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-1-
MOVEMENT PHASE
Both side move simultaneously. If it becomes important who moves first then
follow the table as for who fires first. It may be necessary to fire at the same time
as moving and units may do this if eligible but remember they can only fire once
per turn. Such fire is allowed to cover the movement of troops by pinning or
perhaps suppressing your opponent. This is crucial in the WW2 period. Units
that are on over watch may also fire at any unit that may be out of sight at the
beginning or end of the movement phase counting as snap shots and includes
pre determined / speculative firing.
3.
SPOTTING PHASE
Spotting is taking into account two main features, observation and aiming,
alternatively known as acquisition. This enables you to see what the general
picture is and also to lay your weapon sights on the target. As a consequence of
the WW2 soldiers ability to use field craft to avoid being shot, it is necessary to
spot continuously. This means you only keep eyes on a target if both you and
the target remain static once spotted. If either or both move then you must respot. Troops that are informed by radio comms of the position of the enemy must
still spot to fire because they need to lay their weapons. The point of the comms
is to validate a reaction to a known contact, thus you may turn to face a new
direction.
4.
FIRING PHASE
Both sides fire simultaneously. As with movement, this means that at some point
it has to be decided who fires first . Priority is decided in the following order and
may change along your front:
a)
b)
c)
d)
Troop quality
Static defenders
Over watch
A D6 throw
There is no priority by weapon firing so a player can use any sequence or order
as it depends on tactics. It is simply assumed that all firing continues throughout
each move to cover the whole move. As a guide, where no preference is
required, follow the sequence listed below:
a)
b)
c)
d)
e)
-2-
ASSAULT PHASE
Conclude any assaults which may include firing as above.
6.
MORALE TESTS
These take place at the instant of the cause applying as they have direct effects
upon movement, firing or assaults etc. The results of any tests are applied
immediately.
MOVEMENT
Crawling
Vehs Reversing
2
Normal
Assault
Obstacles
6 + D Avg
8 + D Avg
-4
Regular Inf
8 + D Avg
10 + D Avg
-3
Vet/Elite Inf
10 + D Avg
12 + D Avg
-2
Wheeled Veh
24 + D Avg
26 + D Avg
N/A
Horse Drawn
N/A
10 + D Avg
N/A
-6
Light AFV
16 + D Avg
6 + D Avg
-8 *
Medium AFV
12 + D Avg
6 + D Avg
-6 *
Heavy AFV
8 + D Avg
6 + D Avg
-4 *
Troop Class
Raw Inf
* D6 Test for AFVs taken every move spent crossing over obstacles to see if a track is
thrown. Light AFV throws a track on 1 or 2. Medium AFV on 1. Heavy AFV N/A.
Repairs by the vehicles crew takes 2 moves or by an ARV in 1 move.
Medium / Heavy AFVs make gaps in hedges except Bocage which requires a Cullin
device to be fitted to the vehicle.
OBSTACLE TYPES Ditch, Stream, Woods (not on track), Substantial fences and
walls, broken ground, ploughed fields, wire of any type and railway lines.
SOFT GROUND TEST The chance of bogging down for Light AFVs = 1 or 2, Medium
AFVs = 1 to 4 and Heavy AFVs = 1 to 5.
In addition moving uphill or through built up areas reduces speed to HALF.
NOTE: All units may move at the rates above plus a D AV until fired upon and thereafter
by LV bonus whilst they are led by a Coy / Bn Commander. Once he is lost all
movement reverts to the standard set move speed only.
-3-
D6 Score Required
3, 4, 5, 6
4, 5, 6
5, 6
MODIFIERS
+1
+2
Firing repeatedly, belt fed or already fired any weapon from the same
position
Heavy AFV or Infantry Coy group or larger
Spotting within 2"
-1
-2
-4-
Weapon
Short
Long
SMG Groups
12
Not Effective
Rifle / LMG
18
36
24
40
Sniper
36
48
Firing groups are no more than 6 figures, single LMG, HMG or cannon.
To hit the target throw 1 D6 per platoon, firing group or LMG / MMG etc and consult the
table below:
Target in
Firing Group
Open
Hard Cover
4, 5, 6
5, 6
Sniper
3, 4, 5, 6
4, 5, 6
5, 6
SMG Group
3, 4, 5, 6
4, 5, 6
5, 6
LMG / MMG
3, 4, 5, 6
4, 5, 6
5, 6
4, 5, 6
4, 5, 6
5, 6
3, 4, 5, 6
3, 4, 5, 6
5, 6
Rifle Group
Single Cannon
Multiple Cannon
MODIFIERS
+1
-1
EFFECTS OF HITS 5, 6 = kill from automatic weapons, 6 = kill from rifle groups.
Throw a D10t o test if an officer or other specialist figure is hit. Throw 1D6 per figure
firing in rifle / SMG groups / Sniper, 3D6 per LMG, 4D6 per MMG or single cannon, 6D6
per multiple cannon .Cover effects on the volume of fire hitting is reflected by dropping a
dice for each type of cover.
-5-
INDIRECT FIRE
1.
4 x D6
Medium Guns
6 x D6
Heavy Guns
8 x D6
Rocket / Werfers
10 x D6
4, 5, 6
5, 6 Drop 2 Dice
6 Drop 4 Dice
Bunkers
Note: Kills against Med and Hvy AFVs are not possible. Light AFV`s and soft
skin vehicles should be counted as targets in soft cover with the crews /
passengers counting the same. Hard cover if in half tracks / Kangaroo etc. A kill
destroys the vehicle and occupants on the same throw, 3 kills are needed to
destroy the vehicle as well. Being under indirect fire causes a morale test.
-6-
2.
3.
SMOKE SHOOTING
This is the same procedure if fired by guns or mortars. Once fire for effect has
been achieved the smoke screen will be built up by the gunners. Add into the
impact area 3" x 3" pieces of smoke for each gun to build the screen up instead
of throwing for casualties. The smoke screen will move 3" in the prevailing wind
direction and lasts for 3 moves only.
Local smoke can be achieved by 2" mortars and smoke grenades.
DIRECT HE (Including bombs from aircraft, hand grenades, charges etc).
AFVs on the move can fire HE assuming they are carrying HE ammunition.
To fire direct HE you must first spot the target. Throw 1D6 and refer to the table in the
Spotting section above.
To hit the target throw 1D6 and compare the result to the following table:
NB:
4, 5, 6
3, 4, 5, 6
4, 5, 6
Effective
Light Gun
20
40
Medium Gun
30
60
Heavy Gun
40
80
12
-7-
+1
-2
No of D6
Light Gun
Medium Gun
(Grenades)
Heavy Guns
(Flame Throwers)
MODIFIERS
+1
Officer casualties and weapons are diced for per small arms hits. Vehicles etc count as
3 casualties to be destroyed and are counted as well as (in addition and simultaneously)
any casualties inflicted on the dice throw.
-8-
-9-
Gun Type
Effective
Light Gun
20
40
Medium Gun
30
60
Heavy Gun
40
80
PIAT / Faust
Bazooka / Schreck
10
Aircraft
80*
To hit the target throw 1D6 and consult the following table:
Target Aspect to Firer
Target Type
Static Target
Moving Target
Head On In Open
4, 5, 6
5, 6
Side On In Open
3, 4, 5, 6
4, 5, 6
5, 6
Hull Down *
MODIFIERS
+1
-1
-2
Gun Type
Light
Medium
Heavy
5, 6K
6K
NO EFFECT
4, 5, 6K
5, 6K
6K
3, 4, 5 ,6K
4, 5 ,6K
5, 6K
Light
Medium / PIAT/Faust
Heavy / Schreck / Aircraft
Hand held / A/T Grenade
MODIFIERS
+1
Close range.
Rear or Belly shot.
Throw a D 4 to determine damage effects on the AFV that has been hit.
Matching the armour value means the AFV is disabled.
Surpassing the armour value is a kill.
Scoring under the armour value means damaged is inflicted but not enough to disable
or kill the AFV but will add to any subsequent damage caused by any other firing.
Results are cumalative unless the AFV retires to repair to remove the damage caused
so far.
Light AFV s are valued at 2 .
Med AFV`s are valued at 3 .
Heavy AFV`s are at 4.
Super Heavy AFV`s are valued at 5.
Schurtzen armour etc adds 1 to defence value.
Shermans when hit even if only disabled must take the Ronson test. Throw 1D6 - 1, 2,
3, = brew up instantly.
A morale test must also be taken when fired at. If withdraw is the result and the AFV is
disabled the crew bail out.
- 11 -
Veteran troops.
SMG Squad.
Assaulting this turn.
Supported by another unit firing at enemy being assaulted on Run In.
Supported by another unit also within reach of assault position.
Assaulting with at least half as many troops again as defenders.
+2
Elite troops.
Defending trenches or other types of hard cover.
-1
-2
Pinned.
No Leader.
Attacked in rear*.
* In some scenarios, troops may be constantly outflanked / surrounded therefore ignore.
Using the final figure as a base factor, throw 1D6 and add the score to the base factor
for each figure fighting, the highest score wins. If the result is the same for both sides
the combat will continue.
Lose by 1 or 2 figures = Pull back at assault speed.
Lose by more than 2 figures = Retreat at assault speed and take a morale test.
Winning units may choose to pursue or hold the newly won position but once contact
with the enemy is broken cleanly, the unit must spend a move stationary to re-organise.
The unit may fire during this period.
Losing units must also spend a move stationary re-organising IF they pass their
morale test. They may also fire during this period but do so as Suppressed.
- 12 -
+1
-1
Under Rifle / SMG fire and suffered at least 1 casualty or under sniper fire
even when casual.ty not suffered.
Each AFV abandoned or destroyed in testing unit.
-2
Under fire from sustained fire / cannon / Direct HE / Anti Tank fire if AFV.
Outflanked by fire or manoeuvre.
Losing or lost the assault
Company commander killed
In a mine field.
Suppressed.
-3
-4
- 13 -
=
=
=
=
=
DEFINITIONS
Rout::-
Panic stricken move to avoid death. May test once per move to try and
regain control. Infantry will surrender if they cannot break contact
cleanly or are poor quality troops.
Withdraw:-
Move at full extent of movement to a better and safer position with only
HALF of the unit allowed to fire ONLY if fired upon and can spot those
firing. Aircraft beaten off if fired at during run in to attack.
Pinned:-
Suppressed:-
May move at half speed and may fire up to half of total figures. May
also withdraw without a further test. Aircraft result as above.
Carry On:-
- 14 -
- 15 -