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Schwere Kompanie
Schwere Kompanie
Schwere Kompanie
VER. 2015-08-14
Abbreviations: The following is a list of common abbreviations used throughout these rules.
Action Point AP Outside Covered Arc OCA
Armor Piercing AP Radioless ®
Anti-tank AT Rate of Fire ROF
Break Test BT Suppressed SUP
Casualty Point CP Transport Point Number TP#
Covered Arc CA Tow Number Tow#
General Headquarters GHQ Vehicle Close Assault VCA
High Explosive HE Vehicle-mounted MG VMG
Hand-to-Hand H-H AA/Coaxial/Turret/Hull VMG aaMG/cMG/tMG/hMG
Line of Sight LOS Ø No Value (not zero)
Light/Medium/Heavy MG LMG/MMG/HMG
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Website: http://www.ghqmodels.com/
Introduction There are many companies making WWII miniatures but two of my
favorites are GHQ (http://www.ghqmodels.com/) for 6mm and
S
chwere Kompanie rules are tactical in scale and are
designed for company-sized battles that focus on Battlefront (http://www.flamesofwar.com/) for 15mm. Each has a
individual Vehicles, Squads, and Guns. Each game good line of vehicles and Infantry.
turns represent five minutes of actual time and the scale is
approximately 1 inch = 50 yards. The focus of these rules is to be as
historically accurate and realistic as possible without making the
game too complex to play.
All gun, vehicle and squad types have their own reference
‘card’ that contains all information relating to that particular unit.
Each unit in the game has a set number of Action Points, hereafter
referred to as AP and these are used for movement, combat and other
tasks such as Vehicle Close Assault. Generally, units may move and
fire once per player turn, but may fire twice in lieu of movement.
Units may move or fire in either order (in separate Impulses).
All dice rolls are noted as either D6 for a single six-sided die
roll or 2D6 for two, six-sided die rolls. A third special directional die
with an arrow on all sides will be needed to determine Parachute
and Artillery drift. All measurements are taken from the edge of one
unit or counter to the edge of another. Suggestions and hints for
those producing their own game pieces are included in each rule
section and are italicized. Any designer’s notes will be included in
the corresponding rule section and are bold italicized. Scenarios
and add-ons will be made available to all owners of the rule system:
Check for any updates at:
http://groups.yahoo.com/group/Schwere_Kompanie/
http://www3.telus.net/Ritterkrieg/
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Turn Sequence:
Game Setup
Below are the four phases of each turn explained in brief. Refer to
Infantry Team Bases: Basing of Infantry teams takes on a great the numbered rules section for additional information.
importance, as the area taken up by the base becomes the area
taken up by the men. Although it is possible to have 100 men lined 1.0 REPAIR PHASE:
up standing shoulder to shoulder within 50 yards (one inch in Remove all Dispersed Smoke, Fired, Moved, Spent and Suppressed
game terms), in a combat situation, the amount of troops markers. Convert all Smoke to Dispersed Smoke. Squads may
occupying the same area would be far less. Troops were taught to Deploy or Recombine if within ½ inch of each other. Scouts may be
keep spread out to avoid casualties due to mines, enemy fire and created. Broken units 6+ inches from enemy units may attempt to
Artillery and to give the enemy as small a target as possible. Rally. Weapons/vehicles may attempt Repair. Bogged vehicles may
In Schwere Kompanie, all measurements are taken from the attempt removal.
attacking unit’s base/vehicle edge to the target unit’s base/vehicle
edge. To avoid a situation where players have to re-base existing 2.0 ORDERS PHASE:
units or start anew, base size will be left up to the individual players, Radio contact is conducted. Air Support is rolled for. Artillery is
but should be kept to a minimum. When finished moving, miniatures plotted.
bases should not be stacked or overlapped. To base units for smaller
scale miniatures (3-6mm), use small bingo chips or pennies. To base 3.0 IMPULSE PHASE:
units for larger scales (10-28mm) various manufactures make bases The player that holds the Initiative goes first by conducting any one
in small, medium and large sizes. of the following Impulses: Movement, Combat, Vehicle Close
Assault, Support, Rout, or Pass. Initiative then passes to the other
Markers: To avoid battlefield clutter and to ease player. The “I go, you go” pattern continues until both players pass.
in identification of fire effects, Schwere
Kompanie uses a system that keeps construction
4.0 HAND-TO-HAND PHASE:
costs down and the game flowing. In order to
Any unbroken team currently within ½ inch of an unbroken enemy
mark units that have moved, fired etc., you will
team at the beginning of the Hand-to-Hand (H-H) phase may enter
need six different colors of beads or chips of the
H-H Combat with that team. After all H-H combats are complete,
same size. These can be purchased in lots of 500 for less than $2.00
advance the turn indicator to the next turn.
at most department or dollar stores. These can easily be seen on the
game table and at a glance, the status of many units can be
recognized.
1.0 REPAIR 1.5 BOG REMOVAL: A vehicle may attempt to remove its bog
status in the Repair Phase by rolling a D6. A roll of 1-3 results in the
PHASE: vehicle being able to move freely in the Impulse Phase. A roll of 4-5
The first phase of each causes the vehicle to remain bogged. A roll of 6 causes the vehicle
turn is the Repair Phase. to become immobilized.
Remove all Barrage,
Dispersed Smoke, Fired, 1.6 WEAPON BREAKDOWN/REPAIR (BX): Some poorly
Moved, Spent and designed WWII era weapons were prone to jamming or breaking
Suppressed markers. under normal combat conditions. Due to poor ammunition, some
Convert all Smoke weapons would misfire. Others simply didn‟t have enough
markers to Dispersed ammunition for prolonged engagements. Even well designed
Smoke markers. Squads may Re-combine. Scouts may be created. weapons occasionally broke down. Anytime an unmodified „12‟ is
Broken units not within 6 inches of enemy units may attempt to rolled with 2D6 during any To-Hit roll or two consecutive 6‟s are
Rally. Weapons may attempt Repair. Bogged vehicles may attempt rolled during an MG Combat Impulse or Mortar To-Hit roll, weapon
removal. Breakdown (BX) has occurred. Some weapon BX# are lower and
will be so noted on the unit card in the form BX11+ or BX10+ for
1.1 MARKERS: Remove all Dispersed Smoke, Ordnance and BX 6, 5+ or BX 6, 4+ for MG/Mortar. Place a weapon
Moved, Fired, Spent markers from the previous BX counter on the firing weapon. The crewed weapon may attempt
turn. Remove one Suppression marker from to repair during the Repair Phase, by rolling 3 or less on a D6. On a
units so marked. Convert all Smoke markers to D6 roll of 4-5, the weapon is still BX but a player may attempt repair
Dispersed Smoke markers. in a future Repair Phase. A D6 roll of 6 permanently disables the
weapon. Keep a side note of vehicles that have disabled weapons.
1.2 RALLY: Broken units at least two inches from enemy units may For disabled guns, remove the ordnance and leave a crew team. For
attempt to Rally by rolling less than or equal to their Morale with disabled Infantry weapons teams, use the following rules:
2D6 modified by the following.
Flamethrower/Infantry AT/Light Mortar/LMG – Remove team.
Platoon HQ within 2 inches. -Leadership Rating. Crew is assumed to have joined up with other teams in the area.
Elite team -1 MMG/HMG/Medium Mortar – Replace with Reduced 1st Line
GHQ within 2 inches. -1 Squad (no LMG).
Infantry team in clear terrain +2 2CP Weapon Teams – Replace with two gun crew teams.
Enemy units within 2 inches +3
Enemy units within 3 inches +2 1.7 RE-CREWING
Enemy units within 4 inches +1
1.7.1 Re-crewing Abandoned Mortars/AT Guns: Any Squad
All units that Rally are marked as Suppressed. (See chart 14). (except Conscript), Reduced Squad, Scout or crew may re-crew an
abandoned mortar/AT gun within ½ inch by taking 1 x CP in the
1.3 DEPLOYMENT: Some squad types have the ability to divide Repair Phase and adding a crew team to the gun. Mortars having
or deploy into separate sections. This would usually involve the more than 1 x CP may be re-crewed to full strength by an additional
Squad LMG fire team and a maneuver rifle team. Deployment may CP. Artillery/AA guns may not be re-crewed unless by a similar
only be done by squads that have more than one Casualty Point. A crew.
Casualty Point (CP) is roughly equal to five men. Unless otherwise
noted, any unbroken 1st Line, Assault or Engineer squad may deploy 1.7.2 Re-crewing Abandoned MGs: Any Squad (except Conscript),
into one of the following: Reduced Squad, Scout or crew, within ½ inch, may re-crew an
abandoned MMG/HMG by taking 1 CP in the Repair Phase and
1 x LMG and a 1 x Reduced squad (no Squad LMG) or removing the „No Crew‟ counter. MGs having more than 1 x CP
1 x LMG and a 1 x Scout team. may be re-crewed to full strength by an additional CP.
1.3.1 REDUCED SQUAD: A Squad that deploys its LMG team or 1.7.3 Re-crewing Abandoned Vehicles: Any Squad (except
deploys into separate identical teams or has sustained a Casualty is Conscript), Reduced Squad, Scout or gun crew may re-crew an
said to be Reduced. ROF for any weapons listed are reduced to 1 (if abandoned Truck, Jeep or Halftrack within ½ inch by taking 1 x CP
higher than 1), it may not attack with any Squad LMG and it may in the Repair Phase removing the „Abandoned‟ counter from the
only attack with one weapon type per Combat Impulse (owners vehicle. All other vehicle types may not be re-crewed unless by a
choice). When taking a Casualty Point, instead of replacing the Vehicle crew.
original team with a Reduced Squad, the owner may instead replace
with a Squad LMG (if team has one listed). When in Hand-to-Hand 1.8 MINEFIELD/BARBED WIRE REMOVAL: Engineers that
(see rule 4.0) and Vehicle Close Assault (see rule 3.3), a Reduced are attempting to clear Mines/Wire roll to determine if the area has
Squad must add +1 to its attack roll. A Reduced team may be marked been cleared (see rules 5.2.8 and 5.2.9 for procedure).
with a BLUE bead or bingo chip placed on/underneath the team.
2.0 ORDERS PHASE: Step 1: Unless given by scenario in play, the number of Artillery
The second phase of each turn is the Orders Support Missions must be rolled for with a D6 on the
Phase. Radio contact is conducted and Artillery Missions Chart. This roll is modified by +1 if the
Offboard Artillery is plotted. Air Support is scenario states that a side has Limited Ammo or –1 if a
rolled for. side has Attack Supply.
2.1 OFFBOARD ARTILLERY: These rules are Step 2: The caliber of the Artillery support is rolled for with a D6.
used when a side has been given Offboard Artillery
support by scenario setup. All GHQs (except Step 3: Radio contact must be rolled with a D6 the radio contact
Soviet) and Forward Observers (FO) are assumed to have a radio and number on the Artillery Numbers Chart. If unsuccessful,
be able to conduct Artillery spotting. Only one GHQ/FO can the player must wait for the next Orders Phase to re-roll. If
conduct Offboard Artillery at any time. Refer to the following steps: established, it need not be rolled for again for the balance
of the scenario unless a different GHQ/FO conducts the
Offboard Artillery.
2.1.1 Pre-registered Barrage: Pre-registered Barrage may be used 2.2 AIR SUPPORT: Air support is
in any scenario where there is Offboard Artillery present and the granted by scenario and will specify
player starts with a GHQ/FO onboard as opposed to moving type and number of Aircraft. An
onboard. Prior to scenario setup, a player rolls a D6 and on a roll of aircraft can be armed with any
3 or less, he may fire his Offboard Artillery at one target location combination of the following: Bombs,
with no plot delay or Initial accuracy roll. Secretly mark this Rockets, Cannons, and/or MGs. A player must roll as per scenario
location on the scenario card map or side record. This fire must be rules in each Orders phase to see if his Air Support will arrive that
the first use of his Offboard Artillery. If he chooses to fire at any turn. Due to the unpredictable nature of WWII air support, aircraft
other location, the Pre-registered Barrage is lost and all future fire may not be delayed for later turns. Once the aircraft arrive, they
at that location must be rolled for as per normal Artillery rules. will depart at the end of the current turn. Aircraft attack as a
Support Impulse (See rule 3.4.2).
2.1.3 Offboard Artillery Smoke: Offboard Artillery may always
fire smoke unless otherwise noted by scenario in play. This will not
use an Artillery mission. The plotted Artillery smoke will arrive in
the Impulse phase as a Support Impulse one turn after it is plotted
(i.e. fire plotted in turn 1 will arrive in turn 2). A player using
Offboard Artillery to place smoke must still roll for accuracy and
deviation (see rule 3.4.1.1) but the results are different for smoke.
Instead of a single smoke counter, the owning player rolls a d6. The
result is the number of smoke counters that must be placed. Roll
accuracy and deviation separately for each counter. Counters that
end up placed in the same location may be placed within 1 inch by
owning player.
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3.2.2 Firefight: A player may declare a Firefight with any unit that 3.3 VEHICLE CLOSE ASSAULT
the enemy player has declared a Combat Impulse against (including IMPULSE: With enough courage and a bit
Defensive Fire) provided the following conditions are met: The of luck most tanks could be disabled or destroyed by Infantry
unit has at least ½ of its total AP remaining and has the attacking using grenades, mines, or firebombs. Vehicle Close Assault
player‟s unit in its covered arc (ordnance only). Each player rolls (VCA) is a special type of Impulse that can be declared either
1d6 for each unit involved, modified below: during an Infantry teams Movement Impulse or by an enemy
vehicle having moved within 1 inch during its' Movement Impulse.
Platoon HQ within 2”/Armor Leader - ? Leadership A team may attempt one VCA per turn only. Only non-spent, non-
Turreted vehicle (vs. ordnance only): -1 suppressed, unbroken Infantry teams with a VCA number listed on
Vehicle unbuttoned (vs. ordnance only): -1 their Infantry cards may declare a VCA attempt. VCA costs the
AA/AT Gun (vs. ordnance only): -2 attacking Infantry team ½ of its total AP. VCA procedure is as
Unit has moved/fired/changed CA +3 per action follows:
The player with the lowest result fires first. In the case of a tie, re- Step 1: Infantry moves within 1 inch of enemy vehicle during its
roll. If the loser of the Firefight roll survives, it must then conduct Movement Impulse or stops an enemy vehicle that is moving
a Combat Impulse against its‟ attacker. The original attacking within 1 inch during its Movement Impulse and declares a VCA.
player (NOT the player declaring the Firefight Impulse) now has
the initiative. Step 2: The team must then pass a Break Test. Failure does not
Break the team but the unit still must pay the cost in AP and play
Firefight example: An unbuttoned Sherman tank is moving along then passes to the enemy player. The VCA Break Test is modified
a road and is stopped by a PaK 40 Anti-tank gun declaring a by the following:
Defensive Fire Impulse. The ATG is located within the tanks front
covered arc. The tank declares a Firefight Impulse. Platoon HQ within 2 inches -? Leadership Rating
Each player rolls a D6 (Tank D6 roll: 3 / ATG D6 roll: 5) modified Assaulting a tank/SPG +1 (prior to July 1940: +2)
below: Assaulting a truck/Jeep -1
Tank D6 roll 3 - 1 (turret) - 1 (unbuttoned) +3 (moved) = 4 Step 3: If the attacking team passes the Break Test, any enemy
ATG D6 roll 5 - 2 (for Gun) = 3 Infantry teams in base contact with or teams that are being
transported by the attacked vehicle can then be included in a Hand-
The ATG fires first and if the tank survives, it fires next. If the tank to-Hand combat with the assaulting team at the owner‟s choice.
survives, it may continue to move or stop. Normally the Sherman This effectively cancels the VCA and locks the teams together until
would retain the initiative but since the Sherman last declared a the Hand-to-Hand Phase.
Combat Impulse (Firefight) play then passes to the PaK 40 owner.
Step 4: Assuming there are no attending Infantry teams, the
3.2.2.1 Firefight Rate of Fire: If a unit with a multiple ROF or assaulting Infantry team is placed in base contact with the vehicle it
weapons wins a Firefight, it may only fire once and then pass play is attacking. The enemy player may then declare a Defensive Fire
to the enemy unit. After the enemy unit has fired, and if the first Impulse against the assaulting team with any unit(s) that has
unit survives, it may then fire again. If the enemy unit has a enough AP for a Combat Impulse including the attacked vehicle
multiple ROF as well, it may fire next. Players take turns until both (unless the assault was made from outside of its covered arc). The
units have exhausted their rates of fire or one unit has been vehicle may also attack with a Close Defense Weapon or any
destroyed. manned aaMG and/or cMG/tMG/hMG.
or
3.2.3 Platoon Fire: Platoon Fire represents a coordinated attack Step 5: If the attacking team survives, VCA occurs immediately
that is well thought out and planned. Units participating are not and is resolved by rolling 1d6 modified by the Vehicle Close
interested in movement only a concerted effort to kill or dislodge Assault Chart (4). Consult Infantry cards for VCA numbers for
the enemy. Platoon Fire is a special type of Combat Impulse that each team type. Assuming the vehicle survives, it may button up at
allows a minimum of two and a maximum of five vehicles or the owner‟s choice and may continue moving if it was interrupted.
Infantry teams (including gun crews) to fire together during a single Play then passes to the vehicle owner.
Combat Impulse. Platoon Fire can be made up of either vehicles or
Infantry teams but not both. All units using Platoon Fire must not (4) VEHICLE CLOSE ASSAULT
have conducted a Movement or Combat Impulse that turn. Platoon D6 ROLL Less than VCA Equal to VCA
Fire uses half of a units total AP for the turn. All targets of a
Platoon Fire must be within a 2-inch radius. Attacking units must Result Vehicle Destroyed Vehicle Immobilized
pre-designate their targets. Enemy units may not claim a Firefight
Combat Impulse against units using Platoon Fire. VCA D6 Roll Modifiers
Attacking team Reduced +1
3.2.3.1 Infantry Platoon Fire: In order to use Platoon Fire, all Target vehicle moved/moving +1
Infantry teams participating must be within 2 inches of the same Target immobilized vehicle -1
PHQ. The participating PHQ may apply its' Leadership Modifier to Target vehicle without MG -1
all teams conducting Platoon Fire. Assaulting in Village terrain -1
Assaulting in City terrain -2
3.2.3.2 Vehicle Platoon Fire: In order to use Platoon Fire, all Target open-topped vehicle -2
Vehicles must be within 2 inches of at least one other vehicle
Target unarmored vehicle -3
participating. Only Vehicles with a radio may use Platoon Fire.
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3.3.1 Urban Vehicle Close Assault: Due to the constricted nature 3.4.1.1.5: Artillery Tree Airbursts: Artillery shells fired at
of most European villages and city streets, armor was at a distinct targets in woods tended to detonate at above ground level which
disadvantage when attacked by Infantry hiding in buildings and would cause additional casualties from tree splinters and
rubble. Without close Infantry support, tanks and other armored shrapnel raining down from above. Due to the damage caused by
vehicles were very vulnerable to assault. Infantry teams using airbursts, teams in Forest or Forest-swamp only add a +1 terrain
Vehicle Close Assault in a City terrain without any Enemy Infantry modifier (instead of the normal +2) to any Offboard Artillery To-
teams within 1 inch may add –2 to its Vehicle Close Assault roll Kill roll.
and teams in a Village terrain may add –1.
3.4.2 Aircraft Attack: Roll 2D6 on
3.4 SUPPORT IMPULSE: A Support Impulse may be Offboard the Aircraft target Chart (7), modified
Artillery, Indirect Fire or Air Attack resolution. A player may by adding the target terrain. In the
declare a Support Impulse and resolve one attack per Support case of Field Fortification terrain, use
Impulse declared. other major terrain type. Aircraft may
attack all areas on the map except Forest or Forest-swamp terrain.
3.4.1 Offboard Artillery: Offboard Artillery is considered to be a Each Aircraft Support Impulse consists of either Bombing or
battery of two or more guns situated some distance from the Strafing attack. Aircraft cards will list the weapons and the number
battle, all firing together, at the same co-ordinates. Any Offboard of Attacks (#) possible. For each Support Impulse declared,
Artillery attack of 75mm or larger automatically causes all Infantry subtract 1 from this number. Once the aircraft uses all of its
teams within the barrage area to be Suppressed and all capable attacks, it must depart the battle. Choose a single initial target and
vehicles to button-up. This occurs immediately and before any place an Air Support counter or aircraft miniature beside that
damage is rolled for. The barrage area is considered under attack location. The player must announce what type of attack is
for the duration of the turn. Therefore any units entering the occurring (Bombing or Strafing) and may only resolve one attack
barrage area after the attack has started will be attacked as well. per Support Impulse declared. There are no range modifiers to any
Aircraft attack To-Kill/To-Kill roll. Treat all open-topped vehicles
3.4.1.1 Offboard Artillery Resolution: To resolve Offboard as unarmored targets.
Artillery, follow the following steps:
(7) AIRCRAFT TARGET
1. A player reveals the hidden plotted location and marks it with a
2D6 Roll 2-5 6-10 11 12
Barrage Marker (included in counter sheet).
Result Surprise Spotted Next Friendly
2. Initial accuracy is rolled for with a D6. Initial accuracy is 1-3 Modifiers: +? Target terrain
US, 1-2 for Germany and UK. All other nations must roll 1.
Surprise: Air attack is conducted without the enemy having a
3. If not on target, drift direction and distance are determined by chance to defensive fire against the attacking Aircraft in its
rolls. The first roll determines the direction of drift. A special initial target. Player may defensive fire after the initial attack
Artillery die with an arrow on all sides is needed. The second has been resolved.
2D6 roll determines drift distance in inches.
Spotted: The aircraft must attack the initial target. AA fire
4. Place the barrage marker in the new location. All units within may be conducted prior to the attack.
Two inches of the barrage marker are now automatically
attacked (either friendly or enemy) adding all modifiers for Next: The aircraft must attack the next closest enemy target
Armor/terrain. The attack uses the To-Kill#s from the Offboard (Aircrafts owner‟s choice). AA fire may be conducted prior to
Artillery To-Kill Chart (6). the attack.
3.4.1.1.1 Offboard Artillery Correction: Instead of attacking the Friendly: The closest friendly target must be attacked (Enemy
Barrage location, the player may instead end the Support Impulse. player‟s choice if more than one). AA fire may be conducted
The Barrage marker is placed in the original location. The next prior to the attack.
turn, after again declaring a Support Impulse, the player may re-
roll the initial accuracy and drift distance each modified by a –1 per 3.4.2.1 Air Attack Resolution: Aircraft will be armed with
subsequent Support Impulse declared on the same location. various weapons. Refer to the following rules for weapon type.
3.4.1.1.2 Offboard Continuation: If a player wishes to attack the 3.4.2.1.1 MG Strafing Attack: Aircraft MG Combat is identical to
same location with the same GHQ/FO and Offboard Artillery in a normal MG Combat with the following exceptions: Aircraft MG
future Support Impulse, no plotting delay, or initial accuracy/drift attack may be combined with any of the other types of strafing
rolls are needed. attacks (not bombing) but must attack the same targets. Up to three
targets in a straight line may be attacked for each MG attack
3.4.1.1.3 Offboard vs. Vehicles: Due to the high trajectory angle declared but all targets must be within 6 inches. Vehicle attacks use
of Offboard indirect fire, when attacking a vehicle, use the vehicles ½ of the targets lowest armor value (rounded up) to simulate the
worst armor value to simulate the thinner roof armor. When used thinner roof armor. Roll a d6, adding modifiers from Chart 1. Use
against an open-topped vehicle, use no modifier. After adding any Chart 11 to determine any results.
modifiers for armor, consult Chart 11 for results.
3.4.2.1.2 Cannons/Rockets Strafing Attack: Aircraft
3.4.1.1.4 Dispersed Barrage: A player using Offboard Artillery Cannon/Rocket Combat is identical to regular Ordnance Combat
may wish to call in a Dispersed Barrage which allows the barrage with the following exceptions: To-Kill roll for vehicle targets uses
to extend to a 4-inch range but reduces the HE value 2 columns to ½ of the targets lowest armor value (rounded up) to simulate the
the left on the Offboard Artillery To-Kill Chart (6). (Example: a thinner roof armor. Up to three targets in a straight line may be
120mm Offboard Artillery barrage using Dispersed Barrage would attacked for each Cannon/Rocket attack declared but all targets
use the 80mm column for effect.) A Dispersed Barrage must be must be within 6 inches. Roll 2D6 for To-Hit/To-Kill adding
declared before rolling accuracy. modifiers from Chart 9. Use Chart 11 to determine any results.
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3.4.2.1.4 Bombing Attack: Roll bombing accuracy (found on 3.5 ROUT IMPULSE: All teams that have failed a Break Test
aircraft card) with a d6. If not on target, roll a directional die to must conduct a Rout Impulse before the player may pass. A broken
determine direction and a d6 to determine distance, measured from team may only rout once per turn. Broken teams cannot conduct
the center of the initial target. Bomb Attacks have a Blast Radius any other type of Impulse. If previously moved, fired, or spent, a
that is given on Aircraft cards as a measurement from the target routing team is given ½ of its original AP to use in its rout;
center. Any units (enemy or friendly) within this radius are otherwise it must use its entire AP in its rout each turn. Unless
affected. Roll To-Kill separately for each target. The To-Kill roll rallied, the player must then rout the broken team again in future
for vehicle targets uses the targets lowest armor value. Roll To-Kill turns. They must always move toward the closest friendly map
with 2D6, adding modifiers from Chart 9. Use Chart 11 to edge. A routing team may choose to move through favorable
determine any results. terrain in order to gain cover but must always move toward a
friendly map edge. A friendly map edge is defined as an edge
3.4.2.2 Anti-aircraft (AA) Fire: Aircraft may be where friendly units have entered the map or the opposite edge to
attacked by any units with AA capability that enemy unit‟s entry. Friendly map edges should be determined at
have not conducted any Impulse that turn and are scenario start to avoid confusion later. If an enemy unit moves
not located in village, city, forest or forest swamp terrain. All units within ½ inch of broken teams that have already routed that turn,
that use AA fire are marked as Spent and may not fire again that the broken teams are eliminated. The inactive player may interrupt
turn. For each successful To-Kill roll, the aircraft suffers a Casualty the Rout Impulse with a Defensive Fire Impulse. Surviving teams
Point (CP). Some aircraft have more than one CP and are so noted attacked must continue their rout. If a broken team that fails to
on the Aircraft cards. Aircraft that have sustained a CP or are Rally moves off of the map in a future rout, it is considered to have
Suppressed must add +2 to all future To-Hit rolls. Aircraft required fled the battle. A team that breaks and routs off the map without a
to take a Break Test, do so on a Morale 8. If they fail, the aircraft chance to Rally is given one a single chance to Rally in the
may attack its initial target but must add +2 to its To-Hit roll and it following repair Phase. If it fails to Rally, it is considered to have
must flee the battle after its resolution. Aircraft that are fired on fled the battle. If it does Rally, it is brought on, in a Suppressed
resulting in a Suppressed result, must add +1 to all its future To-Hit state, in the following turn as reinforcements on the map edge from
rolls. where it exited.
3.4.3.2.1 Anti-aircraft Ordnance Fire: All ordnance that 3.5.1 Routing Weapons: If a Mortar/MMG/HMG fails a Break
has AA capable will be noted on cards with the AA Test, the team will be replaced by either a single broken crew (for
ringsight (left). Anti-aircraft Ordnance Combat is identical weapons with 1 x CP) or two broken crews (for weapons with 2 x
to regular Ordnance Combat. Assume the aircraft to be a Vehicle CP) and an abandoned weapon counter. The abandoned weapon
target type and use the To-Hit# from the Vehicle/gun card for the will remain and can be re-crewed (see rule 1.7.2). All other
appropriate range, adding +3 To-Hit for Aircraft target. Modify the Infantry weapons (Infantry AT, Flamethrower, and LMG) may rout
To-Kill roll by aircraft armor (if any). with their weapon.
3.4.3.2.1.1 Large Caliber AA: Due to the 3.6 PASS IMPULSE: Player elects to do nothing or has no units
difficulties of tracking fast-moving aircraft at remaining to conduct Impulses. A player may not pass if he still
short range, all AA fire of 50mm and larger, has Broken units which have not routed in the current turn. If a
cannot fire at aircraft at less than 4-inch range and are always player has no unspent units, and passes, his opponent is free to
ROF1. conduct multiple Impulses until he chooses to pass. Both players
passing consecutively will end the Impulse Phase. The first player
3.4.3.2.2 Anti-aircraft MG Fire: Anti-aircraft to Pass holds the Initiative in the next turn. Play then moves to the
MG Combat is limited to manned (open-topped Hand-to-Hand Phase.
or currently unbuttoned vehicles) AA-capable
MGs. MG AA fire may not use a ROF listed for
the MG. Due to Aircraft height and speed, always
add 4 inches to actual range. Use the To-Kill#
from Infantry/vehicle cards. All MG AA attacks must add the
armor rating listed on the aircraft card (if any) to their To-Kill roll.
13
4.1 H-H Procedure: H-H involves both players in that each player
chooses a single target for each of his attacking teams and rolls a H-
H To-Kill roll. A team must roll less than its H-H number with D6
in order to eliminate its target. If the roll is equal to its H-H
number, the target takes 1 x CP and a Break Test. If teams from
both players remain after losses are assessed, the teams are locked
in H-H until the following H-H Phase. If the H-H results in the
destruction of all enemy teams, then any enemy broken teams
within ½ inch are also eliminated. If both sides are destroyed, any
broken teams within ½ inch remain and must rout in the following
player turn. Once a H-H has been declared, teams involved may
not move until all enemy teams are destroyed. More teams may
move within ½ inch during future Movement Impulses and Combat
Impulses may be carried out against the teams engaged in H-H with
both players suffering the results equally.
4.3 H-H Escape: A player may elect to break some or all teams in
the Impulse phase and rout away in order to escape a possible H-H
prior to the H-H phase. A player does not have to declare H-H in
each case where enemy teams are within ½ inch but if his opponent
declares a H-H, the player‟s own team is automatically involved.
4.4 H-H PHQ: Platoon HQs within 2 inches may add their
Leadership Rating to one H-H roll only unless they are themselves,
involved in a H-H. PHQ may add their leadership rating to their
own H-H roll.
(3) HAND-TO-HAND
D6 Roll < H-H = H-H > H-H
Target Team Casualty Point Teams Locked
Result
Eliminated Break Test in H-H
D6 Roll Modifiers
Target Team Hidden +3
Target Team Charging cavalry +2
Target Team on Skis (except Finns) -1
Attacking team Reduced +1
Attacking team Suppressed +1
Attacking Team Heroic -1
Platoon HQ within 2 inches -Leadership
14
5.0 INFANTRY RULES: 5.1.6 Scouts: Scouts are a special type of team,
Infantry cards are included that contain all the specifics of each made up of 2 to 5 men who are lightly
nations troops. The general rules for Infantry units are as follows: equipped. A Scouts purpose is not to engage
the enemy in a direct fight, but instead to
5.1 INFANTRY TEAMS: All Infantry units are grouped together attempt to gather information about an
as Teams. These may consist of one man or more than ten. Teams enemy‟s strength and position by sending the
have specific abilities and various functions. Infantry Cards will list Scout out ahead of the main force to draw fire or observe. A
any weapons and special abilities that the team may have. Scouts‟ morale is usually 7. A Scout is equipped with rifles or
Infantry Teams are listed below: SMGs but does not have a Squad LMG. French, Polish, Romanian
and Hungarian units may not create scouts and Soviets may only do
5.1.1 Conscript Squads: Volksturm, Home so after July 1942. Only a 1st Line, Assault, or Engineer squad may
Guard, Militia or Green troops who are poorly create a Scout. Scouts are created by the parent team taking 1 x CP
trained and armed. These troops are either in the Repair Phase and placing a Scout within ½ inch. A Scout
war-weary or not motivated to do much more may attempt to remove one Hidden unit counter up to 6 inches
than guard objectives or parade. Conscript away, once per turn. Scouting occurs during a Movement Impulse
Squads Morale is normally 6. Conscript squads costing the Scout 2 AP. For each Scouting attempt, check range, roll
are generally equipped with rifles and do not have a Squad LMG. a D6 and add the terrain modifier and range of the Hidden unit
Due to their poor training/motivation, they are eliminated after counter to this result. See chart 16. Represented by 2 x Riflemen on
suffering 1 CP. Represented by 3x Riflemen on a small base. a small base.
5.1.9 Platoon HQ (PHQ): A Platoon of men 5.1.13 Machine Gun Team (MGs): MG Team Morale is usually
usually consisted of three to five squads 7. Most MGs have a single CP. There are 3 types of MGs: Heavy
commanded by a Platoon HQ (PHQ). A PHQ (HMG), Medium (MMG), and Light (LMG).
represents a command team that is made up of
a Commanding Officer, Adjutant and three to 5.1.13.1 HMG Teams: For the purpose of these
five messengers or runners. PHQ are able to rules HMGs are any MG with a cartridge 12mm
motivate troops and hold them together when otherwise they and larger. The HMG has long range, ROF2
might flee the battle. A PHQ can also direct troops to engage the (most HMGs) and but is not very portable (on
enemy more effectively. PHQ Morale is usually 7. PHQ have a average 4 AP). If a HMG team moves, it may
modifier referred to as its Leadership Rating. It ranges from 0 not fire that turn. HMGs can be used against
(poor) to –2 (excellent). A PHQ must be present to use Platoon lightly armored vehicles and Infantry. Most HMGs are eliminated
Move (see rule 3.1.3) and Platoon Fire (see rule 3.2.3). Most PHQ after suffering 1 CP. See Infantry cards for specifics. HMGs
can automatically place Infantry smoke (see rule 5.2.7). PHQ can Represented by 1 x Machinegun miniature with 3 x assistants on a
apply their Leadership Rating to the Combat Impulse roll of any medium base.
Infantry team (excluding themselves) that is located within 2
inches. Each Combat Impulse thus modified costs the PHQ half of 5.1.13.2 MMG Teams: The MMG has medium
its total AP for the turn. A PHQ may not modify any Combat range, ROF2 (most MMGs) and is reasonably
Impulse that requires a To-Hit roll. A PHQ may also apply its portable (on average 6 AP). If a MMG team
Leadership Rating to itself as well as all Infantry teams that are moves, most may not fire that turn (see cards).
located within 2 inches for all Break Tests, or attempts to Rally. A MMGs can be used against lightly armored
PHQ may not be targeted as long as it is within ½ inch of a friendly vehicles and Infantry. Most MMGs are
unbroken Infantry team (exception: Snipers 5.3.9). If a PHQ is eliminated after suffering 1 CP. See Infantry cards for specifics.
destroyed in combat, all Infantry teams within 2 inches must take a Represented by 1 x Machinegun miniature with 2 x assistant on a
Break Test. Represented by a 1 x Leader with pistol and one medium base.
Rifleman on a small base.
5.1.13.3 LMG Teams: The LMG has less
5.1.10 Armor Leaders: Armor Leaders are a ammo (one attack per Combat Impulse), shorter
special unit that represents a Vehicle team range but is more portable (on average 8 AP). If
leader that is exceptionally skilled. Armor a LMG team moves, it may fire that turn without
Leaders Morale is usually 7. Armor Leaders restriction. LMGs can be used against lightly
have a Leadership Rating ranging from –1 armored vehicles and Infantry. LMGs are
(good) to –3 (excellent). Armor Leaders may eliminated after suffering 1 CP. Represented by 1 x LMG and 1 x
only apply their Leadership Rating to the crew of the vehicle they assistant on a small base.
are currently in for all To-Hit rolls, Break Tests and Rally attempts.
They may exit or enter any vehicle as a crew team. This is done as 5.1.15 Flamethrower team: A greatly feared
a Movement Impulse in the Impulse Phase and costs the crew 2 AP. weapon, the flamethrower was used to burn out
dug-in defenders and could cause panic in
5.1.11 GHQ: The GHQ is a Special Command even the most seasoned troops. Flamethrowers
team that controls all of the forces for one side. are carried by one or two-man teams and are
It is made up of a Commanding Officer, radio eliminated after suffering one CP. They can be
operator, medics, etc. The GHQ is responsible used against vehicles and Infantry. Represented by 1 x
for keeping the formation in contact with Flamethrower on a small base.
higher HQs. GHQ morale is usually 7. GHQs
can spot for indirect fire. GHQs may deploy 1 x Forward Observer 5.1.16 Infantry Anti-tank (AT) Teams:
team in the same manner that a Squad may deploy a LMG or Scout During the later stages of WWII, nations
with no change in composition of the original GHQ except the loss developed weapons that gave Infantry the
of FO abilities. GHQs can also aid troops by adding a -1 to all ability to destroy enemy armor. Most were
Rally attempts within 2 inches. If a GHQ is destroyed in combat, shaped-charge weapons that were used at close
all teams within 2 inches must take a Break Test and the Morale for range. This category covers all Anti-tank
that side is reduced by one for the balance of the scenario. Rifles, Panzerfausts, PIATs, Bazookas and Panzerschrecks.
Represented by 1 x Leader, 1 x spotter, 1 x radio operator and Infantry AT teams may not be fired while loaded on a vehicle nor
national flag included on counter sheet. may they fire from inside a bunker (except ATR and PIAT). Some
Infantry teams have intrinsic Anti-tank capabilities and are so noted
5.1.12 Forward Observer (FO): To better co-ordinate on the Infantry cards. Represented by 1 x AT miniature and
troops and Artillery, many countries had a forward assistant on a small base.
observer that directed Artillery fire from a front line position. FO
Morale is usually 7. A FO‟s main purpose is to spot for Offboard 5.1.17 Elite Teams: Some Troop types were
and Indirect Fire. FO may only spot targets within a 36-inch range. very highly skilled and trained and were
A FO may not be targeted (except by a Sniper) as long as it is without equal on the battlefield. They were
within ½ inch of a friendly unbroken Infantry team. An Infantry able to suffer many casualties and still take
team FO is always Camouflaged (see rule 5.3.4). FO are their objectives or defend their positions.
eliminated after suffering 1 CP. Scenario in play may allow other Teams are given elite status by the scenario in play. Elite status
types of units to have FO abilities and vehicles may have FO affects only teams stated in the scenario. Elite status modifies teams
abilities (see Bino icon on vehicle card). Represented by 1 x by adding +1 to their Morale.
Binocular equipped soldier and 1 x Radioman on a small base.
16
5.2 INFANTRY MOVEMENT: This section covers specific 5.2.5 Transporting Mortars with Infantry: Infantry teams may
Infantry Movement related rules. transport mortars up to 4 Transport Points (TP) without costing any
additional AP. For each TP in excess of 4, the transporting unit
5.2.1 Assault Move: Every WWII-era army practiced what loses 1 AP. The mortar must be within ½ inch of the team in order
became known as „Fire and Movement‟. This involved one team to be transported. Heavy Mortars may not fire in the turn they are
or section covering the advance of a second with a high rate of transported.
somewhat inaccurate fire. This „Covering Fire‟ was intended to
allow an assaulting team a better chance of survival by keeping 5.2.6 Moving Light Guns with Infantry: All guns with a Tow 1
enemies heads down. Assault Move is a special type of Infantry rating may be pushed 4 inches maximum per turn by an Infantry
movement that involves both teams moving and providing covering team. The team pushing the gun may not do any other action that
fire to those moving. Similar to Platoon Movement, Assault Move turn. The gun must be within ½ inch of the transporting team in
allows a minimum of two and a maximum of five Infantry teams to order to be pushed. The gun may not fire in the turn it is pushed.
act together during a single Impulse. Assault Move is made up of While pushing a gun, transporting team must add 1 AP to all terrain
at least one Fire and one Maneuver team. All units wishing to use costs.
Assault Move must be within 2 inches of a Platoon HQ at the
beginning of the Assault Move. In addition, they must not have 5.2.7 Moving Medium Guns with Infantry: All guns with a Tow
conducted any other Impulse that turn. All teams using Assault 2 rating may be pushed 2 inches maximum per turn by an Infantry
Move (both Maneuvre and Fire) are marked as spent upon team. The team pushing the gun may not do any other action that
conclusion of the Assault Move. turn. The gun must be within ½ inch of the transporting team in
order to be pushed. The gun may not fire in the turn it is pushed.
5.2.1.1 Maneuver Team: All Infantry teams moving are referred to While pushing a gun, transporting team must add 1 x AP to all
as Maneuver Teams. They are given a bonus 2 AP while using terrain costs.
Assault Move. Maneuver Teams are not subject to the Exposed
modifier when targeted by enemy Infantry teams as long as the 5.2.8 Infantry Smoke: Placing Infantry Smoke is
enemy team is within range and LOS of a single friendly Fire considered a Movement Impulse and cost the placing
Team. team 1 x AP. To be successfully placed, the player must roll less
than or equal to its Smoke placement number with a D6. A team
5.2.1.2 Fire Team: All teams that provide covering fire are referred may place smoke anytime during its Movement Impulse. Infantry
to as Fire Teams. Fire teams may not move. Fire Teams are subject Smoke allows the placement of a smoke counter (included in the
to the Exposed modifier. counter sheet) within ½ inch of the placing team. All Infantry
Smoke last a single turn and is replaced by Dispersed Smoke in the
5.2.2 Double-time Move: Any Infantry team (except Scout and following Repair Phase. In order to allow players to utilize their
Cavalry squads) that has not conducted any Impulse may use existing smoke counters, Smoke size will be left up to the player but
Double-time to increase its AP by ½ for a single player turn Dispersed Smoke should be twice the size of Smoke. Smoke may be
(example: a 1st Line Squad with 8 AP normally would have 12 indicated by a ‘teased out’ cotton ball, sprayed grey or black, and
while using Double-time. A team may not conduct a Combat glued to the smoke counter base. For dispersed smoke, leave the
Impulse in the turn it uses Double-time Movement but may enter cotton ball plain white.
into H-H. Once a Double-time team has moved, it‟s marked with
two Suppression markers. In the following repair phase, one is 5.2.8.1 White Phosphorus (WP): WP was not only an
removed, thus Suppressing the team for the current turn. effective chemical agent for smoke screens due to its
ability to create an instant smoke cloud but also for its anti-
5.2.3 Stealth Move: An Infantry team that has not conducted any personal effects. First used in WWI, The US and United Kingdom
Impulse that turn may use Stealth Movement. This action reduces used WP for many of their smoke rounds and grenades. Infantry
the teams total AP by half (fractions rounded up) for the turn. A Teams with WP capabilities will be noted on cards with the grey
team using Stealth Move qualifies for a +1 modifier to all To-Kill smoke icon. Any Infantry team under or in base contact with a WP
rolls and will not suffer an Ambush (see rule 5.3.3) if attacked by a smoke counter must roll a Break Test as per 5.3.1.3. If failed, they
Hidden unit. A team may not conduct a Combat Impulse in the turn are marked as Broken. Otherwise, WP is identical to all other
it uses Stealth Move but may enter into H-H. Infantry Smoke.
5.2.4 Cavalry Charge: Cavalry may conduct a 5.2.8.2 Infantry Smoke Limitations: In order to have players use
type of movement that combines movement and Infantry Smoke in a historical manner and to impose some
combat together. A cavalry team is given a total limitations on the number of smoke grenades available (as was the
of 16 AP for the turn in which it declares it is case historically) use the following rule. Unless otherwise noted by
charging. Before charging, the cavalry may not scenario in play, each side is allowed two Infantry Smoke
have conducted any Impulse. A cavalry team placements for each Platoon HQ available in a scenario with the
does not need to actually attack an enemy unit but may simply use following exceptions: all Soviet and minor nations are allowed one
the charge to gain extra AP. A charging cavalry team may move Infantry Smoke placement per PHQ; US are allowed three per
within ½ inch of enemy units during the charge for the purpose of PHQ. These may be used by any team capable via normal team
entering into H-H. The H-H occurs immediately, costing 4 AP. usage rules but for each Infantry Smoke placed, one is deducted
Charging cavalry may conduct multiple H-Hs in a single charge. from this total. Ordnance and Offboard smoke is not affected by
Any team attacking a charging cavalry team in H-H suffers a +2 to this limitation.
its attack roll. Cavalry may not charge into forest, village or city
terrain. A Defensive Fire Impulse may interrupt the charge at any 5.2.9 Barbed Wire Removal: Engineers have the special ability to
time. Once the H-H is complete, the cavalry team may continue to remove barbed wire. In order to remove the wire, the Engineer
charge until it has exhausted its AP. team must be within 1 inch of the wire and not have conducted any
Impulses that turn. The Engineer team declares a Movement
Impulse and is marked as Spent. The following Repair Phase, the
player rolls a D6. If the roll is 5 or less, the 1 x 2" wire obstacle is
removed. On a roll of 6 there is no change.
17
5.2.10 Minefield Removal: Engineers have the 5.2.11.2 Fallschirmjäger: Heavy weapons
special ability to remove minefields. In order to could not be carried by the Fallschirmjäger
remove the minefield, the Engineer team must while jumping due to the shock produced by
be within 1 inch of the Minefield and not have the design of the German parachute harness,
conducted any Impulses that turn. The Engineer All heavy weapons and rifles had to be dropped
team declares a Movement Impulse and is in separate containers to be collected after
marked as Spent. The following Repair Phase, the player then rolls getting to the ground. This was a major flaw and caused the
a D6. If the roll is 3 or less, a 1 x 2 inch area is cleared of all mines. Fallschirmjäger to drop into combat with only pistols, grenades
On a roll of 4-5 there is no change. On a roll of 6, the player rolls and SMGs. To reflect this, use the following rule. All German
an additional D6. On a second roll of 6, the Engineer takes 1 x CP Paratroop teams fight as crews for 1 turn following their descent. It
and must roll a Break Test. is assumed that the Paratroops arm themselves sufficiently from
weapon containers, fallen comrades, etc. following the first turn
5.2.11 Parachute Drop: The unique ability of and return to normal effectiveness.
airborne parachute infantry to fight and
secure remote objectives behind enemy lines 5.2.12 Ski Troops: Due to the speed and
was not lost on the German forces in WWII. mobility skis gave Infantry, many WWII
They first used their „Fallschirmjäger‟ in the nations trained Ski Troops for combat. Most
airdrops in Holland and Belgium and the notably, Ski troops played a key role in the
glider assault on the fortress of Eben Emael in May 1940 with successes of the Finnish effort against the
great success. Although costly in terms of casualties (Hitler vowed Soviet Union during the Winter War in 1939.
never to conduct large scale Airborne invasions again after the Ski Troop abilities will be given by scenario in play (exception
losses suffered at Crete) the Allies also eventually embraced the Finnish troops). Ski troops receive an additional 2 AP and do not
idea of Parachute troops. These rules allow a player to bring his pay any additional costs for Snow (as defined by Scenario in play)
forces into the game via Parachute Drop. in any turn that they do not conduct any Combat Impulse. Should
the team enter into H-H in the same turn that they use Ski
Step 1: The owning player determines where the Parachute Drop movement, the enemy player may add a -1 to its H-H roll.
begins and the direction the transport planes are flying.
5.2.13 Infantry Weapon Gunshields: Some Infantry
Step 2: He then places all of the teams parachuting into groups of weapons have a shield to protect the crew. This will be noted
six or fewer units. All units count toward these limits on the card with a Green shield. Crews with a gun shield do not
except Platoon HQs. incur the -1 Exposed modifier due to firing if the enemy attack is
directed at them through the weapons covered arc.
Step 3: Each group is placed on the map, in a line, on Parachute
counters (included on the counter sheet). All groups 5.3 INFANTRY COMBAT: For each Combat Impulse declared,
must be in the same general direction. Groups must be an Infantry team may only attack a single target (unless a
separated by at least 2 inches. MMG/HMG or Flamethrower). An Infantry team may attack with
any/all of its weapons unless Reduced (see rule 1.3.1). Measures
Step 4: A directional die is used to determine Parachute drift and the distance from the attacking teams base edge to its targets base
2D6 determine drift distance in inches. Roll drift and edge, roll 1d6 and consults the appropriate weapon card for To-
distance separately for each Parachute counter. Kill#s. Modify the To-Kill roll by the Infantry Combat Modifiers
Chart (1). See Infantry cards for a list of weapons for each type of
Step 5: Once drift direction and distance are determined and the Infantry team.
counters moved, the units remain where they are until the
next player turn (i.e., they are descending). 5.3.1 Infantry Weapon ROF: Any weapon with a multiple ROF
will be listed on Infantry cards with subscriptROF. (ex. LMGROF2
Step 6: In the following repair phase, the owning player may RifleROF2). Each time an Infantry team conducts a Combat Impulse,
adjust each counter 2 inches in any direction. The it may roll as many times as its ROF will allow. Unless
Parachute counters are then removed and the player MMG/HMG or flamethrower, all ROF attacks may only be directed
marks all teams as Suppressed unless already Broken due against a single target.
to enemy fire while descending.
5.3.2 Infantry Combat Results: After adding all appropriate
Step 7: Any team landing in Forest, Forest Swamp, City, Village, modifiers, if a player rolls the To-Kill# (or less) from Infantry card,
or Rubble/Rough terrain must then roll 2D6 and add to the team suffers 1 x Casualty Point and must roll a Break Test. If
this the Infantry modifier of that terrain. On a roll of 10 or player rolls the To-Kill# +1, the target team is Suppressed. If a
more, the team takes 1 x CP and must roll a Break Test. If target team is currently Suppressed, additionally it must roll a
a Parachute team lands in deep water terrain (e.g., river, Break Test.
lake) they are eliminated.
5.3.2.1 Casualty Point: Each Infantry team has a fixed
Step 8: If the Parachute teams drift off-map, they may re-enter number of CPs and when this is reached, the team is
the map from where they drifted off on any subsequent eliminated. A team that normally has more than one CP and suffers
roll of 3 or less on a D6 in the following Impulse Phase. a CP is said to be Reduced. ROF for any weapons listed are
reduced to 1 (if higher than 1), it may not attack with any Squad
5.2.11.1 Firing At Parachute Teams: Enemy fire may be LMG and it may only attack with one weapon type per Combat
conducted at Parachute teams while they are Descending by any Impulse (owners choice). When taking a Casualty Point, a team
AA capable ordnance and all Infantry team types except those owner may choose to replace the Reduced team with a Squad LMG
located in City, Forest, Forest Swamp and Bunker terrain. Firing (if team has one listed). When in Hand-to-Hand (see rule 4.0) and
teams must add +1 for firing at a higher target to the To-Kill roll for Vehicle Close Assault (see rule 3.3), a Reduced Squad must add +1
Infantry teams and the To-Hit roll for ordnance. to its attack roll. A Reduced team may be marked with a BLUE
bead or bingo chip placed on/underneath the team.
18
5.3.2.2 Suppressed: If an attack results in Suppressed, a target 5.3.7 Heroic: Men in battle were capable of feats of great bravery
team loses ½ of its‟ original unmodified AP for the remainder of the and personal sacrifice. These acts could be undertaken by men
current turn for each Suppressed result. If this reduces its current who were under fire for prolonged periods or had had enough.
AP to 0, mark the team as Spent as well. If a target team is But most often it was the protection of a man‟s friend or buddies
currently Suppressed, additionally it must roll a Break Test. If a that stirred a person to such actions. Self-preservation was
target team is currently Spent, mark the team with two Suppression replaced by an all-consuming hatred for the enemy and it usually
markers (only remove one in the following Repair Phase). only subsided with the end of the battle or an enemy‟s well-aimed
Suppressed teams add +1 to their Hand-to-Hand attack roll. A shot. Any Infantry team that rolls „snake eyes‟ (two „1s‟ with 2D6)
single Suppressed marker is automatically removed in the on any Break Test becomes Heroic and is immune to all future
following Repair phase. A Suppressed team may be marked with a Break Tests and Suppressed effects. Heroic teams in H-H add a -1
YELLOW bead or bingo chip placed on/underneath the team. to their To-Kill roll. These effects last for the balance of the
scenario and are only lost if the team suffers a CP.
5.3.2.3 Break Test: A player must roll less than or equal to the
teams Morale with 2D6. If the roll is higher, the team is considered 5.3.8 Infantry Teams vs. Unarmored Vehicles: Any Infantry
Broken. A Broken team may only conduct Rout Impulses. One team (including MGs) may attack an unarmored vehicle. Consult
Platoon HQ may modify the 2D6 roll with its Leadership modifier the Infantry cards for To-Kill#s. Use Chart (2) for any effects.
if it is within 2 inches . A Broken team may be marked with a RED
bead or bingo chip placed on/underneath the team. 5.3.9 Snipers: Sniper attacks are considered a
Combat Impulse. Roll 1d6 and consult Sniper
5.3.3 Targeted Infantry: The simple fact that a soldier was card for results, adding modifiers from the
moving usually meant that he was easier to see and thus target. Infantry Combat Modifiers Chart (1). Snipers
In anything but a low crawl, a man must lift his body off the may target any team, including Platoon HQs
ground to move at all. He was also much more vulnerable to and FO. A successful sniper attack eliminates
shrapnel and small arms due to the fact that he presented a larger Platoon HQs and FOs. All other targets are Suppressed. Each time
target than a man lying prone. Also, any soldier who fired his a Sniper attacks, it does not have to reveal its Hidden location
weapon would be letting everyone know where he was as well in unless spotted. The enemy player is allowed one sniper check for
addition to having to expose part of their body to take the shot. each unbroken team within 2 inches of the target after the attack.
The shooter took a pretty good chance of retaliatory enemy fire The enemy player chooses a Hidden Unit counter location within
especially if using tracer ammo. Conversely, Infantry that made the spotting units LOS and the owning player must reveal if the
no movement and did not fire their weapons would be much sniper is present. If so the sniper is setup onboard. Play then passes
harder to spot and thus target. to the enemy player.
5.3.3.1 Exposed: Any Infantry team that is/has conducted either a 5.3.10 Infantry Machine Guns: Most Infantry
Movement or Combat Impulse is considered Exposed and is subject MGs (except LMGs) have a multiple Rate of
to a –1 modifier to all To-Kill rolls (Infantry and Ordnance) but Fire (ROF). Each time a MG conducts a
only during the next enemy Impulse. Once the enemy players Combat Impulse, it may roll as many times as its
following Impulse is resolved (regardless of type), the Exposed ROF will allow (Example: it is possible for a
modifier no longer applies. German sMG42 to roll three attacks in the same
Combat Impulse). All attacks may only be directed against units
5.3.3.2 In Cover: Any Infantry team that has neither moved nor within 1 inch of the initial target. When used against the same
fired is considered In Cover and qualifies for a +1 modifier to all target, the MG may roll all of the attacks together or one at a time
To-Kill rolls (Infantry and Ordnance). at owner‟s choice. When rolled together, Weapon Breakdown
occurs (see rule 1.6) anytime two „6‟s are rolled (or 5 & 6 for some
5.3.4 Ambush: Any moving unit attacked at ½ inch range by a MGs). MG ROF cannot be interrupted by a Defender to claim a
Hidden unit suffers an Ambush (unless the target was using Stealth Firefight Impulse once the MG has fired once. Consult Infantry
Move). Ambushed units may not claim a positive terrain modifier cards for specific MG ROFs.
for the terrain they are in nor may they claim a Firefight Impulse.
5.3.10.1 MG vs. Armored Vehicles: All LMG/MMGs (Infantry
5.3.5 Camouflage: Generally speaking, an Infantryman‟s ability Team and Vehicle-mounted) may be used against vehicles with an
to stay alive rested on staying in cover and not bringing undue armored facing value of 1 or less, and HMGs (12mm+) may be
attention to himself. Anything he could do to enhance this would used against vehicles with an armored facing value of 2 or less,
increase his chances for survival. Many troops took it upon although ROF is always 1. When used vs. a vehicle, there is no To-
themselves to modify their uniforms to suit the terrain or weather, Hit roll needed. Roll a d6, adding modifier for range (see Chart 10)
adding local foliage to helmets, wearing white beds sheets in snow and vehicle armor. Check Infantry cards for To-Kill#s. Use Chart
conditions, etc. Most Waffen-SS units were supplied with 11 to determine any results.
excellent camouflaged uniforms and helmet covers. US troops
were also given uniforms of camouflaged material upon arrival in 5.3.11 Infantry Flamethrowers (IFT): IFT
France but they were withdrawn due to incidence of „friendly differ from Vehicle Flamethrowers in that
fire‟ caused by their resemblance to German Waffen-SS Infantry types all have a maximum range of 1
uniforms. Scenario special rules will allow for certain teams to be inch and a Breakdown of BX 6, 4+. An IFTs‟
equipped with Camouflaged Uniforms or material. Any Infantry ROF may be directed at separate targets. IFT
team so equipped that has not moved or fired may only be targeted can be used against Infantry and vehicles. Refer
as if Hidden (+2 to the Ordnance To-Hit or Infantry To-Kill rolls). to IFT card for To-Kill#s.
5.3.6 Surrender: Any currently Broken Infantry team that is fired 5.3.11.1 IFT vs. Infantry: There are no modifiers To-Kill roll. See
on by an attack, which results in Suppression, is removed from Chart 2 for any results. If a CP is inflicted, the location is
play. Teams that surrender in this fashion are counted as double for considered to be on Fire (see rule 9.3).
any victory determination.
19
5.3.11.2 IFT vs. Vehicles: No armor factors are added and To-Kill 5.3.12.1.5 Goliath: A German- developed tracked
is modified by -1 if unbuttoned or -2 if open topped. Use Chart 11 vehicle used for the purpose of remote demolition.
to determine any results. If the vehicle is destroyed, the crew is The Goliath was controlled remotely via a joystick
considered to have perished as well and the vehicle is a Burning control box. The control box was attached to the Goliath by a
Wreck (see rule 9.4.1) for the remainder of the scenario. cable connected to the rear of the vehicle that would spool out as
the vehicle moved. Goliaths are a special type of Demolition
5.3.12 Inherent Weapons: Some weapon type’s effects are Charge and use the following rules:
included within an Infantry teams H-H# or VCA# without special
rules such as Rifle and hand grenades, as well as various types of A Goliath uses fully-tracked movement and thus uses the
anti-tank grenades. The following inherent weapon types use associated costs from the terrain chart.
special rules. Some Squads may also be listed with an inherent Goliath may only be operated by designated controller team
anti-tank weapon on its’ Infantry card under the SPECIAL rules and must remain in its‟ LOS.
section. Maximum distance to controller team is 12 inches.
Controller team and Goliath may move together while within
5.3.12.1 Demolition Charges (DC): TNT or other ½ inch, utilizing controller teams‟ AP.
explosive material, carried in a small knapsack or If Goliath is not within ½ inch, controller team must stop and
shoulder bag and detonated by means of a fuse and Goliath may only utilize any remaining controller teams‟ AP.
blasting cap. Each Engineer squad carries two DCs but Controller may detonate a Goliath at any time during
may also be used by others as per scenario. To aid in movement. Detonation range dependent on model.
keeping track of DC usage, place two DC counters Roll 2D6 and consult the Goliath HE To-Kill# from card.
under each Engineer Squad at scenario start. DCs can be used
For attacks on vehicles, modify roll with worst armor value of
against some field fortifications, Bridges, Infantry and vehicles. closest target facing. For Infantry, modify To-Kill roll with
Their use is considered a Movement Impulse and cost the placing
by Chart 1.
team 1 x AP. DCs are given a maximum placement range of ½
Any enemy unit moving within ½ inch or between Goliath
inch. Place a Demolition counter (provided on the counter sheet) on
and Controller may disarm Goliath on D6 roll of 3 or less.
the target. The DC will explode at the end of the Movement
Goliath may be attacked as a vehicle target type with a
Impulse in which it was placed. To be successfully placed, the
Size+2 modifier. Any Infantry To-Kill roll that rolls a 1 or
player must roll 3 or less on a D6.
any Ordnance To-Kill roll that rolls doubles causes the
Goliath to detonate.
5.3.12.1.1 Demolition Charge vs. Infantry: If successfully placed,
a DC will attack all units (even if friendly) within ½ inch of its
5.3.12.2 Anti-Tank Mines (ATM): This
placement location. Roll a D6 and add targets terrain modifier only.
category covers all Teller mines and grenade
On a modified roll of 5 or less, the team takes a CP/Break Test. On
a modified roll of 6, the team is Suppressed. bundles capable of immobilizing a vehicle.
ATMs may be used by any nation by scenario
special rules. ATMs are used in Vehicle Close Assaults and do not
5.3.12.1.2 Demolition Charge vs. Vehicles: If successfully placed,
cost the Infantry team any additional AP other than ½ total AP for
a DC attack affects only the target vehicle (attacker‟s choice). Roll
a D6 and add ½ the vehicle‟s worst armor value only. On a Vehicle Close Assault. To be successfully placed, the player must
roll their ATM# or less on a d6. If successful, the vehicle is
modified roll of 5 or less, the vehicle is destroyed. On a modified
considered automatically immobilized and the crew must take a
roll of 6, the vehicle is immobilized and crew must take a Break
Break Test. A crew that breaks must exit the vehicle immediately
Test. On a modified roll of 7, the vehicle crew is Suppressed.
and is placed in a broken state within ½-inch of the vehicle. A
team using an ATM may still use its Vehicle Close Assault attack
5.3.12.1.3 Demolition Charge vs. Bridges: Wooden bridges may
(including other inherent AT weapons) in that same turn. Thus it is
be destroyed by any Engineer squad with two DC. The engineer
possible for a Squad to first immobilize the vehicle with an ATM
must move within ½ inch of the bridge and must remain for the
entire next turn. The engineer may not conduct any Impulse and then to assault the vehicle and qualify for the –1 to its Vehicle
Close Assault attack for close assaulting an immobilized vehicle.
whatsoever that turn as he is rigging the bridge for demolition. If
the engineer does declare any Impulse, he must wait until the
following turn to rig the bridge again. The DC‟s are not lost. The 5.3.12.3 Anti-Tank Magnetic Mine (ATMM):
following Repair phase the Engineer must roll 3 or less to Hafthohlladung, a German invented shape-charge
successfully destroy the bridge. Stone bridges may be destroyed as explosive device that had three strong magnets on the
per special scenario rules. bottom to it to allow it to be attached to an enemy
vehicle. Considered inherent for some German squads
5.3.12.1.4 Demolition Charge vs. Field Fortification: DC may be as early as May 1942 (see cards) but may be used by
any nation by scenario special rules. ATMMs are used in Vehicle
used against some field fortifications. They are:
Close Assaults and do not cost the Infantry team any additional AP
other than ½ total AP for Vehicle Close Assault. To be successfully
Bunkers: One bunker is attacked for each DC successfully
placed, the player must roll their ATMM# or less on a d6. ATMMs
placed. All teams within ½ inch of the DC (in the bunker) are
increase an Infantry teams VCA number by three indicated with a
automatically destroyed. The bunker is also attacked. Roll a
Red To-Kill# superscript.
D6. On a roll of 3 or less, the bunker is destroyed and treated as
rubble.
5.3.13.6 Ampulomet: The Soviet Ampulomet 5.3.14.7 Mortars vs. Vehicles: Once a hit is secured, use the To-
was a stop-gap weapon consisting of a tube Kill# from Mortar card and use Chart 11 to determine any results.
barrel, used to throw flame projectiles. A tin Use only the vehicles worst armor value from vehicle card to
or glass ampule was launched by firing a .12 modify the To-Kill roll. For a vehicle with an unarmored facing,
gauge shotgun blank. Ampulomet may be use 0.
used against vehicles or Infantry. Similar to a
mortar, the Ampulomet must roll To-Hit and To-Kill with a d6. 5.3.15 Captured Enemy Equipment: Many times in battle,
There are no modifiers to the To-Kill roll except for -1 Unbuttoned enemy equipment would be captured and turned on its former
or -2 Open topped when used vs. a vehicle. owners. All functioning abandoned enemy equipment (except
vehicles, Artillery and AA guns) may be captured and used to a
5.3.14 Mortars: The mortar was one of the deadliest of Infantry- certain degree. A team must be unbroken and within ½-inch of the
packed weapons in WWII. It allowed a target to be quickly weapon in the Repair Phase in order to capture it. Captured
saturated with high explosive fire even if behind cover or dug-in. equipment may not be repaired but may be destroyed (removed) in
Mortars are a unique unit and have special rules governing their the Repair Phase if the capturing player has any unbroken Infantry
use. Mortars are considered an Infantry team but they roll To-Hit team (excluding Platoon HQs and Conscript) within ½-inch. In the
and To-Kill similar to Ordnance. Mortars use a d6 for all rolls. See case of vehicles, the vehicle is destroyed and replaced by a Burning
Mortar cards for To-Hit/Kill numbers. Mortars can fire either wreck. Mark Captured Equipment with a ‘Captured Equip.’
Aimed (see rule 5.3.14.4) or Spotted (see rule 5.3.14.5). With counter included on the Counter sheet.
either method, use only the Infantry Combat Modifiers (Chart 1)
with a red „mortar‟ superscript to modify appropriate To-Hit / Kill 5.3.15.1 Captured Mortar/MGs: Any Squad (except Conscript),
rolls. All mortars capable of firing at over 36 inches do so at ROF1. Reduced Squad, Scout or crew, within ½ inch, may capture and re-
crew an abandoned enemy Mortar/MG by taking 1 CP in the Repair
5.3.14.1 Light Mortars: Due to lightness of Phase and removing the „No Crew‟ counter. Captured Mortar/MGs
construction and ammo, Light Mortars may move always have a ROF1. Captured Mortar/MGs breakdown numbers
and fire in the same turn and fire outside covered are decreased by 2. (Ex. A Weapon BX of 6, 6 would be 6, 4+).
arc with no restriction.
5.3.15.2 Captured AT Guns: Any Squad (except Conscript),
5.3.14.2 Medium Mortars: Medium Mortars Reduced Squad, Scout or crew, within ½ inch, may capture and re-
may fire after moving but only if simply changing crew an abandoned enemy AT gun by taking 1 CP in the Repair
covered arc (considered moving). Medium Phase and adding a crew team to the gun. Captured AT Guns may
Mortars may not fire outside covered arc but may be fired with a +1 To-Hit modifier and a ROF of 1. Captured guns
change covered arc and fire in a future Combat breakdown numbers are decreased by 2. Captured Artillery and AA
Impulse (in the same turn). guns may not be re-crewed.
5.3.14.4 Aimed Mortar Fire: Aimed Mortar Fire does not need a
spotter as the mortar is spotting for itself. Aimed Mortar Fire is
limited to 36-inch range (for further targets, use Spotted Mortar
Fire procedure). Mortar must be able to trace an LOS to the target
and all other LOS rules apply. Use the To-Hit#s from Mortar card.
5.3.14.6 Mortars vs. Infantry: Once a hit is secured, use the To-
Kill# from Mortar card and Chart 2 to determine any results.
Teams may either be loaded or unloaded once per Movement A gun may not fire in the turn that it is moved by towing but
Impulse but not both. may fire if it was only hooked or unhooked.
Loading or unloading a team costs ½ AP for both the team and Towing vehicles must pay 1 AP per Movement Impulse while
vehicle. Teams may only move if unloaded at the beginning of towing.
the Movement Impulse otherwise they are marked as Spent.
Any vehicle towing a gun of must reduce its TP# by the guns
In order to be transported, teams must be within ½ inch of the Tow# to accommodate its ammunition.
transporting vehicle and both must still have ½ AP remaining.
In order to tow, the transporting vehicle declares a Movement
Multiple units (including the transporting vehicle) may move Impulse while within ½ inch of gun and crew. The gun is then
and load in the same Movement Impulse provided there is only hooked up and any crew loaded, at a cost of ½ AP to the crew and
one transporting vehicle involved. vehicle. The vehicle may then expend the balance of its AP moving
(deducting 1 AP for towing).
Transported teams may not fire while mounted (except
halftracks). 6.3.9.1 Limbering Guns: Some guns were large or complicated
and had to be limbered before/after being towed (noted on gun card
In order to load, the transporting vehicle declares a Movement by a Red Tow# with an „L‟ superscript (example 2L). A gun that
Impulse. Once within ½ inch, all teams are loaded up at a cost of ½ must be limbered costs all AP for both the gun and vehicle order to
AP. The vehicle may then expend the balance of its AP moving. be hooked or unhooked.
24
6.3.10 Overrun Attack: Due to their size and weapons, Armored 6.4 VEHICLE EQUIPMENT: In addition to ordnance, WWII-
Vehicles could cause panic and fear in most early war troops. It era vehicles usually carried a variety of armor, weapons and
took a very brave (or suicidal) individual to stand his ground engineering equipment. Many also carried smoke and close-range
when a tank was bearing down on him. All vehicles with any type explosive devices. These could be used to provide close defense or
of armament (even if malfunctioned) may conduct an Overrun a means of escape or cover when faced with a superior vehicle.
Attack as part of its Movement Impulse. The vehicle may not have Some vehicles also carried a limited amount of smoke shells for
conducted any Impulse prior to a Movement/Overrun Attack. It the main gun. Late war vehicles (especially German) carried a
costs a vehicle ½ of its total AP to conduct an Overrun Attack. An variety of high explosive close-defense weapons that would be
overrun attack may affect multiple targets. The overrun attack used to kill or scare off assaulting Infantry. Vehicle cards will
procedure is as follows: indicate the presence of any of the following equipment:
The moving player indicates an Overrun Attack prior to moving 6.4.1 Vehicle Armor: Vehicle cards will give six numerical armor
within 1 inch of any enemy Infantry teams. Defensive fire is values (if any) for each of the following facings: Front/Side/Rear
conducted normally. turret (or upper body) and Front/Side/Rear Lower Body. This value
is added to any To-Kill roll that successfully hits that armor facing.
Assuming the vehicles survives any defensive fire, a player
places the vehicle so that its base is touching the targeted 6.4.1.2 Unarmored Facings: Many vehicles had areas where
team(s). He must then roll for possible Bogging (if terrain there was no protection afforded to the crew (especially the
entered requires a Bog Check). If the vehicle becomes Bogged German Marder series). Ordnance that successfully hits an
due to the terrain, the Overrun attack ends. unarmored facing of a vehicle may use the To-Kill# for „Unarmor‟
targets from their vehicle/gun card. A crew of a vehicle with an
If the vehicle is not bogged, all enemy infantry teams unarmored facing may always be fired on through the unarmored
(including crews) within ½ inch must immediately take a Break facing with no modifier. When fired on directly, the effects on the
Test. This roll is modified by terrain, adding it to the teams crew attacked through an unarmored facing are the same as for
moral. (Example: a German Panther Overruns a Soviet 1st line other Infantry teams (see rule 5.3), not vehicle crews.
squad in a Wheatfield. Soviet 1st Line squad morale is 7 so they
must roll 8 or less to pass their Break Tests; 7+1=8.) If broken, 6.4.1.3 Poor Design: Due to poor ammo storage or locations
the team must rout immediately. where anti-tank rounds could be funneled into vulnerable areas,
some vehicles could be destroyed by a normally non-penetrating
The vehicle owner then rolls 2D6 for each Infantry team hit. Any vehicle listed with a Red armor factor suffers from Poor
remaining adding the terrain modifier of the Infantry team. On Design on attacks against that armor facing. On any attack equal to
a roll of less than or equal to the Overrun attack value (from the To-Kill# (normally an Immobilized result) instead rolls a D6.
vehicle card), the target takes 1 x CP. On a roll of 1-3, the vehicle is a Burning Wreck. A D6 roll of 4+ is
treated as a normal Immobilized result.
Any surviving infantry within ½ inch may then conduct a
Vehicle Close Assault (assuming they have the required ½ AP 6.4.1.4 Appliqué Armor and Sandbags: Many US tanks had
remaining) without first rolling the Vehicle Close Assault Appliqué armor or sandbags added to give them additional
Break test as they would already have passed the Overrun protection from AP and HEAT warheads. Most were field-
Break Test. modified by repair depots or workshops. In any scenario after June
1944, US tanks (including Lend-Lease) may be equipped with
If the vehicle survives, the player may continue to move until it additional armor. Total the amount of Medium and Heavy tanks in
runs out of AP. A vehicle may only conduct an Overrun Attack the scenario and allow one in three to have additional armor added.
once per turn. This has the effect of adding +1 to all To-Kill rolls against the side
turret and front and side hull facings. Mark all vehicles with
6.3.10.1 Early War Tank Terror: In Overrun Attacks prior to additional armor to differentiate them from unmodified tanks.
July 1940, the Defending teams must add +2 to their Break Test
2D6 roll due to the panic that early war tanks had on Infantry. 6.4.1.5 Schuertzen:
Many mid to late war
6.3.10.2 Overrunning Guns: A common practice of tanks crews German vehicles carried
was to attempt to destroy anti-tank guns by simply driving over thin armored plates or
them. Guns may only be overrun by a fully-tracked vehicle. The skirts hung on the
vehicle must first survive all Defensive fire prior to the Overrun vehicle sides to defeat
attack. The player rolls 2D6, adding any terrain to the roll. On a shape-charge and
modified roll of 8 or less, the gun is destroyed with any attending HEAT rounds. They
crew. The attacking vehicle must then check for possible bogging, worked by detonating
with the vehicle bogging on the guns former location on the the round prematurely,
appropriate roll. A tracked vehicle attempting to destroy a gun that before it could reach the
is Size-1, must add a +1 to its bog roll. A tracked vehicle vehicles side armor.
attempting to destroy a gun that is Size-2 must add a +2 to its bog Schuertzen plates were easily damaged or lost due to terrain or
roll. A vehicle that attempts to destroy a gun in this manner may enemy fire so they were not always in place. Any vehicle noted on
not attack any other enemy teams in the as a part of its Overrun the vehicle card as having Schuertzen that is fired on from the side
attack (but all enemy Infantry teams within ½ inch would still have rolls a d6 to determine if a Schuertzen plate is in position or is hit.
to take the normal Break Test). A d6 of 3 or less indicates that the round has hit a Schuertzen plate
and is affected as follows:
Ammunition Effect
AP/APCR/APDS ammo +1 To-Kill
HE ammo +2 To-Kill
HEAT (including BZ PF PIAT PZK) Stopped
25
6.4.2 Vehicle Machine Guns (VMG): There are five types of 6.4.7 ‘S’ Mine: German close defense weapon used in VCA once
vehicle-mounted MGs designated by their mounting location. per scenario. Crew must be buttoned-up in order to use. All
VMGs will be listed on the vehicle cards. If VMG is listed in Red, Infantry teams within base contact of vehicle are automatically hit.
see Special or notes section for any specific restrictions or Roll 1d6 for each team. On a roll of 2 or less, team takes 1 x
exceptions. VMGs do not have a multiple ROF. VMGs must use CP/Break Test. A written side record should be kept for vehicles
the Infantry Combat Modifiers Chart (1) to modify their To-Kill#. that have used their S-mines.
Multiple VMGs mounted in a single location will be designated
with a numerical superscript2. (Example: aaMG2, cMG2). These ® 6.4.8 Radioless Vehicles:
VMG do not attack separately as To-Kill# are adjusted to Many of the early war Soviet
compensate for the extra MGs firing. and minor countries tanks
did not have onboard radios.
6.4.2.1 Anti-aircraft (aaMG): aaMGs may only be fired when the Coordinated movement and
vehicle is unbuttoned. aaMGs are able to fire through 360 degrees orders were only possible
and are not governed by covered arc. aaMGs are AA capable. with the use of signal flags
aaMG may attack independent of the main gun but if fired in the or flare pistols. These could
same Combat Impulse, ROF for main gun is reduced by 1 to no less be very hard to see during the dusty, smoky conditions of a battle.
than ROF1. Target information and threats could not be easily, if at all,
passed on to other vehicles in the formation. The overall effect
6.4.2.2 Coaxial MG (cMG): cMG are mounted in the vehicles was to cause the formation to be very inflexible in its attacks and
main turret (usually alongside the main gun) and use the main maneuvers. All armed vehicles not having a radio must be formed
turrets current covered arc. cMGs may only attack the same target into platoons of up to 5 vehicles of the same type before scenario
as the main gun. start. When a player has more than 5 Radioless vehicles, they may
create more than one platoon. A single vehicle in each platoon is
6.4.2.3 Turret MG (tMG): tMGs are mounted in separate TMed designated the Command vehicle. A Command vehicle may be
type turret(s) independent of the main turret. tMG have their own indicated by using a vehicle with an air identity flag displayed. A
covered arc and may attack independent of the main gun. tMGs will player must always attempt to bring all vehicles of a single platoon
be listed with a: symbol to indicate their position. to within 2 inches of the Command vehicle before passing. If the
command vehicle is destroyed, no vehicles in that platoon may
6.4.2.4 Hull MG (hMG): hMGs are mounted in the vehicles hull conduct ANY Impulses for the rest of the turn. The next turn,
and use the hulls current covered arc. hMG may attack independent during the Repair Phase, a new command vehicle is chosen from
of the main gun. hMG may not fire when Hull Down. the remainder and is marked appropriately. Radioless Vehicles
must always use Platoon Move but may never use Platoon Fire. If a
6.4.2.5 Rear: Some MGs may be mounted to cover the rear of a vehicle of a radioless platoon is immobilized, stalls, or bogs when
location will be designated by a R superscript (Ex: aaMGR, cMGR). the platoon is moving, the platoon may continue moving without
Rear MGs may attack independent of the main gun. the affected vehicle. The separated vehicle loses ½ of its total AP
for the remainder of the scenario unless it is again within 2 inches
6.4.3 Vehicle Flamethrowers: Similar to Infantry flamethrowers, of the Command vehicle. It may not join a different platoon.
vehicle flamethrowers usually have a longer range and generally
are more reliable. See vehicle cards for ranges, specific restrictions 6.4.9 Culins Hedgerow
and malfunction numbers. They can be used against vehicles and Device: The Bocage in
infantry. France caused many
problems to Allied tanks in
6.4.4 Smoke Dischargers (SD): Smoke Dischargers are reloaded the summer of 1944, as the
from outside a vehicle with special Smoke rounds therefore may only way to cross them would
only be used once per scenario. SDs may place Dispersed smoke expose the thin belly armor of
within ½ inch of the vehicle as part of its Movement Impulse, the tanks. Late in July of
costing the firing vehicle 1 AP. A written side record should be 1944, many Allied tanks were
kept for vehicles that have used their smoke dischargers. Any field modified to have a
vehicle that is successfully hit by ordnance and survives may device, which was a set of
automatically use its SD. This does not count as an Impulse. prongs made from beach obstacles, mounted in front, to help to
clear paths through the Bocage. In any scenario after July 1944,
6.4.5 Smoke Mortars (SM): SM may be used to place Dispersed all Sherman, Cromwell and Stuart models may be equipped with
smoke within ½ inch of the vehicle as part of its Movement the Culins hedgerow device. Total the amount of Stuarts /
Impulse, costing the firing vehicle 1 AP. Any vehicle that is Shermans / Crowell tanks in the scenario and allow one in three to
successfully hit by ordnance and survives, may automatically use have a Culins hedgerow device. It may be used to make paths
its SM. This does not count as an Impulse. through hedges at a cost of 2 AP per obstacle and Bocage at a cost
of 10 AP per obstacle. Place a trail indicator on path traversed
6.4.6 Nahverteidigundswaffe (Nahv): German close defense through obstacle (a length of tan string works well). Other vehicles
weapon, used in VCA. Crew must be buttoned-up in order to use. may pass through the terrain as if it were clear. Mark all vehicles
All Infantry teams within base contact of vehicle are automatically with a Culins hedgerow device with an appropriate model to
hit. Roll 1d6 for each team. On a roll of 3 or less, team takes 1 x differentiate them from unmodified vehicles.
CP/Break Test. Nahv may also be used to place Dispersed smoke
within ½ inch of vehicle as a part of its Movement Impulse costing
the firing vehicle 1 AP. Any vehicle that is successfully hit by
ordnance and survives, may automatically use its Nahv to place
Dispersed smoke. This does not count as an Impulse.
26
6.4.10 Dozer Blade: US and British 6.5.2 Combat Effects on Vehicle Crews: A vehicle with vastly
tanks used a M1 Dozer Blade mounted superior armor could still be defeated by an opponent that had no
frontally for engineering purpose. chance of destroying it by causing its crew to become so
Scenario special rules will allow for incapacitated that they could not defend themselves. The interior
specific vehicles to be equipped with a noise produced by an AP round ricocheting off the outside of an
Dozer Blade. This has the following effects: armored vehicle was enough to rupture eardrums and could
cause armor to flake off inside and bounce around with a
AP -2 devastating effect. As well, crew members could be injured or
Front Hull armor +1 killed when unbuttoned and this could have a serious effect on
hMG Disabled the rest of the crew. The combat results are slightly different for
vehicle crews as opposed to Infantry teams. When a vehicle or its
When used in clearing operations, Dozers do not pay terrain costs unbuttoned crew is fired on (except open-topped crews/unarmored
but instead pay a flat 4 AP per inch. Dozers can create a vehicle- facings) and a Causality Point, Break Test or Suppressed is the
wide clear terrain path in Walls, Hedges, Rubble, Shelled, and result, use the following rules:
Trench terrain and can move wrecks.
6.5.2.1 Vehicle Casualty Point: If an attack on an unbuttoned crew
6.5 VEHICLE CREWS: results in a CP, any Armor Leader present is removed from play
and the vehicle crew must take a Break Test. The vehicle is said to
6.5.1 Buttoned/Un-buttoned: Driving around be Reduced. In future, ROF for any weapons are reduced to 1 (if
in a combat situation with hatches open was a higher than 1) and it may only attack with one weapon per Combat
sure-fire way of shortening your career in the Impulse (owners choice). The Reduced vehicle may not unbutton
war. Normally, crews „buttoned up‟ before the for the remainder of the scenario. A Reduced vehicle may be
shooting started. This helped shield the crew marked with a BLUE bead or bingo chip placed on/underneath the
but did not give a very good “situational vehicle.
awareness”. The default for all vehicles in the game is buttoned-up
meaning that all hatches and doors are closed and ready for combat. 6.5.2.2 Vehicle Suppressed: If an attack results in Suppression, the
A player may button/unbutton his vehicle crew at any time during a affected vehicle must immediately Button-up (if unbuttoned) and it
Movement Impulse at no cost in AP but may also button-up as a loses ½ of its original unmodified AP for the remainder of the
result of Vehicle Close Assault (see rule 3.3). Such buttoning or current turn. If this results in reducing its current AP to 0, mark the
unbuttoning does not constitute an Impulse. Un-buttoned Vehicles unit as Spent. If the vehicle is currently Spent, mark it with two
gain a -1 to all ordnance To-Hit rolls for firing outside covered arc, Suppression markers (only remove one in the following Repair
a -1 to their Firefight roll, and pay lower movement costs in some Phase). While Suppressed, any future attacks that again result in
terrain. One-man turrets may not fire their main armament while Suppression are instead treated as Break Tests. One Suppression
un-buttoned. Unbuttoned vehicle crews may be fired on with a +2 marker is automatically removed in the following Repair phase. A
modifier to the To-Kill roll for Ordnance and Infantry teams. Suppressed vehicle crew may fire any vehicle smoke system
present (except main gun smoke) even if currently Spent. This does
6.5.1.1 Open-topped: not count as an Impulse; it is an automatic reaction to being fired
Open-topped vehicles on. A Suppressed vehicle may be marked with a YELLOW bead or
allowed their crews to bingo chip placed on/underneath the vehicle.
see out much easier
than closed-top 6.5.2.3 Vehicle Break Test: If an attack results in a Break Test, the
vehicles. The vehicle crew must roll less than or equal to their Morale. If they
drawbacks to this were fail, the vehicle is buttoned-up and marked as Broken. A Broken
that the crew could be vehicle crew may remain in their vehicle but may not move or fire
fired on directly and until they Rally. Should they Rally in the Repair Phase, they are
suffered from grenade then marked as Suppressed. If fired on by any Ordnance while
and small arms fire at Broken, the crew must take an additional Break Test for each
close range. All Open- successful hit. Should they fail, they abandon the vehicle in and are
topped vehicles are considered unbuttoned at all times for immediately placed within ½ inch of the vehicle, in a Broken state.
Movement, firing outside covered arc and Firefight purposes. All A Broken vehicle may be marked with a RED bead or bingo chip
open-topped vehicle crews may always be fired on as if un- placed on/underneath the vehicle.
buttoned with a +2 modifier and may be fired on units directly with
a height advantage of at least one full level with a +1 modifier. 6.5.3 Destroyed Vehicle Crews/Passengers: When a vehicle is
When fired on directly, combat effects on the crew of an open- destroyed, the player must roll for each crew and or passengers
topped vehicle are the same as for other Infantry teams (see rule survival with 1d6. On a roll of 3 or less, the crew/passenger
5.3), not vehicle crews. survives. They must then take a Break Test and are placed within ½
inch of the destroyed vehicle. On a roll of 4+, the crew/passenger is
eliminated and the vehicle is considered a Burning Wreck (see rule
9.4.1).
27
7.0 ORDNANCE 7.3 DIRECT FIRE: Ordnance using Direct Fire may only engage
a single target per Combat Impulse. If a vehicle/gun card lists a
RULES: Ordnance (for multiple ROF for that weapon type, all shots must be at the same
the purpose of these rules) target. When using Direct Fire, there is a two-part process to
is defined as any weapon follow. The ordnance must first roll to determine if it has hit its
requiring separate To-Hit target (To-Hit) and then must roll again to see what effect has been
and To-Kill rolls. This achieved (To-Kill). The process is different for ordnance firing at
includes all vehicle- vehicles and ordnance firing at Infantry.
mounted ordnance and
ordnance mounted on un- 7.3.1 Ordnance vs. Vehicles: The steps below outline the
motorized carriages as well. procedure for Ordnance firing at vehicles. On the following page is
If a value on a vehicle/gun card is listed in red, look to the „Special‟ a Combat Impulse example.
or „Notes:‟ section for the explanation. All Ordnance (except
Rockets) can be fired Direct but some may also be fired Indirect. Step 1: Attacker announces a Combat Impulse, stating the
Refer to Vehicle/Gun cards for specifics. intended target and ammo type. Defender claims a
firefight if possible. Measure range from the attacking
7.1 Gun Types: For the purpose of these rules, a Gun is any unit base/edge to target vehicles edge.
ordnance not mounted in a vehicle. A crew team is required to fire
any Gun. The different types of Guns are: Step 2: Attacker rolls 2D6: 1 x white, 1 x red. The white D6 is
used for hit location with 1-3 =hull, 4-6 =turret/upper
7.1.1 Anti-tank Gun: Anti-tank guns (AT) may only fire Direct. body. The red D6 is used for Limited round availability
Most AT gun types require a transport vehicle to move but some (if needed) with a certain number or less rolled allowing
are small enough to be pushed by Infantry teams. for a Limited round use in the current attack.
7.1.1.1 Infantry Gun: Infantry gun (INF) may only fire Direct. Step 3: Attacker rolls 2D6 on his Ordnance To-Hit Chart from
Most INF gun types are small enough to be pushed by Infantry vehicle/gun card using the appropriate range column and
teams but some require a transport vehicle to move. the „Vehicle‟ target row, adding all appropriate To-Hit
modifiers from the Ordnance Combat Chart (9).
7.1.2 Anti-Aircraft Gun: Anti-
Aircraft guns (AA) may only fire Step 4: If a hit is secured, roll on the appropriate To-Kill Chart
Direct. All AA guns may fire at for ammo type (determined by colored D6) with 2D6,
Aircraft as well as Infantry and adding all appropriate To-Kill modifiers from the
vehicles. Most AA types require a Ordnance Combat Chart (9).
transport vehicle to move but some
are small enough to be pushed by RESULT:
Infantry teams. Less than the To-Kill#, vehicle destroyed.
Equal to the To-Kill#, vehicle Immobilized, crew takes a
Break Test.
7.1.3 Artillery Gun: Artillery guns (ART) can be fired either
To-Kill# +1, vehicle crew is Suppressed. If already
Direct or Indirectly. ART using Indirect fire must use a FO that has
Suppressed, they must instead roll a Break Test.
a LOS to the target. Most ART types require a transport vehicle to
move but some are small enough to be pushed by Infantry teams.
7.3.2 Ordnance vs. Infantry: The steps below outline the
procedure for Ordnance firing at Infantry. On the following page is
7.1.4 Rocket Artillery: Rocket
a Combat Impulse example.
Artillery (RA) is a special Artillery
unit and as such, it uses its own
Step 1: Attacker announces a Combat Impulse, stating the
unique rules. RA may only be fired
intended target and ammo type. Defender claims a
Indirect. Refer to rule 7.3 except
firefight if possible. Measure range from the attacking
the following:
unit base/edge to targets base.
Step 1: State the intended target (the unlucky Pz IV). No Firefight claimed.
Step 2: The T34 owner decides to not attempt to use a Limited round (APCR needing a 2 in 1943) so only rolls a location d6: resulting in
„4‟. The roll determines that the hit is on the hull (1-3 = Turret; 4-6 = Hull).
Step 3: A quick check on the To-Hit Chart from the vehicle card indicates that the unmodified To-Hit# at between 4 and 8” range is „9‟
(Blue Arrow). The player rolls 2D6 resulting in a „7‟, adding +1 for firing at a Moving target, and +1 for the targets terrain for a
total of 9, a hit!
Step 4: The To-Kill# for the 7.62mm L/41.5 main gun firing AP is „13‟ or less (Red Arrow). Our player rolls 2D6, resulting in a „6‟. Add
to this, the Pz.IVHs‟ front hull armor of 8, and -1 for AP To-Kill Modifiers for Range resulting in 13. As this is equal to the To-
Kill#, the Panzer is immobilized and crew must take a Break Test.
(6 + 8 + (-1) = 13)
Step 1: State the intended target (the Soviet squad) No Firefight claimed, Ammo type will be HE.
Step 2: The Infantry To-Hit Chart from the vehicle card indicates that the unmodified To-Hit# at between 4 and 8” range is „9‟ (Blue
Arrow). The player rolls 2D6 resulting in a „6‟ adding +1 for firing outside of covered arc with a Fast Turret, +1 for firing at a
moving target and -1 for unbuttoned for a total of 7, a hit!
Step 3: The HE vs. Infantry To-Kill# for the 7.5 cm Kw.K. main gun is „9‟ (Red Arrow). Our player rolls 2D6, resulting in an „8‟. Add to
this the Squads terrain of +3, and –1 for the Exposed modifier resulting in 10, which Suppresses the squad.
7.4 INDIRECT FIRE: Indirect Fire is a single gun, 7.5.4.1 Ordnance White Phosphorus (WP): WP was
positioned on the battlefield, firing at a target with not only an effective chemical agent for smoke
the aid of a forward observer. Units capable of Indirect Fire will screens due to its ability to create an instant smoke cloud but
show the artillery icon on their card. All units using Indirect Fire also for its anti-personal effects. Ordnance with WP capabilities
forfeit any ROF and may not use Direct fire in the same turn. will be noted on cards with the grey smoke icon. Any Infantry
Indirect fire costs ½ of a units total AP per Support Impulse. All team under or in base contact with a WP smoke counter must roll
units using Indirect Fire must have their target within the LOS of a Break Test as per 5.3.1.3. If failed, they are marked as Broken.
a FO (except Rockets) and that FO must be within 36 inches of Otherwise, WP is identical to all other Ordnance smoke.
the target. Indirect fire may not be attempted at a target closer to
the firing unit than 10 inches (except Rocket). Refer to gun cards 7.5.5 Armor Piercing Composite Rigid (APCR): Also known
for specific minimum ranges. Indirect Fire does not need to roll as High Velocity Armour Piercing (HVAP.) As vehicle armor
for radio contact and will arrive the turn of its plot. A single FO thickness increased, steel shot tended to shatter on impact.
may spot for multiple Indirect Firing units in a single turn as long APCR was first used by Germany (called Hartkernmunition)
as all firing units are of the same type (Artillery or Rocket) and and consisted of a tungsten core surrounded by softer alloy
all are within 2 inches of each other. The procedure is as follows: enabling the use of more dense materials without increasing the
weight/size of the total round. As this type of ammunition lost
In the Orders Phase, player designates unit(s) conducting its punch rapidly as distance increased, it is best used at short
Indirect Fire. An enemy unit within a suitable FO's LOS is range. Availability of APCR is noted on the gun/vehicle card.
secretly chosen and marked.
7.5.6 Armor Piercing Discarding Sabot (APDS): Developed by
During the Impulse Phase, the player declares a Support the British and similar in nature to APCR, the difference was in
Impulse. He then rolls a D6 for accuracy. On a roll of 1, the the softer alloy falling away from the tungsten core after
Indirect Fire is successful. leaving the barrel thus giving the round better weight to
diameter ratio and long-range hitting power. Although better
If successful, the enemy unit is attacked using the To-Kill# than APCR, APDS also loses punch as distance increases, so it is
from the Offboard/Indirect To-Kill Chart (6) for gun size in best used at short to medium range. Availability of APDS is
mm (rounded down), adding modifiers for Vehicles worst noted on the gun/vehicle card.
armor value and terrain. See Chart 11 for results.
7.5.7 High Explosive Anti-tank (HEAT): A shaped-charge
7.5 AMMUNITION TYPES: There are eight types of round that vectored the explosive charge to a central point and
ammunition that may be fired by ordnance. Not all types will be punched through armor. There are no range To-Kill modifiers
available or they may only be available in limited quantities. The for HEAT rounds. HEAT rounds may be limited to a maximum
types are: HE, AP, Smoke, WP, APCR, APDS, HEAT, and CN. range in inches shown as an „R‟ superscript (Example: HEATR12
would be limited to a maximum of 12 inch range). Ordnance with
7.5.1 Limited Ammo: If a Vehicle/gun card lists a type of ammo HEAT will be so noted on the gun/vehicle card.
in Red text, it is only available in limited amounts. The weapon
may only fire that type of round if, in the current scenario year, it 7.5.8 Canister (CAN): A special anti-personal round with
is shown to be available and the player rolls equal to or less than limited range, Canister usually consisted of a shotgun-like
the red superscript number listed. (Example: 421432442453). If round with steel or lead balls, packed into a metal cylinder.
available for all years, the Limited Ammo type will simply be Canister may not be used at less than ½ inch and has a maximum
listed as a red superscript (Example: HEAT2 AP3). If a player range of 2 inches. No To-Hit roll is needed for Canister fire.
does not roll successfully, that is the last round of that type that Ordnance with Canister will be so noted on the gun/vehicle card.
the weapon may fire in the scenario. Mark on a side note,
weapons that have run out of Limited Ammo types. 7.6 TO-KILL MODIFIERS FOR RANGE: As range
increases, armor penetration potential decreases. When firing
*Optional: For players who do not wish to keep side records, if a AP/APCR/APDS at a vehicle target type, cross reference
player does not roll successfully, the weapon must use a standard ammunition type with range to get a modifier to the kill roll. (See
round for that Impulse but may try again in a future ROF or Chart 10, AP/APCR/APDS To-Kill Roll Modifiers for Range.
Combat Impulse. HEAT and HE ammunition are not affected by range.
7.5.2 High Explosive (HE): HE rounds are principally used 7.7 ACQUIRED TARGET: Each time ordnance (excluding
against Infantry and unarmored targets. HE can also be used rockets) fires at a vehicle or Infantry target (either Direct or
against armored vehicles at reduced effectiveness. Indirect), it qualifies for a –1 to its next Combat Impulse, up to a
maximum modifier of –2. This modifier is lost if the target
7.5.3 Armor Piercing (AP): AP rounds are principally used moves or the firing unit moves or engages a different target. The
against armored targets. AP can also be used against Infantry at Acquired Target modifier also applies to Turret/upper body Hit
reduced effectiveness. required by a Hull Down vehicle by adjusting the location D6 roll
one number for each –1 Acquired (Example: –1 Acquired would
7.5.4 Ordnance Smoke: Smoke shells used to mean 1-4 equals a Turret hit, –2 means 1-5).
provide cover or obscure LOS. Ordnance capable of
firing smoke, may do so as a Combat Impulse at a minimum 7.8 UNARMORED VEHICLES: Ordnance firing at an
range of 6 inches on any successful Vehicle Target To-Hit# -2 unarmored vehicle uses the Kill number for „unarmored‟ targets
(Basic To-Hit#-2 for mortars). No closer Ordnance-fired smoke from their vehicle/gun card. Unless a Dud is rolled (see rule 7.9),
placement is allowed (except mortars). Any misses are treated as any successful hit on an unarmored vehicle with ordnance of
ineffective. A successful Ordnance smoke roll allows the 75mm or more automatically destroys the vehicle.
placement of a single 1 x 2 inch smoke counter. Ordnance may
place one smoke counter per ROF. Place additional counters in
base contact of original smoke counter (as per owner‟s choice).
31
7.9 GUNS AS TARGETS: When targeting guns, the Infantry 7.13 ORDNANCE RATE-OF-FIRE (ROF): Some WWII guns
To-Hit# is used from the gun/vehicle card. Some guns were fired quick enough to be classified as semi-automatic. Others,
larger than average targets and thus qualify for a size modifier to due to lighter rounds or stable carriages, could be brought back
the To-Hit roll. Gun cards will so note these types with a Size-X to target very quickly once fired. ROF for ordnance will be
where -X is a modifier to the To-Hit roll. Attacks on guns are the listed on vehicle or gun cards by the following:
same as all other attacks on Infantry targets (as per Chart 2)
except the following: If an attack is less than the To-Kill#, the ROF*: Gun may fire once per turn.
gun is considered destroyed along with any attending crew. If an
attack is equal to the To-Kill# the crew suffers a CP and must roll ROF1: Gun may fire once per Combat Impulse.
a Break Test (if more than 1 x CP) but the gun is otherwise
unaffected. If the attending crew breaks and routs away, the gun ROF2: Gun may fire twice per Combat Impulse.
remains in place and can be re-crewed. If under tow, the
transporting vehicle becomes the target and if destroyed, so too is ROF3: Gun may fire three times per Combat Impulse.
the gun. If transporting vehicle becomes immobilized, the gun
may still be unloaded. ROF may be adjusted for ammo or target type with a superscript
added to ROF number. (Example: ROF2Inf ROF1 would indicate a
7.9.1 Gunshields: Some guns have a shield to protect the normal ROF2 but only ROF1 vs. Infantry targets).
crew. This will be noted on the card with a black shield.
Crews with a gun shield may claim a +1 modifier to all To-Kill
rolls directed at them through the guns covered arc.
8.0 LOS & COVERED ARC RULES 8.3 COVERED ARC: All types of ordnance have a Covered Arc
that they may fire in without penalty. Covered Arc is defined as a
8.1 LINE OF SIGHT (LOS): Due to the irregularities of 60-degree arc to a unit‟s front, with the point of the arc centered
terrain, not all LOS situations can have rules written to cover on the unit (as defined by the Covered arc template included on
them and so common sense and the spirit of fair play will have to the counter sheet). Infantry teams are not restricted by Covered
be the guidelines. When a unit is moving, ample opportunity and Arc. Ordnance may fire outside its Covered Arc but must add a
time should be allowed for the opposing player to announce any penalty to their To-Hit# depending on what type of Turret type
Defensive Fire Impulses that may arise. Defensive Fire Impulses they have. This modifier would apply to any ROF the weapon
that are announced because a minute LOS exists should be may have. The turret, gun or non-turreted vehicle must also be
disregarded, as the accuracy of such fire would be in doubt due turned to reflect its new covered arc. A turreted vehicle that only
to the shortness of time that the target was visible. On the other changes its covered arc is not considered to have moved but may
hand, fire from a stationary unit to a stationary target would have only do so during a Combat Impulse and must add the
a much better chance of hitting its target even if a slim LOS appropriate modifiers for firing outside covered arc to the
exists. LOS is a straight line traced from the center of the Combat Impulse. Any subsequent Combat Impulses during that
attacking units‟ base or vehicle to the center of the target unit‟s turn do not have to add the modifier unless the covered arc
base or vehicle. Any LOS traced exactly along a meeting point changes again.
that is shared by both clear and blocking terrain, falls in the favor
of the defender. LOS may not be checked prior to announcing a Example: A buttoned-up Sherman VC Firefly that has not
Combat Impulse. expended any AP declares a Defensive Fire Combat Impulse at a
SPW 250/1 that is outside the Firefly‟s covered arc. The Firefly
8.1.1 Blocking Terrain: A unit may trace an LOS up to a must add +1 for a Fast Turret firing outside its covered arc to the
maximum of 1-inch into/out of any terrain type listed as Blocking To-Hit roll. In a future Combat Impulse, should the Firefly wish
Terrain but may not trace an LOS through. In order to trace an to fire again within the new Covered Arc, there would be no
LOS over blocking terrain, a unit must be ½ level higher. modifier. A clear plastic circle template made up with 30-degree
sections marked off (template included on the counter sheet) will
8.1.2 Obscuring Terrain: If a LOS line passes through greatly ease determining Covered Arc during game play.
Obscuring Terrain the attack must add +1 for every inch that the
LOS is traced through to the To-Hit for Ordnance or the To-Kill 8.3.1 Bunkers: Teams in a bunker may only fire out of the
Roll for Infantry Combat. For anything less than one inch, the bunkers covered arc. This is established when the bunker is
minimum terrain modifier is +1. In order to trace an LOS over placed at scenario start. Covered Arc is defined as a 90 degree arc
Obscuring terrain, a unit must be ½ level higher but the target to a Bunkers front, with the point of the arc centered on the
would still receive the minimum terrain modifier of +1. Bunker.
8.1.3 LOS Through Enemy and Friendly Units: Even a well- 8.4 LOS IN URBAN TERRAIN: All terrain identified as either
trained unit could not be expected to ignore a close threat in Village or City is identical to other blocking terrain types and
order to engage a distant target. Although dedicated Anti-tank therefore a unit may trace an LOS up to a maximum of 1-inch
units could be expected to fire on enemy armor before enemy into/out Village/city terrain but may not trace an LOS through.
Infantry, once the enemy Infantry was too close, self- Due to the difficulty in placing miniatures inside building
preservation would take over. All units, (either vehicles, guns or structures or differentiating between teams in buildings and
Infantry teams; friendly or enemy) do not block LOS but a player teams outside as well as vehicles in or out of cover, use the
must fire at any unbroken enemy Infantry team that is within 1 following rules:
inch before engaging any further targets. A player may ignore
closer broken teams to fire at a more distant unbroken team if he 8.4.1 Infantry in Urban Terrain: Any team occupying an area
so chooses. identified as either Village or City terrain is assumed to be
utilizing the benefits of that terrain at all times. That is to say that
8.1.4 Destroyed Vehicles As Cover: A destroyed vehicle they would always receive the terrain modifier to incoming fire
Obscures LOS (+1 per wreck unless it is a Burning Wreck in due to the protection offered by the buildings whether or not they
which case the LOS is blocked) and the attacker must add +1 to actually are 'in' a building model.
his Ordnance To-Hit or Infantry combat To-Kill roll.
8.4.2 Vehicles in Urban Terrain: Any vehicle occupying an
8.2 TERRAIN LEVEL: All terrain is classified as being at a area identified as either Village or City may only claim a benefit
level ranging from -1 to +5. Level –1 is considered below ground if half or more of the vehicle is covered by a building model.
(as in a trench or gully) while Level 5 is considered to be a high
hill or mountain. Units may trace a LOS over a lower level terrain
as long as they are at least ½ level higher.
8.2.1 Blind zones: All blocking terrain types create a 2-inch blind
zone behind them when checking LOS from higher terrain.
8.2.2 Hull Down: All vehicles on higher terrain qualify for Hull
Down status (see rule 6.6.2).
33
9.0 TERRAIN RULES: Units moving into, out of and 9.1.14 Rubble: Blocks LOS / Terrain modifier +3 Infantry teams
through terrain incur movement costs in Action Points. For every and +1 for vehicles / Level 1. Wheeled vehicles may not enter
inch of terrain, or fraction thereof, the unit traverses, a and all other vehicles must roll a Bog check.
corresponding cost is deducted from the units total AP for the
turn. This includes entering or exiting in the case of terrain that 9.1.15 Stream: Terrain modifier 0 / Level -½. Small stream or
includes a height change. Units benefit from being in terrain in creek.
the form of a modifier to the To-Hit rolls for Ordnance or the To-
Kill rolls Infantry Combat. 9.1.16 Wall: Blocks LOS / Terrain modifier +3 for Infantry, Hull
Down for Vehicles / Level ½. Walls are made of stone or brick.
9.1 Terrain Types:
9.1.17 Bocage: Blocks LOS / Terrain modifier +2 / Level 1. A
9.1.1 Road: Terrain modifier 0 / Level 0 (but may be sunken or unique terrain feature in France that was basically a long, low
raised). Hard surfaced road that enables vehicles to move more hill, studded with trees and rocks that prevented movement and
easily. Airstrips are also considered Road terrain. Fully Tracked blocked sight (separating fields like a fence).
vehicle may only use lower Road AP cost if unbuttoned. Vehicles
passing a wreck on a road must add 2 AP for each wreck passed. 9.1.18 Forest/Jungle: Blocks LOS / Terrain modifier +2 / Level
2. Forest/Jungle is heavy woods, forest or jungle that is
9.1.2 Clear: Terrain modifier 0 / Level 0. Open, compact, and impassable to most vehicles.
flat terrain without any major cover.
9.1.19 Soft Ground: Terrain modifier 0 / Level 0. Wet ground,
9.1.3 Bridge: Blocks LOS / Terrain modifier +1 Wood; +2 Stone sand or light snow that wheeled vehicle moving through must roll
for Infantry, Hull Down for Vehicles / Level 1. A unit only for possible bogging.
receives a Terrain modifier if the LOS crosses a bridge side.
9.1.20 Very Soft Ground: Terrain modifier 0 / Level 0. Snow,
9.1.4 Village: Blocks LOS / Terrain modifier +3 / Level 1. A sand dunes or light mud that wheeled vehicles may not enter and
small collection of single or two story buildings, mainly Halftracks must roll for possible bogging.
constructed of wood. Only fully-tracked vehicles may enter a
Village building but must first pass a Bog check. 9.1.21 Impassable: Terrain modifier 0 / Level 0. Swamp/bog,
very deep snow, or thick mud that wheeled/Halftracked vehicles
9.1.5 City: Blocks LOS / Terrain modifier +4 / Level 2. A may not enter and tracked vehicles must roll for possible
collection of multi-story buildings, mainly constructed of stone or bogging.
brick. Infantry teams in City terrain may occupy the second level
by paying the cost for Higher terrain. Only fully-tracked vehicles 9.1.22 Forest-swamp: Blocks LOS / Terrain modifier +2 / Level
may enter a City building but must first pass a +1 Bog check. 2. Forest-swamp was a common terrain on the Eastern Front that
is basically a heavily treed swamp.
9.1.6 Low Crops: Terrain modifier +1. Level ½. Low Crop are
waist-high or lower fields of Grain, Wheat, Vegetables, etc. that 9.1.23 Cliff: Terrain modifier 0. Cliffs are high sand dunes, cliffs
provide limited cover. or very steep hillsides. Cliffs are impassable to all vehicles.
9.1.7 Tall Crops: Obscures LOS / Terrain modifier +1 per inch / 9.1.24 River: Terrain modifier is Hull down status to amphibious
Level 1. Tall Crops are shoulder-high or higher Cornfields, vehicles. Level -½. Rivers are all but impassable to vehicles
Sunflowers, etc. that provide limited cover. unless unit has wading capabilities. Infantry teams may not enter
River terrain without transport.
9.1.8 Orchard: Obscures LOS / Terrain modifier +1 per inch /
Level 1. Orchards are Olive Groves, Fruit trees, Grape Vineyards 9.1.25 Smoke: Blocks LOS / Terrain modifier +2 / Level 2. All
etc. that provide limited cover. units moving through Smoke must add +2 to all terrain costs.
LOS may be traced through a smoke counter but can only extend
9.1.9 Crossing / Ford: Terrain modifier 0 / Level -½. A crossing 1 inch beyond. In order to allow players to utilize their existing
is an area in a stream, gully, or Wadi that is shallow, less smoke counters, Smoke size will be left up to the player but
restrictive or has been cleared of debris. Dispersed Smoke should be twice the size of Smoke.
9.1.10 Hedge: Blocks LOS / Terrain modifier +1 / Level ½. A 9.1.26 Dispersed Smoke: Obscures LOS / Terrain modifier +1
hedge provides some cover to Infantry and vehicles but does not per inch / Level 2. All units moving through Dispersed Smoke
provide Hull Down status. must add +1 to all terrain costs.
9.1.11 Shelled / Rough: Blocks LOS / Terrain modifier +1 / 9.1.27 Higher Terrain: Infantry on higher terrain had a
Level ½. Areas of rough ground or areas of prolonged shelling. distinct advantage in that they were shielded from observation
but could easily observe enemy units. Vehicles occupying
9.1.12 Light Woods: Blocks LOS / Terrain modifier +1 / Level higher terrain could also keep back from the crestline of a hill
1. Light Woods are scrub, low bushes or spaced trees. and thus present a smaller target. Higher Terrain is an increase
in elevation or up a level (as in City terrain). Cost of moving
9.1.13 Gully / Wadi: Terrain modifier +1 Infantry teams and higher is double normal cost for the terrain entered. Terrain
Hull down for vehicles / Level -1. Gullies or Wadi‟s are very modifier is +1 / -1 (higher target / lower target) to The To-Kill
deep ditches or dry creek beds with steep sides. The edges of Roll for Infantry Combat; modifier is Hull Down to The To-Hit
Gullies/Wadi‟s are Impassable terrain. All units in a gully are Roll for Ordnance Combat (higher target only).
considered to be at Level -1 for LOS purposes. They may not be
fired on or fire out of a Gully/Wadi unless their attacker/target is
one level higher, on the edge or in the Gully / Wadi itself.
34
9.2 FACTORY BUILDINGS: A factory is defined by the 9.5.6 Minefields: The scenario in play will
scenario in play and is usually multi-level but with only one floor specify the presence of Minefields for either
(the bottom floor). Factories are so large that tracked vehicles are side. Minefields are setup via a Hidden unit
able to move within them. Units in a factory are limited to 2 inch counter (see rule 9.6) and may be placed on
firing range within the factory. Terrain modifier is +3. the map anywhere (including clear terrain)
unless otherwise specified. Minefields will
9.3 FIRE: Fire can be created by any flame attack (flamethrower, be either 1 x 2 inch or specific terrain locations. Once an enemy
Molotov cocktail) that results in a CP or vehicle destruction. unit moves within 1 inch of a Hidden Minefield (including
Place a fire counter on the target location. All LOSs traced Engineer teams), the owning player stops the moving enemy unit
through a fire counter are affected as if the LOS were traced and places the minefield. Roll a D6 and consult the Minefield
through a smoke counter (+2 to all fire and To-Hit rolls traced Attack Chart 12 for results. Once placed, any unit moving within
into and through the fire counter. LOS may be traced through a 1 inch of a Minefield is attacked (excluding Engineers teams). A
Fire counter but can only extend 1 inch beyond. At Level 3 for unit is only attacked once for each Minefield during a single
LOS purposes. No unit may pass through a Fire counter or Movement Impulse regardless of distance traveled.
remain within ½ inch of it but may pass by it during a Movement
Impulse. The effects of fire last the entire scenario. 9.5.7 Hedgehogs: The Czech hedgehog was a static
anti-tank obstacle defence made of angled iron. The
9.4 DESTROYED VEHICLES: All destroyed vehicles Obscure hedgehog was very effective in keeping tanks from
LOS. Units may not move through a wreck but must move getting through a line of defence. Hedgehogs may
around. If a vehicle wishes to move past a wreck on a road, the be placed anywhere on the map unless otherwise specified within
moving vehicle must add 2 AP for each wreck passed. one inch of another hedgehog. Any vehicle attempting to cross a
line of Hedgehogs must roll a +1 bog check. A successful bog
9.4.1 Burning Wrecks: Treat a Burning Wreck as a block to check removes one Hedgehog.
LOS for the remainder of the scenario. At Level 3 for LOS
purposes. 9.5.8 Roadblocks: Blocks LOS / Terrain modifier +2 / Level ½.
Roadblocks slow Infantry teams and stop wheeled movement.
9.5 FIELD FORTIFICATIONS: There are eight types of field Tracked vehicles may cross but must roll a Bog check.
fortifications.
9.6 HIDDEN UNITS: Nothing adds
9.5.1 Entrenchments: Entrenchments are foxholes, dugouts or excitement to a wargame like the ‘Fog of
gun-pits. Scenario in play will allow for units to setup War’. Without this aspect of play, gaming
entrenched. Infantry and Vehicles may setup entrenched but lose becomes much more predictable with no
the benefit of the entrenchment if they move. Units may not chance for ambushes, traps, and well thought
entrench during a scenario. Terrain modifier is +4 for Infantry out defenses. Incorporating this into a
teams and Hull down status for vehicles. rulebook is difficult due to the added reliance on the players to
remember unit’s locations and facing’s or have them note it on a
9.5.2 Trench: Excellent cover for Infantry side record. By marking hidden units locations on the map with
but wheeled vehicles (including halftracks) counters, some of the excitement is lost as the enemy players will
may not cross. Fully tracked vehicles may treat these counters as hostile but allowing a player to place a
cross after rolling for possible bogging. numbers of ‘dummy’ counters will restore the uncertainty of a
Infantry teams in a trench are considered to unit’s location. Units that are setup Hidden are not placed
be at -½ Level for LOS purposes. Terrain onboard, rather the units location is recorded secretly on a side
modifier is +5 for Infantry teams. record and its on-map location is marked with a numbered „?‟
Hidden Unit counter (included on the counter sheet). A player
9.5.3 Strongpoint: A scenario-specified location that has been may include one extra „dummy‟ marker for each Hidden unit
improved by added concrete, barricades, logs, bricks, etc. It is allowed. A single Hidden unit counter may represent multiple
not limited by covered arc. Terrain modifier is +6 for Infantry units as long as they are setup within 2 inches of the Hidden unit
teams. counter. Units may not be setup Hidden in clear terrain. Hidden
status is lost anytime a Hidden unit performs any type of Impulse
9.5.4 Bunkers: Scenario in play will specify the presence of (although enemy units would still suffer a penalty for Hand-to-
bunkers for either side. Bunkers are restricted by covered arc Hand vs. Hidden units). A unit also loses its Hidden status if it
(see rule 8.3.1). At scenario start, Guns may be setup in a bunker loses its cover. (Example: A unit hidden behind a hedge would
but may not be pushed into once the scenario has begun. Vehicles automatically lose its Hidden status if an enemy unit moved so
may not enter. Stacking in a bunker is limited to four Infantry that its Line-of-sight no longer crossed the hedge). A player must
teams and one gun (with crew). All other units are considered to always reveal Hidden units when an enemy unit moves (not
be outside of the bunker. Terrain modifier is +8 for Infantry routs) to within less than one inch. A player is free to choose the
teams. Hidden units Covered Arc (if applicable) when placing the
Hidden unit onboard. A player may fire at a suspected Hidden
9.5.5 Barbed Wire: Scenario in play will specify the presence of unit location but must add +2 to the Ordnance To-Hit or Infantry
Barbed Wire for either side. Each wire obstacle is based on a 1 x To-Kill rolls. The enemy player does not have to reveal the
2 inch base. Wire is removed if crossed by a half or fully tracked hidden units unless a Casualty Point, Break Test or Suppression
vehicle or by Engineers and demolition charges. Terrain modifier result is inflicted. For those that play on GHQ Terrain Maker
is 0 for Infantry teams and vehicles. hexes (4"styrofoam hexagons with terrain types built in 3D) we
generally 'house rule' it so that a player puts down a numbered
chit in a hex with the units it represents on a side record and can
later setup his forces anywhere within the hex. Example: You
could also cut up 1 x 1 inch paper and write the unit it represents
underneath it.
35
10.3.8.3 Italy: Any Italian Infantry team that 10.5.4.2 1st Line Squad: Japanese 1st Line
fails to Rally at its first opportunity is removed Squads have 2 x CPs and 1 x LMG. If Reduced
from play. These teams count as normal for any by Combat, the owning player may choose to
victory point determination. Most broken Italian replace the original team with either a Reduced
teams are Morale-1. 1st Line Squad or a LMG team. They may
deploy into either:
10.5.3 Desperation: To reflect the sometimes desperate measures 10.7.2 Dig-in: To reflect the Soviet Infantryman‟s ability to quickly
employed by Japanese Infantry in order to destroy tanks, all dig-in, at scenario start, any five Soviet teams and one Platoon HQ
Japanese teams do not have to pass a Break Test in order to Close may be entrenched.
Assault a vehicle. In addition, during scenarios in 1944 or later,
Japanese Infantry teams may subtract 2 from their Vehicle Close 10.7.3 Commissars: At various times during
Assault D6 roll but must take 1 x CP themselves regardless of the Soviet history beginning in 1917, Political
outcome. Officers or Politruk, were used to maintain a
political control over the military. With an
10.5.4 Unique Deployment: The SMG was a rare find in the equivalent rank system to the military, they
Japanese Army of WWII. Officers had a Pistol and perhaps a could even countermand their orders.
sword and most Infantrymen were armed with the Arisaka bolt- Commissars meted out harsh punishment to anyone showing
action rifle. As well, the regular squad was substantially larger weakness, up to and including summary execution for desertion
than their counter parts. Conscript squads could even be as large and cowardice. Late in 1942, the Commissars were removed for
as 15 or 20 Riflemen. Standard Japanese squads normally the balance of the war, as their use was not helping the morale of
included 1 x Squad leader, 8 x riflemen and a 4 x man Type 96 the Red Army. A Commissar is a special command unit that
LMG group. The LMG group would normally have 2 x riflemen, increases Morale +1 for all teams within 2 inches for all purposes.
1 x gunner and 1 x assistant. In addition to this, there was a One Commissar is allowed for each Infantry Company in play.
special grenade Launcher Squad (1 per Platoon) that consisted of Commissars have the following effect:
1 x Leader and 3 x 50mm Type 89 „Knee Mortar‟ four-man
teams. These would normally be divided up, 1 per Squad in the In the Repair Phase, instead of normal Rally procedures,
platoon. The end result would be a Squad with 1 x Leader, 12 x Commissars may attempt to rally all teams (within 2 inches )
Riflemen, a LMG team and a 50mm mortar team. In the rules, this in a single „Group‟ roll. If the roll is unsuccessful, Commissar
is best represented by 2 squads; one Squad with a LMG (1st Line), may eliminate 1 x CP from a single team and allow a re-roll.
the other with a 50mm mortar (Assault). Medium machinegun If a „12‟ is rolled, the Commissar is eliminated.
teams were larger as well, usually 11 men per gun so each MMG
team has 2 x CP. If a Human Wave/VCA Break Test is failed, Commissar may
eliminate 1 x CP from a single team and allow a re-roll. If a
10.5.4.1 Conscript Squad: Japanese Conscript „12‟ is then rolled, the Commissar is eliminated.
Squads have 2CP, ROF2 Rifle and no Squad
LMG. If Reduced, they are given ROF1.
If Commissar is eliminated (by any means), all teams within
Japanese Conscript Squads may not deploy. 1 inch take a „Group‟ Break Test. If failed, all teams
surrender. Platoon HQs within 2 inches can apply their
leadership to this roll.
38
10.7.4 Human Wave: To reflect the often used tactic of massed 10.7.9 Soviet Tank Companies: Most early war Soviet tank
Infantry assaults, the Soviet player may use a special movement Companies acted very much like large platoons and usually only
that includes multiple Infantry Teams in single Movement Impulse. had a single radio in the Company Commanders vehicle. Soviet
In order to use Human Wave, there must be a Platoon HQ or Radioless vehicles in scenarios dated on or before 1942, must be
Commissar (see rule 10.7.3) within 2 inches of at least one team formed into platoons of the same type of vehicle and may only
participating (they do not have to join). All teams of the players create a second platoon if there are more than ten vehicles.
choosing may join the Human Wave but they must initially be
within 2 inches of at least one other participating team. A single 10.8 UK: Morale 7: The United Kingdom
„Group‟ Break Test must then be taken using the lowest Morale represents not only England but also Australia,
(modified by the Platoon HQ Leadership or Commissars +1 Canada, Free France, India, New Zealand,
Morale). If the test is failed, the units are not broken but may not Poland in exile, South Africa and other nations.
use Human Wave unless a Commissar is within 2 inches (see rule
10.7.3). All Teams that use Human Wave must take the most direct
route to the closest enemy team. The teams are immune to Break 10.8.1 Steadfast: To reflect the „Stiff Upper Lip‟ of British troops,
Tests and Suppression until they reach an enemy unit and declare a the UK player may automatically Rally one team once per Repair
Hand-to-Hand or run out of AP. Teams using Human Wave must phase. This includes any Infantry team or vehicle crew. The unit
use Double Time movement (if needed) in order to reach enemy would also be automatically unsuppressed.
units. All units using Double Time movement during a Human
Wave would automatically be Suppressed after the Human Wave 10.8.2 Unit Traditions: To reflect the myriad of nationalities that
(thus adding a +1 to their Hand-to-Hand attack). fought collectively as the United Kingdom, UK Reduced squads
may not recombine unless a Platoon HQ is within 2 inches of one
10.7.5 2nd Line Squad (1939-43): Early Soviet of the teams.
squads were generally slightly larger and less
equipped than their western counterparts. 10.8.3 Para’s: British parachute sections were
Leadership, (not courage) was lacking due to equipped with the lightened version of the 2”
Stalin‟s purges of the high-ranking Officers mortar (mainly for smoke), at a rate of 1 per
and expelling of many others. The rigid squad/section. Ammunition was limited to what
discipline imposed by the Party coupled with the lack of trained could be easily carried by the squad. Assault
NCOs and lack of equipment resulted in a less than effective squads acting as Para‟s have an inherent OML
fighting force. Early war Soviet forces should contain mostly 2nd 2-inch mortar (Airborne), which cannot be deployed.
Line Squads (instead of 1st Line). Soviet 2nd Line Squads have
2CP, ROF2 Rifle and no Squad LMG. If Reduced, they are given 10.8.4 Allied Nations: In addition to the previous UK National
ROF1. Soviet 2nd Line Squads may not deploy. Traits, use these rules when gaming with the following Allied
nations:
10.7.6 Soviet Tankodesant: During WWII, the Soviets, due to
lack of transport, allowed Infantry to ride tanks into battle. They 10.8.4.1 Australia/New Zealand: To reflect their „rumored‟ lack
even modified later tanks with Infantry hand-holds in order to of respect for authority, A/NZ teams within 1 inch of a destroyed
keep them from falling off. Once the enemy was encountered, the Platoon HQ need not take a Break Test nor is the Morale lowered
soldiers would jump off directly into battle. Soviet Tank Riders by one if the GHQ is destroyed.
(Tankodesantniki) may exceed the normal 10 Transport points of
all medium and heavy Tanks as well as all closed-top, medium and 10.8.4.2 Canada: To reflect Canadian Infantry‟s
heavy Self-propelled Guns and closed-top medium and heavy Tank proficiency in scouting and raiding, all Canadian
Destroyers and may carry up to 12 Transport points. As well, Scouts add a –1 to all Scouting rolls.
Tankodesantniki need not automatically dismount if their transport
vehicle is hit. They must still roll the required Break Test and if 10.8.4.3 India: To reflect the ferocity of Indian
passed, may continue riding. Should they fail, they are placed in a units in Hand-to-Hand (with the dreaded
Broken state, within base contact of the transport vehicle. Kirpan) all Indian Infantry teams add a –1 to all Hand-to-Hand D6
rolls.
10.7.7 Storm Squad (1942-45): The Storm
squad was a mid-war concept for an all-SMG 10.9 USA: Broken teams are Morale+1.
armed team. This came about as a solution for
street fighting when troops were at close 10.9.1 Mechanical Savvy: To reflect the
proximity. These squads were principally „Mechanical Savvy‟ of US troops, the US
armed with the PPSH-41 as well as extra player may automatically repair any one
grenades. Storm Squads are similar to Assault Squads in all weapon or vehicle (including bog) in the Repair
respects except the following: Storm Squads have ROF2 but no Phase of each turn. In the case of multiple weapon jams, only one
Squad LMG. If Reduced, they are given ROF1. Storm Squads may weapon per vehicle may be automatically repaired.
only deploy into:
10.9.2 Panic: Any broken Infantry team that routs off-map within
2 x Reduced ROF1 Storm Squads. the LOS of an unbroken Infantry team will cause the unbroken
1 x Scout team and 1 x ROF1 Storm Squad. team to roll a Break Test. Failure causes the team to break as well.
10.7.8 Poor Ammunition: Due to the poor quality of early Soviet 10.9.3 Aerial Observation: In any scenario after May 1944 the US
ammunition, any pre-1943 Soviet (not Lend-Lease) ordnance that player may ask to reveal 2 Hidden unit counters prior to scenario
rolls an unmodified 11 or more on a To-Kill roll has fired a Dud. start.
II. VICTORY CONDITIONS: A scenario objective is mutually agreed upon by both players. This should be a crossroads, a prominent hill,
a village, etc. Each player then secretly rolls on the following Chart and records their scenario victory condition. These victory conditions
allow for both players to win or lose the scenario independently and remove some of the predictability of known victory conditions.
Objective: Explanation:
Eliminate Player must eliminate more units than his opponent; A vehicle is equal to 2 points, all others are 1 point.
Control objective Player must control the scenario objective.
Exit Player must exit ¼ of his total strength off his opponent‟s friendly board edge.
Prevent exit Player must prevent opponent from exiting ¼ of his total strength off his friendly board edge.
III. YEAR / NATION: Players must then decide the year of the scenario and the combatants.
D6 Year Combatants.
1 1939 Finland, Germany, Poland, Soviet
2 1940 Finland, Germany, France, Italy, UK, Soviet
3 1941 Finland, Germany, Hungary, Italy, Japan, Rumania, Soviet, UK, USA
4 1942 Finland, Germany, Hungary, Italy, Japan, Rumania, Soviet, UK, USA
5 1943 Finland, Germany, Hungary, Italy, Japan, Rumania, Soviet, UK, USA
6 1944+ Finland, Germany, Hungary, Japan, Rumania, Soviet, UK, USA
IV. FORCES: Players then secretly choose their forces from their respective nations Infantry/vehicle/gun cards, following all scenario
restrictions for year and force content. See the following Chart for various item costs. Vehicle, Infantry and Gun costs are printed in the right
hand area of the respective Vehicle/Infantry/Gun cards.
Note: The cost of a gun includes the crew required to operate.
41
12.0 DESIGNER NOTES: Updated Nov 2013: As the war progressed, the basic squad weapon remained the
Players are encouraged to re-read the entire rulebook as trusty bolt-action rifle (except maybe US infantrymen). This isn’t to
many changes have come about over the last twelve years of say that semi-autos and SMGs didn’t find their way into the
‘Schwere Kompanie’. Version numbers have now been done away Infantryman’s hands but the rifle was never totally replaced. As a
with. In order to assure you are using the latest updated version of general rule for scenario designers, in early war scenarios, the 1 st
SK, the rulebook and all charts and cards will be re-numbered line squads and Conscript squads should be the order of the day.
using the current date in the format: year-month-day. For later war scenarios, increase the number of Assault squads. By
Example: VER 2012-04-10 late war, the morale of some German units was very low but there
Due to format issues, this number will be included on all charts in was an increase in firepower. To reflect this, a Morale of 5 or 6 can
the upper right corner and on all Unit cards on the lower left of the be assigned and Assault squads can be used more liberally.
last unit. As always, online files will be changed to reflect these
updates. All machineguns in the SK rulebook have been researched
extensively. This includes vehicle as well as infantry versions.
If an old rule cannot be found, it has probably been deleted. Some general notes regarding MGs:
The order of the rulebook has changed as well, hopefully making it
easier to find what you are looking for. All Infantry, Vehicle and Rate of Fire is based on two main points, the actual ROF
Ordnance rules are now together in their own sections. For first- (cyclic rate) of the weapon and how easily it could maintain
time players who want to start with Infantry only, they can simply sustained fire. Most vehicle MGs and all MGs that are clip fed
read the Infantry rules and leave out the rest until later. have ROF1. Belt-fed Infantry MGs are all ROF2 with the
exception of the sMG-42 (Schwere) at ROF3. This MG was in
Throughout the writing of these rules, I have had to balance a class by itself. Rugged, reliable, with a quick-change barrel
historical accuracy with playability. I have tried to find the easiest system and a rate of fire between 1200-1600 rpm!
way to include as many aspects of WWII combat to the rules
without losing the focus of a fun game. Writing a rulebook with all MG range is based on size of projectile and sighting devices.
the minute details would be much easier than deciding what adds to MGs that do not have telescopic sights or are under 12mm
the game and what may be more historically correct but would cannot target over 16” range or suffer a reduction in ROF.
ultimately drag the game down with too many rules.
US Browning Automatic Rifle was more of an assault rifle and
In the area of weapon performance and vehicle armor, no didn’t really fit into the Squad LMG role. That slot was filled
corners were cut – I don’t think we grogs would have it any other by the two main versions of the .30 cal Browning, namely the
way! The use of vehicle cards I hope has kept the info within easy M1919A4 and A6. The reasons for the lower To-Kill#s for the
reach while playing a game. Usually, you will have 5 to 10 cards to M1919 are that it lacked a quick-change barrel and was
refer to and I found that after a few scenarios, I began to memorize prone to over-heating and burnout. The water-cooled .30 cal
vehicle stats. M1917 was heavier than the M1919 but was much better
suited for sustained fire thus has longer range and higher To-
All units action points haves been increased from the previous Kill#s.
version of the rules to reflect the fact that using the established
walking speed of a man (4 mph), a squad could be expected to The rules for On-board Artillery have now been greatly
move 587 yards in clear terrain in 5 minutes if unencumbered by simplified and are now referred to as Indirect Fire. (Offboard
the enemy. That equates to 11.73 inches per turn. With new Action Artillery remains the same). To-Hit/To-Kill#s have been tweaked
Point rating of a squad at 8, (or 10 with a Platoon HQ cracking the from earlier versions. Mortars now have their own unique rules,
whip!), the movement rate is more closely modeled. A squad can which will make their use much deadlier in action against Infantry.
now move at a rate of 2.7 mph alone, 3.4 mph with a Platoon HQ
and 4.1 using double time move. Hardly a running speed but this is Even though the focus of these rules is to portray the struggle
a realistic portrayal of a squad running from cover-to-cover in a on the ground, they would not be complete without the added
combat situation. excitement of air attacks. Normally these attacks would not occur
in the scope of battles that we are gaming (i.e. the ground attack
The five-minute turn gives a very long time for events to occur aircraft would not be used so close to other friendly forces and not
at this scale. The original method used by these rules was to for such small battles). The European use of tactical air support
penalize a unit that moved and fired. This is no longer so. As long was really only used to any large degree by the 4 major powers of
as a unit reserves ½ of its AP (2.5 minutes) they have plenty of time WWII: UK, USA, USSR and of course Germany. Although there
to effectively engage a target. The Combat Impulse is not a single were aircraft available, France, Poland and most other nations
shot but rather a commitment to fire upon an enemy unit. The never really had the chance to use tactical airpower effectively as
reason for heavier MGs and mortars restriction from moving and close support. Italy did use ground attack aircraft in Africa and
firing is that the weapons would have to be ‘broken down’ for later did use them against the Soviets but not to the degree that they
transportation and setup once again. were used by the others. Aircraft included in the rulebook have now
been limited to Dive-bombers and Ground-attack versions only.
The removal of the Overwatch rules has streamlined play and
added an element of uncertainty when viewing an opponent’s There is now a Schwere Kompanie Lite version. It’s a free,
forces. Will they move? Will they fire? Better suppress them simplified version of the rulebook available here:
anyway!
http://www3.telus.net/Ritterkrieg/
Separate grenade attacks have now been removed, as the
Hand-to-Hand attack would more accurately reflect their use. Players are encouraged to drop me an email with any
questions or comments at:
Terrain modifiers have been adjusted to reflect the new d6
Infantry Combat rolls, preserving the strength of Infantry in built- Ritterkrieg@telus.net
up areas. This will allow for historically accurate and realistic
close combats occurring more frequently.
43
Formulas Normally, the gun would actually penetrate the 100mm of armor
40-50% of the time so adding 5 brings the kill number up to 16,
allowing the gun to penetrate the armor 43% of the time. As the
Armor and Ordnance: gun kill number and armor factors differences grow, the kill
percentage changes.
Note: Armor thickness‟ and Gun penetrations are both divided by
10 to keep numbers manageable.
For example, ordnance capable of penetrating 150mm of armor is
given a gun kill number of 20 (150 ÷ 10) + 5. Its target is 90mm
Armor Value = Average thickness (in mm) of facing + 3% for
thick and has an armor factor of 9. The gun will penetrate the
every 5° slope less than 90°) ÷ 10
armor 95% of the time. Players will find that this formula actually
models real world results very closely.
AV = (AT + (AT x (((90 – S) ÷ 5) x 0.03)) ÷ 10
Where:
Unit Cost Points:
Points for various units are calculated using the following formula:
AV = Armor value (in mm).
Infantry Teams:
AT = Average thickness of armor (in mm).
+2 AP 10
S = Slope of armor (measured from 90°). +1 AP 8
-1 AP 6
For slopes approaching 28° („Skate angle‟ where penetration is -2 AP 4 or less
impossible), an additional 10mm for slopes less than 35° or 20mm +? Infantry Smoke # (auto +6)
for less than 30° is added for shot ricochet chance. +4 Morale 10
+3 Morale 9
Gun Kill Numbers = Rated penetration of gun (in mm) for ammo +2 Morale 8
type where target is at 500 meter range and at 90° slope ÷ 10 + 5 +1 Morale 7
(number added to offset the average 2D6 roll random number -1 Morale 6 or less
factor). +1 Morale (+1)
-1 Morale (-1)
K = (P ÷ 10) + D +1 Rifle + range 6+ To-Kill#
+2 SMG + range 2+ To-Kill#
Where: +1 LMG + range 0+ To-Kill#
+6 MMG + range 0+ To-Kill# (-2 US)
K = Gun Kill Number +7 HMG + range 0+ To-Kill# (-2 US)
+? Armor To-Kill#
P = Published penetration (in mm) for gun and ammo type at 500 +20 Flamethrower (+5 for Soviet and minor) (-5 US)
meters and 90° slope (vertical). +5 Light mortar +HE To-Kill# (-2 US)
+10 Medium mortar +HE To-Kill# (-2 US)
D = Number added to offset the average 2D6 roll random number +20 Heavy mortar +HE To-Kill# (-2 US)
factor. +1 indirect fire ability
+3 per ROF2 Weapon
A balance number is added to the Gun kill number to reflect the +6 per ROF3 Weapon
fact that the 2D6 roll will add an average factor of 7 to the kill roll -1 BX6,5+ (BX11+) except flame
and adding 5, allows the random 2D6 factor to be reduced to a -2 BX6,4+ (BX10+) except flame
more realistic value. (+/-2) Adding 7 (average 2D6 roll) to the gun -3 BX6,3+ (BX9+) except flame
kill number would result in unrealistic numbers of kills by low +2 MMG/HMG/Mortar fire-move ability
penetrating guns. +2 Weapon Gunshield
-1 max range < 8
For example, a Pz.Kpfw. III Ausf D with a 3.7cm Kw.K. 36 gun +1 max range 12
that can penetrate 30mm of armor at 500m, fires at a T-34/76 M40, +2 max range 16
hitting it on the turret. The guns kill number would be 10, ((30 ÷ +3 max range 24 or more
10) + 7) The T34‟s turret armor factor is 5. This would result in the +2 CP 2
Pz.Kpfw. IIID penetrating the T-34 28.6% of the time. In the real +2 ranged AT ability
world, at 500 meters, the Pz.Kpfw. IIID would almost never +1 per other AT ability
penetrate the T-34. Using the same example but adding only 5 to +1 scouting (x2 for Soviet and minor)
the gun's kill number results in a 9.5% kill rate – far more realistic. +2 wire/mine clearing, rally ability (x2 for Soviet and minor)
+2 crew ability
If 5 were not added to the gun kill number, guns would almost +3 FO ability (x2 for Soviet and minor) (-1 US)
never penetrate a target. For example, ordnance that can penetrate +4 Sniper ability
110 mm of armor at 500m and 90° is given a kill number of 11 +5 Conscript
(110 ÷ 10), and the target is 100 mm thick, given a armor factor of +1 per other special ability
10, the 2D6 will add a minimum of 2 and an average of 7 to each +1 Ordnance Smoke/WP # > 3
kill roll, resulting in a non-penetrating hit every time. +2 WP
+? H2H #
10 (armor factor) + 2 (minimum 2D6 roll) = 12 +? VCA #
which is more than 11 (gun kill number). +? Size modifier
10 (armor factor) + 7 (average 2D6 roll) = 17 +10 GHQ
which is more than 11 (gun kill number). +5 0 Leadership (+5 for Soviet and minor ex. Finns)
+20 -1 Leadership (+10 for Soviet, US and minor ex. Finns)
+30 -2 Leadership (+20 for Soviet, US and minor ex. Finns)
44
+? AP / 3 +5 If 2CP
-1 unreliable 12 +1 AA Capability
-2 unreliable 11+ +1 Gunshield
-3 unreliable 10+ +? Per size modifier
+? Size modifier -2 If must limber x turns req.
-3 Radioless +2 per ammo type
+1 bog 5+ +1 per limited ammo type
-1 bog 3+ +1 Ordnance Smoke/WP #3
-2 open-topped +2 Ordnance Smoke/WP #4+
+1 each SD / SM +2 Indirect Capability
+? each armor facing -1 BX11+
+1 per each additional armor facing (sz, sandbags etc) -2 BX10+
-1 each unarmored facing unless all unarmored -3 BX9+
-3 unarmored -2 TNon
-1 per poor design facing +1 TSlow
+? per cMG and tMG To-Kill# @ 0+ +2 TMed
+? per each other MG To-Kill# @ 4+ +3 TFast
+1 per any extra MG in any mount +4 TNR
+? Close Defense To-Kill# -? 5 x Tow#
+? Main gun (cm) x To-Kill# Armor (except Rockets) -2 Per ROF* Main Gun
+? [Rockets (radius) x To-Kill# (armor)] – reload (turns) +2 per ROF2 Main Gun
+2 per ammo type +3 per ROF3 Main Gun
+1 per limited ammo type +? To-Hit# Vehicle @ 32+ range
+1 Main Gun AA Capability +? Main gun (cm) x To-Kill# Armor (except Rockets)
+2 Main Gun Indirect Capability +? [Rockets (radius) x To-Kill# (armor)] – reload (turns)
+1 Ordnance Smoke/WP #3 +? To-Kill# Infantry
+2 Ordnance Smoke/WP #4+ +2 Limbered Fire
-2 T1Man or TNon
+1 TSlow Overrun Values:
+2 TMed
+3 TFast Minimum Overrun value is 2. Otherwise Vehicles calculate their
+1 WP overrun attack value using the following formula:
-2 Per ROF* Main Gun
+2 per ROF2 Main Gun -1 AP <12
+3 per ROF3 Main Gun +1 AP 20+
-1 BX11+ or BX6,5+ (except flame) +1 Base factor for Medium vehicle.
-2 BX10+ (except flame) +2 Base factor for Heavy vehicle.
-3 BX9+ (except flame) +3 For each flamethrower.
+10 flamethrower (+5 for Soviet and minor) +1 For each *Main Gun x its ROF.
+? To-Hit# Vehicle @ 32+ range +1 For each additional *Main Gun in a single mount.
+? To-Kill# Infantry -1 If main gun has no HE ammunition.
+? Basic Overrun# (no aaMG) +2 For each hMG or manned aaMG.
+2 FO ability (+5 for Soviet and minor) +1 For each cMG or cMGR
+5 Elite +1 For each additional MG in any single mount.
+? Tow# x 2 +2 If Main Gun has Canister ammo.
+? Transport point# / 3 +1 Turreted vehicle.
-1 1-Man Turret.
Vehicles Speed: (round up/down to nearest even number) +1 Fully tracked vehicle.
-2 Open-topped vehicle or
Km/hr on road x 0.4 -3 Unarmored vehicle.
Troy L. Ritter
Copyright March 2001.
All rights reserved.
8 1st Line Squad 1939-45 20 Pts.
2 WEAPONS TO-KILL 2
Weapon 0+ 4+ 8+ 12-16
7 3
Rifle 2 2 1
4 3 2 1 4
10 LMG 1
SPECIAL: ATMM (19426 +1 pt.) PF (19439 +2 pts)
USE: d6 < 2 See PF card
2 WEAPONS TO-KILL 1
6 Weapon 0+ 4+ 8+ 10-12
7 2
Rifle 2 2 1 0
4 3 2 1 4
9 LMG 1
SPECIAL: ATMM PF
USE: d6 = 1 See PF card
2 WEAPONS TO-KILL 3
Weapon 0+ 2+ 4+ 8+ 12-16
8 4
SMG/Rifle 4 2 1 1
4 4 3 2 1 4
10 LMG 1
SPECIAL: ATMM (19425 +1 pt.) PF (19439 +2 pts)
USE: d6 < 3 See PF card
2 WEAPONS TO-KILL 4
Weapon 0+ 2+ 4+ 8+ 12-16
8 5
SMG/Rifle 5 3 1 1
4 4 3 2 1 4
10 LMG 1
SPECIAL: ATM ATMM (19425 +1 pt) PF (19439 +2 pts) 2 x DC Wire/Mine Removal
USE: d6 < 3 d6 < 4 See PF card See 5.3.11.1 See 5.2.8 / 5.2.9
2 3
WEAPONS TO-KILL
8 Weapon 0+ 4+ 8+ 12-16 3
LMGROF2 4 3 2 1 4
9 1
SPECIAL: ATMM (19426 +1 pt.) PF (19439 +2 pts) Panzergrenadier
USE: d6 < 3 See PF card See 10.3.5
2 3
WEAPONS TO-KILL
7 Weapon 0+ 2+ 4-8 4
9 SMGROF2 4 3 2 4
1
SPECIAL: ATMM PF Sturm Squad
USE: d6 < 3 See PF card See 10.3.6
8 2nd Line Squad Volksgrenadier 19448-45 22 Pts.
2 WEAPONS TO-KILL 1
6 Weapon 0+ 2+ 4+ 8+ 12-16
7 3
SMG 4 3 2
4 4 3 2 1 4
9 LMG 1
SPECIAL: ATMM PF
USE: d6 < 2 See PF card
1
WEAPONS TO-KILL
5
6 Weapon 0+ 2-4 1
SMG 3 1
10 01
SPECIAL: Molotov PF
USE: d6 = 1 d6 < 3
1
WEAPONS TO-KILL
5
6 Weapon 0+ 4-8 1
Rifle 2 1
10 0
9
SPECIAL: PF (1943 +2 pts)
USE: See PF card
1 2
WEAPONS TO-KILL
7 Weapon 0+ 4+ 8-12 2
Rifle 2 2 1 4
5 1
SPECIAL: ATMM (19426 +1 pt.) PF (19439 +2 pts) Scouting Abilities
USE: d6 < 2 See PF card See 5.1.6
1
WEAPONS TO-KILL
9 Weapon 0+ 4+ 8+ 12+ 16-24 0
Rifle 4 3 2 1 0
1
SPECIAL: May target any team, including Platoon HQs and FO. A successful sniper attack eliminates Platoon
HQs and FOs. All other targets are Suppressed. Camouflaged (see rule 5.3.4)
2 WEAPONS TO-KILL 2
Weapon 0+ 4+ 8+ 12-16
7 2
Rifle 2 2 1
4 3 2 1 4
10 LMG 1
SPECIAL: ATMM (426 +1 pt.) PF (19439 +2 pts) GHQ
USE: d6 = 1 See PF card See 5.1.11 See 5.1.12
10 Platoon HQ 1939-45 160/21-1/41-2 Pts.
1 Auto
WEAPON TO-KILL
7 Weapon 0+ 1-2 0
SMG 1 0
2 0
SPECIAL: Can apply Leadership to all units within 1 inch for Rally, Break Tests, Combat Impulses, H2H &
VCA rolls. Platoon Fire/Move. If eliminated, units within 1” take a Break Test.
1
WEAPONS TO-KILL
7 Weapon 0+ 4+ 8+ 12-16 1
LMG 4 3 2 1
2 0
9
SPECIAL: PF (1943 +2 pts)
USE: See PF card
1
WEAPON TO-KILL BX6,6
7 Weapon 0+ 4+ 8+ 16-24 2
MMGROF2 4 3 2 1
5 0
SPECIAL: PF (19439 +2 pts) ROF1 LMG if Moved
USE: See PF card
1
WEAPON TO-KILL BX6,6
7 Weapon 0+ 4+ 8+ 16-24 2
MMGROF3 4 3 2 1
5 0
9
SPECIAL: PF (1943 +2 pts) ROF1 LMG if Moved
USE: See PF card
1 Yes
WEAPON TO-KILL BX6,6
7 Weapon 0+ 4+ 8+ 16-24 2
MMGROF2 4 3 2 1
5 0
SPECIAL: May fire while transported in any truck/halftrack.
1
WEAPON TO-KILL
7 Weapon 0+ 4-8 2
Rifle 2 1
4 0
SPECIAL: Operate guns without penalty
8 Vehicle Crew Team 1939-45 9 Pts.
1
WEAPON TO-KILL
8 Weapon 0-2 1
SMG 1
4
SPECIAL: Operate vehicles without penalty
1
WEAPON TO-KILL
7 Weapon 0-1 0
SMG 1
2
SPECIAL: Camouflaged
USE: See 5.1.11 see rule 5.3.4
1 2
WEAPON TO-KILL
7 Weapon 0+ 1-2 0
SMG 1 0 4
2 1
SPECIAL: ATM ATMM (19425 +1 pt) PF (19439 +2 pts)
USE: d6 < 4 d6 < 4 d6 < 4
1 7 2 0
Panzerabwehrbüchse 783(r)
7 Anti-tank Rifle 1941-45 13 Pts.
14.5mm PTRD-41
1 7 2 0
1 7 2 0
1 7 2 0
5cm Leichte
8 Light Mortar Team 1939-45 14 Pts.
Granatwerfer 36
1 7 2 1
NR
MORTAR TO-HIT BX6,5+ T ROF21 TO-KILL
Range 2+ 4+ 8 - 10 HE 1
2~10 1 2 1
SPECIAL: Non-restricted Covered Arc. Move & Fire ROF1.
1 7 6 2 4
Non
MORTAR TO-HIT BX6,6 T ROF3 TO-KILL
Range 2+ 4+ 8+ 16+ 24+ 36-48 HE 3
2 ~ 48 1 2 3 2 1 1(ROF1)
SPECIAL:
VER. 2014-04-23