w e 3
wreck wreck wreck wreck
se sw

6 s 4
wreck wreck wreck wreck 5

wreck wreck wreck wreck wreck wreck wreck

light light light light light light


improved improved improved improved improved improved
position position position position position position

light light light light light light


improved improved improved improved improved improved
position position position position position position

light light light light light light


improved improved improved improved improved improved
position position position position position position

medium medium medium medium medium medium


improved improved improved improved improved improved
position position position position position position

heavy heavy heavy heavy heavy heavy


improved improved improved improved improved improved
position position position position position position

You may photocopy these templates and the Combat Table Card for personal use only. GHQ, 2004.
We suggest using white card stock. Laminate them for more durability.

David Hicks (Order #16483250)


smoke smoke

smoke smoke

smoke smoke
You may photocopy these templates and the Combat Table Card for personal use only. GHQ, 2004.
We suggest using white card stock. Laminate them for more durability.

David Hicks (Order #16483250)


smoke

smoke smoke smoke smoke

smoke

smoke smoke smoke smoke

smoke

smoke smoke smoke smoke

smoke

smoke smoke smoke smoke

smoke

smoke smoke smoke smoke

David Hicks (Order #16483250)


impact
impact

impact

impact
impact
You may photocopy these templates and the Combat Table Card for personal use only. GHQ, 2004.
We suggest using white card stock. Laminate them for more durability.

David Hicks (Order #16483250)


impact

impact impact impact impact

impact

impact impact impact impact

impact

impact impact impact impact

impact

impact

impact impact impact

You may photocopy these templates and the Combat Table Card for personal use only. GHQ, 2004
We suggest using white card stock. Laminate them for more durability.

impact

David Hicks (Order #16483250)


Unit data sheet
NATIONALITY

COHESION BREAK POINT

UNIT TYPE UNIT TYPE

Cargo Capacity Cargo Capacity


AP AP
VALUE/RANGE VALUE/RANGE

HE Facing HE Facing
VALUE/RANGE Restricted? VALUE/RANGE Restricted?
MINIMUM MINIMUM
RANGE RANGE
Transport Transport
DEFENSE Front Side Required DEFENSE Front Side Required
VALUE VALUE

Rear Top Movement Rear Top Movement


Value/Class Value/Class

UNIT TYPE UNIT TYPE

Cargo Capacity Cargo Capacity


AP AP
VALUE/RANGE VALUE/RANGE

HE Facing HE Facing
VALUE/RANGE Restricted? VALUE/RANGE Restricted?
MINIMUM MINIMUM
RANGE RANGE
Transport Transport
DEFENSE Front Side Required DEFENSE Front Side Required
VALUE VALUE

Rear Top Movement Rear Top Movement


Value/Class Value/Class

UNIT TYPE UNIT TYPE

Cargo Capacity Cargo Capacity


AP AP
VALUE/RANGE VALUE/RANGE

HE Facing HE Facing
VALUE/RANGE Restricted? VALUE/RANGE Restricted?
MINIMUM MINIMUM
RANGE RANGE
Transport Transport
DEFENSE Front Side Required DEFENSE Front Side Required
VALUE VALUE

Rear Top Movement Rear Top Movement


Value/Class Value/Class

David Hicks (Order #16483250)


Unit Roster sheet
Unit ID# UNit Type Transport ID# Transport Type

David Hicks (Order #16483250)


Artillery plotting sheet
Target
impact turn firing unit ID# FO UNit ID# Sheaf Pattern HE or SMOKE?
Location

David Hicks (Order #16483250)


Micro Squad Combat Table Card ®

Sequence of play Air Strike Procedure


1. INITIATIVE PHASE BEFORE GAME BEGINS:
1D6 + Cohesion. Highest total has initiative this turn. 1. Record turns in which air strike(s) arrive.
2. Plot strike location(s) including “sheaf” orientation
2. POSTURE DETERMINATION PHASE (see Indirect Artillery Fire for guidelines.)
Moving or firing this turn?
Mark each desired stand or group in fire/move or TURN OF AIR STRIKE ARRIVAL:
movement posture. 1. Attacker reveals air strike target(s) and declares
attack “type” (i.e. strafing, rockets, bombs.)

3. JOINT ARTILLERY FIRE PHASE 2. Defender declares AA fire. (See Anti-Aircraft


Players alternate executing artillery fire attacks. (See Procedure below.)
Direct Artillery & Indirect Artillery Fire Procedure Charts.) 3. Roll cohesion
4. Roll for deviation. If successful, go to step 6.
4. JOINT STANDARD FIRE PHASE Otherwise go to step 5.
Players alternate executing standard fire attacks. 5. Roll 1D8 for air strike direction and 2D6 for distance.
Any one stand may be attacked once per fire phase. (Strafing missions must maintain original sheaf
(See Standard Fire Procedure Chart.) pattern and orientation.)
6. Ascertain defense class of target.
5. JOINT PLOT PHASE
Players alternate plotting artillery fire missions for 7. Select appropriate aircraft attack value (i.e. strafing,
future turns. rockets, bombs.)
8. Subtract defense strength from attack value to
obtain “attack superiority.”
6. JOINT MOVEMENT PHASE
Roll on the Command Efficiency Table for number of 9. Roll 2D6 on the Combat Results Table (CRT.)
orders. Alternate executing moves, including opportu- 10. Modify the total rolled by applicable terrain on the
nity and covering fire. Stands that enter artillery Terrain Effects Chart.
impact markers suffer attacks.
11. Cross-reference the modified die roll and attack
superiority on the CRT and apply the result.
7. MARKER REMOVAL PHASE
Remove movement, fired, and impact markers.
Attempt cohesion rolls to remove “S” markers. “D”
markers can only be removed with a natural die roll of AA Fire Procedure
“1” (see marker removal procedure).
TURN OF AIR STRIKE ARRIVAL
1. Enemy AA weapons in firing posture and within
Movement orders chart range of intended air strike may attempt AA fire.
Roll cohesion for each stand. Successful stands
CONDITION DIE-ROLL EFFECT affect air strike cohesion die roll as follows:
GHQ eliminated No further orders allowed • Each stand of 40mm caliber or less: +2
• Each stand of greater than 40mm caliber: +1
Each HQ or GHQ stand
-2 2. Total AA modifiers.
attached to group
Unit or group under order No effect 3. Perform cohesion die roll for air strike arrival
[R] unit or group without modified by enemy AA fire. Failure aborts the strike.
No effect
order Notes:
Other unit or group without • AA stands may not fire on aircraft and ground targets
+3 in the same turn.
order
Unit “Suppressed” +4 • AA stands may fire at all aircraft in range, regardless of
how many there are.
Unit “Disorganized” +3

David Hicks (Order #16483250)


Command Efficiency table direct
Modified Die Roll
3- 4 5 6 7 8 9 10 11 12 13+ artillery fire Procedure
0 1 1 1 2 2 3 3 4 4 5
Number of Orders 1. Identify target location(s).
2. Designate attacking stand(s).
Overrun Procedure 3. Roll for cohesion, modified for terrain, etc.
4. (Mortars only) roll for deviation.
1. Perform all movement by all stands connected with
this overrun. 5. Ascertain defense class of target.
2. Defender makes cohesion roll for each attacking stand. 6. Select appropriate attacker firepower.
3. A +3 modifier is applied if the attacker is a “tracked” 7. Subtract defense strength from firepower to obtain
vehicle. “attack superiority.”
4. Defender suffers one attack at +5 superiority for each 8. Roll two six-sided dice.
failed cohesion roll. 9. Modify the total rolled by applicable terrain on the
5. Each attacking stand makes one cohesion die roll. Terrain Effects Table.
6. Each attacking stand that fails cohesion die roll 10. Cross-reference the modified die roll and attack
suffers an attack at 2+ superiority. superiority on the CRT and apply the result.
Note: Armored personnel carriers may only perform
overruns when carrying personnel stands.
indirect
close assault Procedure artillery fire Procedure
1. If not in movement posture, defender rolls for cohesion.
1. Refer to the appropriate turn’s plotted indirect fire.
2. If successful, attack one assaulting stand with a -3 die
roll modifier. 2. Roll for cohesion for each firing stand, modified for
3. Each assaulting stand makes one cohesion roll. terrain.
4. If successful, each assaulting stand attacks with a -3 3. Roll for deviation. If successful, skip to step 5.
die roll modifier. 4. Roll 1D8 for direction and 1D6 for distance of deviation.
5. If disorganized, defending stand must move 1 inch Impact markers must maintain original sheaf pattern.
away from assaulting stands. 5. Ascertain defense strength class of target.
Notes:
6. Select appropriate attacker firepower.
1. Assaulting engineers attack with a -6 die roll modifier.
2. Mounted cavalry strengths doubled assaulting 7. Subtract defense strength from firepower to obtain
unarmoured stands. “attack superiority.”
3. Die roll modifiers per the terrain effects table are not 8. Roll two six-sided dice.
applicable. 9. Modify the total rolled by applicable terrain on the
terrain effects.
standard fire Procedure 10. Cross reference the modified die roll and attack
superiority on the CRT and apply the result.
FOR EACH ATTACK:
1. Designate target stand.
2. Designate all attacking stands. Check line of sight. marker removal Procedure
FOR EACH FIRING STAND:
1. Roll for cohesion, modified for firer “S” and “D” 1. Remove all movement and “fired” markers.
effects, and terrain.
2. Select appropriate attacker firepower required. 2. Roll 1D20 for each stand with “S” and/or “D”
markers.
3. Subtract defense strength from firepower to obtain
“attack superiority.” • To remove “S” marker: Pass cohesion roll, modified
4. Roll two six-sided dice. for “S” (+4). Stand recovers.
5. Modify the total rolled by applicable Terrain and Range • To remove “D” marker: Roll unmodified “1”.
Effects Charts. Stand rallys.
6. Cross-reference the modified die roll and attack
superiority on the CRT and apply the result. • If die roll equals “20”, stand suffers (S). Stand panics!

David Hicks (Order #16483250)


Combat results table
Combat Differential
-3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9
19 - - - - - - - - - - - S S 19
18 - - - - - - - - - - S S (S) 18
17 - - - - - - - - - S S (S) (S) 17
16 - - - - - - - - S S (S) (S) D 16
15 - - - - - - - - S (S) (S) D D 15
14 - - - - - - - S (S) (S) D D D 14
13 - - - - - - S S (S) D D D D 13
Die Roll

12 - - - - - S S (S) D D D D E 12
11 - - - - S S (S) (S) D D D E E 11
10 - - - - S (S) (S) D D D E E E 10
9 - - - S (S) (S) D D E E E E E 9
8 - - S S (S) D D D E E E E E 8
7 - S S (S) D D D E E E E E E 7
6 S S (S) (S) D D D E E E E E E 6
5 S (S) (S) D D D E E E E E E E 5
4 (S) (S) D D D E E E E E E E E 4
3 (S) D D D E E E E E E E E E 3
2 D D D D E E E E E E E E E 2
1 D D D E E E E E E E E E E 1
0 D D E E E E E E E E E E E 0
-3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9
• Attacks at less than -3 are not normally allowed EFFECTS:
(see artillery below) - = No effect
• Artillery only may attack at less than -3 (result S = “Suppressed” +4 added to all cohesion rolls for this stand.
is “S”) Effect is not increased by further “S” results.
• Treat all attacks greater than +9 as +9 attacks. (S) = “Suppressed” If the stand has already suffered a “suppres-
sion” result this turn, convert the “(S)” result to a “D.” Otherwise,
• Modified die rolls less than 0 are treated as 0. treat it as an “S” result.
• Modified die rolls may not exceed 19 D = Disorganized +3 added to all cohesion rolls for the remainder
of the game unless it rallys. If the stand is already disorganized,
remove it from play.
E = Eliminated Remove stand from play.

Terrain effects chart (continued on next page)


MOVEMENT POINT COST PER 25 METERS FIRING UNIT COHESION & IS LINE OF SIGHT
TERRAIN TYPE
TRACKED UNIT WHEELED UNIT FOOT UNIT CRT DIE ROLL EFFECT BLOCKED?
Clear 1 2 1 none no
Woods 3 4 1 +4 Personnel, +2 Otherwise yes#
Grove 2 3 1 +2 Personnel, +1 Otherwise yes#
Gravel Plain 1 1.5 1 none no
Broken Rock 2 5 1.5 none no
Soft Sand, Marsh Mud 4 8 3 -1 if target in movement posture no
Gentle Slope +1 2 +1 none yes#
Steep Slope +3 not allowed +2 +1** yes
Hilltop or Ridge Crest +1 +3 +1 +2** yes
Rough Terrain 1 1 3 1 +2 Personnel, +1 Otherwise yes personnel, no otherwise
Rough Terrain 2 2 5 1.5 +4 Personnel, +2 Otherwise yes personnel, no otherwise
Rough Terrain 3 3 7 3 +6 Personnel, +4 Otherwise yes#
Light Improved Position 2 3 1 +4 Personnel, +1 Otherwise no#

David Hicks (Order #16483250)


Terrain effects chart (continued from last page)
MOVEMENT POINT COST PER 25 METERS FIRING UNIT COHESION & IS LINE OF SIGHT
TERRAIN TYPE
TRACKED UNIT WHEELED UNIT FOOT UNIT CRT DIE ROLL EFFECT BLOCKED?
Med. Improved Position 2 4 1 +5 Personnel, +2 Otherwise no#
Hvy. Improved Position 3 not allowed 2 +7 Personnel, +3 Otherwise no#
Light Buildings 1 2 1 +4 Personnel, +2 Otherwise yes#
Medium Buildings 2 4 1 +5 Personnel, +3 Otherwise yes#
Heavy Buildings 3 not allowed 1 +6 Personnel, +4 Otherwise yes#
Rubble 4 not allowed 2 +6 Personnel, +3 Otherwise no
Jungle 6 not allowed 2 +4 Personnel, +2 Otherwise yes
Dier (Depression) 2 4 1 +4 Personnel, +2 Otherwise yes
Good Road .5 .5 1 none & no
Poor Road 1 1 1 none & no
Smoke +1 +2 +1 Firing into or out of +3 yes
Wreck +0 +1 +0 +2 Personnel, +1 Otherwise no
Minefield +1* +1* +1* -2 no
Ditch +3 not allowed +1 none no#
Embankment +1 +3 +1 +3 Personnel, +1 Otherwise no#
Wall/Berm +3! not allowed +2 +4 Personnel, +2 Otherwise no#
Hedgerow +4$ not allowed +1 +4 Personnel, +2 Otherwise yes#
Stream +3 +8 +2 none no
Road Block +4@ not allowed +1 +2 Personnel, +1 Otherwise no#
Anti-Tank Ditch not allowed not allowed +2 +4 Personnel in ditch no
Barbed Wire +3 not allowed +2 -1 no
Ford +2 +6 +1 -1 if target in movement posture no
Hedge +0 +0 +1 +2 Personnel cohesion only no#
Wood Fence +0 +0 +1 +2 Personnel cohesion only no#
Up or Down Staircase not allowed not allowed +1 none no#
Track 1 1.5 1 none & no
ALL TERRAIN RESULTS ARE CUMULATIVE. & - Stands moving at the road or track rate do not gain the
* - Applies only when leaving the terrain defensive benefit of covering terrain through which such
stands pass. Stationary stands on roads/tracks or those
** - Applies only to fire coming through the ridge crest or paying the required movement costs of covering terrain do
from below the hilltop gain the defensive benefit.
# - Applies only to fire coming through the terrain feature. In
$ - See rule 11.5.1 (p.19)
order to be spotted, a unit in this terrain must have fired in
this phase or adjacent to a friendly stand. ! - See rule 11.5.2 (p.19)
@ - See rule 11.5.3 (p.19)

Range Effect on Range Effect Mine Attacks


Combat Die Rolls on infantry
Range in inches Die Roll Combat Die Rolls Table
Range in inches Die Roll CRT Column
1-2 Subtract 2 Minefield Type
1-2 Subtract 2 Used
3-4 Subtract 1
3-4 Subtract 1 Hasty -2
5 - 20 No Effect
5-9 No Effect Prepared +1
21 - 40 Add 1
41 - 60 Add 2 10 - 14 Add 1 Defensive +7

Each additional 20 inches Add 1 15 - 20 Add 2 Applies when stand leaves the minefield

David Hicks (Order #16483250)


Micro Squad®: The 1:1 scale Game - WWII

introductory scenario - early 1943


John Brooks (the Soviet player) and Larry Jones (the German player) are playing a
"Meeting Engagement" scenario from the "Eastern Front" in early 1943. The point
base is 1330 points and the players agree on a force cohesion level of 15 for the
Germans and 13 for the Soviets. Therefore, the German player receives 1330 points
and the Soviet player 1535 points.

© 2012 Sven Lugar

84

David Hicks (Order #16483250)


introductory scenario
Cohesion Level = 13 Cohesion Level = 15
soviets germans

Tank Company Panzer Company (-)


1st Platoon: 3 x T-34c 1st Platoon: 4 x PzIVH

2nd Platoon: 3 x T-34c 2nd Platoon: 4 x PzIIIL

3rd Platoon: 3 x T-34c 3rd Platoon: 3 x PzIIIL


1 x T-34c HQ (+0 GHQ) 1 x PzIVH HQ (+0 GHQ)

Submachine Company Armored Panzergrenadier Company (-)


1st Platoon: 3 x Submachine Gun Infantry 1st Platoon: 3 x P/G Infantry '43,
3 x SdKfz 251/1
2nd Platoon: 3 x Submachine Gun Infantry
2nd Platoon: 3 x P/G Infantry '43,
3rd Platoon: 3 x Submachine Gun Infantry 3 x SdKfz 251/1
1 x Infantry HQ
3rd Platoon: 2 x P/G Infantry '43,
Heavy Tank Company 3 x SdKfz 251/1
1st Platoon: 2 x KV-1c 1 x Infantry HQ,
1 x SdKfz 251/1
2nd Platoon: 2 x KV-1c
1 x KV-1c HQ Panzerjaeger Platoon
4 x StugIIIF
Recon Platoon (-)
3 x T-34c
2 x BA-64

Scenario Length - 10 turns initial deployment:


German units enter from the south edge.

Special Rules: Soviet units enter the map from the north edge.
The Hot Shot! (Rule 12.2 - p. 24)
Intuitive Action (Rule 12.3 - p.24)
victory conditions:
Destroy 50% or more of the opposing stands while
Tank Marines! (Rule 12.8 - p. 24) losing less than 50% of your own stands.

terrain suggestions:
The map should be approximately 26"
(east to west) x 48" (north to south).
Terrain is mixed. Maximum sighting
distance is 40 inches.
10-30 percent of the playing surface
should be features.

85

David Hicks (Order #16483250)


Micro SQUAD®: The 1:1 scale Game - WWII
tamada’s charge - July 6, 1939
During the late spring and summer of 1939, Japanese First, Japanese armored units typically operated
and Soviet forces fought an intense, undeclared war without infantry support, making them easy prey for
along the Mongolian steppes that resulted in a Soviet anti-tank guns. Second, the Japanese tank guns
crushing defeat for the Japanese Kwantung Army. In in both their medium and light tanks were outclassed
May, Mongolian cavalry crossed into the disputed in range and penetration by Soviet BT-5s and T-26s
border region between Japanese-controlled Manchuria mounting a very efficient 45mm gun.
and the Soviet client state of Mongolia near the Halha
River (or Khalkin Gol). Japanese maps showed the During the afternoon of June 6th, Soviet forces
border being defined by the Halha, while the belonging to the 36th Motorized Infantry Division
Soviets contended that the true border was several repeatedly attempted to outflank Colonel Tamada
miles farther east, near the Manchurian village Yoshio’s 3rd Tank Regiment. During one such attempt,
of Nomonhan. realizing the advancing Soviet force were attempting
to turn his regiment's flank, Colonel Tamada decided
After just two days of combat operations, both 3rd and to forestall the Soviet advance with the forces he had
4th Tank Regiments had sustained heavy losses. on hand, two under strength tank companies and the
Their vulnerability was due to two main reasons. regimental headquarters unit.

© 2012 Sven Lugar

86

David Hicks (Order #16483250)


tamada’s Charge
Cohesion = 13 Cohesion = 13
japanese soviets
ELEMENTS: 4TH TANK REGIMENT ELEMENTS: 36TH MOTORIZED INFANTRY
DIVISION
3rd Company (Setup Area 1)
1st Platoon: 3 x Type 95 Motorized Infantry Company
1st Platoon: 3 x Infantry '39,
2nd Platoon: 2 x Type 95 3 x Light Truck
3rd Platoon: 2 x Type 95 2nd Platoon: 2 x Infantry '39,
Company HQ: 1 x Type 95 HQ 2 x Light Truck
3rd Platoon: 2 x Infantry '39,
4th Company (Setup Area 2) 3 x Light Truck, 1 x MMG
1st Platoon: 3 x Type 89B
Company HQ: 1 x Infantry HQ,
2nd Platoon: 2 x Type 89B 1 x Light Truck
Company HQ: 1 x Type 89B HQ Motorized Infantry Company
1st Platoon: 3 x Infantry '39,
Regimental Headquarters (Either Setup Area) 3 x Light Truck
2 x Type 95
1 x Type 95 (+1 GHQ) 2nd Platoon: 2 x Infantry '39,
2 x Light Truck
Artillery Battery (Off Board) 4 x 75mm Howitzer 3rd Platoon: 2 x Infantry '39,
3 x Light Truck, 1 x MMG
Company HQ: 1 x Infantry HQ,
1 x Light Truck
Scenario Length - 15 turns
ATG Battery 4 x 45mm m1932
4 x Light Truck
Initial deployment: Tank Company
A. Japanese units are placed in their respective setup 1st Platoon: 3 x T-26 m1937
areas (see map).
2nd Platoon: 3 x T-26 m1937
B. Soviet units enter the map enter the map on game
Company HQ: 1 x T-26 m1937 HQ
turn 1 in the Soviet Entry Area (see map).
GHQ 1 x Infantry HQ (-1 GHQ)
C. The Japanese player must plot his off-board indirect
1 x Light Truck
artillery fire for game turns 1 through 15. (This must be
done before any Soviet units enter the map.)

D. If the Japanese decides to use the Fire Support terrain suggestions:


Allocation rule, he may place a maximum of eight The map should be approximately 46” (east to west) x
impact markers per turn, for a total of sixty (4 x 15) 36” (north to south). Terrain open. Maximum sighting
impact markers for the scenario. distance is 90 inches.

Special Rules: victory conditions:


The Hot Shot! (Rule 12.2 - p. 24) The Soviet player wins if he exits at least 50% of his
stands off the eastern edge of the map. Any other result
Intuitive Action (Rule 12.3 - p.24)
is a Japanese victory.
Fire Support Allocation (Rule 12.11 - p. 25)

87

David Hicks (Order #16483250)


Micro SQUAD®: The 1:1 scale Game - WWII
heart of stonne - may 15, 1940
In the early morning of May 15th, 1940, the By late morning, the French had amassed a counterat-
Grossdeutschland Regiment, supported by the 2nd tacking force consisting of the following formations: 3rd
Battalion, 8th Panzer Regiment advanced on Stonne and Company, 49th Tank Battalion equipped with Char-B1s,
seized it after heavy fighting. By 10:45, Stonne had 1st Company, 45th Tank Battalion equipped with
changed hands four times. Each time French tanks Hotchkiss H-39s, 2nd Company, 4th Tank Battalion with
pushed the Germans back. However, the French infantry FCM-36s, 1st Battalion, 67th Motorized Infantry
and armor were badly coordinated, enabling the Regiment, and 1st Battalion, 51st Motorized Infantry
Germans to repeatedly counterattack and retain Regiment. Once again, the attack was badly coordinated
possession of the town. and the Char-B1s of the 49th Tank Battalion attacked
without infantry support.

Stonne was defended by the 1st Battal-


ion of the Grossdeutschland Regiment
augmented by 37mm AT-guns of the
regiment's 14th Panzerjaeger Company.
In the last moment, three of the available
37mm anti-tank guns were repositioned
at the southwestern exit of Stonne. Three
of the massive Char-B1s were destroyed
by fire from these 37mm ATGs for the
loss of two of the defending guns. The
remaining tanks withdrew to the south.

A new counterattack was launched with


the elements of the 45th and 49th Tank
Battalions, reinforced by a section of
FCM-36 tanks from the 2nd Company,
4th Tank Battalion, and the infantry of
1st Battalion, 67th Motorized Infantry
Regiment. At 11:00, the attack started.
Despite the violence of the German
return fire, French tanks and infantry
forced their way into the village
through the gardens at the southern
edge of the town. Gradually, the
Germans withdrew, leaving the French
once again in possession of the town by
noon. Shortly thereafter, the French
armor withdrew from Stonne for a
planned counterattack on Sedan. This
enabled the Grossdeutschland
Regiment to launch yet another counter-
attack with the support of the 1st
Battalion, 69th Infantry Regiment that
took Stonne again at 17:30.

Scenario Length - 30 turns


© 2012 Sven Lugar

88

David Hicks (Order #16483250)


heart of stonne
french Cohesion = 13 german Cohesion = 15
4TH COMPANY, 45TH TANK 2ND BATTALION, GROSS-
BATTALION, 3RD DCR Heavy Weapons Company Mortar Platoon: 1 x 81mm
DEUTSCHLAND Mortar (2)
DIVISION Mortar Platoon: 1 x 81mm
REGIMENT Battalion HQ
1st Platoon: 3 x H-39 Mortar (2)
1st Company 1 x Infantry HQ (+0 GHQ)/FO
2nd Platoon: 3 x H-39 MG Platoon: 2 x MMG
1st Platoon: 3 x Infantry
3rd Platoon: 2 x H-39 MG Platoon: 2 x MMG
2nd Platoon: 3 x Infantry 13TH LIGHT GUN
4th Platoon: 3 x H-39 MG Platoon: 2 x MMG
3rd Platoon: 2 x Infantry COMPANY, GROSS-
Company HQ: 1 x H-39 HQ 1 x Inf. HQ/FO
1 x 50mm DEUTSCHLAND
3RD COMPANY, 49TH TANK Battalion HQ Mortar (1) REGIMENT
BATTALION, 3RD DCR 1 x Infantry HQ/FO (+1 GHQ) 2nd Company 3 x 75mm Infantry Gun
DIVISION 1st Platoon: 3 x Infantry
1st Platoon: 3 x Char BI 2 COMPANY, 4
ND TH
14TH PANZERJAEGER
BATTALION 2nd Platoon: 2 x Infantry
2nd Platoon: 3 x Char BI 3rd Platoon: 2 x Infantry COMPANY, GROSS-
3rd Platoon: 2 x Char BI 1st Platoon: 3 x FCM-36 DEUTSCHLAND
2nd Platoon: 3 x FCM-36 1 x 50mm
Co. HQ: 1 x 3 x Char BI HQ Mortar (1) REGIMENT
3rd Platoon: 3 x FCM-36 8 x 37mm ATG
1ST BATTALION, 67TH 4th Platoon: 2 x FCM-36 1 x Infantry
INFANTRY BATTALION, 3RD Co. HQ 1x FCM-36 HQ HQ/FO
4TH COMPANY, 43RD STURM
DIM DIVISION 3rd Company PIONEER BATTALION
1st Company 3 additional Forward Observers
1st Platoon: 3 x Infantry 1st Platoon: 3 x Engineer
1st Platoon: 3 x Infantry may be assigned to any stand of
2nd Platoon: 2 x Infantry 2nd Platoon: 3 x Engineer
2nd Platoon: 3 x Infantry the player's choice.
3rd Platoon: 2 x Infantry 3rd Platoon: 2 x Engineer
3rd Platoon: 2 x Infantry 1 x 50mm 1 x Infantry
1 x 60mm GROUP 1 consists of the
Mortar (1) HQ/FO
Mortar (1) 4th Co., 45th Tank Bttn. &
1 x Inf. HQ/FO 3rd Co., 49th Tank Bttn., 4th Company 2 additional forward observers
3rd DCR Division. MG Platoon: 2 x MMG
2nd Company may be assigned to any stand
MG Platoon: 1 x MMG of the player's choice.
1st Platoon: 3 x Infantry GROUP 2 consists of the
2nd Platoon: 3 x Infantry 1st Bttn., 67th Infantry Regt.,
3rd Platoon: 3 x Infantry 3rd DIM Division and 2nd Co.,
1 x 60mm 4th Bttn., 3rd DIM Division
Mortar (1) Initial deployment:
1 x Inf. HQ/FO A. The German Player deploys first. All German units, except
2 BATTERIES, 42ND FIELD for the off board artillery units, are placed on the table on or
3rd Company
ARTILLERY BATTALION north of their setup areas (see sketch map)
1st Platoon: 3 x Infantry
2nd Platoon: 3 x Infantry (Off Board)
8 x 75mm Howitzer - 15 fire B. The French player deploys next. All French, except for the off
3rd Platoon: 2 x Infantry board artillery units, are placed on the table on or south of their
1 x 60mm missions each
setup areas (see sketch map)
Mortar (1)
1 x Inf. HQ/FO C. The German. player must plot all indirect artillery fire for
game turns 1 - 6. (This must be done before any French units
terrain: The map should be approximately 24" (East are placed on the map.)
to West) x 48" (North to South). D. The French player must plot his off-board indirect artillery
Terrain is mixed. fire for game turns 1 - 30. (This must be done before any
Maximum sighting distance is 40 inches. German units are placed on the map.)
10-30 percent of the playing surface should be features.

optional Rules: victory conditions:


French Victory: Occupy Stonne with at least twelve (12) or
The Hot Shot! (Rule 12.2 - p.24) more stands by the end of turn 15. Suppressed and/or
Intuitive Action (Rule 12.3 - p.24) Disorganized stands may be used to fill this requirement.
The Communications Breakdown! (Rule 12.5 - p.24) German Victory: Eliminate 20 or more French stands before
Fire Support Allocation (Rule 12.11 - p.25) the French player achieves his victory conditions.

89

David Hicks (Order #16483250)


Micro SQUAD®: The 1:1 scale Game - WWII
easter break-in april 14, 1941

On February 14th, 1941, Erwin Rommel arrived in Tripoli to take command of the newly formed
Deutsches Afrika Korps. Exhausted by the frantic pace of the 1940 campaign and stripped of many of
their best troops by the demands of the Greek campaign, the British army in North Africa was ripe for
the arrival of the Afrika Korps and its ruthlessly ambitious commander. Rommel correctly surmised
that the British should not be allowed to recover their strength and make good their serious equipment
losses incurred by their long and arduous race across the desert to trap and destroy the Italians. He
took the small but confident force he assembled at El Agheila and hurled it at the strung out and
exhausted British force.

The thinly stretched British positions in Libya quickly crumbled under Rommel's onslaught. In less
than a month, the Germans had driven British forces back to the Egyptian frontier and surrounded
Tobruk, laying siege to the port fortress occupied by the Australian 7th Infantry Division and
supporting elements of the Western Desert Force. Now Rommel would make his first attempt at
storming Tobruk on Easter morning, April 14, 1941.

© 2012 Sven Lugar

90

David Hicks (Order #16483250)


easter break-in
Cohesion = 16 Cohesion = 17
British German
Break Point = 83 Break Point = 100

Elements, 1st Royal Horse Artillery (Area 1)


1st Battery: 4 x 25-lbr/Lt. Improved Position 1st Battalion, 5th Panzer Regiment
1st Company: 5 x PzIIIIH, 2 x PzII
2nd Battery: 4 x 25-lbr/Lt. Improved Position
2nd Company: 3 x PzIIIIH, 3 x PzII
Squadron HQ: 1 x Inf. HQ (+0 GHQ)/ Medium
Improved Position 3rd Company: 6 x PzIVF1

Battalion HQ: 1 x PzIIIH HQ


Elements, 2/3 Australian A/T Regiment (Area 2)
1st Battery: 4 x 2-lbr ATG/Light Improved 2nd Battalion, 5th Panzer Regiment
Position 1st Company: 4 x PzIIIIH, 1 x PzII
2nd Battery: 4 x 2-lbr ATG/Light Improved 2nd Company: 4 x PzIIIIH, 2 x PzII
Position
3rd Company: 5 x PzIVF1
Battery M, 3rd Royal Horse Artillery
Battalion HQ: 1 x PzIIIH HQ
(AREA 3 on turn 1 or after)
1st Troop: 5 x 2-lbr Portee
Headquarters, 5th Panzer Regiment
1 x PzIIIH HQ (+1 GHQ)
Squadron C, 1st Royal Tank Regiment
(AREA 4 on turn 5 or after) Elements, 605th Panzerjaeger Battalion
1st Troop: 4 x Vickers MkVI 3 x Panzerjaeger I
2nd Troop: 3 x Vickers MkVI

3rd Troop: 4 x A9 Cruiser


optional Rules:
Squadron HQ: 1 x A9 Cruiser HQ Unit Determination (Rule 12.1 - p.22)
The Hot Shot! (Rule 12.2 - p.24)
Intuitive Action (Rule 12.3 - p.24)
Initial deployment:
A. All German stands enter map anywhere along the British 25-lbrs were not supplied with armor
south edge of the board on game turn 1. piercing shot during this engagement. Therefore,
they may only fire as "artillery" weapons using the
B. All British stands belonging to the 1st Royal Horse artillery rules.
Artillery and 2/3 Australian A/T Regiment are placed
on the table in their setup areas (see sketch map).

C. All British stands belonging to the 3rd Royal Horse victory conditions:
Artillery may enter the map on game turn 1 or after The German player must exit any 12 stands off the
(see sketch map). North edge of the map before he reaches his break
point. Any other result is a British victory.
D. All British stands belonging to the Squadron C, 1at
Royal Tank Regiment may enter the map on game
turn 5 or after (see sketch map).
terrain:
The map should be approximately 46" (east to west) x 52"
Scenario Length - 20 turns (north to south)
Terrain is open. Maximum sighting distance is 90 inches.

91

David Hicks (Order #16483250)


Micro SQuad®: The 1:1 scale Game - WWII
bir el gubi - november 19, 1941
The British 7th Armored Division commenced By early afternoon the 22nd Armored Brigade had
Operation Crusader in the early hours of November 19, captured the extreme left of the Italian position and both
1941, advancing northwestwards towards Bir el Gubi 3CLY and 2RGH regrouped to continue the advance. By
and attempting to turn Rommel's southern flank. this time, the Ariete's division VII and VIII Tank
Occupying positions around Bir el Gubi was the Italian Battalions, supported by Gruppo Milmart's powerful
Ariete Armored Division. The first British unit to make 102mm truck- mounted guns, had advanced to meet the
contact was the 22nd Armored Brigade, which chased a British onslaught. The British regiment's enthusiasm
company of M13/40 tanks back into the Italian prepared was no match for the battle experience of the Italians.
positions without adequate reconnaissance or artillery The British were forced back, losing more than fifty
support. Little hindered by British artillery, Italian anti- tanks while Italian losses were somewhat less. Even
tank guns and artillery tore into the Crusaders of the 3rd more importantly, the 22nd Armored Brigade was out of
County of London Yeomenry (3CLY) and 2nd Royal action for several days afterward. This would not be the
Gloucestershire Hussars (2RGH). last time the Italians saved Rommel's bacon.

© 2012 Sven Lugar

92

David Hicks (Order #16483250)


bir el gubi - Scenario 1
British Cohesion = 13 italians Cohesion = 14

ELEMENTS, 3RD CLY, 22ND ARMORED BRIGADE III/8TH BERSAGLIERI BATTALION, ARIETE
1st Squadron DIVISION
1st Troop: 3 x Crusader I 1st Company
2nd Troop: 3 x Crusader I 1st Platoon: 3 x Bersaglieri Infantry
3rd Troop: 2 x Crusader I 2nd Platoon: 3 x Bersaglieri Infantry
4th Troop: 2 x Crusader I 3rd Platoon: 3 x Bersaglieri Infantry
Squadron HQ: 1 x Crusader I (HQ), 1 x MMG
2 x Crusader I C/S Company HQ: 1 x Infantry HQ
10 x Light Improved Positions
2nd Squadron
1st Troop: 3 x Crusader I 2nd Company
2nd Troop: 3 x Crusader I 1st Platoon: 3 x Bersaglieri Infantry
3rd Troop: 3 x Crusader I 2nd Platoon: 2 x Bersaglieri Infantry
4th Troop: 2 x Crusader I 3rd Platoon: 2 x Bersaglieri Infantry
1 x MMG
Squadron HQ: 1 x Crusader I (HQ),
1 x Crusader I C/S Company HQ: 1 x Infantry HQ
9 x Light Improved Positions
Regimental Headquarters
1 x Crusader I (+0 GHQ) Anti-Tank Company
1st Platoon: 4 x 47mm ATG
ELEMENTS, 2ND RGH, 22ND ARMORED BRIGADE 2nd Platoon: 2 x 47mm ATG
1st Squadron
1st Troop: 3 x Crusader I Anti-Aircraft Platoon
2 x 20mm AAG
2nd Troop: 3 x Crusader I
3rd Troop: 2 x Crusader I
Battalion Headquarters
Squadron HQ: 1 x Crusader I (HQ), 1 x Bersaglieri Infantry
1 x Crusader I C/S
Battalion HQ: 1 x Infantry HQ (+1 GHQ)
2 x Light Improved Positions

Scenario Length - 20 turns ELEMENTS, 132ND ARTILLERY REGIMENT, ARIETE


DIVISION
4 x 75/27 Gun
optional Rules: 4 x Light Improved Positions
The Hot Shot (Rule 12.2 - p.24)
Intuitive Action (Rule 12.3 - p.24)

Initial deployment: victory conditions:


A. All British units enter the map anywhere along the British Victory: Exit at least twelve (12) or more stands
south edge of the board on turn 1. off the north edge of the map by the end of turn 20.
Suppressed and/or Disorganized stands may be used to
B. All Italian units are placed north of the Italian fulfill this requirement.
Setup Line (see sketch map).
Italian Victory: Eliminate 16 or more British stands
before the British player achieves his victory conditions.
terrain: The map should be approximately 48"
(north to south) x 32" (east to west)

Terrain is open. Maximum sighting distance is


120 inches.

93

David Hicks (Order #16483250)


bir el gubi - Scenario 2
British Cohesion = 13 italians Cohesion = 13

ELEMENTS, 3RD CLY, 22ND ARMORED BRIGADE ELEMENTS, VII TANK BATTALION, 132ND TANK
1st Squadron REGIMENT, ARIETE DIVISION
1st Troop: 3 x Crusader I 1st Company
2nd Troop: 3 x Crusader I 1st Platoon: 5 x M13/40
3rd Troop: 2 x Crusader I 2nd Platoon: 4 x M13/40
Squadron HQ: 1 x Crusader I (HQ), Company HQ: 1 x M13/40 (HQ)
1 x Crusader I C/S
2nd Company
2nd Squadron 1st Platoon: 4 x M13/40
1st Troop: 3 x Crusader I 2nd Platoon: 4 x M13/40
2nd Troop: 2 x Crusader I Company HQ: 1 x M13/40 (HQ)
3rd Troop: 2 x Crusader I
4th Troop: 2 x Crusader I Battalion Headquarters
1 x M13/40 (+1 GHQ)
Squadron HQ: 1 x Crusader I (HQ),
2 x Crusader I C/S
ELEMENTS, VIII TANK BATTALION, 132ND TANK
REGIMENT, ARIETE DIVISION
ELEMENTS, 2ND RGH, 22ND ARMORED BRIGADE
1st Company
1st Squadron
1st Troop: 3 x Crusader I 1st Platoon: 5 x M13/40
2nd Troop: 2 x Crusader I 2nd Platoon: 5 x M13/40
3rd Troop: 2 x Crusader I Company HQ: 1 x M13/40 (HQ)
Squadron HQ: 1 x Crusader I (HQ)
2nd Company
2nd Squadron 1st Platoon: 4 x M13/40
1st Troop: 3 x Crusader I 2nd Platoon: 4 x M13/40
2nd Troop: 3 x Crusader I Company HQ: 1 x M13/40 (HQ)
3rd Troop: 3 x Crusader I
1st Battery, Gruppo Milmart
4th Troop: 2 x Crusader I 4 x 102/35 Portee
Squadron HQ: 1 x Crusader I (HQ),
1 x Crusader I C/S

Regimental Headquarters optional Rules:


1 x Crusader I (+0 GHQ)
The Hot Shot (Rule 12.2 - p.24)
Intuitive Action (Rule 12.3 - p.24)

Scenario Length - 15 turns


victory conditions:
Destroy 50% or more of the opposing stands while
Initial deployment: losing less than 50% of your own stands.
A. All British units enter the map anywhere along the
south edge of the board on turn 1.
terrain: The map should be approximately
B. All Italian units enter the map anywhere along the 48" (north to south) x 40" (east to west)
north edge of the board on turn 1.
Terrain is open. Maximum sighting distance is
120 inches.

94

David Hicks (Order #16483250)


Micro squad®: The 1:1 scale Game - WWII

Knightsbridge - june 12, 1942

In the afternoon of the June 11th General Messervy, Unknown to British command, however, the German
commander of the 7th Armored Division, received wireless intercept service had reported the planned
intelligence that that the German 21st Panzer Division attack to Rommel almost as soon as Messervy had
was engaged around the Knightsbridge box and the radioed his orders to his brigades. Thus forewarned,
15th Panzer Division was over 20km to the southeast Rommel ordered the 21st to disengage from
advancing on the El Adem positions. With two Knightsbridge and move east during the night while
freshly rearmed and supplied armored brigades at the 15th prepared to meet the coming attack. The
his disposal, the 2nd and 4th, he planned to exploit morning found both of the British brigades sitting
this gap between the German Divisions. Accordingly, motionless awaiting final orders from Messervy that
he ordered the tank brigades to assemble south of the would never come. The general was hiding in a small
small village of Bir Lefa and prepare to assault the wadi surrounded by elements of 90th light moving on
15th Panzers in the morning. If all went well the 15th El Adem. Rommel ordered both panzer divisions to
would be routed. Then, the armored brigades could attack, the 15th from the south and the 21st from the
swing northwest and attack the rear of the 21st in west. The outcome of this battle would decide the fate
conjunction with the 1st Armored Division advancing of the Gazala Line and Tobruk.
from the north.

© 2012 Sven Lugar

95

David Hicks (Order #16483250)


Knightsbridge

British Cohesion = 13 german Cohesion = 15

ELEMENTS, 4TH ARMORED BRIGADE ELEMENTS, 15TH PANZER DIVISION


1st Platoon: 3 x PzIIIIJ
Heavy Cruiser Squadron (Area 1) 2nd Platoon: 2 x PzIIIH
1st Troop: 3 x M3 Grant
3rd Platoon: 2 x PzIVF1
2nd Troop: 3 x M3 Grant
Company HQ: 1 x PzIIIH HQ (+0 GHQ)
3rd Troop: 2 x M3 Grant
Squadron HQ: 1 x M3 Grant HQ, Heavy Flak Platoon (-)
1 x M3 Grant 1 x 88mm Flak36,
1 x Heavy Tractor
Cruiser Squadron (Area 2)
1st Troop: 4 x M3 Stuart ELEMENTS, 21ST PANZER DIVISION
2nd Troop: 3 x M3 Stuart 1st Platoon: 3 x PzIIIIJ

3rd Troop: 3 x M3 Stuart 2nd Platoon: 3 x PzIIIH

Squadron HQ: 1 x M3 Stuart HQ (+0 GHQ) 3rd Platoon: 2 x PzIVF1


Company HQ: 1 x PzIIIJ HQ
Cruiser Squadron (Area 3)
1st Troop: 3 x Crusader I Panzerjaeger Platoon (-)
2nd Troop: 3 x Crusader I 3 x Marder II (76mm)

Squadron HQ: 1 x Crusader I HQ Anti-Tank Gun Platoon (-)


2 x 50mm Pak 38 ATG,
2 x Light Truck
Scenario Length - 15 turns

optional Rules: terrain: The map should be approximately 46"


The Hot Shot (Rule 12.2 - p.24) (east to west) x 36" (north to south)
Intuitive Action (Rule 12.3 - p.24) Terrain is open. Maximum sighting distance is 90”.
I Got’em In My Sights! (Rule 12.13 - p.26)

Initial deployment:
A. German units belonging to the 15th Panzer
Division enter map anywhere along the south edge of
the board on game turn 1.

B. German units belonging to the 21st Panzer Division


enter map anywhere along the west edge of the board
on game turn 1.

C. All British are placed on the table in their setup


areas (see sketch map).

victory conditions:
Destroy 50% or more of the opposing stands while
losing less than 50% of your own stands.

96

David Hicks (Order #16483250)


Micro squad®: The 1:1 scale Game - WWII

edson’s ridge - september 13, 1942


Edson's Ridge depicts a critical portion of the Japanese attack on elements of the U.S. 1st Marine
Division south of Henderson Field on Guadacanal. In the early morning hours of September 13th,
the Kawaguchi Brigade repeatedly assaulted the Marine 1st Raider and Parachute battalions
positioned near a grassy ridge overlooking Henderson Field. The ferocious Japanese attack,
preceded by a naval bombardment and supported by Japanese regimental artillery and mortars,
came close to rupturing the American lines.

© 2012 Sven Lugar

Initial deployment:
A. The U.S. Player deploys first. All U.S. units, C. The U.S. player must plot all indirect artillery
except for the off board artillery units, are placed fire for game turns 1 through 3. (This must be done
on the table on or north of their set-up areas (see before any Japanese units are placed on the map.)
sketch map). The U.S. GHQ may be placed
anywhere north of the U.S. set-up areas. D. The Japanese player must plot his off-board
indirect artillery fire for game turns 1 through 15.
B. The Japanese player deploys next. All Japanese (This must be done before any U.S. units are placed
units, except for the off board artillery units, are on the map.)
placed on the table on or south of their set-up areas
(see sketch map). The Japanese GHQ may be placed
anywhere south of the Japanese set-up areas.

97

David Hicks (Order #16483250)


edson’s ridge
u.s. forces Cohesion = 12 japanese forces Cohesion = 12

COMPANY B, 1ST MARINE RAIDER BATTALION 5TH COMPANY, 2ND BATTALION, 4TH INFANTRY
1st Platoon: 2 x Marine '42 REGIMENT
2nd Platoon: 3 x Marine '42 1st Platoon: 3 x Infantry, 1 x 50mm Mortar (3)
2nd Platoon: 3 x Infantry, 1 x 50mm Mortar (3)
3rd Platoon: 2 x Marine '42
3rd Platoon: 3 x Infantry, 1 x 50mm Mortar (3)
Weapons Platoon: 1 x MMG, 1 x 60mm Mortar (2)
Weapons Platoon: 1 x MMG, 1 x 50mm Mortar (3)
1 x Marine HQ/FO
1 x Infantry HQ/FO
1 additional "Forward Observer" may be assigned to any 1 additional "Forward Observer" may be assigned to any stand
stand of the player's choice. of the player's choice.

COMPANY B, 1ST MARINE PARACHUTE BATTALION 7TH COMPANY, 2ND BATTALION, 4TH INFANTRY REGIMENT
1st Platoon: 2 x Marine '42 1st Platoon: 3 x Infantry, 1 x 50mm Mortar (3)
2nd Platoon: 3 x Marine '42 2nd Platoon: 3 x Infantry, 1 x 50mm Mortar (3)
3rd Platoon: 2 x Marine '42 3rd Platoon: 3 x Infantry, 1 x 50mm Mortar (3)
Weapons Platoon: 1 x MMG, 1 x 50mm Mortar (3)
1 x 60mm Mortar (2),
1 x Infantry HQ/FO
1 x Marine HQ/FO
1 additional "Forward Observer" may be assigned to any stand
1 additional "Forward Observer" may be assigned to any of the player's choice.
stand of the player's choice.
2ND BATTALION MACHINE GUN COMPANY
COMPANY C, 1 MARINE PARACHUTE BATTALION
ST 4 x MMG
1st Platoon: 2 x Marine '42
ELEMENTS, 1ST BATTALION, 124TH INFANTRY REGIMENT
2nd Platoon: 2 x Marine '42
9 x Infantry
3rd Platoon: 1 x Marine '42 3 x 50mm Mortar (3)
1 x 60mm Mortar (2)
5 x MMG
1 "Forward Observer" may be assigned to any stand of the 1 x Infantry HQ/FO
player's choice. 1 additional "Forward Observer" may be assigned to any stand
of the player's choice.
GENERAL HEADQUARTERS
1 x Marine HQ (+0 GHQ)/FO GENERAL HEADQUARTERS
1 x Infantry HQ (+1 GHQ)/FO
2 BATTERIES, 5TH BATTALION, 11TH MARINE ARTILLERY
REGIMENT (Off Board) 2ND BATTALION GUN PLATOON (Off Board)
8 x 105mm Howitzer - 5 fire missions each 2 x 70mm Howitzer

1/124 BATTALION GUN PLATOON (Off Board)


2 x 70mm Howitzer
Scenario Length - 20 turns
20TH MOUNTAIN GUN REGIMENT (Off Board)
8 x 75mm Howitzer
optional Rules:
The Hot Shot! (Rule 12.2 - p.24) 124TH INFANTRY REGIMENT MORTAR COMPANY
(Off Board) 4 x 81mm Mortar (2)
Intuitive Action (Rule 12.3 - p.24)
The Communications Breakdown! (Rule 12.5 - p.24)

This battle occurred during the early morning hours of


victory conditions:
September 13th. Therefore, sighting distance is limited to
Japanese Victory: Exit at least twelve (12) or more stands
150 yards (6 inches). Movement allowances are halved,
off the north edge of the map by the end of turn 15.
round down any fractions. Machine Gun Area Fire (Rule
Suppressed and/or Disorganized stands may be used to
7.5 - p.6) is limited to 6 inches as well.
fulfill this requirement.
American Victory: Eliminate 20 or more Japanese stands
terrain: The map should be approximately 24" (east before the Japanese player achieves his victory
to west) x 24" (north to south) conditions.

98

David Hicks (Order #16483250)


Micro squad®: The 1:1 scale Game - WWII
Kampfgruppe Stachwitz - July 10, 1943

By the sixth day of the Kursk offensive, German mechanized forces had still not obtained operational freedom
of movement into the Soviet rear areas. There were several reasons for the lack of a German breakthrough.
First was the incredibly dense and deep field fortifications built by the Soviets in anticipation of the Kursk
offensive. Second, Soviet counterattacks along the flanks of German penetrations drew off much of the mobile
striking power of the panzer divisions since the attacking German forces lacked regular infantry formations
to guard the flanks of the advance.

On 10 July, 1943 the German 47th Panzer Corps was still steadily advancing north towards the town of
Oboyan. In the lead was the Grossdeutschland Panzer Division. Once again, a Soviet counterattack hit the left
flank of the 47th Panzer Corps, forcing the Grossdeutschland's commander to divert a powerful armored force
to deal with it: Kampfgruppe Stachwitz.

© 2012 Sven Lugar

99

David Hicks (Order #16483250)


kampfgruppe stachwitz
german forces Cohesion = 16 soviet forces Cohesion = 13

KAMPFGRUPPE STACHWITZ, 200TH TANK BRIGADE, 6TH TANK CORPS


GROSSDEUTCSHLAND DIVISION
1st Battalion
1st Company (Setup Area 1) 1st Company: 8 x T-34,
1st Platoon: 3 x PzV (Panther) 1 x T-34 HQ
2nd Platoon: 2 x PzV (Panther) 2nd Company: 9 x T-34,
1 x T-34 HQ
Company HQ: 1 x PzV (Panther) HQ
Battalion HQ: 1 x T-34 (+0 GHQ)
2nd Company (Setup Area 2)
1st Platoon: 3 x PzIV H 1st Battalion
1st Company: 7 x M3 Grant,
2nd Platoon: 3 x PzIV H
1 x M3 Grant HQ
3rd Platoon: 3 x PzIV H
2nd Company: 6 x M3 Grant,
Company HQ: 1 x PzIV H HQ 1 x M3 Grant HQ
Battalion HQ: M3 Grant (+0 GHQ)
Heavy Panzer Platoon (Either Setup Area)
4 x PzVI A (Tiger I)

Kampfgruppe Headquarters (Either Setup Area)


1 x PzIV H (+1 GHQ)
terrain:
The map should be approximately 52" (east to west) x
48" (north to south)
Scenario Length - 15 turns Terrain is open. Maximum sighting distance is 80 inches.

optional Rules:
The Hot Shot! (Rule 12.2 - p.24) victory conditions:
The Soviet player wins if he exits at least 50% of his
Intuitive Action (Rule 12.3 - p.24) stands off the eastern edge of the map. Any other result
I Got'em In My Sights! (Rule 12.13 - p.26) is a German victory.

Initial deployment:
A. German units are placed in their respective setup areas (see map).

B. Soviet units enter the map enter the map on game turn 1 in the Soviet Entry Area (see map).

100

David Hicks (Order #16483250)


Micro sQUAD®: The 1:1 scale Game - WWII
tobacco factory - september 12, 1943
On September 9th of 1943, a combined British/American tank, mortar, and machine gun fire drove the U.S. forces
army invaded the Italian mainland. The Allied leaders had back, inflicting heavy casualties.
hoped that the General Mark Clark's 5th Army landing
near the port town of Salerno, combined with a drive up During the second assault against the Factory the next day,
the southern Italian coastline by the British 8th Army, assault guns of the 191st Tank Battalion shelled the farm
would compel all German forces to leave southern Italy. north of the Factory itself, while a company of tanks put
One of the key obstacles to the American advance was 180 rounds into the Factory. After a fight of more than an
circular array of large concrete buildings, the Persano hour and a half the enemy withdrew up the Eboli road,
Tobacco Factory, which dominated the surrounding Company B held the Factory at 1130.
terrain and a major route inland, the Eboli road.
A German counterattack followed very quickly. At 1305
The first assault against the Factory took place on the eight enemy tanks and a battalion of panzergrenadiers
afternoon of September 11th. Two battalions of infantry attacked down the Eboli road. Howitzers of the 158th Field
from the 157th Regimental Combat Team, supported by Artillery Battalion stopped the attack momentarily, but by
tanks and artillery, ran up against stiff opposition from 1340 the 1st Battalion, 157th Infantry, had been forced out of
panzergrenadiers of the 16th Panzer Division. Intense anti- the Factory. Fire from the 158th and 189th Field Artillery
Battalions, supported by three
naval gunfire missions, checked
the enemy at 1500. The German
force retreated back to the
safety of the Factory.

Late in the afternoon of


12 September U.S. troops
moved up again under a
smoke screen fired by
Company C, 2d Chemical
Battalion. Companies A and C,
191st Tank Battalion,
spearheaded the advance
toward the Factory at 1700.
After clearing the Factory
grounds, the tanks pushed on
into the woods at the northeast
end of the Tobacco Factory and
withdrew at 1830. They left the
1st Battalion, 157th Infantry, in
command of the area from the
Factory to the road junction in
the Grataglia.

© 2012 Scenario Length -


Sven Lugar
25 turns

terrain: The map should be approximately 48" (north to optional Rules:


south) x 38" (east to west) The Hot Shot! (Rule 12.2 - p.24)
Terrain is mixed. Maximum sighting distance is 40 inches. Intuitive Action (Rule 12.3 - p.24)
Fire Support Allocation (Rule 12.11 - p.25)
101

David Hicks (Order #16483250)


tobacco factory
U.S. forces Cohesion = 16 german forces Cohesion = 17

ELEMENTS, 45TH INFANTRY DIVISION 1st BATTALION, 79th PANZERGRENADIER REGIMENT,


16TH PANZER DIVISION
COMPANY A, 191st Tank Battalion
1st Platoon: 4 x M4 Sherman 1ST COMPANY
2nd Platoon: 4 x M4 Sherman 1st Platoon: 3 x Panzergrenadier '43
3rd Platoon: 4 x M4 Sherman 2nd Platoon: 2 x Panzergrenadier '43
1 x M4 Sherman HQ/FO 3rd Platoon: 2 x Panzergrenadier '43
1 additional "Forward Observer" may be assigned to any stand Support Platoon: 1 x MMG,
of the player's choice 1 x 81mm Stummel Mortar (2)
1 x Infantry HQ/FO
COMPANY C, 191st Tank Battalion
1st Platoon: 4 x M4 Sherman 2ND COMPANY
2nd Platoon: 4 x M4 Sherman 1st Platoon: 3 x Panzergrenadier '43
3rd Platoon: 4 x M4 Sherman 2nd Platoon: 3 x Panzergrenadier '43
1 x M4 Sherman HQ/FO 3rd Platoon: 2 x Panzergrenadier '43
1 additional "Forward Observer" may be assigned to any stand Support Platoon: 1 x MMG,
of the player's choice 1 x 81mm Stummel Mortar (2)
1 x Infantry HQ/FO
BATTALION HEADQUARTERS, 191st Tank Battalion 3RD COMPANY
1 x M4 Sherman HQ/FO (+1 GHQ) 1st Platoon: 2 x Panzergrenadier '43
1 x M4 Sherman 2nd Platoon: 2 x Panzergrenadier '43
COMPANY A, 1/157th Infantry Regiment 3rd Platoon: 3 x Panzergrenadier '43
1st Platoon: 3 x Infantry '43 Support Platoon: 2 x MMG,
2nd Platoon: 3 x Infantry '43 1 x 81mm Stummel Mortar (2)
3rd Platoon: 3 x Infantry '43 1 x Infantry HQ/FO
Heavy Weapon Platoon: 1 x 60mm Mortar (3), 1 x MMG SUPPORT COMPANY
1 x Infantry HQ/FO 4 x 120mm Mortar (Off Board)
1 additional "Forward Observer" may be assigned to any stand - 10 fire missions each
of the player's choice - 40 shots total
- a maximum of 4 shots per turn
COMPANY B, 1/157th Infantry Regiment
3 x MMG
1st Platoon: 3 x Infantry '43
2nd Platoon: 3 x Infantry '43 HEAVY COMPANY
3rd Platoon: 3 x Infantry '43 3 x 75mm Pak40 ATG
Heavy Weapon Platoon: 1 x 60mm Mortar (3), 1 x MMG 3 x Panzergrenadier '43 Engineer
1 x Infantry HQ/FO 1 x Infantry HQ/FO
1 additional "Forward Observer" may be assigned to any stand BATTALION HQ
of the player's choice 1 x Infantry HQ/FO (+0 GHQ)
HEAVY WEAPONS COMPANY, 1/157th Infantry Regiment Elements, Panzerjaeger Company, 79th Panzergrenadier
3 x 81mm Mortar (2) (Off Board) Regiment
3 x MMG 3 x MarderII 75mm

COMPANY C, 2nd Chemical Battalion (Off Board) Elements, 2nd Panzer Regiment, 16th Panzer Division
12 x 4.2" Mortar- 12 fire missions each - 144 shots total - 4 x Mk IVF2
a maximum of 12 shots per turn

Initial deployment: victory conditions:


A. German units enter are placed on the table anywhere 4 inches north U.S. Victory: Clear all Tobacco Factory
of the U.S setup line (see map). buildings of German stands by the end
of the scenario.
B. The German player must plot all indirect artillery fire for game turns 1 - 8.
This must be done before any U.S. units are placed on the map. German Victory: Avoid a U.S. victory.
C. All U.S. units are placed south of the U.S. setup line, (see map).

D. The U.S player must plot all indirect artillery fire for game turns 1 - 4.
This must be done before any German units are placed on the map.

102

David Hicks (Order #16483250)


Micro squad®: The 1:1 scale Game - WWII

nungshigum hill - april 13, 1944


The Japanese Imphal offensive into the Indian state of If the Japanese were allowed to remain in possession
Assam had two objectives. Not only would the of Nungshigum Hill, it could be used as a springboard
Japanese 15th Army obtain better defensive positions, to assault Imphal and the all-important airfields sup-
but also disrupt the expected British counter- plying Slim's 14th Army.
offensive expected sometime in 1944. This would be
accomplished by capturing the forward supply bases An attack by the 5th Indian Division's 3/9 Jats
at Imphal and Dimapur and the strategic mountain managed to evict the Japanese, but were themselves
passes in the Indian state of Assam, bordering thrown off the hill by a fierce Japanese counterattack.
western Burma. On the morning of April 13th, two companies of the
1/17 Dogra Regiment, an elite unit of the 5th Indian
During the second week of April, units of the Japanese Division, supported by six M3 Grants from the 3rd
51st Regiment established positions atop of Carbiniers, ascended Nungshigum Hill to eliminate
Nungshigum Hill, 3800 foot high and overlooking the Japanese threat once and for all.
Imphal, only six miles to the southwest.
© 2012 Sven Lugar

103

David Hicks (Order #16483250)


nungshigum hill
commonwealth forces Cohesion = 17 japanese forces Cohesion = 15

ELEMENTS, 15TH INFANTRY DIVISION


ELEMENTS, 5TH INDIAN INFANTRY DIVISION
1st Company, 3rd Battalion, 51st Infantry Regiment
1. Western Force
1st Platoon: 2 x Infantry
Company A, 1/17 Dogra Regiment
2nd Platoon: 3 x Infantry
1st Platoon: 3 x Infantry '39
3rd Platoon: 1 x Infantry
2nd Platoon: 2 x Infantry '39
Weapons Platoon: 1 x MMG, 1 x 50mm Mortar (2)
3rd Platoon: 3 x Infantry '39
1 x Infantry HQ/FO
1 x 2" Mortar (3)
9 x Light Improved Positions
1 x Infantry HQ/FO
1 additional "Forward Observer" may be assigned to 2nd Company, 3rd Battalion, 51st Infantry Regiment
any stand of the player's choice. 1st Platoon: 3 x Infantry
2nd Platoon: 2 x Infantry
No. 5 Troop, 3rd Carbiniers
Weapons Platoon: 1 x MMG, 1 x 50mm Mortar (2)
3 x M3 Grant
1 x Infantry HQ/FO
2. Eastern Force 7 x Light Improved Positions
Company B, 1/17 Dogra Regiment
3rd Company, 3rd Battalion, 51st Infantry Regiment
1st Platoon: 3 x Infantry '39
1st Platoon: 3 x Infantry
2nd Platoon: 3 x Infantry '39
2nd Platoon: 2 x Infantry
3rd Platoon: 2 x Infantry '39
Weapons Platoon: 1 x MMG, 1 x 50mm Mortar (3)
1 x 2" Mortar (3)
1 x Infantry HQ/FO
1 x Infantry HQ/FO
7 x Light Improved Positions
1 additional "Forward Observer" may be assigned to
any stand of the player's choice. 3rd Battalion Machine Gun Company
3 x MMG
No.4 Troop, 3rd Carbiniers
3 x Medium Improved Positions
3 x M3 Grant
General Headquarters
General Headquarters
1 x Infantry HQ (+1 GHQ)/FO 1 x Infantry HQ (+0 GHQ)/FO
1 x 70mm Howitzer
Elements, 28th Jungle Field Regiment, RA (Off Board) 2 x Medium Improved Positions
8 x 3.7" Mountain Howitzer - 10 fire missions each -
80 shots total - a maximum of 12 shots per turn
optional Rules:
Elements, 4th Field Regiment, RA (Off Board)
The Hot Shot! (Rule 12.2 - p.24)
4 x 25 -lbr- 10 fire missions each - 40 shots total -
a maximum of 16 shots per turn Intuitive Action (Rule 12.3 - p.24)
The Communications Breakdown! (Rule 12.5 - p.24)
Fire Support Allocation (Rule 12.11 - p.25)
Scenario Length - 20 turns

victory conditions:
Initial deployment: Commonwealth Victory: Eliminate all Japanese stands
A. The Japanese player deploys first. All Japanese units before the end of game turn 20.
are placed on the table on or north of their setup areas
(see map). Japanese Victory: Avoid a Commonwealth victory.

B. The Commonwealth player enters his units on the


southern edge of the table on game turn 1 per the sketch terrain: The map should be approximately 42" (east to
map. west) x 36" (north to south)
Terrain is mixed. Maximum sighting distance is 40 inches.
C. The Commonwealth player must plot all indirect
artillery fire for game turns 1 - 6. This must be done The entire map is all steep slope. Units moving in a northerly
before any Japanese units are placed on the map. direction pay the movement costs for steep slopes.

104

David Hicks (Order #16483250)


HISTORICAL PHOTOGRAPH CREDITS

Front Cover (upper left): Morton. Veteran Artillery men of the `C' Battery, 90th Wikimedia Commons. Web. May 24, 2012. This artistic work created by the United
Field Artillery, lay down a murderous barrage on troublesome Jap artillery positions Kingdom Government is in the public domain.
in Balete Pass, Luzon, P.I. April 19, 1945. U.S. National Archives and Records
Administration. Washington D.C. National Archives. Web. April 20, 2012 p.36: Scrippens, Pvt. Joseph. Soldiers of the 55th Armored Infantry Battalion and
tank of the 22nd Tank Battalion, move through smoke filled street. Wernberg,
Front Cover (lower left): U.S. Army Signal Corps. Anti-aircraft Bofors gun dug Germany. April 22, 1945. U.S. National Archives and Records Administration.
in at a position on a mound overlooking the beach in Algeria with a U.S. anti-aircraft College Park. Wikimedia Commons. Web. May 22, 2012.
artillery crew in position. 1943. Library of Congress. Web. June 1, 2010
p.41: Roberts, U.S. Army. With German shells screaming overhead, American
Front Cover (lower middle): Rothenberger, W.J. Two anti-tank infantrymen of Infantrymen seek shelter behind a tank. In the background can be seen the ruins of
the 101st Infantry Regiment, dash past a blazing German gasoline trailer in square the town of Geich, Germany, which is still under heavy shelling. December 11, 1944.
of Kronach, Germany. April 14, 1945. U.S. National Archives and Records Source: U.S. Defenseimagery.mil photo VIRIN: HD-SN-99-02749 [1], U.S.
Administration. Washington D.C. National Archives. Web. April 20, 2012 National Archives photo 111-SC-197261 [2] Wikimedia Commons. Web. May
21, 2012.
Front Cover (lower right): Boyle. Front view of 240mm howitzer of Battery `B',
697th Field Artillery Battalion, just before firing into German held territory. p.45: Finnish artillery on Puutsaari in Ladoga in the Continuation War.
Mignano area, Italy. January 30, 1944. U.S. National Archives and Records November 1941. Source MaveTeam (http://mave.foorumi.eu). Wikimedia
Administration. Washington D.C. National Archives. Web. April 20, 2012 Commons. Web. May 21, 2012. This photograph is in the public domain, because
either 50 years has elapsed from the year of creation or the photograph was first pub-
Title Page: Franklin. American howitzers shell German forces retreating near lished before 1966 (Finnish copyright law of 2005)
Carentan, France. July 11, 1944. U.S. National Archives and Records
Administration. College Park. Wikimedia Commons. Web. May 22, 2012. p.47: Capra, Frank. AMR 35 light tanks. 1943. Source: Divide and Conquer
(Why We Fight #3) Public Domain (U.S. War Department):
p.1: Wilkes (Sgt.). No 5 Army Film & Photographic Unit. British troops loading http://www.archive.org/details/DivideAndConquer. Wikimedia Commons.
rocket projectiles in preparation for the offensive in the Reichswald, Germany. Web. May 21, 2012.
February 8, 1945. Imperial War Museum. London. Wikimedia Commons. Web.
May 21, 2012. This artistic work created by the United Kingdom Government is in p.51: Zwilling, Ernst. A. Nordafrika, Rommel in Befehlsfahrzeug. June 1942. Das
the public domain. Bundersarchiv. Koblenz. Wikimedia Commons. Web. May 24, 2012. Attribution:
Bundesarchiv, Bild 101I-443-1589-07 / Zwilling, Ernst A. / CC-BY-SA.
p.7: Dawson (Sgt.). No 2 Army Film & Photographic Unit. A 4.2-inch mortar http://creativecommons.org/licenses/by-sa/3.0/de/deed.en
of 'S' Troop, 307th Battery, 99th Light Anti-Aircraft Regiment, in action with the
mortar for the first time, at Cassino, Italy. May 12, 1944. Imperial War Museum. p.57: Type 3 Chi-Nu tanks of the 4th Tank Division, with a few of the Type 3 Ho-Ni
London. Wikimedia Commons. Web. May 21, 2012. This artistic work created by self-propelled guns among them. 1945. Source: Andrzej M. Tomczyk Japonska
the United Kingdom Government is in the public domain. bron pancerna Vol. 4. - AJ Press, 2005 (TankPower ? 12). - ISBN 8-37237-167-
9. Wikimedia Commons. Web. May 21, 2012. This photographic image was pub-
p.12: U. S. Army. Battle of the Bulge - Troops of the 82nd Airborne Division lished before December 31st 1956, or photographed before 1946 and not published for
advance in a snowstorm behind the tank in a move to attack Herresbach, Belgium. 10 years thereafter, under jurisdiction of the Government of Japan. Thus this photo-
340th Tank Battalion, Headquarters Company, 3rd Battalion, 504th Parachute graphic image is considered to be public domain according to article 23 of old copy-
Regiment, 82nd Airborne Division. January 28, 1945. U.S. Army Center of right law of Japan and article 2 of supplemental provision of copyright law of Japan.
Military History. Web. May 24, 2012
p.60: T-60. Wikimedia Commons. Web. July 2, 2012. Permission: PD-RUSSIA-
p.15: Wagner. Polen, Straßenkampf, Infanterie. September 1939. Das 2008. This work is in the public domain in Russia according to article 6 of Law No.
Bundersarchiv. Koblenz. Wikimedia Commons. Web. May 22, 2012. Attribution: 231-FZ of the Russian Federation of December 18, 2006; the Implementation Act for
Bundesarchiv, Bild 101I-012-0037-23A / Wagner / CC-BY-SA. http://cre- Book IV of the Civil Code of the Russian Federation.
ativecommons.org/licenses/by-sa/3.0/de/deed.en
p.63: T-26 light tank during the Battle of Moscow. Winter 1941/1942. Wikimedia
p.18: Polish Carpathian Brigade in Palestine, cavalry. 1940. Source: Witold Commons. Web. May 15, 2012. Permission: PD-RUSSIA-2008. This work is in the
Bieganski: Szczurami Tobruku ich zwali, LSW Warszawa 1988, ISBN 83-205- public domain in Russia according to article 6 of Law No. 231-FZ of the Russian
3955-2. Wikimedia Commons. Web. May 15, 2012. All photographs by Polish pho- Federation of December 18, 2006; the Implementation Act for Book IV of the Civil
tographers published without a clear copyright notice before the law was changed on Code of the Russian Federation.
May 23, 1994 are assumed public domain.
p.69: Boyle. Front view of 240mm howitzer of Battery `B', 697th Field Artillery
p.19: U.S. Army. German WWII S-Mine or Boucing Betty. Wikimedia Commons. Battalion, just before firing into German held territory. Mignano area, Italy.
Web. June 25, 2012. January 30, 1944. U.S. National Archives and Records Administration.
College Park. National Archives. Web. May 21, 2012.
p.22: SC 194 203-S Tanks, a few miles fro (sic) the German border demonstrate a
flame thrower mounted in a tank, which can be used against German fortifications. p.85: U. S. Army. German troops in Russia. 1941. U.S. National Archives and
September 13, 1944. U.S. National Archives and Records Administration. Records Administration. College Park. National Archives. Web. May 21, 2012.
Washington, D.C. Wikimedia Commons. Web. May 24, 2012
p.92: Clements (Lieut), No 1 Army Film & Photographic Unit. THE BRITISH
p.25: Members of the 2d Infantry Division advance under machine gun fire into the ARMY IN NORTH AFRICA 1941. Crusader tanks moving to forward positions in
outskirts of Brest, France. September 9, 1944. U.S. Army Center of Military the Western Desert.November 26, 1941. Imperial War Museum. London.
History. Web. May 24, 2012 Wikimedia Commons. Web. June 12, 2012. This artistic work created by the United
Kingdom Government is in the public domain.
p.28: Knorring. Red Army soldiers firing at the enemy near Moscow. October 1,
1941. Source: RIA Novosti archive, image #67349, http://visualrian.ru/ru/- p.96: Moosmüller. Nordafrika, Panzer III. March 1941. Das Bundersarchiv.
site/gallery/#67349 35 mm film. Wikimedia Commons. Web. May 24, 2012. Koblenz. Wikimedia Commons. Web. June 11, 2012. Attribution: Bundesarchiv,
Attribution: RIA Novosti archive, image #67349 / Knorring / CC-BY-SA 3.0. Bild 101I-782-0016-32A / Moosmüller / CC-BY-SA. http://creativecommons.-
http://creativecommons.org/licenses/by-sa/3.0/de/deed.en org/licenses/by-sa/3.0/de/deed.en

p.30: U.S. Soldiers at Bougainville (Solomon Islands). March 1944. U.S. National p.100: Koch. Russland, bei Pokrowka, Kradschützen. June 1943. Das
Archives and Records Administration. Washington, D.C.. National Archives. Bundersarchiv. Koblenz. Wikimedia Commons. Web. June 11, 2012. Attribution:
Web. May 21, 2012. Bundesarchiv, Bild 101I-219-0553A-16 / Koch / CC-BY-SA. http://creativecom-
mons.org/licenses/by-sa/3.0/de/deed.en
p.32: Christie (Sgt.) No 5 Army Film & Photographic Unit. THE BRITISH
ARMY IN THE NORMANDY CAMPAIGN 1944. A Cromwell tank leads a
column of armour from 4th County of London Yeomanry, 7th Armoured Division
inland from Gold Beach. June 7, 1944. Imperial War Museum. London.

David Hicks (Order #16483250)


David Hicks (Order #16483250)

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