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LMG

World War Two Infantry Action Wargame Rules


By
Wes Rogers
V1.0

Bren gun at the John Inglis Co. Bren gun plant


Table of Contents
1. Introduction ...................................................................................................................... 1
2. Groups, Leaders and Command ........................................................................................ 1
3. States of Health................................................................................................................. 1
4. Turn Sequence .................................................................................................................. 1
5. Movement ........................................................................................................................ 1
6. Firing ................................................................................................................................. 2
7. Melee ................................................................................................................................ 3
8. Terrain Effects ................................................................................................................... 4
9. Buildings ........................................................................................................................... 5
10. Examples ........................................................................................................................... 5
11. Optional Rules ................................................................................................................... 6
LMG

1. Introduction 3. States of Health


A model soldier in the game will be in one of three
This is a set of rules for playing company or platoon
states of health:
level wargames set in a “pulp fiction” vision of
World War 2 using 20-30mm size model soldiers. 1. OK: May act normally
They are named after the weapon that tends to 2. Pinned: A pinned man may not move or
dominate infantry action games at this level. fire until the man has been stationary
A lot of the game mechanics were inspired by the and not fired or fought in melee for a full
WRG 1925-1950 armor rules but applied to a
active turn.
skirmish environment using both 10-sided (D10)
and 6-sided (D6) dice and a much expanded ground
3. Knocked out (KOd): Dead or badly
scale. Optional rules are in italics. wounded and removed from play.
The rules include only basic infantry weapons. 4. Turn Sequence
Each figure in the game represents one actual man
Play the game in turns. Each turn one side will be
usually glued individually to a base about 1 inch
either active or passive. Decide which will be the
across. The ground and time scales are not defined.
first active side then trade roles each turn:
Optional rules appearing in the main body of the
text or tables are in italics. 1. Fire: The active side performs firing.
2. Movement: The active side moves
2. Groups, Leaders and Command groups and marks groups enabled to
Groups: The basic maneuver unit of the game is do overwatch fire. (The passive side
the “group”. A typical group is a squad or section of performs overwatch fire as the active
5-12 men commanded by 1 or 2 junior leaders side moves its groups.)
(NCOs). As command breaks down however a
3. Melee: The passive side does
group may also be simply a knot of isolated men or
even a single man. defensive fires. Fight rounds of melee
until all have been resolved (no more
Platoons: Several squads, usually 3, may be
grouped into platoons commanded by a senior tie scores).
leader (low level officer). 4. Rally: The active side tests to replace
Companies: Several platoons may be grouped into leaders then recovers pinned men.
a company commanded by a senior leader at the
top of the chain of command. 5. Movement
Command: To move normally each figure in a Procedure: The Movement Table lists the base
group must be in a daisy chain within 1/2” of movement rates and the cost for moving figures
another member of the group, base to base, one inch through various types of terrain.
leading back to a leader in its chain of command. Players move the figures and weapons of their
Picture it as a blob or line of men relatively close to groups individually. Figures may move and face
one another. freely when they move, but their initial facing is
A leader in the group’s chain of command must be used to determine their arc of fire that turn.
within 1/2” of the group at the start of the turn and Movement rates are expressed as a number of 6-
in OK health for the group to move normally. sided dice to roll. For example 3D6 means roll 3
Isolated groups: Groups and crews out of dice. The group may move 1” per pip. For example
command are isolated. Isolated groups may not a score of 13 means the group may move 13”.
move but may fire or change facing. Make one roll for an entire group, except an
attached weapon crew should roll separately.

1 V1.0
LMG
Moving after firing: Troops may move half after Before rolling for effect, roll 1D10 per hit:
firing but must have paid the move-after-firing
If the target group has 6 or more men then
penalty or they may not move. Turning in place
counts as movement. on a score of 10 the hit is critical.
Moving crewed weapons: For simplicity the rules If the target group has 1-5 men then on a
allow light machine guns (LMG) to be moved at score of 9-10 the hit is critical.
normal infantry speed. Note that replacing a KOd Effect of hits: Roll again for each hit to see the level
weapon crewman happens during movement, so of damage inflicted. A score of 8-10 means a target
the weapon must fire at a penalty that turn. man is KOd; otherwise he is pinned. Roll for critical
Movement Table hit effects separately from the others. The target
player must choose healthy men first to suffer hits
Troops Base Rate
Declaring targets: The firing player must declare
Infantry 3D6” which of his groups are firing at which targets
Mortar (2 men to move) 2D6” before firing begins. If he forgets then that group
may not fire.
Medium MG (2 men to move) 2D6”
Choice of Target: Normally a group must direct its
Rate in clear or rough X1 fire onto a single enemy group. However if some of
the men cannot fire at the first target chosen they
Rate in dense X1/2
may fire at some other instead.
Cross obstacle 2” If a target group is spread across several cover
types such as partly in light cover and partly in
6. Firing heavy cover the firer may concentrate on one of
Procedure: To fire, look up the number of D10 the cover types but only those figures may be hit.
allowed for each firing weapon and roll, modifying Pinned men: A pinned man may not fire or move
as appropriate. until the end of his next active turn. At that point
At effective range a modified 7-10 is a hit. recovery however is automatic in the rally step.
Lone men: A lone man has no friends in 4”.
At far range a modified 9-10 is a hit.
Arc of fire: The arc of fire is 45 degrees to either
See the fire table for ranges. side of the front center of the firing man or
Who can shoot: A man must be in OK morale and weapon (90 degrees total arc).
health in order to fire. Eligible targets: To be able to fire at a given target
Crew size: Mortars and MMG need 2 men the firing group must be able see some part of the
minimum to fire. An LMG can fire with 1 man but target group and have men in the legal arc of fire.
at a penalty. Ranks able to fire: The 2nd rank of a group may fire
Critical hits: Normally the target unit’s player rifles and pistols or throw grenades. Other
decides which men in the group suffer any hits weapons must be in the front rank. Groups may
inflicted. But some hits may be “critical” meaning not fire through each other.
the firing player gets to choose who gets hit. Mortar and grenade fire: Mortars and grenades
fire at locations rather than groups. Place a marker
at the desired spot. Roll 1 die per man whose head
is within the radius of the marker. Mortars use a 2”
radius circle. Grenades use a 1” radius circle.

2 V1.0
LMG
Fire Table
Weapon #D10 Effective (7+) Far (9+)
Pistol 1 6” NA
Rifle 1 24” Infinite
Automatic rifle (BAR, etc.) 3 24” Infinite
Submachine gun (SMG) 3 6” 12”
Light machine gun (LMG) 6 36” Infinite
Medium machine gun (MMG) 12 36” Infinite
Grenade (use burst circle) 1” radius 6” N/A
Rifle-grenade (use burst circle) 1” radius 6-36” N/A
Mortar (use burst circle) 2” radius 12” or more N/A
Modifiers to Hit (Italics = optional modifier)
To move after firing: -1 Vs. light/medium/heavy cover: -1/-2/-3
Target is lone man: -2 Mortar, 1st fire at new location: -2
MMG or mortar with 2 men; LMG with 1 man: -2 Target is hunkered down (>6” range): -1
Firing at a leader with a burst circle weapon: -2 Blind fire (target no longer visible): -2
Elite or veteran troops / green troops: +1 / -1 Covering fire (once per game, no KOs): +3
Smoke: By default a mortar has 2 rounds of smoke
it can fire. This limitation forces players to only use
7. Melee
it when really necessary. You may assign extra Melee represents hand to hand combat.
rounds if desired for particular scenarios. Defensive Fire: If otherwise able to fire a defending
A smoke round ignores all modifiers and “hits” on a group may fire at the group charging it. Defensive
1D6 2-6 score. On a score of ‘1’ assume the crew fire has no cover modifiers but smoke and arc of
for whatever reason did not fire. fire still apply. Mortars and grenades may not be
Place the resulting smoke screen as the player used for defensive fire. Pinned men drop back 2”
desires. A smoke screen is 6” wide , 1” deep and 3 out of the charge.
hill contours high. Melee procedure: Enemy groups in contact at the
Troops can move through smoke at no cost. Troops end of the movement step and after defensive fires
may not fire through smoke. Smoke lasts 3 turns. It fight rounds of melee until one side loses. Crewed
takes effect at the end of the current fire step and weapons are ignored in melee. Use the sidearms of
ends after the firer’s 3rd fire step following. the crew instead.

Grenades: One man in 6 in a group may throw a Melee Points: Each man involved gets melee points
grenade. If there is a remainder roll 1D6 with a based on his weapon:
score equal to less than the remainder allowing Rifle: 1 point
another man to throw. For example a group of 9
Pistol or auto-rifle: 2 points
men could throw one grenade plus a second on a
1D6 score of 4-6. Submachinegun 3 points
If there is a man with a rifle grenade in the group
he may fire it on a D6 score of 4-6; otherwise he
fires normally.

3 V1.0
LMG
Multiply the points per man as listed below: seen at 6”. Other troops are seen at 12” range.
Brush gives no cover and has no move restrictions.
Count men in medium cover: X1.5
Count men in heavy cover: X2.0 Clear or open ground: Men who are stationary and
Count men who are pinned: X0.5 not firing or lone men who did not fire but may
have moved are seen at 24” range. Other troops
Count veteran troops: X1.5 are seen at any range. Provides no cover and has
Count green troops: X0.5 no movement restrictions. Men being fired at from
Total the melee points for each side. Round up a a higher contour level may not claim the hunkered
final fraction. Each side rolls 1D6 and modifies the down fire modifier.
score based on the ratio of points between them: Bare ground: Bare ground is flat and devoid of
Ratio 3:2 or more: +1 even incidental cover. Men may not claim the
Ratio 2:1 or more: +2 hunkered down fire modifier. All men are seen at
Ratio 3:1 or more: +3 any distance.

Melee Results: The high-scoring side is the winner. Foxholes and trenches: Troops in foxholes and
The winner and loser inflict losses as follows: trenches are spotted as if behind a wall or fence.
Foxholes and trenches give heavy cover protection
Winner: The winning side inflicts 1 KO per 3
to all types of fire but no cover in melee. Troops
final melee points; roll 1D3 (D6/2 rounded move around inside trenchworks at half speed. It
up) for a remainder of 1-2 points. A score <= costs nothing to enter a trench or foxhole but 1/4
the remainder inflicts another KO. move to climb out.

Loser: The losing group inflicts 1 KO per 6 Hedgerow: Hedgerows block sighting and are
final melee points. Roll 1D6 for a remainder obstacles to movement. Troops on higher contours
may see targets more than 4” beyond the
of 1-5 points with a score <= the remainder hedgerow. Troops who fire from behind a
inflicting another KO. hedgerow are seen are seen at any distance.
The losing group now rolls 1D6 per Hunkered troops or lone men who did not fire but
may have moved are seen at 6”. Otherwise they
currently pinned man; he surrenders on a are spotted at 12” distance. A hedgerow gives no
score of 1-3. cover vs. mortars. It gives medium cover vs. other
The losing group retreats 1 move and is fire and on the first round of a melee.
pinned. If it cannot retreat without Hill slope: Gentle slopes have no movement
contacting a new enemy it is eliminated. restrictions. Men climb or move along steep slopes
at half speed. The crestline of a hill blocks sighting
Retreating men abandon crewed weapons. past it except to troops on the crest of an equal
height hill or looking down from a higher contour.
Tie: Both sides inflict losses as if they were
the winner and fight another round. Keep Pillboxes: Pillboxes are visible at any range in the
open or in brush, and at 12” range inside woods.
fighting rounds until one side loses.
Men inside are impervious to fire unless they
8. Terrain Effects themselves fired on their prior turn; in this case
they get heavy cover protection. Troops may move
Barbed wire: Barbed wire gives no cover or into contact with an aperture and fire inside with 1
concealment. It is impassable. man. In this case the defenders get no cover. Two
Brush: Men who fire are seen at 12” range, or at defenders or one MG may fire out of an aperture.
any range if firing from the edge. Hunkered men or Pillboxes provide heavy cover protection in melee.
lone men who did not fire but may have moved are Road: Roads allow normal movement through
otherwise restrictive terrain.
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LMG
Streams and rivers: Troops may cross fords and section to section within a building. The doors and
most streams as if dense terrain. However you may windows on the model are decorative only.
vary this depending on the exact nature of the Concealment: Men who fire out from a building are
waterway. For example a canal with sheer banks seen at any distance. Hunkered men or lone men
would be very difficult to cross. Rivers are who did not fire but may have moved are seen at
impassable except at fords and bridges. 6”. Other troops are seen at 12”.
Swamp: Men are spotted as if in brush. Swamps Light buildings: Light buildings are made of
are dense terrain. material that impedes or deflects bullets but does
Walls and fences: Men behind solid walls and not really stop them, such as wood. They give no
fences are seen at any range if they fire. Hunkered cover vs. mortars. They give light cover vs.
men or lone men not firing are seen at 12” range. grenades. They give medium cover vs. other fire
Other men are seen at 24” range. They provide no and on the first round of melee.
cover vs. mortars. They give light cover vs. Heavy buildings: Heavy buildings are made of
grenades and on the first round of melee. They give material that stops most fire such as stone or brick.
medium cover vs. other fire. They give light cover vs. mortars. They give light
The edge of woods: Men hunkered on the edge of cover vs. grenades. They give heavy cover vs. other
fire and on the first round of melee. They provide
a wood are seen at 6”. Men who fire out are seen
light cover during ongoing melee rounds.
at any distance. Men may not see past the edge in
or out unless within 1” of the edge. Woods are Moving: It costs half a move to leave a section. It
three hill contours high. costs nothing to enter an undefended section.
Defended sections may not be entered until the
Open woods: Men who fire are seen at 24” by
defenders have been forced out.
other troops inside the wood. Hunkered men or
lone men who did not fire but may have moved are Treat the storeys in a multi-storey building as
seen at 12”. Other men are seen at 24”. Open adjacent sections.
woods provide no cover vs. mortars. They give light Firing: One figure may fire out per inch of section
cover vs. grenades. They give medium cover vs. perimeter. If there is a support weapon it must be
other fire. They give no cover in melee. Open placed against the edge from where it wishes to
woods are rough terrain. fire, and it always fires from the center of the edge.
It takes a full turn to move the support weapon to
Dense woods: Men who fire are seen at 12” range
a different edge. When firing from one section into
by others within the wood. Hunkered men or lone
an adjacent section there are no danger zones. A
men who did not fire but may have moved are
mortar cannot fire from inside a roofed section.
seen at 6” range. Other troops are seen at 12”
range. Dense woods give light cover vs. mortars. Melee: One man per inch may charge or defend
They give medium cover vs. other fire and on the the edge of a section. The defender places men
first round of melee. Dense woods are dense from the garrison along the edge after the attacker
terrain. makes contact.
Emplacements: Such defenses provide medium Ruined buildings: A ruined building has the same
cover vs. mortars and heavy cover to other fire. concealment and protection from fire as an intact
They count as medium cover on the first round of one but one level less protection in melee.
melee. They are obstacles to cross.
10. Examples
9. Buildings Example of fire: A group of 10 British infantry has
Divide a building model into one or more sections, spotted and is going to fire at a group of 9 Germans
each able to hold up to 15 men. Troops fight and in OK morale on the edge of an open wood at a
move into or out of the edge of a section, or from range of 23”. The British have 1 Bren gun (LMG) +
loader, 1 NCO with a sten gun (SMG) and 7 privates

5 V1.0
LMG
with rifles. They will not move after firing. This down and prevent them from firing. Covering fire
means they get 6 dice at effective range with the has an advantage to hit but cannot cause KOs,
LMG and 7 dice at far range with the rifles. The merely pins. Grenades and mortars may not use
loader does not fire. The SMG is out of range. covering fire.
The LMG needs 7-10 per die but suffers -1 for a Blind fire: If a target is no longer legally visible but
light cover target so it needs 8s or better to hit. The was visible on the firer’s prior active turn the group
player rolls 6 dice scoring 10, 9, 2, 3, 5, 7 for 2 hits. may still fire at it but with the blind fire penalty
(see Fire Table). This does not affect continuing
The rifles now roll need 9-10 but -1 for a light cover
rounds of mortar fire, however. Groups may
target so they need 10s to hit. The player rolls 7
perform a defensive fire through smoke suffering
dice scoring 3, 4, 7, 6, 10, 8, 10 for 2 hits.
the blind fire penalty.
The player rolls 4 dice (1 per hit) to check for
Overwatch Fire: You may mark a group that is in
critical hits and scores 3, 5, 2, 10 so 1 hit is critical.
command to be on the lookout for enemy
The firing player chooses the German leader to
movement rather than firing in its current active
suffer the hit effects.
turn. This is called overwatch fire. The passive side
Rolling 3 dice for effect on the privates scores 3, 5, performs overwatch fire during the active side’s
8 so 2 are pinned and 1 is dead. Rolling for the movement step.
leader scores a 7 so he is pinned.
Groups may move half and be marked to do
Example of melee: A group of 8 Germans charges overwatch fire but must not have fired that turn. A
through smoke into a group of 8 British of whom 5 group may not do defensive fire on a turn it
are pinned. All the figures on each side are within performed overwatch fire. Mortars may not
2” of the enemy and are regular morale grade. perform overwatch fire.
The Germans have 2 NCOs with SMG and 6 rifles. A group that performs overwatch fire may not fire
The British have 1 NCO with SMG, 1 Bren gun with during its upcoming active turn.
assistant and 5 pinned rifles.
The passive side marks where the overwatch fire
The British defensive fire is through smoke so it has from a group takes place after the active side has
a -3 modifier. The British roll 6D10 for the Bren finished moving the target group but before
(LMG) and 3 for the sten gun for 9 dice. They hit on moving any others. Once the fire is marked it may
10s. They score 1 hit, pinning a German rifle. not be revoked even if the firing group is charged.
The Germans have 3+3+5 = 11 melee points (2 Active side men not KOd or pinned by the
SMG + 5 rifles). The British have 3+2+1 = 6 melee overwatch fire must complete their moves. Men hit
points (1 pistol from the Bren + 1 SMG + 1 rifle). So by overwatch fire must be moved back and
this is a 3:2 fight and the Germans get +1. The pinned/KOd at the spot where the fire was marked.
German rolls a 3 and so do the British but the +1 Hunkered down: Men who did not move or fire on
modifier means the Germans have won. their most recent active turn, and did not do
The Germans inflict 3 KOs and a 4th on a D6 score overwatch fire this turn, are assumed to be prone
of 1-4, which they make, so 4KOs. The British inflict or crouching behind incidental cover. There is a
1 KO. 1 German rifle is KOd and the 3 healthy penalty to fire at these troops unless the firer is
British are KOd. The remaining 5 pinned rifles roll within 6” of them.
to surrender on a D6 1-3 or retreat on a 4-6. Indirect fire: Most fire in the game is direct; that is,
the firing group or weapon must be able to see its
11. Optional Rules target. However a mortar may use a senior leader
Covering fire: Once per game (due to ammunition in its chain of command within 12” and in line of
use) a group may declare covering fire against a sight to direct its fire.
target. Covering fire is not aimed; it is intended
merely to force the enemy to keep their heads
6 V1.0
LMG
A mortar may fire at any targets it can itself see or Routing troops move full speed every turn toward
that the spotter can see. The leader must be their rear table edge and cannot rally. They
stationary, in Ok health and not fire to perform abandon crewed weapons. They do not fire and
spotting. surrender if contacted by the enemy. They ignore
Danger zones: MMG and LMG have a 2” danger pinned results.
zone around their target group’s outer edges and
1. 33% men KOd green troops rout
also along their outer lines of fire.
2. 50% men KOd regulars or veterans rout.
Burst circle weapons have a 2” danger zone around
the outer edges of the circle.
3. 75% men KOd elite troops rout.
Roll first to hit friendly men in the zone. Dice that Replacing lost leaders: During the rally step the
miss may then be rolled against the target. active side may roll to replace KOd leaders.
Group morale: If you do not want the groups in Roll 1D6 needing a 4-6 to promote a junior leader
your games fighting to the last man use this rule to to senior, or a private to junior leader. When you
have a group run after suffering critical losses. promote a junior leader to senior a private from his
group is automatically promoted to junior leader
There are 5 morale grades:
for his group. The leader or private nearest the KOd
• Trained troops are the base grade used by leader’s position is the one promoted.
default in the main body of the rules. You may only test once per turn to replace a
• Elite troops are highly motivated but not particular leader.
necessarily better trained than trained troops.
• Veterans are troops who have successful
combat experience.
• Green troops are partly trained or badly
motivated regulars. They can also be most
tribal or partisan troops. If they conflict use the
one best for the group in question.
• Veteran-elite troops use the modifiers of both
elite and veteran.

7 V1.0
LMG Playsheet
Turn Sequence (trade active/passive roles each turn)
Fire: The active side does normal fire.
Move: The active side moves groups. (The passive side does overwatch fire.)
Melee: The passive side does defensive fires. Fight melee rounds.
Rally: The active side removes pins and tests to replace fallen leaders (1D6 4-6).
Movement
Troops Rate Road, Clear, Rough Dense Obstacle
Infantry, most weapons 3D6” X1 X1/2 2”
MMG, mortar 2D6” X1 X1/2 2”
Fire and move: A unit may make half a move after firing. Turning in place is movement for
fire purposes but does not affect cover or concealment. Pinned Men: No move or fire. Unit
cohesion: Men must be in a daisy chain 1/2” apart or less base to base back to a leader or
they are isolated. Command: An isolated group may not move but may fire and turn men in
place. Pinned leaders cannot command groups.
Fire Table (D10)
Weapon #D10 Eff: 7+ Far: 9+ Die Score Modifiers
Pistol 1 6” — To move after firing: -1
Rifle 1 24” Infinite Per crewman missing: -2
st
Auto rifle 3 24” Infinite Mortar 1 fire at new target or location: -2
SMG 3 9” — Target in light/medium/heavy cover: -1/-2/-3
LMG 6 36” Infinite Firing at lone man: -2
MMG 12 36” Infinite Firing at a leader with burst circle weapon: -2
Grenade 1” radius 6” N/A MMG or mortar w/2 men; LMG w/1 man: -2
Rifle-gren 1” radius 6-36” Target hunkered down at >6” range: -1
Mortar 2” radius 12”+ Green troops: -1
Elite or veteran troops: +1
Blind fire: -3
Covering fire (once per game, no KOs): +3
Procedure: First roll to hit, then roll for critical hits, then roll for effect.
Need 11+? Roll for natural 10s then roll again needing 6+ to score a hit.
Critical hits: 1D10 per hit. 1-5 men in target: critical 9-10; 6+ men in target, critical on 10.
Effect: Roll 1D10 per hit. 8-10 = KO’d else pinned. Covering fire cannot cause KOs.
Smoke: Smoke hits on a 1D6 2-6, no modifiers. 6” X 1” area. Smoke takes effect at the
end of the fire step and lasts til the end of the side’s 3rd following fire step.
Arc of fire: 45° to either side of the firer’s front facing.
Ranks: 2nd rank pistols, rifles or grenades; other weapons 1st rank only.
Grenades: 1 man in 6 may throw a grenade. Roll a D6 for any remainder group.
Def. fire: Defensive fire ignores cover.
Danger Zone: 2” around burst circle and machine gun fire circles and cones.

V1.0
LMG Playsheet
Melee (D6)
Procedure: Basic points:
Add up melee points for men within 2” of the Rifle: 1 Pistol: 2
enemy base to base. Multiply and round up a Auto-rifle: 2 SMG: 3
final fraction. Each side now rolls 1D6 and Melee Point Multipliers:
adds modifier. The high scorer is the winner. Veteran: X1.5 Green: X0.5
Medium cover: X1.5 Hvy cover: X2.0
Pinned: X0.5
D6 modifier based on melee point ratio: Winner: 1 KO per 3 points. Loser: 1 KO per 6
Outnumber enemy 3:2 or more: +1 points. Roll 1D6 per pinned man; he surrenders
Outnumber enemy 2:1 or more: +2 on a 1-3. Then retreat the group 1 move
Outnumber enemy 3:1 or more: +3 pinned. Tie: Both KO as winner, fight again.
Cover, Concealment and Terrain Notes
Terrain Men who fire are seen Hunkered men, or lone men Other men are
at… not firing, are seen at… seen at…
Clear 24”
Any distance
Bare Any distance Any distance
Walls and fences
Open woods, brush 24” if both are inside,
12” 24”
but at any distance if
firing out from the edge
Dense woods 12” if both are inside,
but at any distance if
6” 12”
firing out from the edge
Building, hedgerow Any distance
Bare ground: Men may not hunker down in bare ground.
Open ground: Men may not claim to hunker vs. fire from a higher contour level.
The edge of woods: Sighting blocked in or out unless the spotter is within 1” of the edge. Men
hunkered down on the edge are seen at 6” distance.
Walls, fences, and open woods: No cover vs. mortars; light cover vs. grenades; medium cover
vs. other fire. Walls and fences give medium cover on the 1st round of melee but open woods
none. Men must be within 2” of a wall or fence to claim its protection.
Dense woods: Light cover vs. mortars, medium vs. other fire and on the 1st round of melee.
Barbed wire: No cover or concealment. Impassable.
Buildings: It costs nothing to enter a building but half a move to emerge. One storey buildings
are one contour high. Two storey buildings are two contours high, etc.
Light building: No cover vs. mortars. Light cover vs. grenades. Medium cover vs. other fire and
1st round of melee.
Heavy building: Light cover vs. mortars. Light cover vs. grenades. Heavy cover vs. other fire
and 1st round of melee. Light cover during ongoing melee rounds.

V1.0

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