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Battlegroup-QRS-3.pdf
Latest Edition date/time:
22/09/25 23:36
Approved as a fan play aid by the rules’
designer, Warwick Kinrade, posted in the
Battlegroup Facebook group’s file section

You are welcome to make suggestions for


This page (1) is NOT to be printed; another chart to include on the half sheet
to email WmOwen (at) aol.com. Or if I do

it is instructions about printing


not answer quickly enough, send a Contact
Form inquiry from my blog’s page: https://
wargamecampaign.wordpress.com/contact/
the Quick Reference Sheets (QRS). Depending on how organized I am, a new
edition of this document might be found at:
https://wargamecampaign.wordpress.com/
The following page is to be printed separately category/battlegroup/

from the last 2 pages*. Print only the next page Document Version # Changes:

(2) and then flip the page over to feed it into the 1. Initial edition showing the fire flow
with black arrows only. 2019/03/24
printer bottom of page first & print page 2 2. Added Grenade clarification (+1D6
ROF) & clearer Area & Aimed fire flow
again. You should have the bottoms on the with green and reddish-brown arrows.
back of the tops. Then cut in half, making a 2019/03/25
3. The only change from QRS-2 is that I
half-sized QRS, two identical copies. noted that the page numbers in QRS
#1-3 are from the original rulebook 2013
isbn: 978-0-9573132-2-4. 2022/09/25
4. Page numbers in QRS-4 are from the
*The last 2 pages are to be printed so page updated rulebook of 2016 isbn: 978-0-
9573132-8-6. This edition was requested
(3) is on the back of page (4) makes a normal by intrepid Canadian Battlegrouper,
QRS: double-sided & Letter-sized. Luis A. Fernández, icb. 2022/09/25

If you use A4 paper, click FIT in the Adobe


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mine often suffer mechanical problems. 4. Issue Third Order...etc
need a battlegroup . Collecting and The2 theatre
Veteransupplement’s lists treat thisusing
armyunits
and Elite Infantry multiple
Pinned bases,
result as an OKtheresult.
best thing to
dly that Immediately play this counter on an Continue returns to base. Remove the aircraft from
this
painting process
miniatures is auntil all of the
large part
3
Manhandled
unit’s
unit
contain
battle rating is a medium
As well
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may ofpassing
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theunits,
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the unit isisinspired
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of Duty’
also have test.
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intomarkers
the action. The
or small
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play, but do not take a battle counter, as effectiveness and importance of your
orders are issued. Manhandled
unit may
As well immediately
as passing heavy
theattempt
Moralegun
atest,
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the unit Call - tocasualties
toofshow
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get - The
action.
3
unts as enemy vehicle (but not an aircraft). Roll wargaming hobby, and as such building infantry squads and sustained by
the aircraft is not destroyed.
BATTLEGROUP • RULES
battlegroup, and willtanks,
be toimportant
very command
a D6 on the Breakdown table. If your up this collection can become something unitsignal
units, may immediately
teams, attempt
whetherartillery,
you win medics,
a ‘Beyond thethe
or lose etc .
Call of Duty’
base. test.man base would
So, a five
K
Aircraft
in deciding anywhere
battlegroup contains any vehicles with
5. Rally Abandoned of life’s work for dedicated (obsessive) Each is listed
a game . with‘BEyONd
See page a points
43 for full value
details
ThE and
on aCALL remain on the table
Of dUTy’ TEsTs until all five men
the Unreliable special rule you must
Remove Thepinning
wargamers
crew markers
(author
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includedfrom
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battle per
rating .
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up
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Of 12is" passed,
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ll arms has thethis
play additional
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on one of them top) armour value. They also have an gun or vehicle make for
ms, aircraft’s own speed,unit meaning pinned units.
The theatre supplements each include
the
HE rating for Area Fire. rear as stragglers. The unit counts as
Sometimes, in the ‘BEyONdheat of battle,ThE CALL Ifcasualties
instantly
Of testbe
the dUTy’ would
is given
passed, only
TEsTs a the have
free unita Rate
Order,can of Fire
f see the Unreliable specialthatrulethefor NOTES
brave
Sometimes,
ONare INFANTRY
individuals the or
in how heat
BASING
well-led
of battle, which
instantly
ofthe occurs
1 . This be out of
given
additional the unit
usual
a bookkeeping
free Order,
QRS-3 22/09/25 23:36 different ‘types’ of army, the principal
destroyed.
Points values you pick a force . If test is passed, the can won’t
shells.
is rounds travel at higher velocity than
full details. How infantry are based doesn’t really game
TABLETOP WARGAMES RULES FOR 15mm & 20mm MINIATURES combatants of war at that time, and each units
brave
In Sometimes,
simplisticdo things
individuals
terms,
in thethat
theor are
higher
heat above
well-led
of the points
battle, affect sequence.
which
instantly occurs
game be play outThen,
given atof the
aall .
freeAimmediately
usual
combination
Order,
ground mounted weapons. Aircraft Bombs have an impact on the game, as long as
diately has its own advantages, disadvantages
Pinnedsizes.
and UNIT
units
brave
value,
it
beyond
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individuals
is obvious
‘better’thethe
EXPERIENCE
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Aabove
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powerful TEST resolve
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occurs
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COVER ofIfthe
outThen,
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SAVE
usual
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immediately
osive.
nit or mountedBREAKDOWN
autocannonsbygain a +2 bonus
TABLE
WARWICK KINRADE Bombs come in three general
and ‘style’ of player . You’ll learn the
heroic
and
units
tank ‘BEYOND
with dodeeds
beyond
a things
big
which
the
THE
gun call
that
is ofthe
gain
are
CALL
worth
models
them
duty,
above
OF
more DUTY’,
taking
resolve
game
probably
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that
sequence.test
the
isThen,
Order.
best
already
If the Pinned,
unit
immediately
compromise .
The unit is marked as Pinned. belong
promotions to, then
deedsand any basing
prestigiousmethod medals. then
taking instantly
the remove Infantry
Pinning /
theunit Vehicle
hells.
n that to their
1 Nopenetration
Effect value when used Small, medium and large, but even
ins and outs as you go, but suffice to
heroic
and
than an beyond
infantryman
TACTICAL
which
the call
with
gain them
of aduty,
CO-ORDINATIONmere rifle. resolve thattest is already
Order. If the Pinned,
against Something’s
ground targets. They always a small bomb is still a rather large
will
A
heroicvery
promotionswork . Individual
good
deeds Morale
and
which
basing
roll
prestigious
gain
obviously
means
them a
medals. marker,
then
taking theand
instantly testthen
remove
is
Deployed
issue
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the special
Pinning
Pinned,
Gun
remove clanking, but the say, infantry-based forces, often backed Heavy GAMEThe SIZE
allows &artillery
INFANTRY is worthofCLOSEmore casualties,
than light
ASSAULTS Open 6+ none
quire attack avehicle
target’swill
rearstruggle
(top) armour
on untilvalue.
theBATTLE explosion! Each bombOK has a penetration A veryfor
‘Beyond
promotions
the easy
the
good Call removal
Morale
and rollofmeans
Duty’
prestigious test can
a
medals. Order.
marker,
then instantly and unit
then has
remove suddenly
issue thePinning
the special
table Autocannons also have
end of the game. three
YOUR
shots per value
GROUP
and HE rating
up by artillery,
Thelike
just
ARMY
unitanstill will
LISTS, fight very
POINTS
has the determination to
artillery
different
AND Inexperienced
artillery .
but
be
‘Beyond
A
When
multiple
attempted.
very
picking
basing
the Call
good of unit:
First,
Morale
a
allows force,
the
Duty’
roll
for
unit
means
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faster
must
test can a
be 4+ This
galvanised
Order. The
marker,
game isunit
Soft
and
designed
itself
then into
has to be played
action,
suddenly
issue the or at
5+
special 6+
In order to play, you are going to battles BATTLE
toand
mobile RATING
armoured units with to movement
a maximum
roll to seethe and easy
points
ifunit:
itCall
will identification.
value, setit.
by Ifthe four
its different
officer orunit sizes,
NCO from
has smallorsquad
suddenly
no game. shell. fight on continues as normal – good Regular
be
‘Beyondattempted. ofattempt
First, the unit
Duty’ test Roll
must galvanised
can 3+Order. The Harditself into
has action,
suddenly 4+ 4+
need a battlegroup . Collecting and lots of tanks . The theatre supplement’s army lists using
arollD6 multiple bases, the best thing to inspired
squadthe menup tohasdo something
players toand
seecompare
before ifthe game .
it will itthe
to
If the
attempt both unit’s
unitit. sides
Roll vs officer
its actions
oritself
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cannot 2-5 Immobilised painting miniatures is a large part of the
lads!
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be
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level.
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– now!
inspired
Reinforced
the men
into
to do
action, or
3+
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-
have an equal number of points,
to see if it will attempt it. Roll then actions . The larger
its officer or NCO has suddenly the game, the more
hine
6 on the Rockets The vehicle splutters to awargaming Bombs
stop. It is hobby, andare dropped
as such using the
building Indirect
infantry squads and tanks, to command
The heart of your hobby is your
Elite
you
dice
stated to
aexperience
D6
willand
unit:
show
in
get anthe casualties
army
level.
even Unless
compare
sustained
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by
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Hardened
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-
ine The Russian IL-2 Sturmovik, British
up this Artillery
collection Fire rules.
can become Instead of
something anysignal teams, artillery, medics, etc .
units, the base. inSo, a five man base level
would
immobile for the rest of the game,
collection of miniatures, but this should
have
stated
theexperience
the
theory) .
default
the army
Oflevel.
course,
morale
lists,
how all
Unless of
units
otherwise
you use the –Ifcorrespondingly
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now! larger tabletop . Below is
ircraft Typhoon and American
unless P-47 were
it can be repaired. of armed
life’s work for dedicated
Artillery (obsessive)
Spotter placing theEachtarget is listed with a points value and a remain
Regular.
have the on the table morale
default until all five
level menof Order
If the unitthis hasturn, nota Beyond
already the hadCall
an
stated inluck
the army thelists, all units
ave a with ground attack rockets. All rockets wargamers (author included
marker, a Forward
not be confused
here) . Air Observer
battlemust
with your
rating . sUppREssINg
battlegroup . force,
have (AREA)
your
Regular.
have the default
on FIRE
become casualties,
day,
morale level
EFFECT
and
but after
lots
four
of
ofwho
TABLE
a guideline -forD6
of
Order
IfandDuty
the unitorder
this turn,
has
the minimum, maximum
does
not not count
a Beyond
already the
had as
Call
an
A battlegroup is small combined-arms other factors
casualties will ultimately
would only decide
have a Rate standard recommended points
th lots can 6only be fired The theatre supplements
in pairs, but multiple do it, using each
theinclude
Request Artillery Fire Inexperienced unit: 4+of Fire its Order,
of Duty and
order it may
does notstill receive
count
the as
different ‘types’ of army, RoFthe principalRange Infantry a force . Deployed Soft-skinned Open-topped Enclosed asAircraft
Severe Breakdown Regular. Order this turn, a Beyond Call
force created for a specific
Points values are howgame. you pickYour gets
of the1 . victory .
This additional bookkeeping won’t required
another for
order the different
(therefore sized
gaining games,
much pairs canThebevehicle
fired inbreaks
the samedown attack.
badly, order and then, instead of Fire for Effect, Regular
Inexperienced unit: unit: 3+
4+ its Duty
of Order,order and doesit maynot stillcount as two
receive
combatants of war at that time, and each collection will be far
In simplistic larger,
terms, the and
higherinclude
the points affect game play
Veteran unit: at all . A combination2+ well as this
Orders aorder
recommended
turn – what table size .two
heroes!).
fire its Rocketsperhaps
are highly inaccurate, and
catching fire as well, and giving the aircraft the Manoeuvre and
Note:
gun
Regular
Inexperienced unit: vehicleis
unit: 3+
4+ its vehicle
another
Order, and (therefore
it may vehicle
still gaining
receive
e, after always hit
the on
crewa 6,abandon
regardless
has its own advantages, disadvantages
ofcounts
it. It range as Fire order.9+ Short
value,
many different
- 0-10
theunits .
"
‘better’ thewon’t
You unit . Ause
powerful
2+
of Elite
multiple
Veteran
Regular
2+
bases
unit:unit:
unit:
and single figures
2+
2+
3+ Orders
another4+ this
order turn – what heroes!).
(therefore 5+pgtwo
gaining .42 -
Page
and ‘style’ of player . numbers
You’ll in this
learn the QRS-3tankare from
with a the
big original
gun
them all every game, but occasionally is 2013
worth rulebook.
more probably
Elite unit: the best compromise . 2+
A rocket has an armourpg.45 Veteran unit: 2+ Orders this turn – what heroes!).
to get "them all out
they and modifiers. (QRS-4’s page
destroyed. ins and outs as you go, but suffice to numbers
Medium are
than from
an- 10-202016’s
infantryman updated
with a edition.)
3+
mere rifle. 3+ 2+ 2+ 5+ - -
you will be able Elite unit:
penetration value as for guns, and If the target45 point is not within the line Game Size Minimum Maximum ‘Standard’ 20mm 15mm
say, infantry-based forces,
up by artillery,of
always attacks a vehicle’s rear (actually sight
will
42 often backed
fightofvery
a Forward Long
and have - a20-30
really big
differentAir Observer,
artillery .or
+ battle . As most
4+ "
Heavy artillery is worth more than light
When picking a force, it will be
GAME
4+ SIZE Points 2+ Points
This game is designed to be played at Points6+ table size - size
table 6+
wargamers find, their collection is rarely
AIRCRAFT BOMBS
one
battles to mobile is not 5-8
armoured present,
units with Short
then the to- 0-10
aircraft
a
complete,pg
crew
.49-51
maximum
there
points value,"
3+
is always something
set by the 3+
four 2+squad350
100 small
different sizes, from
Squad 2505+ 6' x 4' 6+4' x 4' -
lots of tanks . players before the game . If both sides vs squad actions up to larger battalion
tly like
Bomb HE Size Penetration Medium
HEhave
to add Rating
or new- models
10-20
an equal
"to include .
number
4+If, then
of points,
4+
Platoon 351 2+ 750
actions . The larger the game, the more
5006+ 6' x 6' -6' x 4' -
ns.
Small Medium
The heart of your hobby9 is your Long
by some -good
7/3+
you 20-30 get"an
+ even
will fortune, angame 5+
army(well,
is that is 5+ you’ll need, as well
Company
miniatures 751 3+as a 1250 1000 - 6' x 8' -6' x 6' 6+
Medium Heavy 12but this should
collection of miniatures, 9/2+
completed,
the then invariably
theory) . theyyou
Of course, how startuse
onthe correspondingly
Battalion larger
1251tabletop . Below
2000+is 1500 6' x 10' 6' x 8'
your"luck on the day, and
rcraft
151-4 Short -one .
0-10 4+ lots of 4+ 2+ 6+ - larger -
Large Heavy
not be confused with your battlegroup . 11/2+
anotherforce,
1
.10
a guideline
pg for the minimum, maximum or larger or
A battlegroup is small combined-armsMedium - 10-20
other factors will ultimately5+
decide who" 5+
and standard recommended3+ points - - -
force created for a specific game. Your
Longgets
- 20-30 "+
the victory .
6+ 6+ 4+
required for the different sized games, as
- - -
collection will be far10larger, and include well as a recommended table size .
UNIT MORALE TABLE
many different units . You won’t use
D6 Roll Infantry them all every
Gungame, butVehicle Aircraft
Armour Piercing shell 1
occasionally
- 6+ 3+ 6+ 6+ -
1 Pinned/Rout-Surrender Abandoned
you will be able to get Abandoned
them all out 1 Return to Base
2 Pinned/Rout-Surrender Abandoned
and have
HE
Pinned
a really big battle .
from veryOK
As most
light
Gamegun
Size 1Minimum 5+ Maximum 5+
‘Standard’ 20mm 2+15mm 5+ 6+ 5+
Points Points Points table size table size
3 Pinned2 wargamers HE OKfrom
find, 2their collection
Pinned is rarelylight
OKgun 1 4+ 4+ 2+ 4+ 6+ -
Squad 100 350 250 6' x 4' 4' x 4'
complete, there is alwaysHE
OKfrom medium gun 3+ 3+ 2+ 3+ 5+ -
something 1
4 OK OK OK Platoon 351 750 500 6' x 6' 6' x 4'
5 OK HE OKfrom heavy
to add or new models to include . If,
OK gun
OK Company
1
751
2+ 1250 2+
1000 6' x 8'
2+6' x 6' 2+ 4+ -
by some good fortune, an army is
OK3 OK3 OK3
6
noOK
3
Range has
1 they start on
completed, then invariably effect on Area1251
Battalion Fire from High Explosive
2000+ 1500 orx 10'
6' Armour6'Piercing
x 8' shells.
pg.18 another one . *minimum 1” or larger or larger
pg.43-44

test must be taken.


Notes 10 destroyed (unless if specialized units).
fractions up) are also killed and a morale Rating.
1
Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned into impassable terrain, then it counts as
is destroyed by the hit, then D3 (round
vehicle, or the vehicle has enemy infantry within 10" and no friendly infantry *regardless of either’s remaining Battle
cliffs, count as impassable. If a unit moves
within 10" i.e. in close support). Otherwise treat as Pinned.
pinned. If the vehicle they are riding
Impassable Terrain—such as rivers or • that out-scouted the other.
riders are immediately disembarked &
2
Veteran and Elite Infantry units treat this Pinned result as an OK result.
tank is hit by enemy fire, then the tank described in their own rules. same…
3
As well as passing the Morale test, the unit is inspired to get into the action. The
(soft cover) to the vehicle & so pinned If unit (such as mines going off), which are • with the lesser Battle Rating loss. If
unit may immediately attempt a ‘Beyond the Call of Duty’ test.
Tank Riders—can be targeted separately ground can also have other effects on the same…
exceed normal maximum). Dangerous the most objectives is the winner. If the
must then be given orders individually.
etc, then it can only move D6” (but not If the same BR, thenwhich ever holds
ordered. Once disembarked personnel
‘BEyONd ThE CALL Of dUTy’ TEsTs a minefield, across scree-slopes (rocks) • with the highest total BR remaining.
may not Open Fire but Spotters may be If the test is passed, the unit can
Sometimes, in the heat of battle, instantly be given a free Order, rain, such as over barbed wire or through
Vehicle Passengers—while embarked, of priority):
brave individuals or well-led which occurs out of the usual move through an area of dangerous ter-
units do things that are above
2.5”. game sequence. Then, immediately time limit, the winner is the side (in order
resolve that Order. If the unit
Dangerous Ground—If a unit must
and beyond the call of duty, Time limit reached—if you agreed to a
the building model, so it can only move
heroic deeds which gain them taking the test is already Pinned, up to the obstacle instead.
promotions and prestigious medals.
takes half its basic move, measured from then instantly remove the Pinning his turn, you win.*
A very good Morale roll means a marker, and then issue the special not enough to cross the obstacle, move it
order to exit a building, an infantry unit All enemy units pinned—at the start of
‘Beyond the Call of Duty’ test can Order. The unit has suddenly its total movement distance by D6”*. If
diately be placed inside the building. In
be attempted. First, the unit must galvanised itself into action, or Obstacle—wall or a hedge, again reduce table.*
roll to see if it will attempt it. Roll
the building model, then they can imme- its officer or NCO has suddenly
a D6 and compare it to the unit’s inspired the men to do something move. turn, you hold all the objectives on the
that the majority of the unit is within 1” of
experience level. Unless otherwise – now! Objectives taken­­—at the end of an your
a building, an infantry unit must move so
stated in the army lists, all units
in the terrain. Roll once for each such
have the default morale level of
Entering and Exiting Buildings—to enter If the unit has not already had anreduce its total D6”* per move it spends total battle rating, you win.
Regular. Order this turn, a Beyond the Callken or rocky ground or piles of rubble, total of counters exceeds his battlegroup’s
difficult terrain or obstacles. of Duty order does not count as
Inexperienced unit: 4+
Difficult Ground—woods, marshes, bro-
its Order, and it may still receive
Enemy exceeds Battle Rating—running
Reduce by an additional die, each, if in
Regular unit: 3+ another order (therefore gaining two
Vehicles Reversing—reduce by D6”. *
Veteran unit: 2+ Orders this turn – what heroes!).
TERRAIN EFFECTS HOW TO WIN
Elite unit: 2+
n. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
Firing. . . . . . . . . . . . . . . . . . . . . . . . . . 2+
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
9
10
3 3
BATTLEGROUP • RULES

3 3
3
3
3
3
3
3
4
3
5
4
6
5
7
6
RULES REFERENCE S
8
7
9
8
10
9
11
10
12
11
12
12
-
12
1

2-4
Heavy Casualties
2. Issue First 1D3
Remove
Casualty
Order
infantrymen.

Fire
3. Issue Second Order
. . . . . . . . . . . . . . . . . . . . . . . automatic 11 3 3 3 3 3 3 3 4 5 6 7 8 9TURN
10 11 12 Remove 1 infantryman.
MOVEMENT SUMM
1. Roll Orders Dice 5 Success - Side Armour
12 3 3 3 3 3 3 3 3 4 5 Squad
6 7 8 9 1D6+officers
10 11 4. Issue Third Order...etc
Unit O
it has the Scout special rule . . . . . . +1QRS-3 22/09/25 23:36
13 3 3 3 3 3
ARC
3
OF
3
FIRE
3 3 4 Platoon
5 6 7 8 2D6+officers
9 10
Penetration
Continue
armour.
6 attack against side
this process until all
Infantry
over
of 3for anti-tank . -115mmpenetration & artillery 3D6+officers orders are issued.
Infantry,
3 Turrets,
Company
TABLETOP
an Infantry WARGAMES
team menRULES
or lessFOR & 20mm MINIATURES
14 3 3 3 3 3 3 3 3 3 4 5 6 7 8 9 6 Vehicle - Rear Armour
Success
s the Sniper Scout special rule. . . .KINRADE
-1 Battalion 4D6+officers Penetration 6 attack against rear
by WARWICK Pintle
3 MGs: 3360°, 5. RallyCavalry*
it has the  Area
! 15 3 3  Aimed
3 3 3 @ 3 3 3 3 4 5 6 7 8 armour.
One Man Turret rule . . . -1

RULES REFERENCE SHEET


Guns: 90°, Case- 2. Issue First Order Remove
Bicycle pinning markers from
pinned units. pg.12
mate: 45°, pg.20 Horse towed gun
• Unit De
3. Issue Second Order Manhandled very light gunAny uni
SMALL ARMS RATE OF FIRE RESULTS gun/veh
@RoF OBsERvATION
Max Range CrewTABLE – D6
Special
@ ANTI-TANKTURN ARMOUR AIMED
4. Issue FIRE
pENETRATION
Third TO-HIT
Order...etc TABLE– –2D6
TABLE
MOVEMENT D6 Manhandled
SUMMARY TABLElight
Greater
gun
Than = Destroyed• Rally
1. Roll Orders Dice
Infantry
1 in the Open
30" Firing . -. . . . . . . . . . . . . . . . . . . . . . 2+ SS O Small
Range N Arms
Squad M L KMGs Continue
J
1D6+officers thisUnit
I Autocannon
H process
G F until
E D all C B AManhandled
Flamethrower Off-Road
AP Shell medium
Target Destroyed.
On-Road
HE Shell gun
Must takeRemove
Battle C
Roll once based on RoF
12 2+orders - are- issued. -Manhandled heavy 2+gun Hit
Infantry
1(2)* in the Open
10" . . . . . . -. . . . . . . . . . . . . . . . . . . . . . 3+ " Less Than 5"= Glancing counter
10-5" 7 9 2+10 11 2D6+officers
8 Platoon 12 2+Infantry
- - - 2+ -
- RESULTS - 52+
Obscured Infantry
30"Firing
2/1 OBsERvATION . . . -. . .–.D6
TABLE . . . .RoF
. . . .2. at
. . .under
. . . . . .10
3+" ANTI-TANK Company 3D6+officers TABLEVehicle
ARMOUR pENETRATION – 2D6 see No
vehicle data • Under
Morale tA
-Aircraft
Greater Than = Destroyed Effect. Target must take
Infantry 25-10"6 7 Battalion
8 3+ 9 10 4D6+officers
11 3+12 12 - 3+- - - - 3+ - - 2+ 2+ First tim
G 2in the Open
Obscured Infantry. Firing. .. ..... .. .. .. .. .. ..... .. .. .. .. .. ..... .. .. .. 2+
30" 1 man . . . . . . . . . 4+ SS O N M L K J I H 5. G Rally
F E D CCavalry* B A 8" Battle
Target Destroyed. Must take Counter.
Equal to = "
10Pinned
310-20 " 11
510 6 7 128 -9 - 10 4+ 11 - 12- pinning
12 - -markers
- - - from- - Than
- =- Glancing
-* Once aircraft.
12 4+ - Remove - 4+ 33+
" per 3+maytake
Infantry in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+ game cavalry
12" Must charge up to
G-08 MMG 5 30" 2 men Vickers 40" range 1 7 8 9 2. Issue First Order -Bicycle Less Hit Target Pinned. Morale tes
Deployed
Obscured Infantry Gun in the
Firing . . . Open
. . . . . . .Firing
. . . . . . . . .. ..... .. . . 3+ . . automatic ! pinned units. No Effect. Target must take Morale test. • Under F
G 6 40 " 3 men 2 6 7 420-30
8 4"9 10 11 5+12 12 - 5+
5 6 7 8 9 - 10 - 11- 12
- 5+ 12
-Horse -
- towed
- - -
gun - - - - 44+
" 6" 4+
Double 1 = ImmobilisedFirst tim
Obscured
Deployed Infantry. Gun. . in . . .the
. . . Open
. . . . . . .. .. ..... .. .. .. .. .. ..... .. .. .. 4+ . . . . . . . . . 2+ Equal to gun
= Pinned
unt 5 30" 2 men 3 5 7 3"8
6 530-40 493. Issue
5 -Second
10 6 127Order
11 12 8 6+
- 9 - 10- 11 -Manhandled
- 6+ 12 - 12- - very - light-
- Pinned. - - " Target Immobilised.
35+ 4" 5+ Must take
flamethr
Mora
Obscured Gun FiringFiring . . . . .. .. .. ..... .. .. .. .. automatic
. . . . . . . . . . . . . . . 2+ Target Must take Morale test.
unt Deployed 6 Gun in the Open 30" 2 men Manhandled light gun UNIT 2" EXPERIENCE 3" TEST
Obscured Gun
4 4 5 6
640-503" 7 8 9
34. Issue 10
4 -Third
5 116 12 12
7 - 8
Order...etc - - -
9 10 6+- - -
11 12 12 Double - - - 1 = -Immobilised
- 6+ sUppREssIN
6+
unt Deployed 7 Gun in the .Open. . . . .. ..... .. .. .. .. .. ..... .. .. .. .. .. ..... .. .. .. 2+
40" . . . . . . . . . 3+ " Morale 2" OF DUTY’,
2 men 5 3 4 5 36 7 Continue
83 94 this
105process
11 6 12until
12all 8- -9 -Manhandled mediumImmobilised.
10 - 11- 12 Target
gun 1take
‘BEYOND
-Must
THEtest.
CALL
unt Obscured 8 Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
40" 2 men
750-70 " 3 orders - are issued. - 7 -Manhandled 12 -
heavy-gun RoF
- Range
6+
-
TACTICAL - 6+Infantry D
CO-ORDINATION
Vehicle in. the 3 3 4 5 6 7 8 9 10 11 12 12 - - - -
. . . .Open
. . . . . . Firing.
. . . . . . . .. .. ..... .. .. .. .. .. ..... .. .. .. 3+ . . automatic 6 ANTI-TANK gRENADE ATTAC
Obscured Gun 8 3 3 3 3 4 5 6 7 8 Aircraft
9 10 11 12 12 - - & INFANTRY
axial, etc) Vehicle3 in the Open. 30" . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+ 7 3 3 1s3 always
4 miss, 66s always
55. Rally 7 8 hit,9regardless
10 11 of12modifiers.
12 - - -
anywhere CLOSE ASSAULTS
1 Heavy Casualties
Vehicle5in the Open Firing. 40" . . . . . . . . . . . . . . . . automatic 9 3 3 Remove
3 3pinning
3 markers
4 5 from6 7 * 8Once per
9 game
10 cavalry
11ANTI-TANK
12 charge
may 12
9+ upInexperienced
-to 12
gRENADEShort - 0-10"unit:
" ATTACKs 2+4+
Remove 1D3 infantrymen.
Obscured Vehicle Firing. . . . . . . . . . . . . . . . . . . . . . . . . . 2+ 8 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - -
(20mm)Vehicle6in the Open. . . 50 . . .". . . . . . .2. men. . . . . . . . . .also . . . . .Light
. 2+ HE Regular Medium unit: " 3+3+
2-4 - 10-20
Small Arms, MGs
33 pinnedand
units.3 AP Shell
6 D6 Modifiers 1 12 HE Shell D6 Modifiers
3 10 3 3 3 43 53 7 3 8 4 9 510 11 12 7 12 8 - 9 10 11Heavy 12
Casualties Casualty
Obscured Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+ 9 3 6
Obscured
n (37-40mm) 8 Vehicle Firing. 50.". . . . . . .3. men . . . . . . . . . .also Autocannon D6 Modifier
. . . . .Light
. 2+ HE Firer Moved (or will move) Remove Veteran
Firer
1D3 Moved
infantrymen.
Long unit:
- (or will
20-30 " +
Removemove) 1 4+2+
infantryman.
3 3 11 3 3 3 33 33 43 53 6 3 7 3 8 49 10 5 6 12 712 8 9 10 11 12
nons Obscured
Aircraft . . . .
10 Vehicle . . . . 50
. . . . . . . . . . . . .
. . .". . . . . . .2. men . . . . . . . .
. . . . . . . . . .also . . . . . .
. . . . .2. 3+ . .
Firer Moved automatic
Light HE (or 10
will move) this turn .11.UNIT . . . . .EXPERIENCE
. . . . . . . 2-4 . . . . -1Casualty
TEST thisEliteturnunit: . . . . . . . .SAVE
COVER . . . . . TABLE
. . . . . . -12+
5 Success - Side Armour
Aircraft 3 3 12 3 turn
this pg.24
3 3 33. . . . 33. . . .33. . . .4.3. . 5. . 3. -1
11 6 3 7Target 38 Moved 94 10‘BEYOND 5 11 last612turn 7 CALL
. . 8. .OF
Remove
9-1 5-8
. .DUTY’,
1
10 Target11 Short
infantryman.
Moved - 0-10 last "Penetration
turn/ . . Vehicle 3+
. .6.attack
. -1 agains
nt 10. . . . . . . . . . . . . 30
Modifiers . . .". . . . . . .3. men. . . . . . . . . automatic THE Infantry
rower If
Modifiersthe
10 observing unit
5" has the
1 man Scout 3 1 3 13 3 3 3
special rule
Open Cover save 33
. . . . 3
.3. +1
12 33 33 4 3 5 3 Target
6 3 7 is
83 Obscured
9 4 10
TACTICAL 11 5
5 . .6. . . 7. . . . 8-1
CO-ORDINATION Success - Side Armour
9 Panzer Medium
106 attack Ace crew -side
Deployed 10-20. . . ."Gun
. armour. . . . . . . 4+
. +1
Target is a 8Deployed & INFANTRY sUppREssINg
CLOSE ASSAULTS
Penetration (AREA) againstFIRE
6+ EFFECT none TABL
wer If
If the the
10 target
observing unit
unit hasisthe
10" an Infantry
Scout special
- team ruleof. .3. .men
3 3 . . +1 or less . 13
14 3 3 3 33
Open Cover save 3
3 -1 3
3 33 3 3 4 3 5 36 73 Inexperienced 3 9 410 5 unit: 6 7 84+ 9 Long
armour. Open - 20-30
6 "+
Success - Rear 5+Armour
gun . . . . . . . . . . . . . . . . . . . . . . . -1 Soft 5+ 6+
If the target unit is an Infantry team of 3 men or less .
If the target unit has the Sniper Scout special rule. . . . 14 -1 -1 3 3 3 3 3 3 3 3 3 RoF
3 4 Range
5 6 Regular7 8 unit: 9 Infantry
6 Success Deployed
- Rear Armour Soft-skinned
Penetration 6 Open-
attack agains
15 3 3 3 3 3 3 3 Panzer 3 3Ace crew 3 .3. . . .4. . . 5. . . . 6+1 73+ 8 6 attack
1-4
Penetration Short
Hard - 0-10
against rear"armour.
4+ 4+ 4+
nder 5",Ifbut
the target
Ifonly unit has the
the observing
when usedunitSniper
withhas Scout
the the special
One
Infantry Man rule. . . . -1rule . . . -1
Turret
Assault order.
5+.25 veh
15 3 3 3 3 3 3 3 3 3 3 3 4 5 Veteran6 7 unit: 8 armour. gun
2+ Reinforced 3+
vehicle -
pg
If the observing unit has the One Man Turret rule . . . -1 Medium - 10-20 2+
" -
Short -Elite 0-10unit: 2+ Hardened
9+ " 2+ 2+Long - 20-30"+2+ 6+ 4
Medium - 10-20" 3+ 3+ 2+ 5
! SMALL @ ! sUppREssINg (AREA) FIRE EFFECT TABLE - D6
SMALL ARMS ARMS RATE OF RATE FIREOF FIRE Long - 20-30AIMED " + 4+ 4+ 2+ 6
AIMED FIRE TO-HIT TABLE FIRE – D6TO-HIT Armour TABLE Piercing – D6 shell 1 Aircraft -
WeaponWeapon RoF RoF
Max Range Max
This RangeSpecial
Rules
Crew Sheet is for useRoF
Crew Special
Reference with the Range Battlegroup core Infantry rules Deployed Soft-skinned Open-topped Enclosed
RifleRifle 1 1 30" - "
30 - Range SmallRange Arms 5-8
MGs
Small Arms Short
Autocannon - 0-10
gun "
MGs Flamethrower 3+
vehicle AP
Autocannon HE Shellfrom 3+
Flamethrower
vehicle very HE Shell light vehicle gun 2+
AP Shell 5+ HE She
1 5
SMGSMG 1(2)* 1(2)* 10" - "
10 - 0-5" 9+ Short 2+
0-5 " "
- 0-10 2+ 2+ 2+Medium 2+ 2+ -2+ 10-20" 2+ 2+4+ 2+ HE 2+ from 4+4+2+ light2+gun 15+ 2+ 2+ -4+ 2+ 6
Assault Rifle
Assault Rifle 2/1
2/1 30" - "
30 RoF 2 at under 10"
- RoF 2 at under 5-1010"" Medium 3+ - 10-20" 3+ 3+ 3+Long3+ - 3+3+ "+
20-30 3+ 2+ 5+ HE 2+ from 5+5+3+ medium 2+ gun - 3+ 1 -3+
Bren, BAR, DP LMG 2 30" 1 man 5-10 " 3+ 2+ 2+

EESS
Bren, BAR, DP LMG 2 30" 1 man 10-20" Long 4+- 20-30"+ 4+ 4+ 4+ 4+ - 2+ HE 3+ from 6+heavy 3+ gun -1 6+ 2+
Maxim, .30 cal, MG-08 MMG 5 30" 2 men Vickers 40" range 10-20 " 1-4 4+ Short - 0-10 4+ " 4+
4+ 4+ - 2+3+ 3+ 6

HEET
Maxim,
DshK .30 cal, MG-08 MMG 5 40" 30" 2 men Vickers
BATTLE40" range "
COUNTER TAKEN
HEET
.50 cal, HMG 6 3 men
BATTLE
20-30
COUNTER 5-8 Short 5+ - 0-10
TAKEN " 5+ 3+ 5+ 3+ - 2+ 4+ 5+ 4+ 6+ -
.50 cal, DshK
MG34 – bipod mount HMG 5 6 30" 40
2 men " 3 men 30-40" Medium
20-30 "
- 10-20" 6+ 4+
5+ Medium 6+ 4+
-5+ 10-20 " - 2+
5+
5+
1
Range 5+has
6+
- no effect on
-
Area
3+4+ Fire
-
from High
4+
5 •30Unit Destroyed • -Senior Officer Destroyed 5+
6+- •- RULES
5+
• Unit " Destroyed 30" • Senior "Officer
"+ - Destroyed -5+Long6+ 5+6+ "+
- 20-30 6+ - 4+
MG42 MG34 – bipod
– bipod mountmount 6 2 men 2 men BATTLEGROUP
40-50" Long30-40- - 20-30 - 3+ 6+ 6+ 6+ 5+ 6+ 5+
MG34 – tripod
MG42 mountmount 7
– bipod Any
6 40"unit 2ismen
Any unit30 "is destroyed,
destroyed, or routs,
2 menor routs, or a or a Extra Extra
counter counter if
if- a destroyeda destroyed unit was a -unit was a
50-701-4" Short 40-50
- - 0-10 " " -4+ - 4+ - 2+ 6+ 6+ 6+ - 6+ - 6+ - 6+
MG42 – tripod
MG34 mountmount 8
– tripod 7 40gun/vehicle
"
gun/vehicle 2 men is2abandoned.
40"is abandoned.
men Senior Senior Officer. Officer.
T SUMMARYTank MG (bow, TABLE
co-axial, etc) 3 30" Medium 50-70 -"10-20Armour " -5+ Piercing 5+shell- 1 3+- - 6+ - - - 3+ 6+ - 6+ 6
UMMARY TABLE
MG42 – tripod mount 8 •40Rally 40 " 2 men 1s always miss, • Out
6s always Scouted
hit, regardless of modifiers.
Pintle-mount MG
Tank MG (bow,
5
co-axial, 6etc)
• Rally "
3 50Remove "
301D6
• Out
Long -Scouted
20-30 "+ HE from 6+ very light 6+ gun 1 4+
5+ 5+ - - 2+ - 5
Off-Road
Light
Off-Road AutocannonOn-RoadOn-Road
(20mm) Remove " 1D6
2 men pinning
pinning
also markers
markers
Light HE for Small
for each eachArms, If MGs 1sIf
enemy and enemy
always has miss, has6smore
more APalways
scout
Shell scout
hit,
units.
D6 units.
regardless
Modifiers of modifiers.HE Shell D6 Modifiers
Pintle-mount MG 5 50counter 40 "
taken. HE from light gun 1
4+ 4+ 2+ 4
"
Heavy5Autocannon " 8
5" 5(20mm)
(37-40mm)
counter " 3 men also Light HE Autocannon D6 Modifier Firer Moved (or will move) Firer Moved (or will move)
5" Light 6 50" taken. FirerArmour •will
PiercingEnemy shell Captures -and an. . .Objective
. 6+ 3+ .6+ 6+ -
1
Multiple Autocannon
Autocannons 10 50"
2 men 2 men
also also Light HE
2 Light HE Moved • Enemy(or Small move) Captures
Arms, HE MGs from
this an medium
turn Objective . . . gun
. . . . AP . 1. . .Shell
. . . -1 3+
D6this turn . . . . 3+
Modifiers . . . . . . . . . . . .HE . . -1 2+ D6 Modifiers
Shell 3
see vehicle data • Under• Under
8 30" Air Air
"
50AttackAttack this HE
turn from. . .If. very
. . . If
.
enemy . . enemy
light
. . . .gun
. . . . claim
1
-1 5+an objective.
Target Moved 5+
last turn .
Firer. . . . .
Moved-12+ Target
(or willMovedmove) 5+
last turn . . . . .
Firer. 6+Moved (or
-1 5+ will move)
1claim HE an from heavy
objective. gun 2+ 2+ 2+ 2
seeHeavy
Multiple MGAutocannon
vehicle data
mount 10
(37-40mm) 3 men 3 men also Light HE Autocannon D6 Modifier 1

Man-pack8" Flamethrower
Multiple Autocannons 10" 10 First5First
10 "timetime 1aman
50 " a unit
unit isOpen isCover
attacked
2attacked
men save
by an
also 2by an HE HE from light
Light •Firer
gunMoved (or will
Tactical
4+ move)
Target
11 Co-Ordination
is Obscured 4+ . . this . . . . turn
. . . -1 2+. . Panzer
. . . . . .Ace . . 4+
. . . crew . . .. ..... .-1. . . . .this
. . +16+turn . . . . . .- . . . . . . . . . .
8 "
Vehicle Flamethrower 10 " 10aircraft.
"
HE from • Tactical
medium
this turn Co-Ordination
gun . . Range
. . . . 3+
Target
. . has
. . . isno
. . . . . . 3+
a Deployed
effect. -1 on Area
Target Fire 2+fromlast
Moved High turn . 3+
Explosive
. . . . . -1 or Armour
Target 5+ Moved Piercing - shells.
last turn . . .
Multiple MG mount 10 10
aircraft. - "
30 Open
3 menCover save
A senior officer 2+attempts . to
. . .use. . . . .the
3 " 3" 12 " 12" HE fromAheavy senior gunofficer1 gun
attempts . . . . . . . . . 2+
tocrewuse the . . . . . -1
Target is 2+
Obscured . . . . 2+ . . . . . -1 Panzer 4+ Ace crew - .........
Man-pack Flamethrower 10 • with
Under 5 " 1
Flamethrowerman Open Cover
Attack save Panzer Ace . . . . . . . . . . . . +1
nospecial order.
* increases to 2 at under 5", but only when used the Infantry Assault order.
4" Flamethrower • 10Under Flamethrower .25
Attack special order. pg.22
6" 6" pg
1
Range has effect on Area Fire from High ExplosiveTarget or Armour is a Piercing
Deployed shells.
4" Vehicle First time10" a unit is - attacked
Open Cover
by a save gun . . . . . . . . . . . . . . . . . . . . . . . -1
un 3 " 4" First time a unit is attacked by a
3" * increases to 24at" under 5", but only flamethrower.
flamethrower.
when used with the Infantry Assault order. Panzer Ace crew . . . . . . . . . . . . +1
2" 2" 3" 3"
FALL
1" BACK OPTION
This Rules Reference Sheet is for use with the Battlegroup core rules UNIT MORALE RESULTS
un 1" 2"
2" Pinned/Rout-Surrender
If Infantry
- in Open- & receive 2+ @ roll if any casualties from
UNIT MORALE TABLE
- - aimed fire, but not if fell back
UNIT MORALE TABLE – D6– D6 If an infantry unit is reduced to less than
casualties, may fall back instead This Rules Reference Sheet is for use with the BattlegroupAircraft
core rules 50% of its starting strength or is already
anywhere D6 Roll Infantry Infantry GunGun Vehicle
with 1anywhere
casualty, into cover (or if D6 Roll Vehicle Aircraft Pinned, then the unit has had enough
none, a maximum of 10”) and is 1 Pinned/Rout-Surrender
1 Pinned/Rout-Surrender Abandoned
Abandoned Abandoned
Abandoned
1
ReturnReturn to Base
to Base
12"to 12"
1
eharge
up toup 2 Pinned/Rout-Surrender Abandoned Pinned Pinned OK and seeks shelter or runs for the rear,
pinned. Do not roll Cover Save nor Morale. 2 Pinned/Rout-Surrender Abandoned OK so remove it from play. If there are no
Option only from Aimed Fire pg.23 3 3 Pinned Pinned
2
2
Pinned
Pinned 2
2
OK OK OK OK friendly units within 10", but an enemy
4 4 OK OK OK OK OK OK OK OK infantry unit is within 10" then they will
EST COVER SAVE TABLE 5 OK OK OK OK OK OK OK OK3
COVER SAVE TABLE 5 surrender. The unit counts as destroyed.
OK3OK OK3OK OK3OK OK3OK
aimed fire: 3 3 3
6 6
TY’, Infantry / Vehicle
ON
each is a Infantry / Vehicle
casualty if Deployed Gun No morale Notes
not saved Deployed Gun Notes If the infantry unit is still at or above
6+ 6+ nonenonecheck from
LTS Open
Open 1
1
Only Only abandoned
abandoned if theifvehicle
the vehicle is already
is already pinned,
pinned, immobilised,
immobilised, a soft-skinned
a soft-skinned vehicle,
vehicle, 50% strength, and is not Pinned, then it
4+ Area Fire.*
SoftSoft 5+ 5+ 6+ 6+ orvehicle
the vehicle has enemy infantry within 10" noandfriendly
no friendly infantry within 10" (i.e.
or the has enemy infantry within 10 " and infantry within 10 " (i.e. counts as Pinned instead.
3+ Hard Hard 4+ 4+ 4+ 4+ in close support). Otherwise as Pinned. No test from small arms/MG hits.
2+ Reinforced
Reinforced 3+ 3+ - - in close support). Otherwise treattreat
as Pinned. An Elite unit may always re-roll a Morale
Return to Base -Aircraft
2+ Hardened 2+ - Veteran and Elite Infantry test if it wishes.
unitsunits
treattreat this Pinned result
as anasOK
an result.
OK result.
2
Hardened 2+ - 2
Veteran and Elite Infantry this Pinned result The aircraft is driven off by fire and
Last Man Standing: If an infantry unit is
*For Area Fire only: if not cover saved, is pinned 3
3
As well
As well as passing
as passing the morale
the morale test, test, the unit
the unit is inspired
is inspired to gettointo
get into the action.
the action. The unit
The unit returns to
reduced to abase.
singleRemove
man, andtheis aircraft from
also pinned,
CT TABLE
TABLE - D6- check)
(no morale D6 and rolling a 1 causes 1 may immediately attempt a ‘Beyond the Call of Duty’ test. then
play,remove
but dohimnot from
take play, andcounter,
a battle the unit as
casualty on inf. or gun (only, not vehicle). pg.25 may immediately attempt a ‘Beyond the Call of Duty’ test. pg.41
d Open-topped Enclosed Aircraft
counts
the aircraft is not destroyed. pg.41
as destroyed.
Open-topped Enclosed Aircraft
vehicle vehicle
vehicle vehicle ARTILLERY FIRE SEQUENCE Abandoned
ARTILLERY FIRE SEQUENCE
4+ 4+ 5+ 5+ - -
Spotter Sequence The crew of the gun or vehicle make for
Spotter Sequence Fire Fire For Effect
5+ 5+ - - - For Effect S
- the rear as stragglers. The unit counts as
ULES REFERENCE SHEET
TURN
RULES REFERENCE SHEET BATTLEGROUP • RULES
• Unit Destroyed
Any unit is destroyed, or routs, or a
Extra counter if a destroyed unit w
gun/vehicle is abandoned.
Senior Officer.
• Un
An
• Senior Officer Destroyed

Orders
MOVEMENT SUMMARY TABLE • Rally • Out Scouted
Orders Dice
TURN gu
d 1D6+officers Unit Off-Road to On-Road unpinned units. Remove 1D6 pinning markers for eachSUMMARY
MOVEMENT If enemy
TABLEhas more scout units.
1. Roll • Ra
on 2D6+officers Infantry 5" Orders Dice5" counter taken. • Enemy Captures an Objective
QRS-3 22/09/25 23:36
Squad 1D6+officers Unit Off-Road On-Road Re
pany 3D6+officers Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
lion
TABLETOP WARGAMES RULES FOR
4D6+officers
15mm & 20mm MINIATURES
Platoon 2D6+officersFirst time Infantry 5 " 5" cou
8" 10"3D6+officers a unit is attacked by an
pg.14 by WARWICK Cavalry*
KINRADE Company aircraft. Vehicle
• Tactical Co-Ordination • Un
see vehicle data
First Order• Manoeuvre & Fire:
A senior officer attempts to use th

RULES REFERENCE SHEET


3" Overruns a gun (no
Bicyclemove full & fire 1 shot. Or tracked
Battalion "4D6+officers
12fire) if not cover saved. Fir
Cavalry*
• Under Flamethrower Attack "
8special order. 10"
4" 6"
• Fire & Manoeuvre:Horse towed gun
fire 1 shot & move full First time a unit
Bicycleis attacked by a 3" 12"
BATTLE airC
Second Order Manhandled very light gun 2. Issue 3" First Order4"
• Top Speed: move double. Passenger vehicle may Withdraw to within 10” of edge then is removed.flamethrower. Horse towed gun • Unit Destroyed
4" 6"
• Un
Manhandled light gun 2" 3" Any unit is destroyed, or routs, or Fir a
• Open Fire: fireManhandled
Third Order...etc twice, nominating both targets
medium gun
3. Issue
1"
before rolls
Second Order
2"
Manhandled very light gun 3"
gun/vehicle is
4"
abandoned. flam
nue this process until all TURN move full & place passengers within 4” or dis-
• Disembark/Embark:
s are issued. Manhandled heavy gun - Third
4. Issue MOVEMENT -
Order...etc SUMMARY Manhandled
TABLE light gun UNIT MORALE
• Rally
2" TABLE – D6 3"
1. Roll Orders Dice
embark first then move/move
Aircraft then embark any within
Continue this
anywhere 4” then
process move
until all
Unit Off-Road
Manhandled
D6 Roll medium
Infantry
On-Road
gun 1
Gun " 2"
Remove 1D6 pinning markers for eac
Vehicle Aircraf
Squad 1D6+officers
or embark
Platoonwithin 4” then move.
2D6+officers
orders are issued.
game cavalry may charge up Infantry
to 12" 5"
Manhandled
5"
heavy gun
1 Pinned/Rout-Surrender -taken. Abandoned
Abandoned
counter - 1
Return to
ove pinning markers from * Once per
ed units. • Unlimber/Limber:
Company same as
3D6+officers above but may unlimber and fire gun if
5.Vehicle
Rally
2
Aircraft
see vehicle
3
Pinned/Rout-Surrender
dataPinned2 • Under
Abandoned
Pinned
anywhere
Air2 AttackOK
Pinned OK
OK
transport not moved. 4D6+officers
Battalion Remove pinning markers from
Cavalry* 8" * Once4 per game " OK may chargeFirst
10cavalry " a unit is attacked
up to time
12OK OK by anOK
pg.17
UNIT EXPERIENCE TEST pinned units. SAVE TABLE
COVER 5 OK aircraft. OK OK OK
2. Issue First Order Bicycle 3" 12"
‘BEYOND THE CALL OF DUTY’, Infantry / Vehicle 6 OK3 • Under OK 3
Flamethrower OK3 Attack OK3
pg.15 TACTICAL CO-ORDINATION Horse towed gun Gun
Deployed 4"Notes 6" RALLY
• Infantry
3. Issue Close
Second&Assault:*
Order to close
INFANTRY CLOSE withinManhandled
ASSAULTS 5”Open
of enemyvery to
6+contact, none
light gun
UNIT EXPERIENCE TEST First timeCOVER
3"1 Only 4 "
a unit is SAVE
attacked TABLEby a
‘BEYOND THE CALL OF DUTY’,is flamethrower.
abandoned if the vehicle already pinned, immobilised, a/ soft-skinned ve
infantry (only)Inexperienced
must roll Experience
unit: test
4+ if fails Soft(below), pinned,
5+ see
6+ MayTACTICAL
removeCO-ORDINATION
a pin by taking a Battle Rating Counter Infantry Vehicle
Manhandled light gun 2 "or the vehicle has 3 "enemy infantry within 10" and no friendly infantry
Deployed Gun within 10
pg.27 (or see
4. Issue Regular unit:
pg.34Order...etc
Third to close assault vehicles 3+
with AT grenades,
Hard 4+
1 unit4+to a and &aINFANTRY
rolling aCLOSE
D6 for each
ASSAULTStreat counter. The die/dice 6+ none
Continue Veteran
this unit: until all
process 2+ Manhandled
Reinforced medium3+ gun- 1"in close
total is
support).
the 2"Otherwise
number of pins
as Pinned.
that may
Open
be removed
vehicle & chartElitebelow) SMG +1 ROF (both sides), Grenade +1D6 ROF
1

unit: 2+ Hardened 2+ - Inexperienced unit: 4+ Soft 5+ 6+


orders are issued. Manhandled heavy gun
2
Veteran
- Regular and Elite Infantry units treat this Pinned result as an OK result.
UNIT
(assaulters only), a unpinned defender may fire back simultaneously. from units.unit: - 3+ Hard 4+ pg.15 4+
Aircraft
3
As well
Veteran
anywhere as passing
unit: the morale test,
2+ the unit is inspired to get
D6 Roll 3+ Infantry
Reinforced into the action.
- Th
Cover Saves apply(AREA)
sUppREssINg
5. Rally to eachFIRE
casualty.
EFFECT No Fall
TABLEBack - D6option. mayNote:
Elite
page numbers
immediately
unit:
in this aQRS-3
attempt are from the original
‘Beyond
2+ the Call
2013test.
of Duty’
Hardened rulebook
2+ -
1 Pinned/Rout-Surren
Range • Request Remove
Infantry Artillery
pinning Fire:
Deployed markers onlyfromif spotter
Soft-skinned &*stationary,
Once per game
Open-topped see at right.
cavalry
Enclosed may charge up to 12"ISBN: 978-0-9573132-2-4. QRS-4’s page numbers are from 2016’s updated edition.
Aircraft 2 Pinned/Rout-Surren
• Tactical pinned units.
Coordination:* if Senior Officer availablevehicle
and stationary,
gun vehicle vehicle sUppREssINg (AREA)ARTILLERY FIRE EFFECT FIRE TABLESEQUENCE - D6 3 Pinned2
Short - 0-10" take a2+ Battle Counter and roll Unit
2+ 2+ 4+ 5+ -
pg.15 4 Enclosed Aircraft OK
Medium - 10-20" 3+
Exp. Test at right3+to unpin 1 unit. 2+
pg.15
*RoF 5+
UNIT
Range
EXPERIENCE -
Infantry
TEST-
Deployed
1.COVER
SpotterSoft-skinned
Sequence
SAVE Fire
Request Artillery
Open-topped
TABLE 1. Determine the
Fire For Effect
5 number OK
Long - 20-30"+ 4+ 4+ 2+ 6+ - OF DUTY’, 6+ 2.gun Checkvehicle
PriorityInfantry / Vehicle vehicle of shots 6
vehicle OK3
• Re-arm: pg.47
‘BEYOND THE CALL
9+TACTICAL - 0-10"
ShortCO-ORDINATION 2+ 3. 2+ Deployed Gun
Communication 2+
Check 2. 4+for Barrage Accuracy
Roll 5+ -
Short - 0-10" 3+ 3+ 2+ 5+ 6+ - Notes
Medium - • 10-20Engineering: if4+stationary may
" 4+ 2+
Medium
& INFANTRY
6+
- 10-20
CLOSE
-
" - 3+
ASSAULTS Open 3+
4. Position spotter 2+ none 3. Allocate
6+ round. 5+ 1 Direct Hits - -
5. Roll for Deviation Allocate Only
Pinningabandoned
Hits if the vehicle
Long - 20-30"+ place 5+ demo charge 5+ or remove3+ a Long
Inexperienced
-
- 20-30
unit:
-
" + 6+
4+
4+ Soft 4+ 5+ 2+ 6+ 4. 6+ - 6+
6. Fire for Effect 5. ResolveorDirect Hits has enemy infant
the vehicle
Short - 0-10" minefield. 4+ pg.53 4+ 2+
Regular
5-86+ Short unit: - 0-10"
-
3+
- 3+
Hard 3+ 4+ 2+ 4+ 6. Resolve 5+ Pinning 6+ -
VeteranMediumunit: - 10-20" 3+ Accuracy - in close support). Otherwise tre
Medium - • 10-20Repair:
2+ Reinforced
" 5+ pg.54 5+ 3+ - - - 4+ 4+
Spotter Round 2+ 7. Rounds
6+ Complete - -
Elite unit: Long - 20-30 " + 2+
5+ Hardened
5+ 2+ 3+ - -
2
Veteran and
- Elite Infantry
6+ un
Long - 20-30• "+ Recover 6+ vehicle: 6+ pg.47 4+ - - -
RESULTS
1 Wild
Artillery 3Barrage Accuracy
1-4 Short - 0-10 " 4+ Misses by 4D6" 2+
4+ in a 6+ As well as -passing the -morale
ANTI-TANK ARMOUR pENETRATION TABLE – 2D6 Greater Than = Destroyed
sUppREssINg (AREA) FIRE EFFECT TABLE - D6 random direction
r. Piercing
. . 2+ Reaction
shell 1
Orders
SS - O toNstill-unpinned
6+M L units K can J beIactivated
3+ H at6+
G anyFtime Eduring
Medium D 6+ the B" A- turn:
C enemy’s
- 10-20 5+ 5+
Target Destroyed. Must take 3+
Battle Counter.
1 Miss - may immediately - attempt - a ‘Be
2-5 Miss No Effect
. 3+ light• gun Reserve
7 4+ 8 Move:
m. .very 5+ 5+move before 2+or after any 5+
enemy 6+ "+during) 5+ Open-topped
-4+ - order - (not
1
Long - 20-30 6+ 6+ Enclosed4+ Aircraft - - -
m light gun 1 1 RoF Range
9 4+ 10 11 12 Infantry
12
2+ - -Deployed - Soft-skinned
6+ - - -- Less Than Misses by 2D6Hit
= Glancing " in a 2-5 Pinning
m medium gun 12and 6may 3+ 7move 8 at 9Top 10Speed.
. . . 3+ No Effect. random
Target mustdirection
take Morale test. Pinning Test
3+ 11 2+ 12 12 - gun
-3+ - - -vehicle
5+ - 1 - -- vehicle vehicle ARTILLERY F
m. .heavy
. 4+ gun 1 Armour Piercing4+ shell - 6to6+= Pinned5+ 3+
Accurate 6+ Hit
6 Direct 6+ -
• 3Ambush 9+5
2+
6 Fire:
Short
7
-Open
2+ 0-10
8
"
9 Fire before,
2+ 2+ during or
10 11 12 12 HE
2+ after
- from - veryany
- lightenemy
-
2+ -gun -1 order. -
- 5+
4+
Equal
5+Misses by 1D6 " 2+
in a
-
Roll
5+ for damage Spotter 6+ Sequence 5+
pg.35 Fire
Target Pinned. Must take Morale test.
omatic
has no effect on Area Medium - 10-20 " 3+ 3+ 2+ 5+ - -
4 Fire
Note:
from
4more High
5 rules Explosive
6 are 7found 8 oronArmour
9 the10 Piercing
page 11numbershells.
12 HE12 from
shown, - light- gun -
abbreviated
1
- as- pg.## - 4+ 4+random direction 2+ 4+ 1. Request 6+ Artillery -
. . . 2+ Long - 20-30"+ 4+ HE 4+from medium gun 2+ 1 3+ 6+ 3+
Double 1 = Immobilised - 2+ 6+ 3+ 2. Priority 5+ Check -
5 3 4 5 6 7 8 9 10 11 12 12 - - - - - Target Immobilised. Must take Morale test.
. . . 2+ 5-8 Short - 0-10" 3+ HE 3+from heavy gun 2+
1
2+ RESULTS 5+ 2+ 6+ 2+ - 2+ Light3. Communication
Mortar range 4+ now 30” Check -
6 3 3 ANTI-TANK
4 5 6 7
ARMOUR 8 9pENETRATION
10 11 12 12TABLE - -– 2D6 - - RESULTS 4. Position spotter
-15jan2019 piersround.
. . . 3+ Medium - 10-20 " 4+ 1 4+
Range has no effect 2+on Area Fire from Greater
6+
High Than = Destroyed
Explosive or -
Armour Piercing - shells.
. . 2+ 7 SS3 O3 N3ANTI-TANK 4 L 5 K 6ARMOUR 7 8 pENETRATION
9 10 11 12 TABLE 12 - –B2D6 - A- Greater
Target Than =Must
Destroyed. Destroyed
take Battle Counter. 5. Roll for Deviation
LongM - 20-30 "+ K J J 5+I I HH GG5+ F F E E DD C3+ - Destroyed. Must- take Battle Counter. 6+ 6. Fire for Effect
.. ..3+
omatic . 2+ SS O N M L C B A TargetANTI-TANK gRENADE ATTACKs
1 8 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12 -12 - - - - Less Than = Glancing Hit
.. ..3+. 3+
2+ 1 1-4
7 8 Short
9 -100-1011 " 12 12 4+ - - 4+ -
- - - 2+ - - - No 16+
Less
Effect.Than Heavy
Target= Glancing
must - Morale
Casualties
take Hit test.-
2 9 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12 -12 - - Spotter Round Accuracy
.. ..4+. 3+
2+ Medium - 10-20 " 5+ 5+ - 3+ No-Effect.RemoveTarget must1D3 -infantrymen.
take Morale test. -

matic
omatic
4+
. . . 3+
2
3
6
310 5 3 6 3 Long
5
7
6
8
7
9
7 3 8- 320-30
8
10
9
11 12 12
9 3 "+103 114 6+
10 11 RULESRRULES
411 4 3 5 3 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12
12
-
EFERENCE
12 SHEETSHEET
REFERENCE
-
125 126 - 76+ - 8 - 9 -10 -4+
- -
-
-
- 11
-
- 12
-
-
- 12
-
-
-
-
Equal to = Pinned
2-4
Equal
Target - Pinned. Casualty
to = Pinned
Remove
Must take
1
Target Pinned. Must take Morale
Double 1 Success
= Immobilised
- Morale test. -
• Unit Destroyed
infantryman.
Any unittest.

BATTLE COUNTERBATTLE
Unit
is destroyed, orAny
1
Destroyed
routs,
Wild TAKEN COUNTER TAK
Misses
unitorisadestroyed,
• Senior Officer Destroyed
bycounter
Extra
or routs, or a "if in
4D6 a• Senior
a destroyed
Extraun c
omatic
. . 2+ 4 4 5 6 7 8 9 10 11 12 12 - - - - - - 5 - Side Armour
gun/vehicle is abandoned. Senior Officer.
512 3 3 4 3 5 3 6 3 7 3 18 3 9 3 103 114 125 126 -TURN TURN 7 - 8 - 9MOVEMENT - 10 -11 SUMMARY Double 1 = Immobilised gun/vehicle israndom
abandoned. direction Senior
.. ..2+. 2+ Armour Piercing shell 1. Roll-Orders Dice 6+ 3+ 6+
Target
MOVEMENTImmobilised.
TABLEPenetration
SUMMARYMust6+ take
6 attack
•TABLE
RallyMorale
against test.-
side • Rally • Out Scouted • Out Sc
. . .. 2+
+1 5 33 from 4 35 5light36 6 37gun7 138 8Squad 39 5+910 3 1011 12Roll Orders
1. 12 Dice - Unit7- -2+ 8- - 9- -10 - Unit Off-RoadTarget Immobilised. Must take
On-Road Off-Road RemoveMorale test. markers
1D6 pinning for1D62-5
each MissIf enemy forhas more scoutIfunits.
613 3HE 3 3 4very 3 1D6+officers
1145+ 125 126 Infantry
-1D6+officers 5+ armour. 6+ counter On-Road 5+ Remove pinning markers each enem
.. ..3+
Squad
taken.
ss . -1 6 HE
14 33 from 33 light
34 5
gun
3 16
3 37
Platoon
38 4+ 39
Company 10
3
2D6+officers
11
34+ 12
Platoon
3D6+officers 4 12
5 6- 2+ 7-
2D6+officers
8- 9- Infantry
4+
6
5"
Success
5"
- 5
6+
Rear "
Armour 5 "
-
counter taken. Misses • Enemy by 2D6 "
Captures in a
an•Object
Enemy
. . . 3+ 7 3 3 3 4 5 6 7Battalion8 9 4D6+officers
10 Company11 12 12 Vehicle -
3D6+officers - - Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
. . . -1 7 HE
Penetration 6see vehicle data
attackFirstagainst
time a unit
• Under Air Attack
rearis attacked
Firstby an a unit random direction If enem
33 from 33 3medium
33 3 34 4gun 35 5 36 6 37 3+7 38 8 39 910 33+ 1011 2+ 6- - 7- - 8- Cavalry* 3+ 5+ 10" -
Battalion 12 Cavalry*
3 114 1212
matic 1 4D6+officers 8" 10" time • Tactical
is attacked by anCo-Ordination
15 5 12 ANTI-TANK armour. gRENADE 8" ATTACKs • Tactic
. . . -1 8 3 3 Bicycle 3" 12"
aircraft.
aircraft. 6 Accurate A senior officer attempts
Atosenio
use
omatic
8 HE 3 from 3 heavy 3 gun4 6 2+ 7 2+ 2+ - Bicycle 1 2+ 4+
3" • Under 12" -
1 2. Issue First Order
. . 2+ 3 5 8 2.9Issue10 11 Horse
First Order 12 towed12 gun - ANTI-TANK gRENADE
4"gun Heavy6"Casualties
ATTACKs
Flamethrower AttackFlamethrowerspecial Attackorder.
9 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - Horse towed 4 " 6 "
• Under
Misses by 1D6 " in a special
.. ..2+. 2+ First time a unit is attacked by a

RULES REFERENCE SHEET


3. Issue Second Order 3. Issue Second Order 1 Remove
Heavy 1D3 infantrymen.
Casualties First time a unit is attacked by a
3
9 1 Range 3 has 3no effect3 on3 Area 4 Fire 5 from 6 High 7 Explosive
8 9 or Manhandled very light gun
10 Armour
11 12Piercing shells. 3"very light
12 - Manhandled gun4"
Remove
3" flamethrower.
4"
TAKEN random direction
flamethrower.
3 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 Manhandled 3" 1D3 2infantrymen. BATTLE COUNTER
.. ..3+. 2+ 10 4. Issue Third Order...etc
Manhandled light gun 2-4 2"light Casualty
gun
• Unit Destroyed " 3"
• Senior Officer Destroyed
OF FIRE
. . . 3+ 10 3 3 3 3 3 3 4
Continue 5 this process
6 4.7Issue Third
until all8 9 Manhandled
10 11 medium
Order...etc 12 12 gun 1"medium
2-4 Remove 2" 1 infantryman.
Casualty " "
matic 11 3 3 3 3 3 3 3orders4are issued.
5 6 Continue7 this 8 process
9 until
10 all11 12 Manhandled gun 1
Any unit is destroyed, or routs, or a 2 Extra counter if a destroyed unit was a
UNIT MORALE TABLE – D6
3 3 3 3 3TURN3 3 4 5 6ordersAIMED
7are issued.FIRE
Manhandled
8 Aircraft
9 10 TO-HIT
heavy gunTABLE
11 12Manhandled –- D6 Remove
gun/vehicle - is1 abandoned.
infantryman. Senior Officer. UNIT MORALE TA
e Crew Special
omatic 12
11
3 3 3 1. Roll3 Orders3 Dice 3 3 3 4 5 6
MOVEMENT 7 8 9
SUMMARY 10 11
TABLE 5 heavy gun
Success
anywhere - Side -
Armour D6 -
Roll Infantry D6 Roll Gun Vehicle GunAirc
Aircraft • Rally anywhere • Out Scouted Infantry
- 12 3 3 3 Squad 3 Range 3 3 Small
5. Rally Arms
3 3pinning4Unit MGs
5.5Rally 6 Autocannon
7 * Once
8 per Off-Road
9 cavalry Flamethrower
10 may 11On-Road 5 Penetration
Success
AP Shell -6 attack
Side against
Armour
HE Shell side
1 Pinned/Rout-Surrender Abandoned Abandoned 1
Return
charge up to 12" Remove 1D6 pinning markers for each If enemy has 1more scout units.
Pinned/Rout-Surrender Abandoned
3 " 3 1D6+officers
3Remove markers from pinning game
. . +1 - 13 3 3 3 3 0-5
Platoon 2+
2D6+officers
pinned
3units. 3 Infantry
4 Remove
2+ 5 6 7markers
2+8 from 9 10 * Once
5" 5"2+
per game cavalryarmour.
Penetration
may
counter
charge up to 12
2+
"
taken. 6 attack against 2+
side
2 Pinned/Rout-Surrender Abandoned
2 Pinned/Rout-Surrender
PinnedAbandoned O
• Enemy 2 Captures an Objective
s. .. -1. +1- 3 3 3 Company3 3 33D6+officers
3 3 3Vehicle4pinned5 units.6 7 8 see9vehicle 10data 6 armour. Pinned Pinned OK
Pinned2 O
2
13 3
3 10" 3
RoF Pinned2
14 2 at3under Success
• Under - Rear Armour 4
Air Attack If enemy claim3 an objective.
3 3
5-10" 3 3 3+ 3 3 3 3+ 4 5 6 3+7 8 9 3+ 2+a unit6isattack OK OK OK OK
OK O
ss . man
-1 Battalion 4D6+officers
6 COVER First time
Penetration
Success - Rearattacked by2+
an rear
against
Armour 4
. . 1-1 14 3 3 3 3 3 3 3 3 3Cavalry*
3 4 5 UNIT 7 8" 8
6 EXPERIENCE 9TEST 10"
UNIT EXPERIENCE SAVE TABLE
TEST 5
COVER SAVE TABLE A senior
• Tactical
OK Co-Ordination
5
OK OK OK
OK O
pg.34
3 3 3 2. Issue
3 10-20 3 Order 3 3 4+ 3 3 Bicycle
3 4+3 4 5‘BEYOND6 THE37"CALL OF8DUTY’, aircraft.
.. .. 2-1
. -1
men
15
Vickers 40 " range First " 4+ 12"- THE CALL armour.
‘BEYOND 3+
OFPenetration
Infantry
DUTY’, 6 attack against
/ Vehicle 3+
Infantry rear
6 OK 3
/ Vehiclespecial order.6
officer attempts OK to3 use
OK 3
the OK3
OK3 O
15 3 3 3 3 3 3 3 3 3Horse 3towed gun3 4 &5INFANTRY 6 4" 7 8 TACTICAL • Under Flamethrower Attack pg.43
TACTICAL CO-ORDINATION Deployed
6" armour.Gun
CO-ORDINATION Deployed NotesGun
Second"Order
. . 3. -1
men 3. Issue 20-30 5+ 5+ 5+ CLOSE ASSAULTS - CLOSEFirst
Open time4+a unit isnone
6+ attacked by4+ a 1 Only abandoned if the vehicle Notes
is abandoned
already pinned,
if the immobilised,
Manhandled very lightInexperienced
gun 3"unit:
& INFANTRY
4"
ASSAULTS Open 6+ none a soft-skinned
4+ Soft flamethrower.
5+ 6+
1
Only vehicle is already pinned,
2 men Inexperienced unit: "
30-40"
4. Issue Third Order...etc
- 6+ light gun Regular
Manhandled 6+unit: 2" 3" -
3+
Regular unit:Hard
4+
5+
4+
3+
Soft
4+
Hard
5+ 5+
or
4+
the 6+
vehicle
4+
has enemy infantry within 10 and no
or the vehicle has enemy infantry
friendlywithin
infantry
10"within
and n
in close support). Otherwise treat as Pinned.
2 men Continue
40-50 this"process until all- Manhandled medium gun
-
Veteran unit: 1"
6+
2" unit:Reinforced 3+
2+
Veteran - 6+
-
6+ 3+ - in close support). Otherwise treat as Pinned.
F FIRE Elite unit:
Elite2+
Hardened
2+
2+
Reinforced
- 2+Veteran
2
UNIT and
MORALE- Elite Infantry
TABLE 2 units
– D6treat
andthis
ElitePinned result as treat
an OK result.
OF 2 FIRE
men orders are issued. Manhandled heavy gun
AIMED FIRE- TO-HIT -
TABLE -unit:
– D6 2+ Hardened Veteran Infantry units this Pinne
Crew Special 50-70" - Aircraft - anywhere - 6+
D6 Roll 6+3 As well as passing
Infantry Gun the morale test, as
AsVehicle
thepassing
unit isAircraft
inspired
moraletotest,
get into the action
2 men 5. Rally AIMED FIRE TO-HIT TABLE – D6 3
well the the unit is ins

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