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TABLE OF CONTENS

CHAPTER ONE: CHAPTER THREE:


DREAM POD 9 TEAM INTRODUCTION .................... 4 ADVANCED RULES 30
Fic tion : Dig 'em and Die In 'em .. Art illery Support . .. 30
writing Book Overv iew 6 Requesting Fire MiSSions ... 30
Bas Ic Wor ld War II Ground Forces Tac tics Artille ry Response Time Table . 31
Alex Rhodes WriterNehicle Design
Maneuver Warfare . Art illery Barrages Table . .. .. 32
Lloyd D. Jessee Writer Sid ebar: lloyd Friedend all .. 8 Fire MISSion Atl ack Proced ure .. . 33

Dave Graham Writer Sidebar North Al rl ca n Batt lel ield Et iquette 9 Sidebar' Friend ly Fire InCidents .. 33
Artil ler y Use . 9 Artillery Attacks .. 33
Robert Beck Writer
AI[ Support to Artille ry Scatler Diagram ..... .... 34
Pat Paulsen Writer/Scenarios Sidebar: Lucian Trusco tt . . 10 Damage. 34

Marc-Alexandre Vezina Senior Editor Fortifications II Miscellaneous Rules .. .. 35


Ai rborne Operations 12 Sid ebar: Fi re MiSSion Examp!e . 35
Hilary Doda Copy Editor
Combat Engineering In Wold War II . 13 Field Engineering. 36
Pierre Ouellette Creative Director Sidebar The Engineer Listening Company 14 Construction malenal ... 36
Sidebar: Frank L. Sco tt t4 Anti-Vehicle Fortification s ............. 37
Production Veh icles IS Defensive Posillons .. . 37
Sidebar' Nlghtf ight lng 15 Dilc hes .. ........ ........ 37
Pierre Ouellette Art Director/Designer
Early CDL Vehicles 16 Demolition ... 37
Jean-Francois Fortier Layout Artist
Inlantry Quadru ped Mk I "Wagsworth - . . ..... . 16 Bunker s/Emplacements 37
Kieran J. Yanner Pencil Art T-45 Land Battl eship -Nikolai Tesla" . 17 Landing Zones .... 38
Marc Ouellette Computer Art KV- II C Tesla Tank. 17 Advanced M,nelield Rules 38
G-27 Wa lke r . . ......... 17 Minefields in the Game .. 38
David Paquin Computer Art
Inlantr y Tank Mkl V Churchill AVR E 18 Minelield COSIS and CharacterlSllCS 39
Alain Gadbois Miniatures and Scenery T 10 Mine Exploder 'Tricycle " .. .. . 18 Minefield Reference Tables . 39
Modeling/Photography Longstreet Art illery Mate . ...... 18 Sidebar: Dog M ines ... .. .. 40
Chemica l Warlare 19 Deployin g M lnellelds 40
Marcel Bastien Miniatures and
Chem ical Agen ts . ...... 20 Delec ting M,nel,elds 40
Scenery Modeling Bac ter io logic al Agen ts 20 Clearing Minellelds 40
Dimitri Kaliviotis Miniatures and Comb at Use 20 Heroes 41
Chem ical Deployments .. 2 1 Hiring Heroes . 41
Scenery Modeling
Biolog ical Dep loymen ts 21 HerOIC Abilit ies .. 4l'

Administration Pandora's Box.


Protec tion .
21
. 21
Creatin g Heroes
Heroes In Ac tion.
42
. .... 43
Robert Dubois Marketing Manager Sidebar : Hero Creation Exam ple . 43
Sidebar: Sg!. Hank Diamon d 43
Silhouette CHAPTER Two: Sidebar: Gunter Hlmmelman . 43
SKIRMISH SCALE 22 Hid den Set- Up .. 44
Gene Marcil System Designer
Camouflage
Scales and Measures . .. 22
Stephane I. Matis System Designer Double-Blind Rules .. . 44
Ch ange 01Scal e 22
Marc A. Vezina System Developer Sidebar Poin t Black Diagram 23
Chi t Hid den Unit Rules 44
Advanced C&C Rules . .. .. 45
Revised Game Scale Table 23
Special Thanks The Skirmish Scale Combat Turn 24
Leader Setu p . 45
Tac tical CPs 45
Inilialive . .... 24
A huge shout out to the San Diego Pod
Advanced Imllatlve ." .... 45
Movement
Corps for the optional Command Point and Si debar: Example 01 Advanced IMI8tive 45
Actions
Detection rules I Advanced Detection 46
Fire Modiflcalions .... 26
Delec tion Va lue . . ... 47
To my family - especially Bec and Ken - Sidebar : Example 01 Area Ellec t 26
Saturation Fi re Diagram 27
thanks for keeping the house from falling
Sidebar: Examp le 01 Skirmish Scale Action . 27
CHAPTER FOUR: INFANT RY 48
down around me .. . Reloading Vehi c le We apons 27
Inlantr y 48
Thanks to Jason English for the Terrain 28
Obscurement 28 Squad CoheSion .. 48
Bridgelayer rules .
Urban Terrain 28 Infanlry Cos l 48
Thanks to the Gear Krieg Yahoo! Group Sidebar: Example 01 Skirmish Scale BUildings ... 28 Combal Engineer Training and Equipmen t 48

(formerly eGroup, http://groups.yahoo.coml Sidebar: Urban Terrain in Tactical Sc ale .... .. . 28 Enc umbrance . ... 49

Additional Terrain Obs cure men t Tabl e 29 Detect ion Equi pmen t 49
group/GearKrieg) for all of the feedback ,
Bridges . .. 29 Sights 49
advice and commentary on the game. Persona! Protection 50
Flrestarting and Destroying Terra in 29
Sidebar : The Bocag e 29 Combat Dru gs 50
Communications DeVices 51

2
TABLE OF CONTENS

Sidebar: Galvin Manufactu rin g. , 52 ApPENDIX 1\vO: INFANTRY


Diving Equipment 52
WEAPONS & EQUIPMENT 78 Produced .. Published by
Explosives
Mobility Devices . .
Sidebar: Landing
Snipers
In Dangerous Terrain
52
.. 53
,, 53
54
Weapons Table
Morlars Table
Exp losives Table
78
78
,79
5000 Iberville, Suite 332
Montreal, QuEbec,
(i)
,I.
Support Weapons
Tank Riders.
. 54
54
Armor Table
Radios Table
79
79
Canada I
H2H2S6 _
Walking Bombs/Mines 55 Mobilily EqUipment Table 79
Zombies .... . ,,55 Miscellaneous Equlpmenl Table 79
All artwork and pictures <C>2001 Dream
Pod 9, Inc.
CHAPTER FIVE: ApPENDIX THREE: Gear Krieg, Gear Krieg Companion,
GAME RESOURCES 56 VEHICLE DATACARDS 80 Panzerkilmpfer, Silhouette and all other

Scenario Generator . ... 56 Datacard Summary . "." " ",,. "" """"""""""". " " " 80 names, logos and specific game terms are
Step t Preparing the Scenario . 56 German Vehicles .. . .. _... .. ...... .... _................ ..... ... ... _.. 81 OOream Pod 9, Inc. All Rights Reserved,
Suggesled Poinl Total Table . ... 57 Brilish Vehicles . . .. ' '''', .. 87
Gear Krieg, the Gear Krieg logo,
Mission Design Table " ... . 57 American Veh icles .... ......... ........... ............. .. ..... ... 92
PanzerkAmpfer and Silhouette are trade-
Step 2a: Objectives . ..... ..... 57 Italian Vehicles .. ................................... ................... 96
marks of Dream Pod 9, Inc.
Step 2b : Location . 58 Frenc h Veh icles ................. .. .... .. .. .. ........................ . 97
Step 2c : External Conditions . 58 Russian Vehicles ..... _.. _... ........ .. ............ _... ...... ... 98 No part of this book may be reproduced
Locat Ion Table .. ... 58 Japanese VehIc les 100
without written permission from the pub-
Terrain Table ...... ... 58 Utility Vehicles .. ...... 101
lisher, except for short excepts for review
External Condit ions Table . ..... .. . ....... . ...... . ...... .... 59 Blank Dalacards 102
purposes, Any similarities to characters,
Sidebar: Example of Random Scenario Generalion 59 Antl- Tank Guns t03
situations, institutions, corporations, etc,
Step 3: Ass ign Prioritie s ... 59
Slep 4 : Subplols .......... . 60
(without satirical intent) are strictly coinci-
Scenarios 62
ApPENDIX FOUR: dentaL The use of the male gender through-
Hit and Fade to Black . .. .... .. 62 REFERENCE TABLES AND out this manual should in no way imply the
Hard Landing 63 GAME SHEETS 104 exclusion of the female gender or suggest
Monster Mash. .. .. . 64 that the game is intended exclusively for a
Vehicle Repair and Supply Thresholds t04
Plane Smash 65 male audience , It is our hope that the fe-
Tactical Game Tables 107
Dose of Lead 66 male gamers will find this book just as in-
Campaign Record Sheel t08
//Vellkan-Lyudoed// . .......... ..... 67
Scenario Record Sheet tOO teresting as their male counterparts.
Campaign Rules ... 68
Index 110
Campaign Term s 68 Warningl Gear Krieg is a work of fiction in-
Bibliography ttt
Overview of Gear Krieg Campaigns . . .... 69 tended to be used in a game context only_
Sellhe TV ...... , 69 It contains elements which may be deemed
Campaign Cycle Table 69 inappropriate for younger readers, Dream
Suggested Poinl TOlal Tab le, . , . 69
Pod 9, Inc, does not condone or encour-
Oplional Campaign Spec ial Rules Table " . "" " 69
age the use of violence or weapons, Pa-
Campaign Special Ru les .'''' "" 69
rental discretion is advised,
Seiling Ihe Sc enarios .. 69
Building A Unit " . """" " . 70 Dream Pod 9 can also be reached throug,
Play the Scenar~os ... " 70 the internet. Check the rec.games,mecha and
Experience Threshold Tab le " 72 rec.games.miniatures_misc newsgroups for
Sidebar: Healing " "",," 73
support and infoonation about Gear Krieg, You
Ending Ihe Campaign ' '''',,'' ". 73
can also visit our WOOd Wide Web page at
ReVised Infanlry TO&E Costs 74
http://www.~.comI

ApPENDIX ONE:
PERKS & FLAWS ................ 76 Stock #DP9-503
Legal Deposit: March 2001
New Perks, Flaws & Weapons 76
Bibliotheque Nationale du Quebec
Perks 76
National Library of Canada
Flaws. 77
Weapons 77
ISBN 1-894578-72-8
Printed in Canada

3
CHAPTER ONE: INTRODUCTION

ture would drop , and it would start to


snow Sevastopol had been under siege
since early October; the German army
had fl attened the city in the ensuing
month of fighting, but the Russian de-
fenders, inspired by the radio broad-
casts of the Great Stalin, fought on. liv-
ing in misery in the network of under-
ground tunnels and bunkers, they crept
up by ones and twos to snipe at Ger-
man troops and to blow up supply
dumps whenever th ey found them .

Another shot rang out. One of the men


cried out in pain and fell clutching his
knee. All around, Luckners' Assault Pio-
neers dropped to the ground.

"Radio l ' he barked. His radioman


crawled towards him , the bulky radio set
giving him the appearance of a hunch-
back. After a few seconds of work, the
private handed Luckner the headset
and microphone .

"This is Gertrude calling Tin Woodsman


.. .come in. Tin Woodsman. Over."

DIG 'EM AND DIE IN 'EM A moment or two later the crackle of
static was replaced by a distant voice.
Hauptman Heinrich Luckner ducked as a slug from a Russian sniper's bullet whined "Jawhol. .. Tin Woodsman here,
off the brick wall behind his head. He snarled a curse at the war, th e Bolsheviks, Gertrude .. over"
and the rain that was driving down in sheets, sluicing cold water down th e back of
his neck. "Where the tiell are you? I've got a 'Wolf'
problem here l Over. "
"Hurry up with those damn things , Feldwebel!" Heinrich barked . "Do you want to
bring the damned Ivans down on us?" Another bullet cracked overhead.

Feldwebel Johann Schmidt cursed the war, the Bolsheviks, his damned slave driver "If the damn Ivans put a bullet into the

of a Hauptman, the rain and the damned equipment he and his men were hauling cargo, we're all dead l Hurry up for God's

over the broken brickwork of what was once the Russian city of Sevastopol in the sakes I Over."

Crimean peninsula. Twelve men struggled to manhandle the three tarp-covered " Understood Gertrude .. don't fret on our
handcarts towards the tunnel entrance up ahead. The rest of the platoon floundered account. We are inbound on your loca-
through the morass of broken brick and mud, some guard ing the perimeter. others tion now We had a bit of trouble with
hauling the rest of the engineering equipment on their backs . the roads ourselves. Over."

Nothing much has changed since the time of the Roman legionnaire, mused Luckner peered cautiously up over the
Hauptman Luckner. Soldiers today would still appreciate the old joke that named sheltering rubble. Looming out of the
the legionnaires "Marius' Mules" for the loads they had to carry. driving rain the lumbering forms of two

Operation Barbarrossa was now six months old. The November rains were turning Valkuries could be seen. Luckner

the miserable excuses for Russian roads into a sea of mud. And soon , the tempera- smiled ; that was more like it.

4
CHAPTER ONE: INTRODUCTION

"Tin Woodsman .. have you in sight. reasons for the work. Why? Didn't the Comrades Ivanova and Roshenko have
Gertrude located in shell holes thirty Great Stalin have a treaty with the Fas- not yet returned from their stalk. They
meters to your front , at your two o'clock .' cists ? But he had been right not to trust are overdue, and I fear the worst."
the Germans. And now Kolya's battal-
"Acknowledged and understooci , That was bad. Ivanova and Roshenko
ion, having dug these holes, had to die
Gertrude. Tin Woodsman commencing were the best snipers they had left. If
defending them from the invading
sweep now. Over. " the Fascists had gotten them ...
armies of the Fascists.
Luckner heard the roar of the rotary en- Alexiev nodded. "Go and sneak about
The fighting over the last month had
gines as the Valkuries poured on the or an hour or so ... then report in and
been hellish. At such close quarters pis-
power. He looked out again. Suddenly we'll see ."
tols , submachine guns and grenades
there was a flash to his left, followed by
ruled the day Of course , knives, bayo- Grumbling , Kolya's squad gathered up
the report of a shot. A spark leapt from
nets and fists had their uses too. their weapons and staggered off down
the glacis of Tin Woodsman One.
Yevtushenko , the biggest man in Kolya's the tunnel into the darkness.
" Tin Woodsman .. Tin Woodsman l platoon, swore by the entrenching tool
Sniper at 10 meters to your front , at your that he kept ra zor sharp .
one o'clock lOver." Hauptman Luckner looked at his watch
All of Kolya's men were pale-faced, be-
for the fifth time in the last few moments.
Th e second Valkurie bu lled forward grimed and exhausted Food was al-
Only two more minutes to go.
over the ru bble towards the tlidden most gone. Soon the lazy, fat rats would
Russian as the first opened fire with its be scurrying for their lives . "Seems a damn dirty way to die .. . even
machine gun. for Ivans." Schmidt muttered. Luckner
Kolya felt a tap on his leg. Young Igor
fixed his sergeant with an icy cold stare.
"Oanke Gertrude .. this Ivan s goose is Shugin , eyes huge in his haggard child-
cooked Over. " man's face, had nudged him. "A German soldier does not question
orders, Schmidt. He carries them out.
Flames belched from the nozzle of the Stumbling out of the gloom was a broad-
Now pass the word for gas masks to the
flame-thrower on the second Valkurie. shouldered bull of a man with the apple-
men, and have the control teams ready
Luckner closed his eyes in relief as he green shoulder flashes of Comrade
for launch. "
heard the Russian snipers' screams. Beria's NKVD . Kolya rose to his feet and
wearily saluted. "Comrade Commissar." Schmidt nodded in acknowledgement.
"Alright Feldwebel . . move out. We're
The men rapidly stripped off their caps
almost 10 minutes behind schedule." Alexiev was a hard-faced man . When
and helmets, pulling on their gas masks.
he looked at you, it didn't take much
imagination to imagine him staring over Luckner let his eyes move to th~.objects

Sergeant Kolya Yakushev kicked out at the sights of the Tokarev automatic he of the exercise. Three two-meter long
the rather bold rat that had been inves- wore at his waist. Last week, he had shot ovoid insectile forms crouched low on
tigating his left boot. The rat ambled Kolya's lieutenant and assumed com- their six-legged chassis. The backs of
away with a marked lack of fear. mand himself. For "defeatist attitudes in the machines bulged obscenely.

Knows I'm too bloody tired to do any- the face of Fascist aggression ." Defeat- Luckner's smile was humorless. For the
thing more to him. Kolya me ntally ist. As if any of them were going to get second time in the war, his pioneers
snorted. We are all too worn out fighting out of this hellhole alive, never mind beat would be sending the "Cockroaches" off
the Fascists to worry about the rats. the Germans. to war. Last time, they planted shaped
"Comrade Sergeant." Alexiev's voice was charges on the Maginot line forts. This
Kolya and his fellows in the engineer-
as harsh as his demeanor. "I want you to time, they would carry their deadly
ing battalion had spent the last year
take out a patrol. The Fascists have been cargo of chlorine gas deep into the Rus-
working in and around Sevastopol.
too quiet for the last three hours. I want sians' tunnels.
They'd tunneled in the earth lil-.e moles,
constructing a huge underground net- to know what they are up to." Luckner checked his watch again . 1300
work of tunnels and bunkers. At the time, Alexiev let hi s fac;:ade crack for a mo- hours. It was time to go. "Feldwebel
everyone had complained about the ment , showing Kolya his concern. "And Schmidt. You may launch when ready."

5
CHAPTER ONE: INTRODUCTION

With a clatter, the three "Cockroaches"


skittered off down their separate tunnels ,
The control teams hunched over the tiny
screens as they piloted their "bugs" over
and around obstacles , The glow of the
little televisor screens lit their gas-
masked faces eerily, Like men from
space, Luckner thought, or demons,

The wire drums clattered as the thin


control cables played out behind the
machines , Luckner nodded his satis-
faction to Feldwebel Schmidt.
"Shouldn't be long now,"

"Hsst! Sergeant. I think I heard some-


thing," It was young Igor Shugin, out on BOOK OVERVIEW
point. He waved everyone into silence,
The purpose of the Gear Krieg Wargaming Companion is to expand and clarify not
Kolya stained to hear anything ", what only rules, but the setting of Gear Krieg as well. This supplement contains advanced
was that sound? The clatter of a rock? rules, new equipment, weaponry and vehicles. The Companion is divided into five
Kicked by a careless German 's boot? main chapters, each focusing on certain aspects of the miniature game. When ad-
ditional clarification is deemed necessary, sidebars provide examples of rules or
A few minutes later they froze again, Two
provide additional background information.
pinpoints of light, low to the ground,
could be seen moving up the tunnel to- The rest of this first chapter covers the different types and techniques used for
wards them , A low growling hum car- warfare . Some are new or are just being proven for the first time, while others were
ried down the tunnel. Igor's eyes wid- old and outdated before World War II began . This chapter also provides some back-
ened impossibly large. ground on combat engineering and related equipment.

"Sergeant! What in the name of the The second chapter introduces the special rules required to play on a smaller, denser
Devil's Grandmother is that thing?" battlefield - such as a jungle patch or an urban fight - where small groups engage
at close ranges that would be impossible to properly represent on the more ab-
Kolya played his torch over the oncom-
stracted tactical scale tabletop. These rules are referred to as Skirmish combat.
ing whatever it was. "It's". some kind of
metal bug?" The third chapter covers advanced rules such as artillery support, combat engi-
neering and heroic characters , The fourth chapter adds specific rules for infantry
along with new equipment and infantry types, such as the dreaded zombie troops of
The lead operator of team two looked the Axis. The fifth chapter contains a detailed scenario generator, some sample
up at Hauptman Luckner. scenarios and the main campaign rules.

"Sir! Unit one has contacted enemy!" The rest of the book is taken up by game aids . The first of the four appendixes
covers some new Perks, Flaws and Weapon Characteristics, The second appen-
Luckner nodded , "Very good, Release
dix summarizes the infantry equipment, its Threat Value cost, campaign cost and
the gas,"
other pertinent information. The third appendix first covers the new datacard record
As the young Assault Pioneer flipped the sheet, explaining how to read it. This is then followed by the datacards for more
switch, Kolya Yakushev's flashlight shim- than 164 vehicles and variants; this includes blank datacards , improved datacards
mered in the billowing yellow clouds of for all the vehicles in print so far and game stats for the new vehicles discussed in
chlorine gas. this book. The fourth and last appendix contains reference sheets .

6
CHAPTER ONE: INTRODUCTION

BASIC WORLD 'WAR II ver enemy forces using a motorized com-


bined arms approach, As the opening

GROUND FORCES TACTICS phase of the war developed, the use of


the tank and the walker in offensive roles
World War II sha red many things with the myriad of wars that came before it. People (and the role of the truck in ferrying sup-
fought for ideology, patriotism, money, or perceived justice. Soldiers died by the plies to sustain these offensives) became
thousands in mass engagements as armies swept across a good portion of the the key element to almost every major
world . New weapons were debuted and perfected and new terrors were unleashed. combat engagement.
It was the way in which this war was fought, though, that was different. The weapons Much of this still came down to the skill
used were unlike any that had come before, Rapid advances in science and tech- of the commander. First, a commander
nology had opened up al most every facet of warfare to a new idea or a new employ- had to grasp that these elements were
ment of forces to a level unseen in human history. necessary on the modern battlefield.
Of the many great innovations of this era , there are a few that stand out as key This was the deciding factor in many
elements in the forces that changed and shaped the face of the modern battlefield, early engagements, as commanders
Most of these te chn iques and technologies had been pioneered decades earlier; it who favored the trench and line tactics
was the advent of a global war, though, that saw them refined to the degree that they of old matched wits with commanders
",ere becom ing th e deci sive elements in most of the malor land engagements of the who had successfully reasoned that the
Second World War. new fast armored units made this "hon-
orable" way of fighting a war obsolete.
It was in these early engagements, too,
that the cream of every major army to
fight in the war rose to the top, and the
deadwood was sifted out. General Lloyd
Fredendall was a prime example of this
sort of commander. Fredendall was a
capable administrator with no grasp of
the new style of warfare that governed
the battlefield; a shortcoming which al-
lowed Rommel, one of the command-
ers who had spent the years between
wars mastering the new style , to achieve
a stunning victory over the U.S, forces
at Kasserine Pass.

As the wheat was separated from the


chaff, the great commanders of the field
M ANEUVE R W ARFARE an enemy's defensive line, then exploit
went to work using these new weapons
that rupture by penetrating deep into en- to maximum effect. The most recogniz-
The idea of outmaneuvering one's oppo-
emy territory and isolating the bypassed
nent to gain advantage over them on the able of these new tactics was known by
enemy forces. A German officer, Heinz
battlefield is as old as war itself. With new the term blitzkrieg, or lightning war. It's
Gudieran, came up with much the same interesting to note that the blitzkrieg was
technologies , however, comes the need
idea independently of Liddel Hart. His actually pioneered in the Franco-Prus-
for new tactics. The initial development
idea for fast , combined mobile armed
of the strategies at the core of the mo- sian War of 1870-1871. In that war, the
forc es came from initial con sultations
bile comb ined war fare concept was term had been applied to troops rap-
with old cavalry troopers. Using the con-
made by men on both Sides of the En- idly advancing through enemy territory,
cept of cavalry but employing light mo-
glish Channel. BH Liddel Hart , a lunior bypassing major pockets of resistance,
torized vehic les, he showed how it was
British office r, proposed a fully mobile and then encircling them. This tactic ob-
possible to move quickly and outmaneu- viously fell out of favor in World War I,
combined force trlat could break through

7
CHAPTER ONE: INTRODUCTION

where the machinegun and artillery cautious slow start when 1st Armored
Uoyd Friedendall made open movement of masses of Division encountered 10th Panzer DiVI-
troops in attempts to encircle practically sion at Maknassy Pass . Patton was able
Known more as a troop trainer than a
suicidal. With the emergence of high sur- to turn the tid e and take the Germans
co/lwat soldier; Fridendall \Vas picked
by Eisenhower; Ivith .\'ome misgiving.\', vivability weapons like the tank and ttle and Italians in the open plains alo ng the
to succeed lv/ark Clark as the 2nd gear into mainstream combat forces , Gabes-Gafsa highway eas t of EI
Corps commander. Friedendal/ par- this tactic was once again an option Guettar. The 1st Infantry Division mauled
tially ass{wged these concerns with Tanks could move very quickly over a 10th Panzer's tanks and gears with
success/it/landings near Omn lit the wide variety of terrain and deliver a massed artillery and tank destroyers by
heginnillg of TORCH. massive punch, while gears could cross being there faster and better prepared
Disaster struck when Friedendallwa.l terrain that even tanks had difficulty ne- than an enemy caught almost unawares.
unfend to Ill/vallce and sewre the TII- gotiating, with a greater degree of ma-
General Georgi Zhukov was another
Ilisiall port (!f Sfax. This would block neuverability and often a wider assort-
leader who understood early the new
the retreat of Rommel's Panzer AmlY ment of firepower. Field Marshal Rommel
face of war that was sweeping across
Afrim in its altempt to link lip with himself described the tactic rather suc-
Eurasia. One of the few generals to sur-
Wm Amilll. Friedenda/l .wretched the cinctly in his engagements against the
vive Stalin 's purges (though not without
IlInks and walkers (!t his 21ld Corps British at Tobruk. In speaking of the ti-
over an tio-mile front to cover the Al- trouble). he later took command of a
midity of his own 5th Light Infantry Divi -
lied right flank. Eisenhowe/' had or- forc e of Soviet troops against the Japa-
sion in a reconnaissance raid on Tobruk ,
dered a .vIlIIldard deplownent with a nese Imperial Army at the ba ttl e of
he stated. "the division's command Ilad
stwng mohile reserve, bill Friedendall Khaikhin-Go l. General Zhukov used a
not mastered th e art of concentrating its
scaltered his injalllry across several combination of his own impreSSive
strength at one point . forCing a break-
isolated djehe/s and hroke lip hi.l /110- battlefield skills . as well as an effective
hill' reserve illto small, scaltered ele- through, rolling up and securing the
deployment of modern battlefield weap-
ments. Ii) top off this poor deployment. flanks on either side, and then penetrat-
ons in open terrain, to defeat an enemy
Friedendall placed his helldljllllrlerS ing like lightning, before the enemy had
with poor mobility. Th is only major con -
So miles hehilld hisjinnt lines. had time to react , deep into his lines."
flict in the undeclared war between the
The Germans used this tactic success-
It wasn 't long hejim' Ihe Germllns Soviet Union and Japan in 1939 forced
fully in the Low Countries, France, the
blasted through the gateway at Faid the Japanese to look elsewhere for easy
Pass and quickly isolated alld en- Soviet Union and Africa. Other forces ex-
conquest.
circled the American il(fantry. With hibited similar skills, though. Learning
the reserve so hroken lip, it allowed from battle with the Germans, or devel- General Bernard Law Montgomery
Rommel to smash the Americans at oping them on their own. they would could arguably be noted for only half-
Kasserine Pass. General Bradley's eventually use simi lar tactic s to destroy heartedly adopting this new paradigm
sllbse<jllent report on Friedendall '.1' the Axis. shift in warfare. His victories at EI
military hllI/lder saIV his retllm to the Alamein were based on tactics from th e
u.s. and Palton 's pmmotion to CO Ill- General George Patton had correctly
First World War his malor attack plan
/lwlll/a <!( 21ld Corps. surmised before the war even began
cente red on a massive front infantry as-
that this baSIC strategy was th e most
sault combined With an armored assault
effective given the new tools at hand.
wherever weakness was detected in ttle
He echoed Rommel's sentiments in his
German lines. This was hardly a "mod-
famous pre-embarkation speech when
ern" assault , but he knew he was in for
he said, "There is no such thing as a
a war of attrition and used the tactic s of
foxhole war anymore . Foxholes only
the era , albeit in a most primitive fash-
slow up the offensive. Keep movingl"
ion, to achieve hiS victories.
Patton's skills would prove his ability with
this new style of war time and again. but Perhaps th e most notab le factor in cle-
they first showed through at EI Guettar. vetopment of these tacti cs was th at
Despite a potential disaster and another both sides had the advantage of a sur-

8
_(~)~*00e CHAPTER ONE: INTRODUCTION

prising deal of flat terrain with which to tics than the standard strategies of the aged by th e better commanders of the
conduct their combat actions. With the rest of the war. war to move as far forward as possible
exceptions of fighting in the Balkans as often as possible. If the line moved,
In the Pacific Theater, the tactic of is-
and the Pacific Theater, most of the war the artillery moved . and quickly Great
land hopping became the preferred and
was fought on relatively flat land, which lengths were taken , given th at the artil-
only significant means of maneuver
was ideal for the kind of maneuver war- lery was seen as a much more involved
warfare. In that area of operation, the
fare that was the norm for the entirety part of a combat force rather than the
navies of the United States and Impe-
of the war. simple support element it had been in
rial Japan vied for control of the sea-
past wars, to ensure that these units did
In the Balkans, warfare was fought as it lanes. These sea-lanes were the equiva-
not fall too easily.
had been for centuries, for control of lent of the major autobahns and road
strategic chokeholds like mountain nets being used in Europe to ferry Artillery was also employed to protect
passes and overlooks. The quick disin- armies across the continent. Once con- the flanks of an advancing force from
tegration of the local forces reduced trol was established in an area, such as enemy counterattack. Not many forces
fighting to mostly guerilla actions. the Japanese control of the seas around would risk actually charging into an ar-
Though these were no less important in the Phillipines, or the United States' con- tillery barrage to try and flank an enemy,
the overall scheme of the war, the ac- trol of the seas around Okinawa, a de- a fact counted on by commanders who
tions in question lent themselves more fending force could be encircled, cut off used it, such as in Romm el's assault
to special operations and irregular tac- from its source of supply, and reduced. against the French near Philippeville in
1940. The effectiveness of its employ-
ment, again , was strongly dependent on
the troops using it. During the original
North Alrital Battlefield Ellquette
German campaigns in France and Af-
Early war use of mechanized warfare by Ihe Brilish lended 10 be Ihwarled by Ger- rica, strong use was made of artillery
man allli-lank guns. The mosl nOlable gun was Ihe 8.8cm PANZERABWHERKANONE as an equal partner in an attack, basi-
which was a originally WI anli-aircraft weapon. The gun could penelrale Ihe armor cally looked upon as another combat di-
of a Marilda al ranges of up 10 2km. The gun was inslrumenlal in repelling Ihe
vision. Nations like France and Great
Brilish during Operalion BATTLEAXE ar Haifaya Pass. A caplured Brilish officer
Britain were somewhat slower to grasp
was overheard by member of Rommel's sraff 10 express indignation lowards Ihe
the effectiveness that modern artillery
weapon.
pieces could rlave on the battlefield.
"In my opinion," said Ihe EnglishrrullZ as he glanced al a nearby 88, "il is unfair 10 Allied artillery units at that time were of-
use 'flak ' againsl our ranks." ten relegated to bombardment duty,
A Gennan arlilleryman nearby, lislening 10 Ihe inrerprelalion, exciledly illlerjecled, meant only to soften up or hctrass the
"la, and Ilhink it mosl unfair of you 10 allack wilh ranks whose armor nOlhing bill enemy. This type of fire ranged from
an 88 will penetrale!" marginally to wholly ineffective in de-
grading the German's comb at capabili-
ARTILLERY USE observers and artillery officers were ties . It was because of this , as with the
called upon more to work more closely other modern inventions of war that the
The use of artillery on the battlefield is
with the infantry, not only to call fire on Germans capitalized on first, that the
almost as old as the use of gunpow-
targets harassing the infantry, but to Allies suffered such crippling defeats in
der. Gunpowder weapons in the form
bring counter-battery fire on units that the early stages of the Second World
of great mortars began their use in war-
might be able to harm friendly artillery War. It was not Just that artillery was
fare as siege weapons. Artillery's im-
as well. Artillery units were expected better used, but that there was far more
portance in this war cannot be under-
to be ready as soon as a position was variety in weapons than there had been
stated, though. All sides used it to ex-
taken to provide fire , should it become before.
cess as an essential element of any
necessary, on any of the avenues the The main types of artillery used on the
major operation. Its use as a proactive
enemy might use as a path from which battlefield of the Second World War can
part of any battle was a standard fea-
to counterattack. Artillery was encour- be broken down into three types. The
ture of more modern warfare. Forward

9
CHAPTER ONE: INTRODUCTION

first , field artillery, consisted of the large operation. This was due in part to two
cannon weapons and rocket platforms factors. One was that aircraft technol- Lucian Truscott
that could be called upon to mass fire ogy was still in development in the pe-
An old-time cavalry commallder,
and suppress , neutralize , or destroy riod between wars, more so than most
Truscoll was a strict disciplinarian
enemy targets . The second type of ar- other potential instruments of war. The with a passion for thorough training
tillery, mortars, could be used to pro- other was that precognitive command- and a penchant for pushing his mell
vide responsive fire against smaller tar- ers on both sides began exploring what to the limit. TrUSCOII shared Pallon 's
gets, and were often organic to small kind of roles these newer designs might unorthodoxy of dress, most Ilotably
infantry units. Mortars could be used in play in a coming conflict. his silk scarf, weathered leather
a variety of roles, including direct infan- jacket, enameled helmet. cavalry
Both sides did focus on air superiority
try support, battlefield illumination, lay- breeches and boots. Atthe beginnillg
over the battlefield as their number one of Torch, he almost single handedl),
ing down smoke for the purposes of ob-
priority. The Germans realized very early salvaged the landings at Mehdia. The
scurement of the enemy or the screen-
on that aircraft could be used to perform Navy had bungled the landings and
ing of friendly forces, and engaging tar-
a wide range of duties. Mostly due to Frellch Colonial forces caught the
gets too obscured by terrain features to
their experience in the Spanish Civil War, break they needed to push the Ameri-
allow small units the opportunity to di-
the LuftwaHe developed aircraft like the cans back into the sea. Truscoll re-
rectly assault them. Lastly, there were organized several units and fonlled
Hensc hel Hs 129 to compliment their
the direct fire weapons of the period. a rally point for the survivors of the
Stuka dive-bombers to fill out a new role
These included a variety of weapons , first wave. He then persollally radi-
in air combat , ground attack. It also de-
from the shoulder-mounted panzer faust oed other landing c raft onto the
veloped a program whereby its air of-
and bazooka to the big direct fire sup- beach, and vectored them into posi-
ficers participated directly in Army
port weapons of demolition vehicles tions, which allowed them to flallk
wargames, acting not just as observers,
such as the Hummel, to the towed anti- and eventually rout the assaulting
but taking a direct role in coordinating French forces back 10 Port Lyallley.
tank guns like the German 88mm. Close
air assaults on target s of priority to Truscoll even managed to secure, at
air support could also be loosely in-
ground forces . cost, the airfield that was one of the
cluded into this category. as the guns
original objectives of the landings.
of aircraft and small bombs were often The Allies, as with many things, were
used to the same eHect. These weap- slow to reali ze the advantage of aircraft General Truscoll went on to distin-
ons had a wide variety of uses , includ- in close ground support missions. The guish himself in several unconven-
ing direct suppression of enemy posi- British RAF proved least concerned by tional operations under PaIlO/l's
these new innovations in air combat, command while in Africa, and was
tions and the destruction of enemy ve-
hand-picked by Pallon to lead the
hicles . They were commonly used in and instead continued to focus all de-
tactically ana politically importafll
tactical situations to deal with immedi- velopment of their air doctrine on stra-
raid on Rabat.
ate and readily identifiable threats. tegic bombing raids instead of army
support miSSions. U.S. air commanders
did take some note of the Spanish Civil
AIR SUPPORT
War and the new ground support tac-
Air power had been used in various mi - tics being pioneered by the Germans.
nor military roles as early as the 19th Major George Kenney, later commander
century, in the form of lighter-than-air of the Fifth U.S. Air Force, wrote an ar-
balloons, and then into the First World ticle in 1938 on the conflict that was
War in the form of balloons, dirigibles , complimentary of the Germans on their
and biplanes . Still, these units were support and interdiction missions. He
hardly decisive in tactical engagements . also predicted that, given what had
Many proponents of air power on both been seen with air transport of combat
sides saw, as planes quickly developed forces in Spain, transport of ground
in technology, that they would soon be- troops by air would be an important mis-
come an essential part of any tactical

10
CHAPTER ONE: INTRODUCTION

sion of the air force in wars to come. pression, in which they would attempt World War caused timidity towards
American and British air forces would to knock out flack batteries and large-scale ground operations, espe-
soon develop their fighter-bombers and assistance enemy formations in in countries such as France. All
convert their regular aircraft to ttle immediate area. As the Luftwaffe these things led to the development of
ground attack with the use of heavy forces dwindled and the Allies' ground massive fortifications in preparation of
machine guns and rockets. In ttle early attack missions became more frequent, an assault by neighboring nations.
stages of trle war, however, Germany new interdiction missions were devel- France, Belgium, and Germany were ttle
could be said to have the edge in oped. In advance of a ground force, air- practitioners of this art.
ground attack aircraft and tactics. craft would spread out to attack any
The French command became
enemy forces or supply trains ttlat might
The missions of this new breed of figrlter obsessed with the "continuous front"
be moving forward, delaying enemy
aircraft were quite varied. Ttle Germans, strategy. This strategy assumed that if
counterattacks, enemy forces
in keeping with the blitzkrieg style of a front along the entire combat zone
engaged and, of course, dis-
warfare, applied a doctrine of could be maintain3d, the
their best ground attack aircraft very aggressor, Germany, would not be able
close to the front, and developed them to sustain an offensive or break through
to be capable of using rough airfields. often was that communication between to the French heartland. Thus, in the
The focus was still more on interdiction and formations allowed for bet- 1920's and 1930's, the Maginot Line,
ttlan direct support of ground forces. ter coordination ground targets named after a minister of war who had
After air the secondary pri- and enemy formations. The power most lost an arm at Verdun in 1916, was bud-
ority of fighters was to hit bridges, roads, lacking in this ability early in the war, the geted and began construction. The
enemy reserve forces, and artillery po- Soviet Union, also provided the most plan was for this Line to run all
sitions. were equipped example of how fatal ttlis could the way to ttle channel, but more liberal
with light bombs for these missions. The be for a war effort. Soviet aircraft elements in the French government
cannon developed for some German had radios and usually flew in tight for- tlalted the proposed series of fortifica-
aircraft such as the Stuka gave them the mations to visually coordinate with one tions at the Belgian/German border. This
ability to destroy armored vehicles, a another. German fight- was in conjunction with King L.C'J;.J'JIU

mission that German high command ers that could better coordinate their action to take out of France's
had originally considered beyond the attacks and fly in more spread-out for- web of alliances and declaring its neu-
capability of their fighters. To destroy mations shot Soviet fighters and bomb- The Maginot Line was never en-
larger targets, or perform on a more stra- ers down like flocks of geese.
scale, German commanders even to be a series of fortifications
developed air combined arms opera- running up and down the French bor-
tions. These involved mixes of recon- der. It was also not designed to be im-
naissance, heavy fighter, and bomber A quote attributed to General penetrable, but rather was to bog down
groups after massive tar Patton said that fixed fortifications were any potential German advance, and al-
gets, such as rail networks deep behind monuments to the stupidity of man. No low fast, mobile forces to advance and
enemy lines. more strongly was it proven than in this support the fixed fortifications. for
war. Names that had at the same time the French, Hitler had oHler ideas. The
The Allies main focus for their fighter
been with pride and to inspire fatal mistake to stop the Line at the 8el-
aircraft In the early part of the war was
fear, like the Maginot Line, the border would soon lead to the
bomber escort. actions in Africa
Line and the Atlantic Wall, became the downfall of France and its
were almost solely focused on interdic-
punch lines to jokes after they had been by the Germans.
tion, destroying fixed installations and
conquered and low. The idea
slow moving targets. Direct combat sup- The Germans for their part had a simi-
of fortifications as bastions of power and
port missions were even further from lar fortification constructed in the 1930's.
centers of refuge for the European pow-
common usage than were with Axis This was the vaunted West Wall, known
ers most of all stemmed from an ancient
forces of the day. missions of the in the United States as the line.
dependence. It could also be argued
Allies were focused on drop zone sup-
that the staggering losses of the First

II
CHAPTER ONE: INTRODUCTION

This massive concrete and sleel slruc- was cold weather els of ""',"'''''' cone-man "o'''tV'''_
from SWitzerland to the adap'[ed The Germans suffered from and make
reaction force,

look idea
10 the extreme, Given their became one of
strategy of defense of Ihe islands that the celebrated and admired forces
of the German This could be con-
sidered an unusual occurrence since
Each island most staff officers of the part of the
small fortress, The war viewed troops, like the spe-

known
as the Ardennes Offensive or the Battle
of In final act in defense of
the Reich, the Line caused ap-
100,000
air bases, or became the sites of
final locus in this of American air bases. so eifec-
from which to hold off attained
emy forces, were the fortifications of the did The
German Army Atlantic Wall. see in al-
most every theater of the war, with dar-
and

elements,

tentia!. The Allies did this


stages, as their use would
Airborne Divisions, who could be
ater-wide """",neuron
would tell with those great cilies. Into an
utilize their
The Soviet Union taired somewhat

vanced into the Soviet heartland,


laid to

to be the main focus of airborne


operations in the war.
would go for the Germans, except for
the Russian The
the Soviets had in abundance was
cold weather gear, much of their

12
CHAPTER ONE: INTRODUCTION

specially designed girders and pon-


toons and often whatever material was
at hand. Specially modified Walkers
helped a great deal in building bridges,
with stronger arms than on other Walk-
ers. They could move parts of a bridge
into place easily and help to shore up a
bridge until it was securely fastened to-
gether.

In addition to ditches and structures,


mines were used extensively. It was the
engineer's job both to lay minefields and
to clear them. Common APCs were pro-
duced in models with combat engineers
in mind. Extra stowage for mines was
often a feature of those APCs. Mines
COMBAT ENGINEERING came in all shapes and forms, from the

IN WORLD WAR II large round metallic anti-tank mines to


the wooden coffin mines. Not all could
As long as Humankind has been devising ways to fortify and defend, it has been be easily found with the metal-seeking
devising ways to overcome those same fortifications and defenses. Tanks were first mine detectors.
designed in World War I to overcome the defenses of the machinegun and artillery. Skilled engineers could lay a hasty
As mechanized warfare sought to break through these, defenses became mono- minefield in minutes. Many engineers,
lithic in scope and strength. New techniques and ideas had to be thought up to however, particularly the Germans in re-
counter the new obstacles, and many ideas were tried during the war. treat, made laying mines an art form.
The major innovations were in using armored vehicles to help engineers in the as- Mines were designed to be detonated
sault role of breaching obstacles to pave the way for troops behind them Bridge- in a variety of ways, including explod-
laying tanks were devised to cross rivers and anti-tank trenches. The vehicles took ing if the mine was lifted instead of just
many forms, such as scissor-type bridges that folded in half and rested on top of the walked upon or rolled over. German
tank. Other vehicles became part of the bridge themselves, allowing other vehicles engineers extensively used this feature
to roll right over them. Fascines, which were bundles of sticks or brushwood, were to booby trap anti-tank obstacles, mak-
attached to tanks with quick-release mechanisms so they could be dropped into ing them an absolute nightmare to re-
trenches to allow for easier traverse of vehicles. Still others devised ways to defeat move. The Germans were able to buy
barbed wire to allow infantry to bypass the obstacle. considerable time on the retreat back
into Germany with these tricks.
To defeat concrete barriers like walls, bunkers and anti-tank blocks (so called
"Dragon's Teeth"), explosives were the best and easiest weapon to use. Tradition- The Russian were the first to use radio-
ally these explosives had to be carted and delivered on foot, at incredible risk to the detonated mines. They developed a re-
combat engineer using them. Weapon designers of all nations quickly saw that tanks ceiver set and battery that fit into a wa-
could be a great asset in this role, and many tanks were designed to perform it. tertight canvas bag that could be bur-
Tanks with weapons that fired big explosive charges short distances began to show ied along with the mines. Engineers
up on the battlefield. Engineers could now blow through concrete in relative comfort keeping an eye on the mined area
knowing they now had armor between them and enemy fire. could detonate the field from several
kilometers away to maximal effect.
Explosives were also the tool to use when blowing up bridges, a favorite delaying
Other nations on caught on and dupli-
tactic. Engineers could rig any bridge to blow up and leave a mess behind for
cated the mines.
enemy to clean up. Building those bridges again quickly was of paramount impor-
tance to keeping an army mobile and attacking the enemy. Bridges were built from

13
CHAPTER ONE: INTRODUCTION e e O*(fjCffi)_

The Engineer Ustening Company Frank L. Scott


The Russians not only used radio technology in their minefield.~, bUithey also used Lt. Frallk Scoll was a combat engi-
it in their scorched earth methods. The radio receiver was COl/pied with a large lIeer in Italy and France in 1943-44.
buried antenna and a crude analog computator. The compUiator periodically turned He commanded a platoon of ellgi-
on the receiver for 8 seconds every 3 milllltes 10 see if a detonation signal was being neen, which he led to distillction sev-
sent. This scheme allowed the ballery to power the system for lip to three months. eraltimes. The first time was ill Italy:
The receiver was capable of getting a signal asfar away as 300km. The whole lin it Vellerti was a townllear the lOp of a
wOlild be attached to several explosive charges set within a bllilding. mountain. The Gennalls defended its
approach weI/with aile exception -
The Germansformed the Engineer Listening Company to help combat these radio-
a forest that ran lip the side of the
detonated traps. The name derived from the method offinding the detonators. The
mOllntain. In the vegetatiolliay a rain
computator was analog and IIsed mechanical parts to operate. Using very sellsitive
ditch rllnning the lellgth of the slope.
microphones, the ellgineers in the listening company could detect the sound of the
The collll1U/IIder. Major General Fred
computator working. Once fOllnd, the engineers could go abollt defusing the de-
L. Wlzlker, reasoned that a road could
vice. To help ill this process. the antellna wOllld be dllg lip and slowly redllced in
be cOllstrueted lip that ditch so SIIP-
length. Redllcing the length of the antenna diminished its ahility to receive a signal
plies could he driven lip the mOlln-
and therefore reduced the chalice that the explosives would be set olf hefore the
tain. Those wOllld allow friendly
Gennans could remove them.
forces to allakfrom the slImmit down
inlO Vellerti, making tht: task of re-
Mines were designed that could jump ties. Roads could be damaged by all movillg the Gamalls IIllleh easier.
into the air first before exploding, manner of methods such as mines, ar- The road had to be constructed in the
spreading shrapnel around to maxi- tillery, excessive combat vehicle usage dead of lIight. and without firing
mum effect. These so called 'Bounc- and even deliberate sabotage. The weapons - even (f attacked. This
ing Betties' were despised by infantry most common method to quickly re- wOllld have givellthe Germans (j ref-
universally and could decimate a unit build roads was to use logs and smaller erence point at which to aim, which
in seconds. sticks on beds of gravel to allow use. wOllld have spelled disaster for the
These roads were sometimes called t:ntire operatioll. SCali alUl hi" 1IIt:1l
Almost as ingenious as the design and managed to complete the new road
corduroy roads.
application of minefields were the hy dawn the next day, enabling the
myriad forms tanks took to defeat them. In the Pacific, combat engineers moved attack to cOlllmence. The Germans
Tanks with explosive charges in tubes heaven and earth to build landing strips IVaI' sellImarchillg, and SCali's unit
that could be snaked across the fields for aircraft operations. Metal slats would received the first ofMO Presidential
were used. When set ott, the charge be placed on prepared beds of earth Unit Citations it was awarded for
would clear a path through the field. and gravel to allow airplanes to keep up actions ill the war.
Wildly spinning chain flails were at- with the pace of the island-hopping war-
tached to tanks. Modified rocket launch- fare in that theater.
ers could be shot at the ground, hoping
Combat engineering made it possible
to set off mines. Tanks with huge wheels
for warfare to keep up with the new de-
and reinforced, raised tracks were
mands placed upon it. Without engi-
tested and built . One particularly dan-
neers armies would not only be more
gerous tank design used a nitroglycerin
vulnerable, but they would soon halt in
launcher l Walking and tracked remotely-
the face of geographic obstacles. With-
controlled vehicles were used to set off
out them, any unit that depended on
mines as well. Even artillery was used
vehicles for combat and supply would
to pound a minefield into oblivion.
have been left stranded. Engineers may
Combat engineers were called upon to not have had the glory other men
rebuild roads in addition to other du- achieved, but they made armies work.

14
CHAPTER ON'E: INTRODUCTION

NighUighting
Be/eHe World War 1/ fighting effec-
tively at night was unthinkable. Even
at the beginning of the war itself this
notion was still true. However, as the
war continued, seveml technologies
began to erode that assumption. Ra-
dar was a burgeoning technology
that relied on unseen mdiation to
reveal the enemy. It detected without
regard to the position of the sun in
the sky. Early uses Oil planes dell1-
onstmted that night attacks could be
adequately carried Olll. Ironically,
soon thereafter, radar helped to guide
anti-aircraft artillel}', Experiments in
using the infrared portion of the light
spectrum also helped to erase the
VEHICLES night. The British Canal Defense
Light, while starting as a white light
As the war marched on, so did the technology to wage that war. Weapons that were device, developed into an infrared
mere dreams a few short years before were fast becoming reality. Each nation re- system able to shine light tlUit was
fined walker and tank designs, and some fielded these vehicles for the first time. invisible to the naked eye but picked
up by special infrarl'd sights. For-
Conventional tank guns were designed to fire bigger projectiles faster and further,
ward thinkers like Colonel Wtzlter
blasting through armor more easily than ever before. More efficient engines were
Krueger expanded night fighting
built, allowing for more heavily armored vehicles to be fielded. Those engines par-
techniques to use this nelV system to
ticularly helped walker design, allowing for the superior mobility that the walkers
great effect to plan and execlIIe small
promised to deliver. Armor was always a welcome addition to any fighting vehicle, IInits actions durillg nighttime opem-
and with guns that could penetrate ever-heavier protection, as much armor as could tions. The Germllns worked on a
possibly be mounted on a vehicle was deemed necessary. smaller scale , developing the
" Vampir " system. Vampir systems
Alongside the natural progression of vehicles from ungainly prototypes to sleek kill-
were small inji-ared flashlights with
ing machines was the development of unique vehicles to fit particular tactical needs.
integrated scopes moul/ted on early
As the African theatre wound down and Italy was retaken, many lessons learned in
assalilt rijles. These weapons were
the process were used to create new vehicles with bizarre contraptions to take the employed by the Nacht;iigers - an
fighting in new directions never before seen. The Allies in particular began to de- eliteforce similar to Krueger's men,
velop vehicles to help with the inevitable landing in France, to start the final push of specializing il/llighttime special op-
the Reich back to Germany. Vehicles that could help keep the tempo of modern erations. Developments in drugs
warfare began to appear. The vehicles often took the form of combat engineering also had an effect. Drugs that stimll-
vehicles, armed with demolition equipment and bridges. lated the IIser helped men to keep
fighting day and night. These were
The Allies also spearheaded development of non-conventional weaponry. The Rus- the first stefls in making warfare a
sians took the research of Nikolai Tesla and started to field his accelerated energy cOl/stant assault offora and death
weapons in greater numbers during Operation Barbarossa. Were it not for the des- with no regard for lime.
perate situation they were in, the Soviets might have armed their tanks with the new
weapons in far greater number than they did before 1944. The British developed
their Canal Defense Light system into a nightfighting weapon par excellance, and
infrared versions allowed the British to operate covertly.

15
CHAPTE R O NE: INTRODUCTION

EARLY CDL VEHICLES


In 1937 a group of private individuals presented an intriguing idea to the British War
Office . The idea was to mount a powerful searchlight in a special housing on a tank
to provide 'artificial moonlight' during night attacks. Trials of the system, known as
the Canal Defense Light. proved that the system could be beneficial. Trials also
showed that the system could be used in an offensive fashion by aiming it at the
enemy and blinding them. The first vehicle to use the new system was the Matilda
infantry tank in 1940. The turret the Matilda normally carried was replaced by a
cylindrically srl aped housing . The housing contained the searchlight. focusing mir-
rors and a ttlin slit through which the light shone. The system was used to good
effect in night fighting in Africa, and further development continued.

The CDL system was further refined and fielded as a modification to the Grant tank.
This second version shone in the infrared spectrum and acted as a spotlight for the
early IR sensors being developed at the time. The new CDL allowed units to fight at
night without alerting the enemy to their presence like the older Matilda CDLs did.
The IR CDL systems also had the added benefits of being able to blind enemy IR
sensors, such as those being used by the Nachtjagers. The sponson-mounted 75mm
was an added bonus: the offensive firepower was a welcome addition to crews
supporting nightfighting actions. The Grant CDLs were fielded in late 1943, just
missing ac tion in Afri ca. They served adequately in western Europe, however.

INFANTRY Q UADRUPED MK I
Walter Owen Bentley (always referred to as 'W.O.') started out designing cars in the
early part of the century. He designed a number of racing vehicles which were built
to handle the rather rough conditions on roads at the time. Around 1931 W.O. began
an association with Rolls-Royce, and 1933 his company was folded into Rolls-Royce.
While the rest of the company pursued luxury vehicles, Bentley sought to work on
vehicles for military use. He was fascinated by the walker vehicles he began to hear
about in the late 30s, and Bentley set about to design his own. He was rather unsuc-
cessful at first, but once the lend-lease and licensed walkers from the Yanks crossed
the pond Bentley was able to see working examples of the technology.

He liked what we saw, but all of the walkers he saw were bipedal. which he knew
would never be able to support heavier weaponry. He had in mind to design a
walker that could carry the 6-pdr tank gun, which was a well-respected weapon.
Bentley figured a quadrupedal walker would do the trick, and he set about to deSign
one. The fruit of his labor was the Infantry Quadruped Mk I. The walker, like his
earlier vehicles, was noisy, heavy and built like a truck . Additionally, the vehicle
lurched quite a bit when it walked (luckily, it moved slowly). The vehicle earned the
nickname "Wagsworth" amongst the troops.

Later models of the IW Mk I lost the swaying gait and moved the 6-pdr to a turret.
The turret made the insides rather cramped for the crew, but the more capable
mounting was considered to be more desirable than comfort. These versions were
very well-liked by the crew that piloted them, and the Mk I was dubbed 'Bulldog' in
reference to not only the appearance of the vehicle, but as a loving tribute to Win-
ston Churchill, the 'British Bulldog .'

16
CHAPTER ONE: INTRODUCTION

T-45 LAND BATTLESHIP ''NIKOLAI TESLA"

The Soviets showed as much interest in the weapons designs of Nikolai Telsa as the
French did, if not more so, They funded considerable research into Tesla's theories .
As a result, Tesla was able to improve upon the designs he developed for the French .
He devised a directed energy weapon that was longer ranged than his previous
designs, which the Soviets named the Eleclricheskiya Uskoracya Energia Arlilleria
Tesla Model 39. This fearsome weapon was able to fire out to nearly twice the range
of the French versions. The Russians mounted the EUEA into the large T-44 land
battleship hull. They had to remove the heavy cannons in order to make room for the
new weapon, and it was still difficult to fire the Tesla gun rapidly due to the power it
required. Still, the T-45 put on a spectacular show when used in combat, zapping
the enemy with bolts of lightning and providing a boost to friendly morale. The offi-
cial name for the tanks was "Nikolai Tesla," which was so close to the T-44's name
that the Soviet troops quickly came up with a new nickname for the vehicle: "Troll."

KV-IIC TESLA TANK


The Soviets needed a tank on which to field their Tesla weaponry that overcame the
mobility problem the super heavy tanks like the T-44 and T-45 suffered . The huge
tanks were just too easily out-flanked and vulnerable . The Soviets decided to take
the KV-II tank, already a strange combination of a KV-I and a large artillery piece ,
and mount a new smaller Tesla weapon in a large slab-sided turret. The new weapon ,
the EUEA Model 40, sacrificed hitting power for a more efficient power supply. The
new weapon could also fire more quickly than earlier models. Unfortunately, the new
tank wasn't really faster or more maneuverable than the land battleships it was de-
signed to replace. The design was a step in the right direction for the Soviets, how-
ever, who continued to develop Tesla guns throughout the war.

G27WALKER

Until the outbreak of the Great Patriotic War, the Soviets lacked the technical and
tactical know-how requ ired to field walkers . During the first months of the German
invasion , the Soviets underwent a crash program, with the first Soviet Walkers ap-
pearing in the Summer of 42 . Before that, several US Longstreets had been ac-
quired through Lend-Lease, but these early units were quickly lost to the superior
skills and machines of their fascist enemies.

The G27 was the first example of Russian design philosphy. The walker was de-
signed to not only fight in the extreme cold of the Russian winters, but it also was
able to travel further than most other contemporary walkers of the time. The cold
was warded off by covering the joints with electrically-heated canvas cowlings
which prevented freezing . The latter systems were sometimes prone to overheat-
ing, resulting in more than one fire or premature explosion . Additionally, the large
fuel tanks and inefficient engine design left the G27 vulnerable to attack . Eventu-
ally, later versions of the G27 were able to overcome some of these design flaws ,
but a few were left to be remedied in future hodokye.
CHAPTER ONE: INTRODUCTION

INFANTRY TANK MKIV CHURCHILL AVRE

Bitter experiences in early 'NWII demonstrated to the Commonwealth the need for a
heavily armored vehicle that could support assaulting combat engineers tasked
with breaching heavy defenses. Lt. Donovan of the Royal Canadian Engineers sug-
gested adapting an existing tank rather developing a new one. The Canadian Ram
and the American Sherman tanks were evaluated, but the comparatively roomy and
extremely well armored Church ill seemed to fit the bill best. The new engineering
vehicle was named the Churchill Armoured Vehicle , Royal Engineers or Churchill
AVRE . A special weapon was developed for the vehicle, the "Petard" mortar. The
weapon was a 290mm spigot mortar that replaced the 6-pdr gun the Churchill IVs
usually carried in the turret. It fired a 40lb demolition bomb used to breach ob-
stacles and could only be reloaded from outside of the tank! The tank was further
fitted with any number of common combat engineering attachments, such as fascines ,
bridges and mine-clearing devices.

TIO MINE EXPLODER "TRICYCLE"

Many were the number of bizarre and strange looking Ideas for mine clearing ve-
hicles, but none were quite as bizarre as the T10 Mine Exploder. Based on a Sherman
tank chassis, the T10 rested on three large steel wheels in a reverse tricycle ar-
rangement. The front wheels were nearly 3 meters tall and a meter wide , and all of
the wheels were serrated. The resulting monstrosity was 4 meters high and had a
ground clearance of 1 meter. The vehicle was controlled remotely from another ve-
hicle, usually a modified Sherman tank. The first models were controlled through a
cable and the operator worked by sight only. Later models featured television gUid-
ance and used radio Signals to control the vehicle. The T1 0 retained the Sherman
turret and was quite operational, although until the television guidance was installed
aiming the main gun was quite difficult. The vehicle was massive and moved very
slowly, but it could certainly clear minefields .

LONGSTREET ARTILLERY MATE


The American government lend-leased a great many walkers to the Soviets in the
early parts of the war while the Soviets were still getting their walker program up to
speed . However, once they could field walkers of their own, they turned to experi-
menting with the walkers they received from overseas. One such experiment was
the Longstreet Artillery Mate. The idea was to have a walker that could help move
large artillery shells around, including loading the guns themselves. The main can-
non on the Longstreet was removed and the arms were beefed up to allow them to
heft more weight. The resulting vehicle worked wonderfully, allowing artillery bar-
rages to be fired more quickly and with less crew. The vehicles had the side effect of
providing the basis for engineering walkers that could move around large pieces of
construction material and help to construct temporary bridges in ways other ve-
hicles could not.

18
CHAPTER ONE: INTRODUCTION

After the war, many nations continued


the development of both military chemi-
cals and chemical warfare equipment.
Most nations with chemical warfare pro-
grams focused on mustard agents as
the most usefu l of battlefield chemicals,
and concentrated on refining and per-
fecting both their offensive and defen-
sive capabilities. Italy provided the next
example to study chemical warfare in
the field when it employed mustard gas
against unprepared and unprotected
Ethiopian forces to devastating effect in
the mid-1930s. Although the Japanese
also used mustard gases in China in
CHEMICAL WARFARE 1939, by then world attention was focus-
ing back on events in Europe . During
The Great War introduced the world to the most horrible form of warfare yet known .
this period the first mechanical collec-
Although incidents of chemical or disease warfare had been documented as far
tive protection systems were fielded ,
back as five centuries before the common era , never had chemicals been employed
providing overpressure environments to
on such a scale in mass warfare. The results have scarred modern warfare to this
fortifications and other fixed installations.
day. Also included in this escalation of the horror of war was the development of
Advances continued in other areas of
flame weapons, particularly the portable flamethrower, and the large-sc ale use of
chemical defense as well, resulting in
battlefield smoke . Early uses of chemical warfare included everything from sulfu-
improved masks, detectors and, for the
rous smokes (used to literally smoke out a fortification's defenders) through Greek
first time, decontaminating solutions and
fire , poisonous gasses in fifteenth and si xteenth century Venetian mortar bombs to
kits. Unfortunately, German chemists ,
the "standard" pOisoning of wells and other water sources . History contains numer-
part of perhaps the most preeminent
ous anecdotes of disease warfare, such as purposely providing infected blankets
chemical industry in the world at the
or clothing to indigenous peoples lacking immunities in order to cau se epidemics .
time, also discovered nerve gasses in
The eighteenth and nineteenth centuries saw renewed interest in using chemicals in time to offer a potentially dire shock to
warfare , concurrent with the developme nt of European chemical industries. Fortu- other countries' chemical defense
nately, the intense ethical arguments on the topic precluded their use. Discussed as preparations.
early as 1812, chemicals were considered for use in almost all the major conflicts of
Although the United States had no for-
the later nineteenth century, including the Crimean War, the American Civil War and
mal biological warfare program, relegat-
the Franco-Prussian War. An in itial prohibition again st using poisons in war was
ing what study was done to the Army
included in the 1874 Brussels Convention. The 1925 Geneva Convention only im-
Medical Department's studies of di s-
plied a prohibition on the first use of chemicals , but did not limit their possession
eases, many nations - including Ger-
and preserved the right to retaliate in-kind for a chemical attack.
many, France, Britain and Canada -
Initially, the Great War saw the use of industrial chemicals, such as chlorine and had active biological warfare programs,
phosgene, as relatively simple releases of clouds of chemicals from pressurized and Japan had perhaps the most no-
cylinders . The technology rapidly progressed to chemical compounds specifically table of them all . Establishing a formal
developed or selected for their efficiency at killing or crippling people. Soon artillery biological weapons program near the
shells and bombs were fielded, allowing the projection of the chemical clouds away occupied town of Harbin in Manchuria,
from friendly lines and providing some independence from wind effects on usage Unit 731 became one of the most infa-
decisions. Defensive technology progressed just as rapidly, resulting in gas masks mous organizations the world has ever
and chemical detectors recognizably similar to their descendants , if heavier and known, eclipsed only by the mass-pro-
less capable. duced evil of the Nazi's Final Solution.
Unconstrained by any recognizable hu-

I9
CHAPTER INTRODUCTION

man decency morality, Na- under """Qili.:>Y,,""""


zis and the Japanese Army conducted as possible assas-
extensive tests on human sination tools. At the time the Second
measurably fluid World War was most programs
of warfare and pro- hours after exposure, Mustard gas, a blis- were bacteria,
cesses at a horrendous cost in human ter agent, takes inflict horrible but with
lives and sometimes even more bi- blisters on any exposed skin and fre-
zarre and horrible results, such as the quently causes blindness or death if the attackers were close (yvYln,ol,I,,,,,,
homicidal Nazi ubermenschen berserk- chemical burns are to the eyes or lungs, velopment "''>L}W L,"'<> human-affect-
and both countries' Lambie troops, short-duration agents, and there evi-
Luckily for the world, warfare concentrations dence nrl,I',,"nn that German agents
was in its and most pro- but which OISSlpa!e Another com-
grams were man industrial chemical, most h(,\I,,,il,,,,Ie: '''"1nrnprH to
cepts and can

The newest and most chemicals


to the next war were
lable weapons,
the German nerve agents. Unknown
outside of Germany, the Germans had
discovered and distilled nt:>l,hr,/"ic,e:
called that inhibit than chemical weapons (this delayed
Chemical agents are
the transmission of nerve effect is due to the incubation
their action or affect on humans.
these I"",'or,,,,ioQ the human body the between exposure an agent
and the appearance of <:ltrY'lnl!"rr", In
cants {the
addition the
Germans and agents are much harder to
GB the Americans) are chemicals for than chemicals, and
which could a

factors affect decisions whether


less InCaOi3CI1!a
bacteria, viruses and to weap-
for
toxins. Bacteria are unicellular organ- ons. At the <:",,,IA(1I('
ofwhich form II'\Y,,,,."""'. include

m;:,mf""'" of Great War


levers, Toxins are
byproducts of natural processes from
animals, microbes, and be-
The Great War agents main- particular
tained by most countries for future the agents in an
were mustard agents and of toxins include ricin, and the botulinum manner. For
a common industrial chemi toxins botulism, both of which PreSident iiO()seVel! ,n the United States

20
detested INA""'''''' but, nlC"''''fnln'''IA a substance that notori-
to entry into the war, the United States heat, Low non-
made known its to massively re, air-
cused on
in kind for any of f'h,~rn'f'''''''
could be ott,o>"',""'''(
This declaration not only added to the

spies and
agents behind enemy lines in water sup-
use within a theater. The and the Most research 10-
was whether or not
a
the release from to
them. Various systems were de-
chemical weapons at his discretion,
\lPI(1"""" or experimented with, includ-
limitations or I'n,vkh(v.c were
aircraft tanks, bombs the
placed on that commander,
balloon bombs constructed by Unit 731
lim-
and launched towards America, the
later years of the war, even
to toxic substances,
a bomber from a sub-
Persistent eV,30()rare very involves to eliminate oppor-
tunities for troops to breathe or contact
hazardOUS material by
generally posed
a manner similar to minefields and other breathe. Units thaI cannot avoid con-
obstacles, agents, the tamination maneuver or dis-
Numerous exist for
more volatile and persal can limit exposure by
chemical weapons. Almost every coun-
af-
try pmiseiSS
ter an attack, On level,
casualties while overpressure systems protect
morlar,
sures to ttlose chemicals. the internal air pressure
fire chemical
agents also affected air constantly flows out of the
for smoke
wind and weather than air into the
agents,

sure systems have not been developed


chemicals
for vehicle use, yet, but most countries
are to them,
agent will not form with no pre-
weapons had chemical rounds avail-
able. Americans developed a cya-

much more
to construct than chemical.
The organism not to survive in
a viable form, but the munilion has to
conditions.

2I
CHAPTER 1\vO: SKIRMISH SCALE

CHANGE OF SCALE

Skirmish scale rules takes a much closer


look at mechanical combat than the ba-
sic tactical rules. Skirmish scale MUs are
only 10 meters across . Elevation are still
in scale with the miniatures to preserve
lines of sight. Skirmish scale combat
rounds represent only 6 seconds of real
time. Since all dimensions are divided by
a factor of five. the MP values of the vari-
ous units do not change: one MP still rep -
resents approximately 6 kph of speed.

Weapon ranges remain as they were,


but all Range Bands are multiplied by 5
to take into account the smaller distance
scale. For example, a weapon with a
Base Range of 1 will now have a Base
Range of 5. An attacker is at Point Blank
range when he is within 2 MUs of his
target. Obviously. most of the Skirmish
combats will take place at Point Blank
or Short ranges, making them extremely
deadly.

The Gear Krieg Rulebook is a little vague


SCALES AND MEASURES on game scales and the implications of
those scales. The time frames and MU
The Gear Krieg Rulebook suggests that diHerent scales can be used, depending on
values indicate nothing of the rule modi-
the models and miniatures at hand. It is also possible to play in "real time," where
fications that are necessary to run those
everything on the table is in scale. This would be useful when playing with larger min-
battles. The size of the miniatures, the
iatures, or for those wishing to play in-scale with the terrain . This "Skirmish" scale is the
ground scale and the time scale all ef-
best and most suited for simulating small-scale combats or engagements in restricted
fect the dimensions of the playing field.
quarters with a great deal of detail, such as fighting in the industrial region of Moscow.
The following section should help to
To simulate the minute tactical decisions and precise action of this more 'detailed '
explain the various scales in Gear Krieg.
scale, some slight modifications to the standard ruleset are required
A revised table of game scales, next
The following rules are all modifications of the Tacti cal Combat Rules detailed in the page , summarizes the data.
Gear Krieg Rulebook.

GROUND SCALE

Skirmish Scale Ground scale is the ratio of th e simu-


lated distances on the playing field to
Time: Each round lasts 6 seconds
the actual distance portrayed. For ex-
Scale: Ea ch MU represents 10 meters
ample , in 1/100 scale, each centimeter
Vehicle Movement Paints: Remain identical
on the playing fi el d represents one
Weapons' Rates of Fire: Remain identical
meter of distan ce in the real world. In
Weapons' Range Bands: 5 x Li sted value
Actions: Maximum of one extra Action allowed (with the standard penalty)
Gear Krieg, ground scale is further modi-
fied by MUs, which are dependent on
game sca!e. MUs are either 50m or 10m

22
CHAPTER 1\\10: SKIRMISH SCALE

of real world measure, depending on properly (for example, 15 mm is actually playing field of 130m x 200m in ground
whether the game is played at Skirmish closer 1/110 for most manufacturers). The scale: for skirmish, this translates to 20
game scale or Tactical game scale. At two scale denominations, however, are MUs x 60 MUs, which is a decent sized
1/100 ground scale, each MU is 50cm usually close enough to make generali- area for units to maneuver in. Con-
long in Tactical game scale and 10cm zations possible. versely, this same area would only be
long in Skirmish game scale. 4MUs x 12MUs in tactical scale, wh ich
is hardly enough room to do any1hing .
Many players find the game more en- GAME SCALE RECOMMEN-
DATIONS As a result, for tactical games, a ground
joyable if the ground scale is the same
scale that is smaller than the vehicle
scale as the scale of the vehicles . Build- The best scale for playing Gear Krieg scale is recommended in order to give
ings match the vehicle sizes, and line depends on both the vehicle scale and units room to maneuver. A larger play-
of sight calculations become much the ground scale. If the vehicle scale ing area is also a solution: a good rule
easier. If the ground scale is smaller than and the ground scale are identical, the of thumb is that the shortest axis of the
the vehicle scale, a larger sized battle best game scale is then a factor of the playing area should represent about 4-
may be played in a smaller playing area, size of the playing area. For example, 5km long in Tactical scale and 0.8-1 km
but then the vehicles are larger than they with 15mm (1/100) miniatures and 1/100 long in Skirmish scale for large games.
should be and line of sight calculation ground scale, a typical playing area of Smaller games can get away with 2-
become more problematic at times . 1.3m x 2m would be more suitable for a 2.5km for Tactical games and 400-500m
Some players also find the disparaging skirmish rather than a tactical battle. in Skirmish games.
scales disconcerting. Both game scales would have the same

VEHICLE SCALE
Point Black Diagram
Vehicle scale is to miniatures what ground
scale is to playing area. Vehicle scale is The diagram at right is a visual
further complicated by two conventions representation of the Point Blank
used to measure the size of miniatures. range band in the Skirmish scale
Miniatures are described in ratio scales game. Any unit within the 2 MU
radius zone (and within the vehicle '.I'
like ground scales, but they can also be
described in 'mm' scales. The 'mm' sys-
fire arc) is attacked with a + I
modifier to hit. Unlike the regular
3---=2..::=.,.1111..... 1

tem is used to describe the height (more


Tactical scale game, where simply
or less) of a typical human figure . For
being at Point Blank range is enough
example , in 15mm scale the typical in- 10 attack a unit in close combat, in
fantry man miniature is about 15mm tall . Skirmish scale melee combat is
To make things even muddier, the ratios possible only when the activated unit
and the 'mm' scales do not always mesh is in contact with the target.

Revised Game Scale Table


Vehicle Scale Ground Scale Game Scale 1 MU Large Battle Small Battle
1/35 (models) 1/35 (lm=3cm=12") Skirmish 30cm/l' 12m x 18m (36' x 54') 4m x 12m (12' x 36')
1/76 (models) 1/76 (lm=1 .3cm =0.5" ) Skirmish 13cm/5" 6m x 9m (18' x 24') 2m x 6m (6' x 18')
1/87 (HO, 20mm) 1/87 (lm=lcm=O.4") Skirmish 10cm/4" 6m x 9m (18' x 24') 2m x 6m (6' x 18')
1/100 (15mm) 1/100 (lm=1cm=0.4") Skirmish 10cm/4" 6m x 9m (18' x 24') 2m x 6m (6' x 18')
1/ 100 ( 15mm) 1/250 (1 m=0.4cm=0.2" ) Tactical 4cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4 ' x 6')
1/144 (N , 12mm) 1/ 144 (lm=0 .5cm=0.2" ) Skirmish 5cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4' x 6')
1/144 (N, 12mm) 1/250 (1 m=0.4cm=0.2") Tactical 4cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4' x 6')
1/285-1/300 (micro) 1/250 (lm=0.4cm=0.2") Tactical 4cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4 ' x 6')

23
CHAPTER Two: SKrRMrSH SCALE

MOVEMENT

Vehicles move in the same manner as


in a normal tactical game, with two ex-
ceptions: vehicles move individually (not
as part of a combat group) and sharp
turns now cost one Action to perform in
addition to one MP (see Maneuvering
below). Other than these differences,
movement works exactly the same as
in the normal tactical game.

ACTIONS
THE SKIRMISH SCALE
In Skirmish scale combat, Players still
COMBAT TuRN get the same number of Actions per
round as in tactical combat. They may
Because the Silhouette game engine has been designed to be modular and not get one additional Action with a -1 mOdi-
dependent on a specific background or time scale, it is possible to vary the latter fier to all their rolls. Because of the short
without affecting the balance of the rest of the elements. Indeed, a Skirmish scale time span involved, it is impossible to
combat encounter follows the same basic turn procedure and rules as a normal get more.
tactical scale combat. Unless so mentioned in the following text, all tactical combat
For the same reason, the scope of what
rules (starting on page 42 of the Gear Krieg Rulebook apply in full.
an Action includes has been reduced.
The text on the previous page explains the effects the smaller scale has on the For example, in the tactical system,
rules. Because the scope of the battle has been reduced by a factor of five, some maneuvering a vehicle costs zero Ac-
movements and actions not previously "visible" in the tactical scale become pos- tions and firing a weapon costs one
sible (and, indeed, required) and are detailed here. For example, the blast effects of Action. In the Skirmish scale, maneuver-
many weapons, which were previously abstracted in the 50-meter wide MUs, can ing a vehicle requires one Action and
now affect more targets. both aiming and firing a weapon require
an Action each (see further).
INITIATIVE Additionally, Command Points are spent As a general rule, most "events" in the
in more limiting ways in multiple unit
Initiative proceeds as normal, except Skirmish scale require two Actions. The
combat. These limitations are a reflec-
when there are only two units on the first Action spent represents the prepa-
tion of the smaller amount of time in each
field . In this case, it is assumed that the rations made (e.g . acquiring a target,
turn. Command Points may be spent for programming active sensors). The sec-
vehicle crews are independent as op-
Activation, Defense and Reaction but ond Action represents the actual
posed to being part of a coordinated
may not be spent on Action or Block completion of the act (i.e . firing the
military unit.
(see page 49 of the Gear Krieg weapon at a target, performing the sen-
When only two units are engaged, Play- Rulebook). Additionally, only one Com-
sor scan). Usually, the second Action
ers roll initiative for each individual unit mand Point may be spent on any single can be performed many times in a row
separately rather than roll initiative for unit in each turn. Players may want to without requiring the first act to be re-
each side. Any ties are rerolled. These place a Command Point marker next to
peated. For example, once a vehicle has
individual Initiative rolls are Piloting Skill a unit when a Command Point is spent acquired a target, it can fire upon it re-
rolls, not Leadership Skill rolls. All usual on that unit to remind them that the unit peatedly until it either loses sight of its
modifiers (Maneuver, crew's Attributes, can no longer receive Command Points target or switches to another target (see
etc) apply to the Piloting Skill roll. Com- that turn. The markers are removed at Target Acquisition below).
mand Points are not used in one-on- the end of the turn during the Miscella-
one combat. neous Phase.

24
CHAPTER 1\vO: SKIRMISH SCALE

In addition to Wild Fire Attack: A Wild Fire attack con-


sists of an attack without first for a vehicle crew
target. Wild Fire attacks to prepare em-
on their Attack rolls. or for a crew In-
side their vehicle to prepare to disem-
bark. Action covers the various in-

cess doors, etc. Crew to leave


the vehicle must likewise release their
sys-
security harnesses
time.
lion by the doors.

opponent, a unit can

weapons is considered to be one


for
IMC,Qr,()n purposes of
if the attacker
moves within a distance equal to its Size
MUs for walker vehicles in Walk
of the defender and a clear line-
exists between the two for one
full 'n"'n',n"~Sile to ROF
bonus + 1; a of len men, for ex-
is Sile 4, This target remains ac-
Ifl8-U[-SI(-lrll with sensors are assumed
and do not need to be activated
number of
maximum number that can be QuI""" c;u
is equal to the unit's to-
In such cases, the crew is treated as an
tal per turn.
with a Skill level one lower
Standard Attack: After target than their crew level a Veteran ve-
target hicle
with one weapon or set of linked weap- vehicle's crew may try will often have fewer
ons, as to the If members than usual. so the crew is di-
a roll of some sort, it vided into makeshift units of about
the Action expended An How
system may be used
guns
bat rounds in a row without additional
If two rounds go with-
used, the crew
In Skirmish scale, however, the turns are
short the to
system rifle for that
factor, All main guns in tanks
is to be used,
and vehicle that function like tanks (tank
anti-tanks guns, must
take an Action to reload after the
gun.

25
CHAPTER 1\vO: SKIRMISH SCALE

FIRE MODIFICATIONS sion doesn't cover quite everything in Walker vehicles are automatically
the target zone . In the diagram, the pri- pushed back one MU from the center
Due to the smaller scale and the in-
mary blast zone is in black while the of the blast and knocked to the ground
creased level of detail it brings about,
secondary one is in gray. Weapons with (roll Piloting as per normal falls to avoid
some modifications and clarification are
an AEO in Tactical scale do primary blast damage) if they are in the blast's primary
required for weapon fire.
zone damage to any model or unit un- zone, no matter the damage suffered (if
der the 'X' found in the diagram. any). Walkers in the secondary zone
AREA EFFECT WEAPONS must make a Piloting Skill roll versus a
Purists may want to decrease the dam-
All area effect values are multiplied by Threshold equal to the damage total di-
age along a more sloping curve. It slows
5; thus a weapon with a tactical AE of 3 vided by 5, rounded down. If failed or
down the game considerably, however,
would have a Skirmish scale AE of 15 fumbled, the vehicle falls (see the op-
and so the above approximation is best
(a weapon with an AE of 0 would have a tional rule on page XX) . Infantry that are
for most games.
Skirmish blast radius of 2 MUs - see in the blast zone of an artillery attack
AEO diagram below. must pass a Morale test. If they fail and
BLAST RESULT are in the scondary blast zone, they re-
Only the area within a zone equal to the ceive one "Pinned!" marker; if they are
The concussion of the blast of an area
tactical AE times two (the "primary" blast in the primary blast zone, they receive
effect weapon can knock walkers and
zone) is fully affected by the explosion. two. Light vehicles may be pushed or
infantry off their feet. In some cases, it
Targets within the Skirmish AE but out- overturned by the blast: if they are in
might even overturn light vehicles. Walk-
side the primary zone (the "secondary" the primary blast zone, and the dam-
ers in Ground mode fall under the rules
blast zone) receive only half damage. age total is equal to or greater than 3
governing normal vehicles.
This represents the fact that the explo- times the vehicle's Size, the vehicle is
pushed back one MU from the center
of the blast. Roll one die and compare
Example of Area Enect the result on the chart below:

A 25-pdr hallery has an AE of J in


the Tactical scale. The hallery there- Blast Enect
fore has a Skinnish scale AE of 5, 1d6 Result
for a toralarea of eflect 5 MUs in 1-2 The vehicle remains upright
radius. The primary hiast zone is the 3-4 The vehicle ends up on its side
Tactical AE times two, or 2 MUs in (rOil randomly which one)
radius. The remaining area of eflect 5-6 The vehicle is overturned
of the baltery is the secondary hiast
zone.
POWERFUL WEAPONS AND
The Priest's I05mm howitzer only AREA EFFECT
has an AE ofo in the Tactical scale.
Non-area effect ranged weapons with
Its totlll blast radius is thus 2 MUs
damage multipliers of x20 or greater are
in the Skirmish scale, which is also
considered to have an area effect in Skir-
its secondary blast zone. The Priest's
main weapon would only do primary mish scale combat. Weapons with dam-
blast zone damage if its shell hap- age multipliers between x20 and x49
pened to hit a specific model, unit or have a Skirmish scale AE of 0 (they af-
terrain feature. fect all units within one half of an MU of
the spot they hit). Weapons with dam-
age multipliers greater than x50 have a
Skirmish scale AE of 1.

26
CHAPTER 1\v0: SKIRMISH SCALE

USING ROF SATURATION FIRE


Example of Skirmish
Because ROF represents the unit firing Saturation fire affects an area approx i-
multiple times during the Tactical 30- mately 3 MUs in area . Any area of any Scale Actions
second rounds , it costs a lot of ammo. shape can conceivably be used, as long An M3 halltrack carrying a squad
In the Skirmish scale , fewer and tighter at the area is roughly 3 MUs in size (see of infantry is speeding toward some
bursts are fired to accomplish a similar the diagram below for two examples of woods. The M3 is jumped bya Panzer
(though much smaller) pattern of dense fire patterns). IIIE, which is 12 MUs away. The
firepower, diminishing ammunition con- Panzer wishes to fire at the M3 and
Additionally, Saturation Fire may only be
sumption . has 2 Actions per tum. Its .first Ac-
used out to the Medium range band of
tion is to acquire the M3, since it
For each point of ROF used, only 5 shots the weapon . The entire area must be can't automatically acquire the half-
of ammo are consumed (instead of the directly visible to the firing unit and must track (the M3 is more than 7 MUs
Tactical scale's 10). Missile weapon ROF fall comp letely within the weapon's fir- away). Its second Action is to fire its
ammunition costs are not affected by ing arc. The weapon cannot shoot main gun at the M3 , and misses. The
this and remain the same, following the around obstacles by "bending" the fire Panzer doesn't move. The M3 decides
usual exponential scale (see Gear Krieg pattern, nor may it affect units outside to slow down to unload the infantry.
Rulebook, page 56) . of the arc of the weapon. It must spend its sale Action to drop
from Top Speed to Combat Speed.
The infantry wisely spends its action
to prepare to disembark.
Saturation fl'e Diagrams
Next turn, the Panzer wins initiative
The diagrams shown here are two These diagrams can be photocopied and elects to go first. The tank moves
valid fire pallerns for laying down and used as templates if so desired. out of the woods at full Combat
Saturation Fire. As long as the pat- Speed, makin g its distance now
terns are roughly 3 MUs in surface loMUs away. Sin ce the M3 is ac-
area, they may have any orientation quired, the Panzer fire its main gun
They must remain within line of sight twice but miss both times. The M3
of the attacking unit - no bemling must stop for the infantry to disem-
fire pallerns around obstructions! bark and has no Actions to perform.
It automatically acquires the Panzer
since the tank is now 10 MUs away
and the M3 has a clear LOS. The in-
fantry acts next, using its Action to
disembark and then run for cover.

1I't1l The following tum, the Americans


nil
win initiative; the M3 decides to
move first. It manages to hide behind
some cover, breaking LOS to the
Panzer. It spends its Action doing
nothing but hiding. The Panzer goes
nil next and closes on the infantry, man-
aging to get within 8 MUs of them. It
must spend an A ction to switch
weapon systems and another Action
to acquire the new target. The Panzer
could have fired upon the infantry us-
ing a Wild Fire attack, but would have
had a hefty -2 penalty to hit. The in-
fantry again runs away.

27
CHAPTER Two: SKIRMISH SCALE

SKIRMISH TERRAIN
Some of the rules about terrain and cover have been slightly modified to fit within the
Example 01 Skirmish
SCale Buildings
'I
new scale. They mostly concern the Obscurement values and the damage points
A cathedrallO MUs x 5 MUs in size
required to ignite/destroy certain types of hexes. would have 501 MU XI MU squares,
for 13 (50 divided by 4 round up)
areas with 20 damnge points a piece
making it.l total DPC 260. A weapon
doing x20 damage and has an AE of
5 that hit the cathedral dead center
would manage to totally reduce the
bui/ding to rubble. If the weapon had
only hit one side of the building it
would reduce part of the cathedral
to rubble, more than likely reducing
enough of the building's total DPC
OBSCUREMENT are treated separately for damage pur- to allow vehicles to enter it.
poses . The total number of damage
Each Skirmish scale MU only produces
points a building has is its Damage Point
one-fifth the Obscurement of a standard
Capacity. Note that area effect weap-
50-meter long MU. To simplify things, Tactical Urban Terrain
ons do damage to each 4 square MU
Obscurement values were recalculated
area that falls within the area of effect. The Damage Point Capacities lists
to take this into account. All Obscure-
on page 69 of the GEAR KRIEG
ment-producing terrain types cause one Infantry may spend one MP to enter ei- RULEBOOK were a little unclear. The
point of Obscurement per terrain type ther form of building. Vehicles may not listed DPCs of 80 or normnl build-
cross ed by the line-of-sight between normally enter a building. If the build- illgs (Urban terrain) and lOofor re-
attacker and target. For example, if there ing has lost one half of its total damage inforced buildings (Dense Urban ter-
is Jungle in the LOS, th e Obscurement points or more, vehicles may then enter raill) refer to collections of five or
modifier is + 1. If the LOS also crossed it at the same movement cost as Rough six buildings instead of single struc-
Swamp, the modifier would be +2, and terrain (it has destroyed sections and IlIres. In Tactical scale, several bui/d-
so on . gaping holes in it). Vehicles may freely ing,I' can fit into an area 50m across;
Players ma)' .ftill treat the entire area
enter buildings that are obviou sly de-
Additional Obscurem ent may be as a single entity for damnge pur-
signed for their entry, such as garages
caused by a great number of obscur- poses and reduce Urban terrain to
or large factories. These kinds of build-
ing terrain MUs. The tabl e below lists Rubble, following the rules as writ-
ing do not have to be reduced to rubble
the minimum number of MUs required tel/. Skirmish allows for the extra de-
first for vehicles to enter them. tail of single bllildings and the re-
to produce one more point of Obscure-
ment for each terrain type The building can lose these damage duced individual DPCs.
points as the result of being rammed .
Treat house-sized buildings (Urban ter-
URBAN TERRAIN
rain) as a Size 6 vehicle for this purpose .
Urban terrain in the Skirmish scale is Larger buildings (Dense Urban terrain)
considered to be a single building about are considered to be Size 12 vehicles .
the size of a house (16 damage points) . Buildings are considered to have rolled
Dense Urban terrain is considered to be o for their defense roll against ramming
a larger, more strongly built building (20 attacks.
damage points). A large building may
be spread over a large area, but four 1
MU x 1 MU squares or fractions thereof
CHAPTER Two: SKIRMISH SCALE

BRIDGES
Additional Terrain Obscurement Movement across bridges still has the
Terrain Type Minimum Number of MUs for + 1 Obscurement
same MP cost as Clear terrain , unless a
Clear
road has been built on it. Each bridge
Rough
MU is rated by Damage Point Capacity,
Sand
Elevation Level and Size Capac ity. Ob-
Woodland 5
viously, each will have a lower Damage
Jungle 3
Point Capacity and Elevation Level than
Swamp 5
a Tactical bridge to reflect the change
Water
in scale: divide the Tacti cal scale's val-
* Wlill'r only produCt'.\ Obscurement if the defender is in water and is !lot a hover ues by a factor of 5, rounding up.
vehicle. In this case, Water produces I point of Obscurement per three MUs.
Apply the normal rules for Size Capac-
ity. If converting a Tactical bridge to Skir-
-WALLS Most large vehicles are able to fire over mish , keep the same Size Capacity for
walls, gaining the wall's full Obscure- each Skirmish scale bridge MU .
Walls are a special type of Urban ter-
ment benefit but are not impeded in their
rain that span entire Skirmish scale MUs.
own attacks . For simp licity, any unit of
Walls are not necessarily cement or FIRESTARTING AND
Size 4 or more can fire over walls . Units
brick, but are any structures that act like DESTROYING TERRAIN
with the Low Profile Perk may not fire
a wall , such as the bocage. In the tacti-
over walls when under Size 15, because The damage points required to ignite or
cal scale, walls are disregarded for sim-
their hulls are too low to be able to clear destroy terrain are halved . To ignite an
plicity. In the more-detailed Skirmish
the top of the wall. area one Skirmish scale MU wide a to-
scale, walls can be both useful (as
tal of 50 points of intens ity must be fired
cover) and downright annoying (as ob- Infantry units disregard walls when fir-
into it. No attack roll is necessary. Slow
stacles) . ing (it is assumed they find windows ,
burn incendiaries add their inten sity
cracks or just stand at the corner). In-
In order to keep the game simple and times 2. Once the 1O-meter wide area
fantry may cross a wall by taking one
fast moving , walls have been standard- is ignited, it is consid ered to be a fire of
full combat round to cross it, climbing
ized. A typical wall stands at about one intensity 8. At the end of every combat
over the wall using any convenient
to two meters tall and is made of a resil- round thereafter, its flame intensity is
stairs, walkways or their own climbing
ient material such as stone or concrete. increased by one until it reaches 20.
equipment. They may also simply go
Walls made of lighter material , such as Once it reaches 20, the area expands
through doors , if any are present. Infan-
wood fences, have little defensive value one MU in radius and ign i te ~ as an in-
try units gain full Obscurement from the
for vehicles and are disregarded for sim- tensity 8 fire. All other rules for Incendi-
wall when placed adjacent to it and the
plicity. Walls are impassable unless they ary Effect s (page 67 , Gear Krieg
attack crosses the wall .
are damaged, destroyed , climbed or Rulebook) apply.
jumped over.

A typical wall segment one MU in length


has a Damage Capacity of 12 for a stan-
The Bocage
dard wall (such as the bocage or a singe Many things made the fields of France dangerous to cross. The bocage, low edge
layer of brick wall) and 16 for a dense walls of rock and earth created by 2000 years of continualjilrming, made it difficult
wall . If a one MU length of the wall loses 10 see what was on the vther side, and crossing it gave an exposed target to those
one half of its damage paints or more, waiting across. Treaded vehicles clawing their way over the top exposed their weak
vehicles may cross it at the same move- underbellies, which the enemy was eagerly waitillg to pierce with their high-tech
ment cost as Rough terrain (the wall has spears. Add to this the fact that with even the slightest mill, they became mud pits,
gaps in it now). and one can easily see why the carcasses of disabled vehicles and the dead littered
the French countryside.

29
CHAPTER THREE: ADVANCED RULES

REQUESTING FIRE
MISSIONS

Fire missions are usually called in by a


dedicated artillery spotter unit called the
Forward Observer, Most commanders
also have the ability (or the authority) to
call for fire missions, The Forward Ob-
server must be identified as such be-
fore the game starts (preferably in writ-
ing), but his identity need not be re-
vealed to the opposing Player, Forward
Observers can be vehicle-mounted or
on foot; there is no difference as far as
rules go, Forward Observers and com-
manders must have functioning commu-
nication systems in order to request a
fire mission,

The Forward Observer first opens a


communication channel and give the
name (or codename) of the target, along
with its description and coordinates,
Target points are often identified and ob-
jectives are planned before the battle
whenever possible for maximum effi-
ciency, Once the target is identified, the
ARTILLERY SUPPORT mission (illumination, harassment, etc,)
It is certainly possible to place long range fire support units off the playing surface, is requested , along with the type of am-
An artillery battery consists of multiple guns or rocket launchers that fire as a single munition and the number of turns re-
unit. Batteries are most often located far from the battlefield, using the long range of quired,
their weapons to provide covering fire without exposing themselves to the enemy, Fire missions can be called at any time
An artillery attack is called a "fire mission," Fire missions are requested by a unit's by spending one action, Only specific
Forward Observer or the commander himself (see Requesting Fire Missions, further map coordinates, terrain features or
on), They can consist of one or two units firing on a specific spot or all units blanket- buildings can be targeted by artillery
ing the area, at the caller's request. Players wishing to rely on artillery support merely fire, never combat units, The Forward
have to purchase artillery barrages (see page 32), one fire mission at a time, Observer calling in the support fire must
Off-board artillery can be as close as a few hundred meters off the field to a few have a clear line-of-sight to the target
kilometers away, The Player possessing the artillery must write down at the begin- area, Because of this, Forward Observ-
ning of a game the direction and range (in MUs) of the artillery piece from one edge ers will often find a nice position over-
of the playing surface nearest the artillery piece, The artillery piece's range is equal looking the battlefield and attempt to
to its distance from that edge plus the distance from the edge to the target. The remain there,
opponent will know the general direction of the incoming fire but not its distance or
precise location,

NOTE: If used, the following rules replace and completely supersede the rules found
on page 34 of the North Africa theater book,

30
CHAPTER THREE: ADVANCED RULES

A Leadership Skill test against a fired or the barrage in cancelled (see CANCELING FIRE
Threshold of 6 is required to get through further). The fire missions following the MISSIONS
to the artillery battery. Any bonus from first mission do not require additional
For a whole host of reasons , it is some-
the caller's Communication system is communications rolls. If a battery re-
times necessary to cancel a fire mission.
added to the rol l, if applicable. If the quires additional time to reload, those
Fire missions can only be canceled the
Forward Observer has not moved last turns reloading simply don't have fire
turn after they were called . Canceling a
Tactical turn or five Skirmish turns, the missions resolved . The barrage will con-
fire mission requires one action . A Lead-
Threshold is only 5. If the Forward Ob- tinue on the next possible turn. Barrages
ership skill roll against a Threshold of 4
server has been in the same position, from multiple batteries must be called
is required to get through to the artillery
without moving , for the last two Tacti- and started individually. For example, if
battery. Any bonus from the calling
cal turns (ten for Skirmish) or more, the a Player has bought missions from two
vehicle's Communic ation system is
Leadership Threshold to call in fire mis- different battery types, each battery
added to the roll, if applicable .
sions is equal to 4. Commanders at- must be called , even if from the same
tempting to call in a fire mission may Forward Observer, to initiate one or more If the Leadership roll is failed, the re-
do so in the same way a Forward Ob- fire missions. quest is not heard, but a new attempt
server does. may be made the turn immediately af-
ter. If this attempt is fa iled or fumbled as
Artillery fire will normally arrive at the end CALLER HIERARCHY
well, the crew ignores the request and
of the next turn if the Leadership roll is
Only the unit's Forward Observer, com- the fire mission proceeds as normal. A
successful. It is very possible that there
mander and second in command may fumble means the communication did
will be a delay of one or more turns if
call in fire missions or cancel them. If not go through at all and the artillery fire
the artillery battery is very far away: the
the unit's deSignated Forward Observer proceeds as normal.
Artillery Response Time table at the
becomes a casualty or loses his Com-
bottom right lists the flight times for most
munication system to battle damage,
situations. CANCELING BARRAGES
his job is taken over by the unit's com-
If the Leadership roll is failed, the re- mander or the second in command , Once a barrage is underway, it is some-
quest is not heard or just not given pri- Player's choice. If the commander times tactically necessary to stop it in
ority. The next request attempt is made should also be incapacitated, the sec- the middle of being carried out. Bar-
with a + 1 modifier, provided the new re- ond in command takes over. Other per- rages may be canceled Just Jike indi-
quest is made the turn immediately af- sonnel may request artillery support, vidual fire missions, with all of the same

ter. No fire missions are sent on a failed but the Threshold is an 8 and cannot rules. Fire missions already on their way
test. A fumble means the communica- be lowered by staying stationary. In all cannot be stopped, but no further firing

tion did get through, but the wrong co- cases, the calling unit must have a will be carried out unless the battery

ordinates were transmitted: the target functioning Communication system. receives a new request.
point is scattered by a distance in MUs
equal to the roll of one die times two in '-

Tactical scale or times ten in Skirmish I ARTlLBIY RESPONSE 1WE


scale (see Deviation, page 34, for scat-
Distance 01 Battery in MUs Flight Time (Tactical) Flight Time (Skirmish)
tering procedures). The shells may fur- 64 and less o turn o turn
ther deviate from the new target area 65 to 128 o turn 1 turn
as normal, depending on the Margin of 129to 192 o turn 2 turns
Success (or Failure) of the artillery 193 to 256 o turn 3 turns
battery's crew. 257 to 320 o turn 4 turns
321 to 384 1 turn 5 turn s
If multiple turns are requested (and paid
for), the barrage of fire missions contin-
ues on each subsequent turn until the I Etc.

total number of requested mission are

31
CHAPTER THREE : ADVANCED RULES

Artillery Barrages
Tube Artillery Force Year Range DM Special FM Cost Time to Reload
105mm Howitzer USA 1939 14/28/56/112/224 x12 MR10 , AE1 10 0
155mm Gun USA 29/58/116/232/464 x15 MR21, AE1 38 0
8-in Howitzer M 1 USA 1940 21/42/84/168/336 x17 MR15, AE1 19 0
240mm Howitzer M 1 USA 1944 29/58/116/232/464 x20 MR21, AE1 38 1
Ordinanc e, OF , 25-pdr) CW 15/30/60/120/240 x11 MR11,AE1 10 0
7,2in Howitzer CW 1940 22/44/88/176/352 x17 MR16, AE1 21 0
76.2rnrn Field Gun M1936/42 USSR 17/34/68/136/272 x10 MR12, AE1 13 0
152rnrn Gun USSR 22/44/88/ 176/352 x15 MR16, AE1 21 0
152mm Howitzer USSR 16/32/64/128/256 x15 MR12, AE1 13 0
203mm Howitzer USSR 23/46/92/184/368 x18 MR17, AE1 23
7.5cm Feldkanone 16 nA Gr 16/32/64/128/256 x10 MR12, AE1 11 0
10.5cm Kanone 18 Gr 24/48/96/192/384 x12 MR17, AE1 25 0
10.5cm Howitzers Gr 15/30/60/120/240 x12 MR11,AE1 11 0
15cm schwere Feldhaubitze) Gr 17/34/68/136/272 x15 MR12, AE1 13 0
15cm Kanone Gr 31/62/124/248/496 x15 MR22, AE1 41 0
17cm Kanone Gr 1941 37/74/148/296/592 x16 MR26, AE1 67 0
21cm Morse 18 Gr 21/42/84/168/336 x19 MR15, AE1 20
24cm Kanone 3 Gr 47/94/188/376/752 x20 MR33, AE1 101
35.5cm Haubitze I'vt1 Gr 26/52/104/208/416 x26 MR19, AE2 78 3
Skoda 76 .5rnrn kanon vz30rn Cz 16/32/64/128/256 x10 MR12, AE1 12 0
Skod a 149mm vz37 Howitzer Cz 19/38/76/152/304 x15 MR14, AE1 17 0
Canon de 75rnm "Saucy Cans " Fr 14/28/56/112/224 x10 MRlO. AE1 8 0
Canon de 105mm court 1935B Fr 15/30/60/120/240 x12 MR11,AE1 10 0
Cannone da 75/27 m6/rn11 It 13/26/52/104/208 x10 MRlO, AE1 7 0
Obic e da 75/18 rn35 It 12/24/48/96/192 x10 MR9, AE1 6 0
Obice da 210/22 rnodelia 35 It 1940 19/38/76/152/304 x19 MR14, AE1 15 1
75rnm Fi eld Gun Type 38 Jp 15/30/60/120/240 x10 MR11 , AE1 9 0
Rocket Artillery Force Year Range DM Special FM Cost Time to Reload
15em Wurgranate 41 Gr 1941 9/18/36/72/144 x9 MR9, AE1 , Ace - 1 2 5
21cm Wurfranate 42 Gr 1943 10/20/40/80/160 x11 MRlO, AEO 2 5
M13 132mrn Rocket "Katyusha" USSR 1941 10/20/40/80/160 x9 MRlO, AEO 2 4
Land Mattress CW 1944 9/ 18/36/72/144 x9 MR16, AE1 3 4

Year: Th e year the weapon was first available. A dash (. -') indicates the weapoll was available for the entire war.

Range: The range hrackets in Tactical MUs. The five vailles are the Short, Medillm. Long, Extreme and Artillery range bands.

DM: Damage MlIltiplier for the weapon.

Special: Any special characteristics for the weapon. MR is the minimulII ranges for the weapon battery, AE if the area effect value
for the weapon battery and Ace is the Accuracy nUidifier for the weapon (if applicable; use 0 as the default value).

Fire Mission Cost: This is the TV cost for one fire mission from the battery. This cost isfor an HE mission. The cost is nwdified
further by other ammo (vpes alld crew Quality (see page 33).

Time to Reload: The amount (~r t(/ctical turns the battery needs to reload its weapon after a fire mission. If the value is zero the
battery may fire the very next flIm at 110 penalty. A value of one or nwre means the baltery cannot fire again IIntil the indicated
fr
numher (Jjfl/Illums have passed. playing Skirmish scale, multiply this value by 5.

32
CHAPTER THREE: ADVANCED RULES

Infantry and vehicles with the "Exposed


friendly fite incidents Crew Compartment" flaw are affected if
Due to many factors, artillery was not as highly reliable or highly accurate as hit (although the vehicle itself suffers no
anyone wanted it to be. Commanders tried to use artillery as a scalpel when it was damage) . For each ten points of dam-
more of a hammer. They often required artillery to hit enemy positions quite close age, a penalty of -1 will be applied to all
to friendly troops, but with alit comprehensive survey equipment, artillery crews actions attempted by the target. This
just could not hit exactly where thL')' wanted to all the time. As a result, sometimes represents the fact that the enemy unit
artillery barrages landed in friendly positions, causing casualtiesfrom the friendly is feeling quite sick. If the penalty goes
fire. An old maxim says, "friendly fire ain't," and it was never truer in World War II down to -5 or worse, the affected unit
than when a unit's own artillery was pounding the earth around it. becomes a casualty. Biological fire mis-
sions cost twice the cost of an HE mis-
FIRE MISSION ATTACK Tube Artillery (but not Rocket Artillery) sion for semi-lethal doses, and cost
PROCEDURE weapons may use one of several am- threes time the cost for lethal missions .
munition types : High Explosive (HE) , Chemical : The barrage's shells are hol-
Once the coordinates have been com-
Smoke, Biological, Chemical or Illumi- low and filled with a chemical agent. The
mun icated in , the artillery battery can
nation. For convenience 's sake, it is as- most common payload is a deadly mus-
fire. Artillery guns with large crew can
sumed that all shells in the salvo are of tard gas. The gas cloud 's radius is as-
fire several salvoes per turn . The flight
the same type. Rocket Artillery is con- sumed to cover the battery's AE plus
time of shells is irrelevant to the game
sidered HE only. one. Chemical shells have no penetra-
most of the time, except if the artillery
battery is very far away or the game is High Explosive (HE): these barrages use tion power and thus no effect against
played in Skirmish Scale (see page 22) . the basic game statistics as written. armor. Infantry in chemical warfare suits
The table below lists the response time are not affected by chem rounds . Other
Smoke: Smoke barrages cover an area
for both game scale. infantry are casualties (any remaining
equal to the AE of the battery plus one,
damage points are crossed out) . Ve-
A flight time of zero turns means that both vertically and horizontally, with an
hicles with the "Exposed Crew Compart-
the shells arrive the same turn they were Obscurement of 2. In Skirmish scale,
ment" flaw are also considered casual-
fired; a flight time of one turn means they each 3 MUs of smoke adds + 1 Obscure-
ties if they are hit, although the vehic le
arrive the turn after the turn in which they ment. The smoke lasts for two turns and
itself suffers no damage. Chemical fire
were fired, and so on . diSSipates in the Miscellaneous Events
mission cost five times the cost of an
Phase . Smoke shells have no effect
HE missions.
A RTILLERY ATTACKS against armor. Smoke missions cost half
of the cost of an HE mission. Persistent: Biological and Chemical fire
The artillery batteries have an area ef- missions may be bought with persistent
fect to reflect the large number of pro- Biological: The barrage contains a short-
effects . Persistent weapons cause the
jectiles they fire in one salvo (from mul- lived biological warfare agent, such as
target to suffer the attack 's effects for a
tiple shots within a turn from one gun an airborne bacteria with a very short
number of combat turns equal to the
and from multiple tubes) . Unlike normal incubation period . Whether or not the
original Margin of Success of th e attack.
Indirect Fire weapons, they can aug- agent is lethal should be decided dur-
Damage is calculated using the origi-
ment the size of the area affected by ing puchase . Lethal agent victims will
nal MoS, minus one for each additional
spreading the shells around. This adds die immediaetly after the battle, while
turn after the first one. For example, a
one to the area effect (e .g. an AE of 0 victims of semi-lethal agent can survive
MoS 4 attack would use MoS 3 on th e
becomes an AE of 1, and so on) but di- if provided with medical attention. The
second turn to calculate damage, MoS
vides the damage multiplier in half disease's infection sphere is assumed
2 on the third and MoS 1 on the fourth
(rounded down). Such an augmented to cover the battery's AE plus one. Bio-
and final turn. Persistance adds one to
area effect is called an open sheaf. A logical shells have no penetration power
the cost multiplier for Biological and
converged sheaf is a pattern of concen- and thus no effect against armor. Infan-
Chemical barrages (i.e., Chemical costs
trated fire - the weapon's normal AE. try in chemical warfare suits are not af-
six times the cost of an HE mission).
fected by biological rounds .

33
CHAPTER THREE: ADVANCED RULES

Illumination: the barrage lights up an Failure . To know the direction of the de- D AMAGE
area equal to the AE of the battery plus viation , the attacker roll s one d ie and
Damage is applied as per normal
one. The illumination lasts for one turn consults the Artillery Scatter Diagram.
weapon fire. For defensive purposes,
per ten points of the barrage's Damage
If the attack roll was fumbled , the shot the attack is considered as coming from
Multiplier, rounded up . The illuminated
deviates as normal, but toward the near- the side of the map board nearest to the
area is counted as being in daylight. Il-
est friendly unit. Sometimes , a fumble artillery battery. Damage is applied im-
lumination missions cost one fifth
will land a shell right on top of an en- mediately ; the target cannot fire back
(rounded up) of an HE mission.
emy unit anyway. Resolve the attack as unless it survives the artillery barrage.
The attacker must write down the desti- normal : the crew goofed, but they still
Even if the attack failed . the weapon
nation, sheaf (open or converged) and got lucky.
still causes damage equal to its basic
nature (the type of ammunition used) of
Damage Multip lier to everything in its
each separate fire mission. Note that he
RANGING SHOT area effect.
does not have to reveal anything about
the type or nature of the incoming fire Because they fire from so far away, artil- All off-board artillery attacks are re-
until it actually hits the target. Thus, the lery units may require a few attempts solved during the Miscellaneous Events
defending Player will know that a fire before they hit their target. In order to phase (Step Four of the Game Turn).
mission is incoming (from bribes or in- save ammunition , the crew may use what
tercepted transmissions between for- are called ranging shots, where only a
PSYCHOLOGICAL DAMAGE
ward observer and battery, ranging few shells are fired rather than a whole
shots , etc .), but he will not know where salvo. Ranging shots are called and Although artillery weapons are capable

it is aimed or whether the rounds are treated as normal fire missions. They do of inflicting terrible damage, their ma in

simply smoke or a more lethal payload . no damage and do not consume ammu- effect is to destroy the morale of en-
nition since there are so few shells (the emy forces . A constant bombardment
When the fire mission arrives on the will sap the morale of the troops in the
possibility of the odd damaging hit is dis-
battlefield , the attacker rolls the artillery field even though they might suffer very
regarded to keep the game simple) They
crew's Gunnery skill , modified as nor- few casualties . The Morale rules (page
therefore do not count as using up an
mal for range and accuracy, versus a 70 of the Gear Krieg Rulebook) are
attack and don't cost anything.
Threshold of 8 (this number factors in highly recommended to simulate this.
stationary fire bonuses and base accu- Each ranging shot gives a + 1 modifier
If the Players prefer to play without
racy of the artillery batteries). If the modi- to subsequent attempts to fire at a given
them, the following behavior rule should
fied die roll is equal or higher than the target, provided the firing unit does not
be observed .
Threshold, the fire mission lands right move and does not switch target. Thus,
in the targeted area . If the dice roll is given the worst possible luck, an artil- Because of the huge amount of shrap-

fa iled or fumbled, the shot will deviate. lery unit will always hit its target on the nel it throws around. artillery is especially
eighth salvo . Ranging shots are incom- devastating to infantry units. If any part
patible with direct firing by artillery bat- of an artillery salvo falls within two MUs
D EVIATION of an infantry squad , the squad must
teries present on the tabletop .
Many factors influence the projectiles as
they fly toward the battlefield : incom-
plete or uneven burn of the propellant
ARllUERY SCATTBI DIAGRAM
charge, damaged projectile , cross
Reproduce this template 0/1 a piece
winds , etc . Because of this, even the
of cardboard. Make sure the arrow
most skilled gunnery crew will some- is always oriented toward the same
times misplace their shots by a few table edge (which one does not mat-
dozen meters. ter).

If the attack roll fails , the shot will devi- T: Original Target Point
ate from its intended destination by a
#: Die Result
number of MUs equal to the Margin of

34
CHAPTER THREE: ADVANCED RULES

make a Leadership roll versus a Thresh- If either Thresho ld falls below zero, the
old of 5 to keep moving. If failed , they minefield, wtiile not quite eliminated , has Fire Mission Example
are Pinned into place (one counter) but huge gaps in it and is no longer a threat
A besieged Russian company com-
may still fire their weapons. If fumbled, to units passing through the area. Ex-
mander decides it is time 10 give his
the squad may also do nothing for the cept for Water and Swamp areas, the German attackers a taste of Soviet
turn. If a squad is caught in the area of target area's terrain is automatically firepower.
effect of a salvo . it is automatically transformed into Rough ground.
He has his radio (-2, 2km range), alld
Pinned down and must pass the Lead-
he's been in his current position for
ership test to get moving again (even if
ARTILLERY RANGE at least two tactical turns. His
the artillery barrage is over)
Threshold to contact the battery is
Any weapon with the Indirect Fire char-
Armored vehicles have less to fear from therefore a 6 - 2 + 2 = 6. He spends
acteristic may fire out to a special range
artillery than infantry - only a direct or an Action 10 make the roll and comes
band beyond the normal Extended up with a 3. The radio eWesn 't work ,
near-direct hit will harm them. Vehicles
Range band. This special band is the the artillery battery is busy or some-
caught under a salvo must attempt to
Artillery Range band and is twice the thing else has occurred 10 make the
exit the area of eHect as soon as pos-
range of the Extended Range band. Fire requestedfire mission impossible. In
sible, but suHer no additional adverse
at this range suHers a -4 accuracy pen- the next tum, the commander tries
morale eHect. again and this time manages to roll
alty. Additionally, individual units may not
be targeted at this range; only terrain a 6. His pleas are heard! The Rus-
MISCELLANEOUS RULES features may be so target ed. Any IF sian Player records the various char-
weapon fire at this rang e is subject to acteristics of the fire mission.
Although most people have come to
all of the artillery rules outlined above, III the next tllm, the defender. pru-
think of artillery as a "steel rain of death"
including deviation. dent, attempts to remove his unitfrom
launched from large cannons or racks
the vicinity of what he thinks is the
upon racks of long range missiles. in
target point. The fire mission arrives
truth artillery has many more faces and GUN CARRIAGES at the end of the 111m, in the Miscel-
uses . For example , mortars can lend lalleous phase.
Gun carriages are simple towed plat-
fairly precise indirect firepower to even
forms whose purpose is to allow small The artillery battery is manned by a
the lowly infantryman.
vehicles to carry and use heavy weap- Qualified crew (Skill level 2) and is
In addition to its task of providing sup- onry. Gun carriages are often used to located at Medium rallge. The basic
port firepower, art ill ery can be used to transport artillery batteries and other Threshold is 8; the crew rolls two
attack enemy batteries and supplies battlefield support weaponry. Gun car- dice, yielding a 5. Modified by dis-
lines, clear minefields and open trails riages, like the artillery pieces them- tance (-[), the attack roll gives a 10-
through dense fortifications . The follow- selves, are largely abstracted in Gear tal of4. The Margin of Failure is thus
Krieg . The assumption is that artillery is 4, which means the shot deviates by
ing text explains how to use artillery for
4 MUs (200 meters in the standard
such specialized missions. going to be placed oH the board, and
Tactical scale) from the target. Roll-
as a result the specifics of a gun car-
ing one die gives the direction , ami
nage as a vehicle with armor and move-
CLEARING MINEFIELDS the true impact point is marked on
ment are really not necessary. If an ar- the table.
Artillery can be used to clear minefields till ery piece is necessary as an on-board
through brute application of firepower. asset. it should be treated as a tactical
If a minefield is present in the area tar- objective and detailed in the scenario's
geted by the fire mission, it will automati- briefing. Most artillery pieces cannot be
cally be aHected. Both its Vehicular and limbered and moved within the time limit
Infantry Thresholds will drop by one of the typical scenario, so the point be-
point for every full ten points of damage comes largely academic.
caused to a zone 1 x 1 MU.

35
CHAPTER THREE: ADVANCED RULES

There are several ways to clear barbed


FIELD ENGINEERING wire (besides crashing vehicles into it).
Infantrymen may try to cut it by hand or
Be it fortifications, area denial weapons or simply obstacles , field engineering aims
with explosive. They causing damage
to foil the enemy in some way. It uses basic construction material s and more spe-
equal to their Skill level times the num-
cialized supplies, like barbed wire or fascine rolls, to build fortifications or traps.
ber of troopers. Satchel charges may
Some of it can be acquired locally: dirt and sand to fill sandbags , large stones .
wood, etc. The rest has to be brought in, generally by truck. Although factory-fresh also be used (see the table page 76).
The last method of removing barbwire
units are preferred, field engineers are adept at salvaging old material or even manu-
is to use an artillery barrage to clear
facturing makeshift units from whatever scrap metal they can find.
entire areas (see page 35).

Barbed wire comes in spools designed


for efficient storage and rapid deploy-
ment in the field . For convenience's
sake, all barbed wire comes in standard
spools, each capable of covering a 1Ox 1
m 2 zone (thus, about 200 packs are re-
quired to cover a 1x 1 Tactical MU area)
and costing 2 TV. When stored, a barbed
wire spool occupies a volume of 0.1 m3
with a mass of 50 kilograms.

Deploying one spool of barbed wire re-


CONSTRUCTION MATERIAL his way through. Tripwires linked to flares quires two men or one vehicle equipped
or worse, anti-personnel mines, make with two Manipulator Arms. It takes four
Construction material is a broad term to
this operation extremely hazardous if Tactical turns (two minutes) to deploy
cover the components field engineers
time and care are not taken . and anchor it. Five spools equal one
use to build their fortifications and other
earthworks . They have been known to Infantry units may move through an area "Size point" of barbed wire for purposes
use just about anything to do the job: which contains barbwire at the MP cost of clearing and applying damage. A 1
loose soil, rocks, even hulks of de- of the terrain, plus 2 (more than one turn MU wide span of barbed wire is thus
stroyed vehicles . may be needed). The unit must pass an made from 15 spools, is Size 3, can take
Infantry skill test versus a Threshold of 45 points of damage and costs 30 TV.
Fabric bags - the ubiquitous "sandbag"
3 plus the MP cost before moving every
- may be filled with sand or dirt before-
turn: if the roll fails , the infantry squad is FASCINES AND MATS
hand to allow easy transportation and
busy picking and cutting their way
stacking. They add five points to the pro- Fascines are strips of sticks or brush-
through and cannot move this turn. On
tection factor of any type of revetment or wood tied to one another with wire to
a Fumble, one die's worth of damage is
foxhole per row of bags (each row being form bundles that are further rolled into
applied to a random trooper In addition
half a meter thick). a bigger bundle for dropping into
to the "failed " effect.
ditches and anti-tank trenches. One
Vehicles that move over barbwire sim- man (or one vehicle equipped with a
BARBED WIRE
ply hope to rip their way through . A ram- Manipulator Arm) can deploy one roll of
Barbed wire covers any type of mate- ming attack is made against the barbed fascines per minute. Larger rolls can be
rial that impedes the movement of com- wire: it is considered an immobile Size mounted on vehicle and deployed more
bat units. Barbed wire transforms the 3 vehicle. The barbed wire's "S ize" and quickly. Vehicles with fascine rolls may
area where it is installed into a nightmare Threshold for infantry drop by one for release them to make one 10 meter
of razor-sharp protrusions and edges every fifteen points of damage (i.e. af- width of ditch passable as if it were
placed in a chaotic pattern, requiring ter 45 points , an area one MU in diam- Rough terrain. Releasing fascine rolls
each trooper to carefully pick and cut eter is cleared). takes one Action to perform .
CHAPTER THREE: ADVANCED RULES

Mats are constructed with flat wood at- DEFENSIVE POSITIONS DEMOLITION
tach ed by wire or even canvas rein-
Defensive positions built to protect ve- Engineers have special training to make
forc ed with slat wood. Mats are used in
hicles and infantry from enemy fire are maximum use of the demolition charges
assaults to create temporary roads over
call ed revetments and foxholes, respec- they are carrying . They may be called
rough ground and barbed wire. Vehicles
tively. These structures allow vehicles in to blow up a structure that impedes
with mat-laying devices may use them
and infantry to go hull down in almost their forces ' movement , or to deny an
to negate one 1O-meter width of barbed
any terrain th ey are constructed in. important bridge to the enemy By plac-
wire for up to 30 meters in depth. This
ing shaped charges at key points within
negation applies to infantry only - if any A vehicle using a revetment is automati-
the structure, they can bring it down rap -
other vehicle uses the mat , they destroy cally considered "hull down" and gains
idly and completely with little effort.
it and render it useless. all the usual benefits. Revetments add
20 points to the protection offered by the Engineers who spend four Tactical turns
terrain. It costs only one MP to park in a in the same area as a structure (a build-
ANTI -VEHICLE
revetment since it is a prepared posi- ing or a bridge) may plant explosive
FORTIFICATIONS
tion . Infantry units add one to their De- charges to bring it down. The number
Anti-vehicle fortifications are obstacles fense roll to reflect the prepared nature of turn is doubled for Dense buildings
designed to impede the movement of of their cover (infantry units are always since they are sturdier. The explosives
vehicle-sized units. They take many assumed to be under cover already, as can be detonated by using an Action
forms such as welded steel girders , re- indicated by the -2 to hit modifier). from an engineering squad in any sub-
inforced concrete blocks called Drag- sequent turn. The structure is automati-
Both types of defensive positions are
ons' Teeth and even large tree abatis cally transformed to Rough terrain, ex-
extremely hard to destroy since they are
sharpened to a point and faced toward cept if the target was a bridge above
really just holes in the ground with some
the enemy. Like barbed wire, often anti- water.
reinforced structure(s) on one side.
vehicle fortifications are supplemented
Each can take up to the lowest MP cost
with booby traps and mines.
of the terrain times fifty in damage points BUNKERS/EMPLACEMENTS
Anti-vehicle fortifications are impassable before becoming unusable. Another
Buildings and general structures such
to Ground vehicles and treated as way these positions can eliminated is
as roads and bridges are assigned
Swamp terrain by other units. They may to simply fill them in , such as with dirt.
Damage Point Capacities rather than
be cleared with area effect weapons;
Armor. These structures take damage
fortifications can take 20 points of dam-
DITCHES by ablation rather than by Light or
age per lOx 1Om area before becoming
Heavy damage effects . It is possible to
Rough terrain. Fortifications may also be Ditches are large trenches in the ground
mount systems and weapons on these
removed by units with the Engineering that impede the movement of vehicles.
basic structures to give them additional
characteristic by spending hours to re- Th ey may only be 'cleared' by engineer
capabilities: these are referred to as
move the offending obstacles The units or filled with fascines. In order to
emplacements .
amount of time it takes is outside th e 'clear' a ditch, it must be filled in; this
scope of a typical scenario, but may be action requires several hours and can- Emplacements' movement is always
accomplished between scenarios. For- not be performed during a scenario. equal to zero, and their Maneuver value
tifications cleared this way are com - is equal to -10. Their defense roll will
Infantry, Walkers, and Ground Vehicles
pletely removed; for example , if an aba- always be equal to zero - a gun em-
with the Improved Off-Road Perk may
tis was placed on a road , once cleared placement does not dodge. Emplace-
cross ditches as if they were Swamp
by an engineering squad the road is ments always benefit from the Station -
terrain They are impassable to other
considered intact, not Rough terrain . ary attack modifier (+2). Gun emplace-
Ground vehicles. Ditches cost 10 TV per
ments ignore any Movement or Maneu-
Anti-vehicle fortifications cost 10 TV per 10x2m area. A typical 1 MU wide sec-
ver-related damage result , but still lose
10xl0m area. A tYPical 1 MU square tion costs 50 TV Any ditch more than
Armor points as usual (1 for Light Dam-
section takes 100 damage points be- 10m in two dimensions is actually an el-
age, 2 for Heavy Damage) .
fore being cleared and costs 50 TV. evation level change l

37
CHAPTER THREE: ADVANCED RULES

LANDING ZONES
ADVANCE D MINEFIELD RULES
Sometimes, landing zones must be
cleared to allow air transport to land and Minefields are nasty area denial weapons used to slow the enemy down. They not
offload troops and supplies. Such a task only cause casualties, but they also force the enemy to try and neutralize them .
consists mainly of making sure the sur- Mines in WWII came in all shapes and sizes, from metallic to non-metallic and from
face is neat and strong enough to sup- anti-personnel to anti -tank . A variety of fuses were used to fill every tactical possibil-
port the weight of the aircraft. Prepar- ity, including booby-traps.
ing a landing zone in a Clear of Sand
This section explains how to define mined areas and handle th em during the game.
area 1 MU in diameter takes one Tacti-
Two different types or "grades " of mines are available depending on the target re-
cal turn . It takes six Tactical turns to pre-
quirements. Both can be modified usi ng four characteristics to customize them to
pare an equal area of Rough terrain . If
the exact needs of the situation . The text also covers the procedures for laying down
the aircraft is not a helical aerodyne, th e
and rem oving mines.
time requi red quadruples since an en-
tire landing strip must be cleared. NOTE: The following rul es are more detailed than those found on pages 33-34 of the
African Theater rulebook . Either set of rules can be used at the Players' discretion .
The task gets more complex when the
landing zone must be cleared in forests
and other hazardous areas. A total of
1000 points of damage will tran sform a
Jungle area 1 MU in diameter into a
Woods area. An additional 1000 points
of damage will transform the Woods into
a Rough area, which may then be
cleared according to the procedure
above. Area Effect weapons multiply the
damage they cause by their AE factor
plus one to represent the additional con-
cussion effects of th e explosion. Thus,
the most expedient method is to use
bombs or demolition charges to blow
away the obstructions, though physical
attacks will do just fine as well.

Skirmish scale landing zones use the


same procedure, but require less dam- MINEFIELDSIN THE GAME out the game (unless cleared, see be-
age since the zone affected is smaller. low). Depending on their type, mines
Any area may be designated as a
Preparing a zone in Clear or Sand still have different detonation Threshold s
minefield (mines can be designed for
takes one turn, but clear a smaller area versus different unit types.
practically any environm e nt, be it
(10 meters in diameter) which must be ground or water). The type of mine used Damage is considered to come from
taken into account when checking how to produce the minefield determine the underneath the unit for game purposes ,
much space is needed. Only 40 points minefield's Threshold and Damage Mul- though some mi ne designs are first
of damage will be required case of tiplier. Minefields are treated as areas launched out of the ground before ex-
Woods or Jungle areas (which must still that continuously have an area sa tura- ploding and attac k normally according
be cleared to Woods first) tion attack in effect (see Saturation Fire, to facings (see Jumping Mines, further)
page 57 of the Gear Krieg Rulebook) . Additional armor is ignored , unless it is
The mines themselves small enough mounted directly on the underside of
and there are so many of them that the the vehicle . Mine attacks are automati-
field effectively remains active through- cally aimed at the Movement system
CHAPTER THREE: ADVANCED RULES

but do not suffer the usual -1 aiming Threshold of 2 plus the area terrain's MP MINEFIELD COSTS AND
penalty. No unit can be attacked more cost (highest cost in case of multiple CHARACTERISTICS
than once per area during any given terrain), modified by the radio's rating .
The following table lists the two types of
game turn. This roll costs one action. A successful
minefields available. More than one type
roll means immediate detonation of the
The costs given in the table (page 39) of mine may be placed in any given
selected area(s). A failed result means
assume that the enemy is not aware of area, but the full price must be paid for
only some of the mines went off - halve
either the existence of the minefield or each. The price below gives the cost to
the Damage Multiplier of the minefield.
its location. Such a minefield costs the completely cover an area of one square
A fumbled result has no effect. Remote-
listed price. It is possible, however, to MU - additional Threat points spent on
detonated minefield areas can be used
buy minefields whose existence is that minefield have no effect and do not
only once per game (all mines in the
known by both sides. Such a minefield give any kind of bonus. If the Skirmish
area are detonated at once).
costs only one-third the listed TV. scale is used, the listed cost will buy ten
square MU's worth of mines (rather than
JUMPING MINES 25 - it is supposed that a mined Tacti-
BOOBY-TRAPPED MINES
cal scale zone is not fully covered by
Jumping mines use a small rocket mo-
Mines are designed with detonators that mines, allowing some units to pass
tor or compressed gas charge to "jump"
can be both pressure detonated and lift through unharmed on a good die roll) .
into the path of their intended target
detonated. As a result , booby-trapp ed
before detonating. This allows them to Minefield Type gives the minefield's pri-
minefields are particularly nasty to try
attack almost any kind of unit , including mary function . Damage Mult iplier is
and clear. They cost twice as much as
aircraft flying at very low altitude over used in the same way as other weap-
normal minefields and have additional
the mined area. Because they have to ons' Damage Multipliers. For simplicity,
properties. When attempting to clear
be carefully placed and concealed, treat all mines as HEAT weapons. The
booby-trapped mines, the squad mak-
jumping mines may only be placed by Vs. Vehicles and Vs. Infantry columns
ing the attempt does so at one level
engineering infantry units. list the Threshold used to determine
lower than their normal level. A Quali-
whether a hit as occurred and how much
fied engineering squad would roll one Jumping mine attacks are unpredict-
damage is inflicted. Finally, TV per MU2
die A non-engineering squad rolls two able: the mine can explode in front of
is the cost, in Threat Value points, of one
dice and takes the worst result (and if the target (1-3 on one die) or wait until
Tactical square MU for this type of
either die is a 1 the roll is a Fumble) . the target has passed and attack from
minefield. This cost will be further modi-
beh ind (4-6). Other than this, they are
fied depending on the chosen charac-
treated as a normal attack against the
REMOTE MINES teristics of the minefield (juming , remote-
facing rolled above.
Remote-detonated minefields are ex- detonated, etc). All costs are rounded

tremely sneaky and deadly. They can up to the nearest whole point.

rema in hidden until an enemy is well


within the minefield's boundaries -
they then attack with deadly effect.
Remote-detonated mines cost twice the
MI'fiILDS
listed price, but do not attack until acti- Minefield Type DM VS. Vehicles VS. Infantry TV perMU'

vated by a friendly unit within commu- Anti-Personnel x4 4 6 2

nication range. Anti-Armor x12 6 4 6

Activating a minefield requires either a MINEFIELD TV COST MULTIPLBS


LOS to the minefield area, or a forward Booby-trapped x2
observer. Any number of minefield ar- Remote-detonated x2
eas can be detonated at once, provided Jumping x1.5
they satisfy the condition above. A Lead- Minefield is known by both sides xO.33
ership roll must be made against a

39
CHAPTER THREE: ADVANCED RULES

Vehicles can also be equipped with spe-


Dog Mines cial equipment to detonate the mine
safely. The armored hull of the vehicle
The Soviets experimented with using dogs as anti-tank weapons. The theory was
makes the job of mine clearing some-
that dogs could be equipped with demolition charges and a pole set to detonate the
charge as it bent when the dog ran underneath the enemy tank. The selected dogs what less dangerous for the crew, but
were trained with dummy charges and Russian tanks, and learned their job easily once in a while a mine slips through and
enough. However; once the program was tried on the battlefield, the shortcomings explodes, damaging or even destroy-
of the dogs' training were shown. The dogs, trained with Soviet tanks, tended to run ing the vehicle. Often , engineering units
to familiar sights and smells once released - other Soviet tanks. Additionally, once rely on remote-controlled drones to
the Gennans learned of the new weapon, the word ~pread quickly to shoot dogs on avoid endangering a crew.
sight. Both of these factors led to the canceling of the program within weeks, never
to be widely used again. Artillery can also be used to clear sus-
pected dangerous areas. This tactic
tends to be costly in ammunition and is
DEPLOYING MINEFIELDS hicles passing through a mined area but not very subtle, often devastating the
not triggering it will not be aware that target area and everything within .
Minefields must be placed by hand. A
they have passed through a mined area.
well -trained engineering squad can mine
an entire area in a matter of minutes. The Infantry units can be equipped with bulky INFANTRY
exact time required is equal to the base mine detectors to look for mines (see
Infantry squads sent to clear minefields
TV cost of the chosen minefield (before page 49). Mine detectors prohibit the sol-
must remain in the mined area for at
any multipliers are applied), in minutes, dier carrying them from carrying any
least two complete turns. By spending
provided that all of the soldiers in the weapon other than a pistol or
one Action, they can roll versus the
squad work at it. Multiply the previous submachine gun. Two soldiers per engi-
minefield 's infantry Threshold using an
result by two to get the time required in neering squad or mine clearing detail
effective Skill of one. Engineering
Tactical scale turns or by ten to get the carry the detectors. The detectors give
squads roll a number of dice equal to
time required in Skirmish scale turns. a + 1 bonus to detecting mines, but this
their actual Skill level to reflect their ad-
bonus is lost if one of the soldiers is killed.
If only part of the squad works at it, the ditional training. If the minefield is
time required is proportionally longer. For booby-trapped, the effective Skill level
example , if only half the squad place CLEARING MINEFIELDS is one lower than normal. If the Skill level
mines, it takes twice the time. If only one is reduced to zero, two dice are rolled,
There are several ways to clear mined
trooper places mines, it takes him ten taking the lowest result (any result of 1
areas, but none of them is particularly
times as long as if the entire squad was on either die is a Fumble).
safe (except perhaps the artillery bom-
working at it. The time required is also
bardment, if only because the soldiers If the test is successful, both of the
doubled if the unit is inexperienced (Skill
never actually enter the minefield). The minefield's Thresholds are reduced by
level 0 or 1) or is not an engineer squad
job is always extremely dangerous and one. If any of the two Thresholds drops
(the modifiers are cumulative). It is not pos-
requires extensive training in the field to zero or lower, the minefield is effec-
sible to place mines while under attack.
of demolition and explosive devices. tively neutralized (most mines remain,
The Simplest and cheapest method is but a safe path is identified through a
DETECTING MINEFIELDS square MU area) .
to send in an engineer or infantry unit
Hidden minefields are very hard to de- which will attempt to clear a path If the roll fails, the infantry unit is imme-
tect, but it is possible to find them using through the mines. Too often , they have diately attacked by the minefield, as per
sophisticated equipment, careful search to make do with sticks, intuition and the normal ru les. If the roll is Fumbled ,
or just plain dumb luck. Infantry units common sense to find mines. Luckier the infantry is also attacked but does
have a one in three (1-2 on one die) units will have access to electronic de- not get a defense roll (i .e. the roll is equal
chance of discovering a minefield when tectors designed to find hidden mines. to zero for damage purposes).
they enter a mined area, even if they do Needless to say, the job is dangerous
not trigger it (ie receive damage). Ve- and thankless.

40
CHAPTER THREE: ADVANCED RULES

MINE-CLEARING VEHICLES
HEROES
Vehicles can be equipped with mine-
clearing devices (see Perks, page 76). Though most purely military games tend to shy away from Heroes (usually called
The vehicle must remain in the mined Special or Character units), their presence is actually encourag ed in Gear Krieg.
area for at least one complete turn . By Heroes, as their name indicate, are troopers or vehic le c rew with speci al abilities
spending one Action, the vehicle can that set them apart from the rest of the troops an d allow them to be a force to reckon
roll versus the minefield's Vehi c ular with on the battlefield. The ruggedly handsome Hero doing the impossible is such a
Threshold using the crew's Piloting Skill, staple of the pulp genre that it could not be ignored.
adding the Rating of the mine-clearing
equipment.

If successful, both of the minefield's


Thresholds are reduced by one. If any
of the two Thresholds drop to zero or
lower, the minefield is effectively neu-
tralized .

If the roll fails, the vehicle is immediately


attacked by the minefield , as per the
normal rules. If the roll is Fumbled , the
vehicle is also attacked but does not get
a defense roll (i.e. the roll is equal to zero
for damage purposes) .

ARTILLERY FIRE

Minefields can also be cleared by con-


centrated artillery fire . Fuses will be set
to explode after the shells have bur-
rowed into the ground, increasing the
chan ces of detonating as many mines
HIRING HEROES Heroes cannot make up more than 10%
as possible .
Heroes can be very powerful and includ- of a Player's starting Threat Value, and
A minefield present in the area(s) hit
ing them in a scenario can unbalance armies cannot field more than one Hero
by the artillery will automatically be af-
or change the game greatly. A scenario unit for every nine "standard" units. This
fected. Both its Vehicular and Infantry
might have rules governing the inclusion will keep Heroes rare and exceptional,
Thresholds will drop by one point for
of Heroes; if it does not , it is best to as- not 'a dime a dozen .'
every full ten points of damage. Except
sume there should be a limit on the num-
for Water areas, the target area's ter-
ber of Heroes present. HEROIC ABILITIES
rain is automatically transformed into
Rough ground . Because artillery fire will Limiting Heroes can be accomplished Heroes can be highly skilled troopers,
not destroy all the mines, a minimum by Threat Value, ratios between regular naturally talented walker pilots , or just
Threshold of 1 will always remain , but units and Heroes, or just a cap on the someone wh o IS dri ve n to bec ome
can be removed by the other mine- total number of Heroes (the latter de- something more than his fell ow men .
clearing techniques . pends on the scenario). One of these Heroes in Gear Krieg c an have several
methods should always be used: chose abilities th at allow them to perform in-
the one that yields the lowest number of cred ible feats. These abil ities (an d their
Heroes possible (note that you can al- Hero cost) are listed and defined on the
ways field at least one Hero). following page.

41
CHAPTER THREE: ADVANCED RULES

Crack Shot (2 The Hero. with his Real Gun (1 The Hero, due to his caused the "rI"m;Il'" im-

the +1.
Sixth Sense (1 Th8 H8ro always
Th8 Hero's knows where the 8nemy located. This
(if part of v8hicle never means the H8ro his always (1 DU8 to his aura and
seems to out around
Ily only useful in campaign. to follow him, even in
Connections (2 The Hero
fire. This Heroic makes It
(1 All units within
sible for the unit the H8ro is a part of to
usual rr..mrl"lrlrl
be Pinned (see GKRB,
rl,c:!;;,rlt'A receive a

Just
takes damage
hiS
thiS

Hero
he take two Actions
POints are removed If ttlis increase the ROF of his attack by 1
would cause the Hero to have no re- an ROF of 1 or
type
one
of character
turn to per-
are three
form some last feat) and then die.
Hero can focused or tuned for: In-
Last Man ~I","rlinn Vehicle Crew or Command. Com-
unl!. the Hero will always if t'()ITlh,n",rl with

last to receive damage. the Hero last of his


and uncon-
until <:f',:l,n>lr,() If play-
roic
Luck of the Irish (3 the go with the Hero's ('A,.,,,,,,,,!
Hero makes and fails may be rerolled the default Morale Threshold
once. his luck and third of the unit to a different
then negates Morale
for the rest of the scenario. raised one level or lowered
a minimum Threshold of The
PaUon's/Gruderian's Notebook (2 On a Fumble. the Hero dies
to use for
IS
not in a and Moral Threshold.
a natural tactician or has studied and
than should be
learned from the best. in any case. he
level, the unit that
1 Tactics

42
CHAPTER 'THREE: ADVANCED RULES

Morale Modification Cost Example


Table Example: Alex wants his Gennanforces Veteran Quality 2.25
Modification Multiplier to have der Ubermenschen in his Ger- Hero
Raise by 1 x.5 man Command. Alex decides that his Morale Multiplier (-1 ) 1.5
Lower by 1 x1.5 Hero should lIlspire other troops, not
Inspirational
Lower by 2 x1.75 be worried by the lillie scratches ami
Just a Scratch 2
Lower by 3 x2 carry a real big gun. To save on cost,
Real Gun
Alex decides that his der Ubennenschen
Total 8.75
is only Veteran QlIality, but decides the
FIGURING THE COST Hero needs a lower Morale Threshold. Alex flOW has the Quality multiplier for
He will also add Inspirational, lllst a his Hero: x8.75.
The base cost of a Hero is the Quality
Scratch and Real Gun. Addillg up the
level multiplier (see chart on page 46 of cost would look like this:
the Gear Krieg Rulebook) plus one. Take
that value and, if modifying the Morale
Threshold, add the multiplier from the
Morale Threshold table. Add to this the
Sgt. Hank Diamond l
cost for the abilities the Hero has. The Sgt. Hank Diamond outlived many of Name: Sgt. Hank Diamond
result becomes the new Quality modi- the IInits he hadfought and served with. Heroic Quality Multiplier: x16
He sun'ived when hundreds of others Heroic Abilities: Unpinnable (1),
fier for the Hero.
died fighting the Nazis. Sgt. Diamond Last Man Standing (1),
If the Hero is part of a vehicle crew, av- soon realized that the standard issue Fanatical (3), Real Gun (1),
erage the Quality multiplier between the rifle just didn't fire .filst enough, so he Tough As Nail (3), Just A Scratch (2)

Hero and the other crewmembers. If the started carrying a machinegun. Not one Skill Level: Elite (4)

Hero is to be part of an infantry squad, of those new small and fast firing sub Morale Modifier: No Change (0)

purchase the infantry squad without the guns neither - one of those older
Tommy Guns. Sgt. Diamond is fanati-
Hero and purchase the Hero as an in-
cal about the USA and believes strongly
fantry squad of one, using the Hero's
about protecting it.
Quality multiplier.

HEROES IN ACTION Gunter Himmelman


Heroes can always use Tactical Com-
Gunter'sfamily had always been proud in the last world war. All Germanic
mand Points, even without a radio or of their lineage and heritage. The Na- people would be reunited. The National
being in command distance. tional Socialists came to Gunter's par- Socialists would see to that. If only the
ems while he was still young. His par- program had produced more like him.
Heroes in an infantry squad may detach
ents agreed to send him to a special
themselves at any time from an infantry
school. There were many medicines,
unit during its activation. A Hero may Name: Gunter Himmelman
lots of training and countless tests.
also attach himself to any infantry unit Heroic Quality Multiplier: x32
MallY of his classmates left the school,
anytime during the Hero's activation. bill not Gunter. He soon realized he was Heroic Abilities: Unpinnable (1), Sixth
Sense (1), Untiring (3), Two Fisted (2),
A Hero in an infantry squad can either different. He was stronger; faster and
Real Gun (1), Tough As Nail (3), Crack
smarter than everyone else. He discov- Shot (2), Just A Scratch (2)
fires with the rest of the squad (in which
ered he was part of some program to
case, the squad's usual Skill level is Skill Level: Legendary (16)
build a beller soldier, and he was their
used) or the Hero may fire separately, Morale Modifier: No Change (0)
finest product. The world would payfor
rolling his own Skill dice for the Attack
the humiliation they caused Germany
roll and choosing his own target.

43
CHAPTER THREE: ADVANCED RULES e00* ~(k&)_

CHIT HIDDEN UNIT RULES'


HIDDEN SET-UP
Very few Players have dozens of minia-
For obvious reasons, units like to remain concealed on the battlefield as long as tures available, however, and as a re-
possible, in order to strike with maximum effectiveness. All units try to mask their sult double-blind play may not be an op-
presence in basic ways , such as camouflage fatigues and paint schemes , mea- tion. For everyone else, though, there's
sures reflected in the normal Detection rules. Units may wish to further conceal always th e chit rules, where small card-
themselves for an added advantage , however. Additionally, Players may want to board markers ("chits") are used to
play Gear Krieg in a way that enhances the uncertainty of the battlefield by making implement the fog of war.
units out of LOS 'invisible' The following rules outline ways for these possibilities to
In this type of game , markers on the
be implemented in a game of Gear Krieg.
table represent the pOSitions of units that
no enemy unit can see. The markers
must be easily distinguishable from
each other, and for this reason num-
bered or letter chits are highly recom-
mended (alternatively, different colored
beads or dice may be used).

Each unit represented by a marker must


be recorded as belonging to that marker.
The markers are moved according to the
unit they are representing. Until re-
vealed, the enemy can only see the po-
sition of th e unit, but not its facing , na-
ture, type or any distinguishing charac-
teristic other than its physical pOSition.

CAMOUFLAGE Double-blind means that each side has This style of play requires trust between
a separate table devoted to them. All of the Players . They are completely reliant
Units may wish to fur th er mask them-
a side's miniatures or playing pieces are on each other to properly indicate unit
selves from view by covering their ve-
visible on the map of the side playing Sizes to determine Detection value and
hicles with camouflage netting and at-
them. The pieces or miniatures belong- results. Once a piece is detected, the
taching foliage to the neL Infantry also
ing to the enemy are only visible if a line proper miniature is placed on the map
attach foliage to themselves and wear
of sight can be traced to them and they and play continues. If a unit is no longer
special suits to blend in with the terrain.
are detected. detected or moves out of line of sight. it
Units with such measures in place receive
may be replaced with its marker again.
a + 1 to Concealment when they are im- The Referee is the sole arbiter of who
It is up to the other Player to remember
mobile and in terrain that has a Conceal- can see what unit. and is the only per-
what the chit represents, and no one
ment value. This bonus is lost in the open son (other than the spectators) who may
may be forced to reveal any other infor-
or if the unit moves. Camouflage costs 5 see both maps. If possible, the Referee
mation about a given chit except its Size
TV per vehicle or infantry squad . can have a third map with all of the
for detection value.
pieces visible to help him determine who
has line of sight to each other. Units that The game is otherwise played using the
DOUBLE-BLIND RULES
cannot be detected or are out of LOS standard Gear Krieg rules . Both Tacti-
The truly ambitious Players may want to completely are removed from the cal and Skirmish play can take advan-
play Gear Krieg double-blind . This kind enemy's map until they are visible again . tage of the double-blind setting .
of play requires a considerable amount
of resources and a Referee in addition This type of play is an experience not to

to the Players. However, the rewards can be missed , for it is much closer to ac-
tual battlefield conditions .
be very satisfying.

44
CHAPTER THREE: A DVANCED RULES

ADVANCED C&C RULES Example of Advanced


These advanced Command & Control procedures represent a much more con- Command a Control
strained set of rules for spending and receiving Command Points. They account for
A Veteran British commander isfac-
leaders and the responsibilities they face. The following. if used, replaces the nor- inR aforce led by a Qualified Italian
mal Command Point rules described on page 49 of the Gear Krieg Rulebook. commander in the deserts of Africa.
The British commander has Leader-
ship and Tactics Skill levels of.r The
Italian commander has a Skill level
of2for both Leadership and Tactics.
The British commander starts the
Rame with 3 Tactics Command Points
and the Italian commander starts
with 2 TCPs.

DurinR each Initiative Phase, each


commander has the choice of rolling
his Leadership SkilljiJr initiative by
expending an Action OR taking his
LEADER SETUP ADVANCED INITIATIVE Leadership Skill level as the default
roll result. The British commander
Each side designates one unit to be the During initiative, each leader has the
decides he has more imporlllntthings
leader for that side. The leader's Leader- option of taking one Action to make a to do this tum than to spend one of
ship and Tactics Skills are one level higher Command roll. This roll is a Leadership his precious Actions rolling for ini-
than the crew level of equal type. Addition- test using the opposing leader's Tactics tiative. His initiative roll is therefore
ally, each side chooses one assistant Skill level as a Threshold. The MOS of a 3, which is equal to his Leadership.
leader, whose Leadership Skill is one this roll determines the number of Initia- This numher is compared to the Ital-
higher than the crew level of equal Quality. tive Command Points generated. This ian comll/ander's Tactics of2, reSlllt-
number cannot exceed the Leadership ing in one ICPfor the Britishforces
If the leader is taken out of action, the
Skill level of the leader. Excess points 10 spend during the tum.
assistant leader takes over. If ttle assis-
are lost. The Italian cOlI/mander is not so
tant leader is taken out, then use ttle
lllcky, and decides to roll his Lead-
normal Skills levels of the highest Qual- If the leader does not spend an Action,
ership Skill test in order to have some
ity crew for initiative and Command Point they compare their Leadership Skill to
chance of gelling at least some Com-
(CP) purposes. the opposing leader's Tactics Skill; the
//land Points. He mlls 2 dice (based
difference, if positive, is the number of on his Leadership Skill level) and
ICPs generated for that turn.
TACTICAL CPS gets a 4 which, when compared to the
British comll1(lIlder's Tactics Skill of
In addition to determining the number
Each side gets a number of Tactical 3, will give him a single ICP!",. the
of ICPs each side receives, the leaders'
CPs (TCPs) equal to the Tactics Skill of tum. The Italian commander also
rolls determine Initiative. The highest
the commander. TCPs can be spent by wins the Initiative test (4 versus 3)
result determines the winner, and that
units regardless of ECM status, that is, and Rets to chose who will act first
winner chooses which side will move a in the IlIm. He dl'cides to let the Brit-
no Communications roll is necessary.
combat group first. ish side gojirst to see what they are
TCPs represent the training level of the
unit and the leader's ability to train that If the rolls are tied, compare the next up to lind react accordingly.
unit to fight even under the most ad- highest die of the initial roll. In the case
verse of conditions. TCPs are not re- of neither side taking an Action to make
placed throughout the game. Once a Command roll, both sides make a roll
used, TCPs are gone for the duration anyway to determine initiative only.
of the scenario.

45
CHAPTER THREE: ADVANCED RULES

-COMMAND POINT EFFECTS


Example of Advanced Initiative (Continued)
Command Points can be spent at any
time during the turn by anyone to do one The British side activates a combat group of three Grant medium tanks, all with
of three things Qualified crews. The British Player moves his first Grant into firing range for the
75mm. The Italian commander then decides to Snap Fire with a light tank to see if
1) Activate a unit out of sequence; he can take out the Grant before it attacks and destroys something.
2) Give a unit a one time +2 defensive The British commander, not wanting to see a unit destroyed before it can do some-
roll bonus; thing effective, decides to spend a Command Point to give the Grant a +2 defen-
sive modifier. Luckily for him. both the command unit and the Grant have radios
3) Turn a unit up to 180 degrees.
allowing them to transfer the Ie P he has instead of a TCP, of which he has only 3
Tactical Command Points can be used for the entire game. The Grant slIccessfully defends and then gets to continlle its
at any time by any unit regardless of activation. The Italian commander decides to save his Command Points and so
communication status . the attack proceeds normally.

Initiative Command Points can only be After the attack, the Italian commander wishes to spend a Command Point to acti-
vate a unit to take advantage of the Grant's position and take a coveted rear shot.
used if both units have functioning Com-
However, the unit in qllestion does not have a radio and the commander is not
munication systems and there is no ECM
within 50m of the lin it. He must therejiJre lise one of his two TCPs if he wishes to
(or they can pass a Communication test
activate the lin it. He does so, and the lin its move inj(Jr the kill.
in the presence of ECM). Alternatively, if
the leader is within 50m of the unit and The British commander .fees thi.\' and elects to spend a Command Point to turn the
is in a vehicle that has functioning Ma- tank amund to meet the attack. He has only TCPs left, and he spends one of the
nipulator Arms, has Exposed Crew, or is
three he has to 111m the vehicle aroulld. The British commander is also particularly
attached to this crew, and he would like to spend yet another Command Point to
unbuttoned in a Buttoned Up vehicle, he
give the tallk a +2 defensive modifier. However, the crew is only Qualified, allow-
can bypass communications completely.
ing for a total of 2 Commands Points to be spent on that vehicle in a 111m. The
commander has spent one ICP and one TCP on that vehicle fiJr a total of 2 Com-
- CP SPENDING LIMITS mand Points, and therefore no other Command Points may be spent on behalf of
that vehicle.
Each side may spend up to the crew's
Quality (Rookie = 1, Qualified = 2, etc .) Luckily the /link survives this attack. Unfortunately, /lOW the /link is vulnerable to
of CPs of any type on anyone unit. The any further al/acks that it may take to the rear.
total number includes both TCPs and
ICPs; either type can be used in any
combination, as long as the total num- Advanced Detection Modifiers
ber of CPs spent does not exceed the - Obscurement total from terrain as normal
unit's Quality. Note that Skirmish scale - Add Vehicle Movement Concealment Modifier:
combat further limit Command Point MUs Moved Concealment MOdifier
spending to one CP per turn per unit. o +3
1-2 +2
3-4 +1
ADVANCED DETECTION
5-6 o
Use the Concealment rules as pre- 7-9 -1
sented on page 52 of the Gear Krieg 10-19 -3
Rulebook for passive sensors only. This 20+ -4
applies to the Obscurement for terrain. - Subtract one per ROF point used
For Concealment versus visual detec- - Subtract one per each additional shot fired in the current turn
tion, use the additional modifiers of the
Advanced Detection Table, at right.
CHAPTER THREE: ADVANCED RULES

DETECTION VALUE
Range Modification Table
All passive detection, either by visual
Range MUs Modifier
means or through sensors , is affected
Point Blank o +1
by the range to the target and the de-
fensive arc it lies in (see the basic rules
Short smaller or equal to Target Size o
Medium smaller or equal to Size x 2 -1
in the Gear Krieg Rulebook, p52) . Each
Long smaller or equal to Size x 4 -2
unit has a Base Detection value: this is
Extreme smaller or equal to Size x 8 -3
equal to the vehicle's Sensor Rating (if
Infinite greater than Size x 8 -4
it has one), or a Visual Rating of 4 dur-
ing the day and 2 at night. The highest Notes: If the Target Si ze is greater than I5, amt + I per I5 Sizes of vehicle_ Walker
of either value is used (keep in mind that vehicles count as twice their Size when in Walk mode_
many sensors are unaffected by
weather conditions that block normal
vision) As long as the total Concealment Infantry lize Table
Value of the target does not exceed this Number of Personnel Unit's Effective Size
Detection value , the target can be seen
and attacked . 2-3 2

The Detection value is modified by a 4-7 3


8-15 4
number of conditions, the most impor-
16+
tant being the range between the two
units. Each unit has a base range at
which they are always detected; see
how distance affects the Detection value Arc Modifier Table
on the Range Modification Table. The
Arc Modifier'
arc where the target lies also modifies
Target in Front Arc o
the Detection Value, as indicated on the Target in Flank Arc -1
Arc Modifier Table. If the target has used Target in Rear Arc -2
sensors this turn, add its Sensor Range 'I mproved Rea r Defen se Perk red uc es the penalties by on e. minimum of 0
(in kilometers) to the Detection value
when using passive and active sensor
to find it. Finally, add the Rating of the
Large Sensor Profile Flaw, if the target Concealment Example
has it. A Japanese Shiki 38 combat walker is waiting in the cover of jungle (I MU) at
To sum up, the passive sensor Detec- night in walker mode, when a Marine unit of ten men , in the clear; slowly approachs
tion value is the Sensor Rating of the (moving 2 MU per turn) the hidden walker; which is currently 10 MUs away.
Normally, the walker has a Concealment of 2 due to the Jungle and thl' infantry
vehicle, plus the target's Range Modi-
has a Concealment of 0 due to thl' Clear terrain. These values are now used
fier, plus the Attack Arc Modifier, plus
against passive sensors only. Against basic vision, the Shiki has a 5 (2 for Jungle
the Range of the target's sensors (if it
+ 3 for being stationary) and thl' infantry has 2 (for their movement).
has used them) , plus the Rating of the
target's Large Sensor Profile Flaw (if The Shiki is Size 6 and the infantry unit, with TO men, is Size 4. The Shiki 's pilot has
present). If the detecting unit has no a Detl'ction Value of 0 visually (2 at night - 2 due to the rang I.') alld 0 passivdy (thl'
earlier Shiki modds did not carry any sl'nsor.l'). HI' can't visllally detect thl' infan-
sensor (or chose not to use them), the
try unit. The Marines have a visual Detl'ction Value of 2 (2 lit night - 0 dill' to the
visual Detection value is 4 for daylight
rangl'). The jungle '5 Concealment ri 2 successjit/ly masks the Shiki.
and 2 for nighttime, plus the Range
modifier, plus the Arc modifier.

47
C HAPTER FOUR: I NFANTRY

SQUAD COHESION

If the trooper miniatures within an in-


fantry unit are not attached to a com-
mon base, then the following infantry
cohesion rules should be applied (in-
stead of those found on the bottom of
page 44 of Gear Krieg Rulebook) . An
infantry unit must remain within 1MU of
its command element in the Tactical
scale. When playing in Skirmish scale,
the unit must remain within a number
of MU's equal to the command
element's Leadership Skill level.

If, due to any circumstances, a unit


breaks cohesion, it cannot use or give
any Command Points and is at a -1 to
all Actions until it moves back within
normal cohesion distance.

INFANTRY INFANTRY COST

Simply add up all the Threat Values of


Infantry are th e unsu ng heroes of the battlefield . While walkers and tanks have
the weapons and equipment the unit is
revolution ized the way war is waged. the common G.I.Joe is still needed to hold
carrying and multiply that sum by the
the ground his compatriots have taken. For all of the mobility that walkers have to
unit's Quality Multiplier (see GKR, page
offer, infantry sti ll reigns supreme in terrain like cities and mountains. They are able
46) Note that some equipment multi-
to take advantag e of the slightest bit of ground cover and must often be flushed
plies the cost of the soldier rather than
out of th eir position by large applications of explosives or the intervention of an-
just adding to his cost . If a unit is
oth er group of infantrymen.
equipped with the item, just multiply its
With the sam e advances that make combat walkers and tanks possible, man- post-Quality cost to get the final TV. If
portable weaponry has been improved enough to allow the infantry to at least hold individual solders are using such equip-
their own in mechanized warfare . As the war progresses , the soldiers gain access ment, multiply their sum TV by the equip-
to technologies that allow them to move faster, hit harder and conceal themselves ment multiplier, add that cost into the
better than ever before . And for all of the whi zbang technology around, it is still the sum TV for the whole unit, and then
meek infantryman that builds and destroys bridges as well as sets and overcomes multiply the total by the Quality multiplier.
obstacles .

Thi s chapter contains the rules and the equipment that help make infantry not only COMBAT ENGINEER
survive on th e battlefield of Gear Krieg , but to be a force to be reckoned with as TRAINING AND EQUIPMENT
well . Some section s Just further explain the rules in the Gear Krieg Rulebook and Specially trained engineering squads
how they apply to the new material introduced here. Many of the rules below de- perform many technical tasks on the
tails combat engineering equipment , which infantry can use to really change the battlefield, including disarming and
face of terrain, often with deadly advantages to their own side. A whole selection planting explosive devices. They re-
of new equipment and even troop types are included that reflect the ever-evolving ceive additional theoretical training in
superscience world of Gear Krieg. While walkers and tanks may be the latest new the fields of structural design, basic ve-
things, infantry is something that is ignored to one's own peril .. hicular mechanics and explosive han-
dling and preparation.
CHAPTER FOUR: INFANTRY

sensors energy

at It best used in
with an infrared
as

when relevant.
for further delails,

rules and game


found in previous Gear
Threal Values are summarized on the In-
Chari in II,
mounted on the top, llnl,mr\1'1\1
page 78
type of
and additional bonuses in spe-
it were that a unit is
cific circumstances as described below
hit by an active infrared sighl or
The all are systems, ex- an infrared would require some
is restrictive and
Passive sensors form of infrared and a Skill lest ver-
actions, This
fAr\rA<::AI'IAf1 by Encum-
are sus a Threshold of 4 10 observe that il
has been " by an infrared
source, The Active Infrared sight, after
1942, can be used
The more av,,,,,,',ar,,,,,,,,,
more he is able to
power
bered. Rookie and troops take
the full Encumbrance Veteran
soldiers have their Encumbrance pen- Often called
alty reduced by one, and better
soldiers reduce the by two.
scopes are St,,,I,,,,,h! scopes a
available, but usually do not a where
much better moon-
Binoculars: double the base range fication scope. often include dif- cloud cover to see
and ferent crosshairs and for range no bonus in rain or other
and """,ri""",, scopes do not pro-
vide for the and power sup-
and Walkers They cost 2 TV per trooper.

Binoculars and

49
CHAPTER FOUR: INFANTRY

Chemical Warlare Suits: these are over-


the

to as

take it

and

al-
yet been able to aug-
its

Eastern Front, it soon got the nickname


encumbrance cumulative with
of 'Leibstandarte' or
any worn. It takes two Actions to
put on a chemical warfare suit and an-
"The is 1 TV
penalty, and the suit are

to filler tOXIC
lar effects on users. In game terms, com
bat Mo-
rale Threshold
and adds either one Action or one Move-
cost Skill

to
com- vs. '..,'lUIf,"U for still
be them if gas has not been
Gas 1 kg

to
ing

Any unit on that


acon- Morale Check goes berserk and must
for na-
7.5 until
person. Heavy armor 14
costs TV per person, another Morale is

50
CHAPTER FOUR: INFANTRY

Units may intentionally overdose on Army Signal Corps looked at what was So that an enemy did not obtain the or-
combat drugs to gain Fanatical Morale , available from many different manufac- ders or information, many started to use
2 additional points of Stamina and an turers. Police car radios had the right old forms of code or ciphering that was
additional Movement Point at a cost of combination of features that the Army popular during WWI, when orders were
effectively dropping 2 Skill levels and au- could use as a stopgap method until passed using a messenger. The prob-
tomatically going berserk. Additionally, better radios were designed and built. lem with this was that someone had to
the unit automatically becomes Ex - The police radios were mounted in all translate the original message to the
hausted for scenario purposes and manner of vehicles, including walkers . code, transmit it , and it then had to be
takes two damage points at the end of Th is provided a way for individual ve- decoded at the other end . This was not
the combat drug's effectiveness. Vehicle hicles to talk to each other and for the a fast process and not 100% error free.
crews taking combat drugs increase commanders to talk to all of the vehicles
This method was not viable for small
their number of Actions at a cost to their under their orders.
units where the orders needed to be
Skill, just like infantry. Combat drugs
Some forces did not realize the impor- transmitted immediately. Technology
multiply a unit's Threat Value by 1.5.
tance of a radio in the new style of war- provided a solution . Small, electrical
fare that was sweeping the world . Oth- devices, called scramblers , purposely
COMMUNICATIONS ers just did not have the manufacturing distorted the Signal so that only those
DEVICES capability to manufacture such a com - with the correct equipment could

The Germans had learned a hard les- plicated and delicate electrical device. descramble the signal. This worked for

son in WWI and were trying to make sure No matter the reason , they would pay for a short time, until the enemy worked out

that they did not make the same mis- their lacking, usually with the lives of their the scrambling method . So, every so

take twice. Maneuver warfare required troops, as their opponents would coordi- often, new scramblers would have to be

communication between elements to nate attacks and reserves with speed and deployed .

make the best of an opportunity or open- grace, while those without would flounder
Many manufacturers were working on a
ing in the enemy's lines. The German and sluggishly try to react.
way to provide a device that had mul-
philosophy was to put a rad io into ev- tiple scramblers that could be com-
ery vehicle. As Germany had all infan- RADIO WARFARE bined . This would give the operator a
try moved on vehicles whenever pos- way of selecting a new scramble pat-
With the widespread use of radios for
sible (trucks and semi-tracked vehicles tern when warranted. Leading US and
relaying orders, many realized that by
most often), the infantry would have German radio manufacturers hope to
simply listening in, you could discover
constant access to a radio . have these devices ready for trials in
what your enemy was about to do. Many
With advancement of technology, it was 1944.
mobile and stationary radio listening
found that an infantryman could carry a outposts were established early on in the While there were hundreds of different
backpack radio that would allow him com- conflict, whose sole purpose was the types of radios, they are distilled down
munication without being dependent on a interception and decoding of enemy into four major types for infantry. The
vehicle. These first radios where heavy, trasnmissions . They would prove invalu- specifics will be found on the Infantry
bulky and awkward . As the war pro- able (and juicy targets) to all the tech- Equipment chart. Here is some general
gressed, the sets got smaller, increased nOlogy-savvy forces involved. information on these four different types:
their useable range and improved on qual-
ity of the transmission.
Radios
Before the United States were drawn into
Type Weight Notes
WWII , the Army realized that it needed
25 kg Normally an infantryman would only carry a pistol or
better equipment for communication . a SMG while wearing thi s monster backpack.
Though companies would spend years 16 kg No explosives or heavy weapons
just in Research and Development of III 16 kg No explosives or heavy weapons
new and better radios, the US Army IV 12 kg No explosives
needed something immediately. The US

51
CHAPTER FOUR: INFANTRY

get close enough to the intended targ et


to attach the mine. Additionally, the Ger-
mans have developed anti-magnetic
The company started by Paul Galvin was selected by the US military to research,
design alUi build some of the mO.l'tfonvard looking communication equipment, This coatings (Zimmerit) for their tanks, de-
company was the .first to design and mass produce automobile radios in the '3()s. feating the magnetic adhesion advan-
tage of the weapon . MagnetiC limpet
This product '.I' name is a play on the popular Victmla name, the 'Motorola.' This
mines are used in the same way that
was quite common at the time, and even the Victor Talking Machine Company (mak-
satchel charges are used as anti-tank
ers of the Victrola) did this, with its Electrola and Radiola. The brand name Motorola
weapons. See Appendix II for details.
became .1'0 popular it was used on all subsequent Galvin products.

By [944, Galvin Manufacturing's R&D boys had produced a mall-portable back- Molotov Cocktails: these are improvised
pack radio with a range of 6 miles (lO km) and the ahility to both trallsmit and weapons constructed from gasoline or
receive at the same time. Galvin Manufacturing promises to have a complete halld some other combustible liquid in a glass
held Ullitfor the military by year's end, bottle with an oil soaked rag in the top.
Over time additional gelling agents have

D IVING EQUIPMENT - destruction, are covered under Demoli-


tion in the Field Engineering section (see
been added to the gasoline to help
make it stick to th e target. Molotovs are
Diving equipment is usually reserved for used by partisans and regular soldi ers
page 37)
elite units operating in the waters of the alike, and are thrown iust like grenades.
Pacific, but some brave souls in the At- Anti-Tank Grenades: these were devel- See Appendix II for details.
lantic used them as well. Diving equip- oped to give the lowly grunt a way to
Satchel Charges: These are blocks of
ment consists of a skintight suit of rub- attack armored targ ets at a stand-off
explosives in a cloth bag with a carry-
ber material equipped with a transpar- range, like the later rocket launchers. AT
ing strap . They are one of the mainstays
ent faceplate . A tank of air provides up grenades tend to take one of two forms:
of engineers , and are used for demoli-
to one hour of oxygen . The suit offers a thrown grenade or a rifle-launched
tion work as well as emergency anti -ve-
some thermal insulation , but neither it one, both of wh ich use a HEAT warhead .
hicle work. Units with satchel charges
nor the faceplate provide any significant The Thrown models, like the Russian
must spend two Actions to prime them,
physical protection. Infantry may move RPG-43, have cloth that releases when
and th ey can be used only against im-
underwater at one MU per turn . Diving the grenade is thrown that stabilize it in
mobile targets. Non-engineer units take
equipment doubles the cost of the in- flight, allowing the warhead to hit with
twice as long to prime the charges.
fantry squad that is equipped with it. The the proper end facing the target. Rifle-
Once readied, a charge can be set to
cost includes the modifications required fired grenades use spin stabilization to
detonate at the end of any turn .
to protect the squad 's weapons against keep the business end of the grenade
the effects of water, allowing them to fire in the right direction. In some armies , Units using satchel charges as stop-
as the troopers emerge Diving Equip- the AT grenade has been replaced by gap anti-vehicle weapons do so at
ment weighs 45 kg and costs 2 TV. rocket launchers, but it remains In use great risk . As speed is of the essence,
with many armies. See Appendix II , infantry making satchel attacks do not
page 78, for weapon statistics . get the -2 infantry modifier and take
EXPLOSIVES
double damage from area effect weap-
There are several types of explosive Magnetic Limpet Mines: Magnets allow
ons because they are not using cover.
available to infantry squads, although these to be attached directly to an ar-
Satchel charges are always aimed at
mored fighting vehicle's hull, concentrat-
most of the time these explosive are the target 's Movement system, ignor-
ing the weapon's effect at the best pos-
solely used by engineer squads. Dyna- ing the usual -1 aiming penalty. See
mite, Composition B and other improved sible angle and maximum effectiveness.
Appendix II for details .
compounds form the bulk of the supply. Some limpet mines are straight explo-
sive packs, but many also use a Mon- Sticky Bombs: These are another im-
Special charges, described below,
roe-effect HEAT warhead to do their provised weapon , made from blocks of
make the engineer's task easier in a
damage. Unfortunately, proper use of a explosive, primer cord , axle grease and
battlefield situation. Large scale use of
limpet mine requires that an infantryman (usually) a sock. The cord is lit and the
of explosives, like bridge and building

52
CHAPTER FOUR: INFANTRY

soldier wielding it runs up to the target scatter result. The infantry unit does not
vehicle and attach the charge to the receive any Pinned! markers; instead. landing In Dangerous
enemy vehicle with the axle grease. the full Infantry Cohesion rules apply. Terrain
Wheels were a popular target. Note: at Skirmish scale, all distances are
multiplied by 5. Parachutes weight 15 Units allemping to land using para-
Sticky Bombs are used in the same way chutes, parag/iders alld rocket packs
kg and cost 1 TV
satchel charges are used, with the ad- lise the Walker column on the Terrain
dition that if the attack roll is Fumbled, Paragliders: Soldiers equipped with chart (page 50 of the GEAR KRIEG
the infantry man is dead. See Appendix paragliders can control their descent R UL EBOOK and page 107 of this

II for details. and landing with a greater precision manual). Landing in Urban or Dense
than any parachute. Paragliding soldiers Urban terrain reduced to rubble
that are landing make a Morale check should lise the Swamp terrain for the
MOBILITY DEVICES purposes of this test.
(at + 1 to the Threshold) If the result of
Many methods for giving additional all- the roll has an MoS of zero or more . the Landing in terrain as opposed to just
terrain mobility to infantry were tried unit lands on its target and receives a travelling through it presents more
during the war, but none were as suc- Pinned I marker. If the roll results in an problems lind thus warrants a greater
cessful as the various flying devices. MoF of one or more, the unit scatters 1 risk. If the unit fails the Dangerous
These ran the gamut from the compara- MU and receives a Pinned l marker. If
Terrian test, the unit loses all remain-
tively simple parachutes and gliders to ing MPs for the current turn. If the
the roll is a Fumble. they suffer the same
the more agressive and temperamental roll is Fumbled, the unit suffers two
result as a failure and a number of ca-
points of damage for each MoF of
rocket backpacks. sualties equal to the MoF. Use the In-
the failed roll. Rocket packs and simi-
Parachutes: When infantry squad is rep- fantry Hit Location table on page 64 of lar devices are a special case, roll-
resented by a single miniature, a Mo- the Gear Krieg Rulebook to determine ing an additional die on afumble. If
rale test is made at + 1 to the Threshold who the casualties are. the roll is low (1-3), the unit suffers
with the following results. If the roll has tlVO point per MOF as described
If an Infantry unit is not represented by
an MOS of zero or more , the squad above. If the roll is high (4-6), they
a single miniature (i.e. it uses the Infan-
suffer 4 points per MOF
lands within 1 MU of the intended tar- try Cohesion rules), the effects of a
get and receives one Pinnedl marker to paraglide landing are done differently.
represent the amount of time they need A Morale test is still made (at + 1 to the
to become combat ready. If the roll re- threshold), but each miniature that
sults in a MOF of one or more, the unit is makes up the infantry unit gets its own
scattered (see page 34) a number of scatter result. The infantry unit does not
MUs equal to the MoF and also receives receive any Pinned l markers; instead.
two Pinned I markers. If the roll is a the full Infantry Cohesion rules apply.
Fumble, not only do they suffer the same Note: at Skirmish scale, all distances are
result as a failure, but also a nu mber of multiplied by 5. Paragliders weigh 54kg
casualties equal to the MoF. Use the In- and cost 3 TV
fantry Hit Location table on page 64 of
Rocket Packs: these can be used both
the Gear Krieg Rulebook to determine
for improved general mobility as well as
who the casualties are.
aerial deployment and redeployment. In
If an Infantry unit is not represented by this instance. "rocket pack" covers both
a single miniature (I.e. they use the In- the jet packs used by the Germans and
fantry Cohesion rules) the effects of a the similar aerial mobility units deployed
"
parachute drop are worked out differ- by other armies , such as the Sikorsky
ently. A Morale test is still made (at + 1 personal helicopters of the US Army.
to the Threshold). but each trooper that Units equipped with rocket packs typi-
makes up the infantry unit rolls his own cally deploy onto the battlefield from the

53
CHAPTER FotJR: INFANTRY

air. However, these units suffer A is armed with a


the problems that weapon: either a scoped Rifle or an Anti-
played with other means Tank Rille. fire sup-
and Soldiers equipped with ata
rocket do not need to make any getatno
Morale tests when do
make an assets, for more tactical
More often than not, are
as well, enhancing their
Once on the battlefield, pack
are perfect for
soldiers may use
commander who needs
not at an
ways.

use out as Arlil-

rounds as well as the normal HE


The 50 mm (5 cm) and 2' mor-
may be used as Im"rnVI<:A{1

,1f",n""1",,, See II for details,

moved from the table as it climbs into


the The unit may not fire
it lands
may ride tanks in an effort to
controlling their
up to 20 MUs in
squad must begin the

are assumed to be

table flame-throwers Tank-riding may lire while


Snipers are one or two man units that used as well tank, but suffer an additional -1 modi-
to off fier due to the unstable
sheer peramental and excellent targets, prov- form from which are A
accuracy. are known to ing as detrimental to the user as the carry one infantry squad any
cause severe Morale in en- emy soldier
emy squads at least until are flamethrower becomes
spotted and have an barrage if hit any weapon, See
called on their II for details.

54
CHAPTER FOUR: INFANTRY

of Allied POWs as zombies has proven


particularly dreadful, Rumors persist that
anyone wounded by a zombie is sus-
ceptible to the "zombie disease" and
may become one,

Though apparently created by different


superscience processes, most zombies
have Stamina 5 and Skill level 1; they
have Fanatic Morale and are never
Pinned, The zombies are unable to use
any kind of firearm or ranged attack,
much less drive a vehicle: they rely on
their hands and crude close combat
implements, giving them Accuracy -1,
OM xi and a Range of 0 (they have to
be in physical contact with their target
to attack), Zombies can wear body ar-
mor if someone dresses them in iL Zom-
bies cost 10 TV points each,

Zombies have only one MP and use the


Walk movement costs, They're clumsy
and slow, and tend to walk into ob-
WALKING BOMBS/MINES ZOMBIES '
stacles before going around them. Un-
They go by many names Spider Mines, Perhaps the most horrifying opponents like infantry, it may cost them more than
Cockroaches, Nightcrawlers, Bukashki, encountered on the battlefield are the 2 MPs (paid over several turns) to travel
Walking Bombs and Mines are small Axis' "zombie" troops. Whether Allied through one MU. Zombie tactics are
ovoid vehicles with six to eight mechani- POWs infected with the infamous simple: once they are driven away from
cal legs, They are remotely guided to "Jungle Rot" by their Japanese captors their release point (usually by a judi-
their targets, where they either blow up or German concentration camp prison- cious application of cattle prods or
or release their payload of smoke or ers whose minds have been chemically bayonets), they head in a mob in a
chemical agents, Walking bombs move destroyed, these walking atrocities straight line in the direction they were
1 MU per turn in any direction, When prove very challenging to neutralize for pOinted until they detect infantry or a
detonated, they have a OM of x13 and troops encountering them, although their vehicle, which they immediately attack
an AE of 0 They may use Smoke, overall effectiveness is questionable. It regardless of affiliation.
Chemical, Biological and Persistent pay- is unknown if the zombie process was
A unit attacked by zombies must pass
loads, using the costs as listed in the discovered as the result of early com-
a Morale test or retreat at least one MU
Fire Mission Attack Procedure on page bat drug experiments or through some
from them, as per the Flame Weapons
33, Early models are wire-controlled and natural process, but they have proved
special rule (Gear Krieg Rulebook, page
require a LOS to the bomb to guide iL If some of the toughest troops fielded by
71). The unit cannot surrender to the
LOS is lost, the bomb continues in a the Axis. Rumors persist that zombies
zombies and are removed from the
straight line until seen again or deto- are almost as dangerous to their side's
board if forced to do so (the are cor-
nated, Later models are television own troops as they are hard to kill. Evi-
nered and brutally torn apart). When at-
guided through radio signal and do not dence collected in the field allegedly
tacked by zombies for the first time, units
require LOS to function, Walking bombs proves that zombies are not animated
must pass a Morale test as per the Panic
cost 10 TV each (15 for the radioguided corpses, but most troops have no inten-
rules (Gear Krieg Rulebook, page 71),
ones) for a basic HE payload and weigh tion of researching this themselves. In
unless the unit is Elite or Legendary.
65 kg each, including the control uniL the Pacific Theater, the Japanese use

55
CHAPTER FIVE: GAME RESOURCES

The participants start the bidding with


SCENARIO GENERATOR one of them (selected by tossing a coin
or rolling a dice) making a bid: "I'll try
The Scenario Generator is a set of tables and guidelines enabling the rapid creation
this scenario with only 900 points in TV
of scenarios for stand-alone tactical combat. They have been designed so that the
instead of the full 1,000. " The process
participation of a Gamemaster is not required for play. By either selecting the
goes clockwise, with everyone trying to
scenario's elements (or rolling them randomly), a large number of tactical scenarios
outbid his predecessor. When all the
can be easily generated. Some additional work may be required to tie the various
Players agree that one of them has gone
elements together, but it is much faster and easier than having to design the whole
lower than they are willing to go, the pro-
scenario from scratch.
cess starts again between the remain-
Both Players receive a number of mission objectives that have to be fulfilled in order ing Players, who cannot have a lower
to win the battle. The opponent is trying to prevent the other from achieving his TV than the "winner" of the last bidding .
objectives, while at the same time fulfilling his own. Enemy objectives normally re- The process is repeated until only one
main secret. unless resources are allocated to find out what they are. Player is left, who will take the basic TV
Bids should be made in increments of
50 pOints for lower TV amounts (2000
and under) and 100 pOints for larger
amounts, for the sake of simplicity. See
the next option to see how the reduced
TV affects the Victory POints.

Going for Glory: Instead of bidding, one


side may voluntarily choose to lower its
available Threat Value total in order to
gain more Victory Points. The gain in VPs
is directly proportional to the reduction
in force: divide the VP total by the frac-
tion. For example, if a Player elects to
use a force equal to only 75% of his
opponent's Threat value point total, his
total VPs for the game will be worth
133% (100 divided by 075).

Subplots: These are complications that


hinder the fighting abilities of an armed
force (see Step 4 for more detail). Nor-
mally, a single subplot is rolled for both
STEP I: PREPARING nario generation process. For a more sides. By lowering its available Threat
THE SCENARIO challenging and interesting game, how- Value, one side may force extra Subplots
ever, there are specialized options fur- onto the enemy. For each slice of 10%
The scenario's characteristics will be
ther down. These optional rules include the initial TV is reduced by, one addi-
determined later on. First though, a
Bidding, Going for Glory and Subplots. tional Subplot is rolled . In other words,
Threat Value point total must be decided
upon according to the time available to Bidding: The option of Bidding allows if a Player who has 1,500 points in TV
play the game (see the table below). A additional variations on the theme, and and wants to purchase two additional
time limit to the game can also be de- forces Players to become better tacti- subplots, he will lose two slices of (10%
cided upon, though one will most likely cians through skillful use of the available x 1,500 =) 150 points (a total of 300
be generated for the scenario. Forces resources. Bidding down one's force points), leaving him with a final TV of
will be chosen for both sides using this increase the scenario's Victory Points in 1,200 points to purchase his forces with.
point total, as modified during the sce- the same way as "Going for Glory."
CHAPTER FIVE: GAME RESOURCES

All Forces: All units present on the tabl e


Suggested Point Total for that side. Regardless of the mission
TV Points per Side Battle Approximate Time type and the task(s) involved, all units
500 Patrol/Recon 1 hr are equally affected .
1000 Heavy Patrol/Strike Force 2-3 hrs
Communications: This means that clear
2000 Raid 3-4 hrs
communication channels (at least one
4000 Minor Battle 5-6 hrs
vehicle is able to use its Communic a-
7000 Major Battle 8+ hrs
tion system) must be available to friendly
forces or denied to the enemy.

Mission Design Table Rearguard: O ne fo rce is fighting a


rear guard action to cover the withdrawal
ld6 Type Objective Time Limit
of other friendly forc es. Attacking units
Capture All forc es None
are attempting to break through the de-
2 Defend Communications None
fenders lines , and exit the tabletop from
3 Destroy Rearguard Random
the defender's board edge.
4 Destroy Object Random Increasing
5 Disable Terrain Until Objective Reached Object: Headquarters considers an ob-
6 Provide Vehicle Until Objective Reached ject vital. It is probably something small
that can be picked up and carried by a
walker vehicl e or an infantryman .
STEP 2A: MISSION DESIGN Defend: The enemy wants something
you have . It might be a phy sical object, Terrain : Headquarters considers a ter-
Very few military actions are of the "kill
like a vehicle or a terrain feature, or it rain feature (a bridge , hill, building , river
them all" sort. When forces are engaged
might be a more abstract condition (con- ford) vital. It must be captured or held.
in an operation, it is always for very spe-
trol of the communication airwaves, for
cific reasons, which mayor may not be Vehicle: headquarters considers one of
example) . It must be held (i.e. only
related to ac tual body count. The Mis- the vehicles vital . It might be a proto-
friendly vehicle within 4 MUs) for at least
sion Desig n table above is divided into type, or someone important pilots it.
three turns or until the end of the game ,
three c olumns. A die roll on the first col-
if a time limit is present. No Time Limits: th e game ends when
umn defines the type of mission; another
the Players have no more time, or one
die is then rolled to indicate the specific Destroy: the objective , whatever its ac-
of the forces In presence is completely
objective. Finally, a third roll determines tual nature, must be denied to the en-
destroyed (or retire from the field) .
the time limit. emy. It must be destroyed before the
end of the game . Random: the game proceeds normally
The objec tives have been generalized
for five turns . A die is then rolled to know
for simplicity. If the mission type is an Disable: the objective, whatever its ac -
the number of turns remaining before the
offensive, then the Objective means the tual nature, must be denied to the en-
end of the game
enemy forces . If the mission type is more emy. It must be disabled (no movement ,
defensive in nature, then it means the no Action of any kind) before the end of Random Increasing: the game proceeds
friend ly forces . the game . normally for five turns. A die is then rolled
versus a Thresh old that starts at 1 but
Capture: The enemy has something you Provide: the objective must be provided
increases by one every turn. If the die
want. It might be a physical object, like to the rest of the armed forces of your side.
roll does not exc eeds the Threshold,
a vehicle or a terrain feature , or it might It might be an actual item, in which case
only one more turn is played before the
be a more abstract condition (c ontrol of it has to be delivered beyond the enemy
scenario ends .
the communication airwaves , for ex- line. Or it might be a condition, such as
ample). It must be held (i .e. only friendly delaying the opposing force for a set num- Until Objective Reached: once one side
vehicle within 4 MUs) for at least three ber of turns. If the latter, it must be pro- has completed its scenario objectives,
turns or until the end of the game, if a vided for at least five turns or until the end only one more turn is played before the
time limit is present. of the game, if a time limit is present. scenario ends .

57
CHAPTER FIVE: GAME RESOURCES

28: Mountain hCltlle>II",;lrl" fallowed the r()""II.n",

nean Sea
Next, decide where
place, terrain is
made of a con-
terrain there are at least three Water terrain feature,
the actual board set-up will depend on
different elevation levels,
Urban: battles sometimes occur within
Woodland: Forests and woodlands were the confines of cities but are much
more in streets of
of the war- Entire neighboring towns and This
type of at

nario, Due number of pOSSible


set~ups, general look of the
battlefield suggested here, For more
ttle battlefield can be divided
into several sized sub~zones,

each of which will different ter~


rain type,

where individual rocks can be under normal


modeled It is to avoid chok- surface is made up
the battlefield with too much ob- of terrain, A battlefield with
n('l,,,,,,,,,,, - the troops of terrain as Water also counts as a Dawn/Dusk: the battle occurs partway
between
treated as

Desert: it IS constituted of a than the


multitude of different terrain types,
f\jorth Africa stili features a lot of
flat deserts, Desert
at least 50% of the Theater
surface made up of Clear or North African Ttleater
Far Eastern Hleater

Broken of
between mountainous re-
of terrain we Will refer
Ground, Broken Ground 1d6 North African Far East
battlefields llave 50% of the Broken Ground Desert Ground
surface made up of hills Mountains Desert Mountains
and 3 Woodland Broken Ground Woodland
4 Rural Mountains
Mountains: not the type of ter-
5 Rural Coastal
Urban Urban
CHAPTER FIVE: GAME RESOURCES

Fog: The entire battlefield is covered Rain : The battle takes place under a STEP 3: ASSIGN PRIORITIES
with a rolling fog that makes visual iden- light rain . For each full twenty MUs,
Each Player has five pOints to secretly
tification nearly impossible. Each full counts one additional point of Obscure-
distribute between Scouting, Troops and
three MUs of fog count as one point of ment over and above the normal penal-
Support. Scouting is used to determine
Obscurement for detection purposes ties of the underlying terrain .
the strength of the enemy, his pOSition
(but not weapon fire).
Sandstorm: The battle takes place dur- and his intentions. Troops are the ac-
Heavy Rain: The battle takes place in ing a violent storm, with all the associ- tual fighting force: combat veh icles and
heavy rain . Each full ten MUs of terrain , ated rules being in effect. infantry. Support represents the ele-
regardless of its type, count as one point ments that, although not present on the
Winds: Heavy winds blanket the battle-
of Obscurement. immediate battlefield , can affect it: air
field, lifting dust clouds and making
strikes, artillery and intelligence work.
Night: The battle takes place at night, aerial travel very difficult. Neither Player
with all the associated night combat can request air support. Scouting: The point(s) assigned to
rules in effect. Scouting by each Player are revealed
and compared. The Player with the high-
est total wins; the difference is noted as
External Condition Table the Scouting Advantage Margin (see
1d6 Europe North Africa Far East table next page for the exact effect)
Daylight Daylight Daylight
2 Daylight Daylight Daylight
Troops: The point(s) assigned to Troops
3 Dawn/Dusk Dawn/Dusk Dawn/Dusk by each Player are revealed and com-
4 Night Night Night pared. The Player with the highest total
5 Rain Sandstorm Fog wins; the difference between Troop
6 Winds Winds Heavy Rain Points is the Troop Advantage Margin.
The opponents' total TV is reduced by
an amount equal to the Troop Advan-
tage Margin, times 10% of the original
Example 01 Random Scenario Generation TV. For example, if Player A assigns 2
Gordon and Adrienne have decided to playa game of Gear Krieg. Not wanting to points to Troops and Player B aSSigns 4
play too large a gallle, they have elected to playa simple Patrol/Recon scenario. points, the Troop Advantage Margin is
This allows thelll500 IV per side. They decide to add imerest by bidding on the 7lI, equal to 2. The forces of Player A are
each of them writing down a hid secretly on a piece ofpaper. Gordon bids hisforce reduced by (2 x 10% =) 20%. He will be
down to 400 7lI, while Adrienne consen!atively hids herself down to 450.Gordon able to spend only 80% of the agreed-
has won the bidding. While he doesn't feel inclined to further "Go for Glory," upon Threat Value total.
Gordon does elect to add a sillgle SlIbplot,further redllcing hisforce 's IV hy 40pts.
Support: Support are options that can be
Gordon rolls on the Mission Design tahle and rolls a 1,5 and 3. This generates a
bought just before the scenario to help
scenario in which Gordon '~'forces will have to caplllre ( I) a predetermined terrain
the Player. They are normally written
feature (2) ill a random (3) IIl1mber of turns. He then rolls once on the military
down and concealed from the opponent,
suhplot table, rolling a 2. This reslllt, Corrupted Supplies, indicates that one of
Adrienne '.\' units will start the game with a randomly determined Light Damage hit. unless they manage to learn about them
(see Intell(gence, next page). The pOints
Next Gordon rolls for the location of the hattie. He rolls a 3 and then a 2, thus
assigned to Support by each Player are
determining that they will be fighting in North Africa, in the desert. A roll of5 on
revealed. Each side may buy support up
the External Conditions chart indicates that the battle will take place in a howl-
to an amount equal to the Support Points
ing sandstorm!
times 10% of the original TV For example,
At this point, Gordon and Adrien/l(~ can move on to purchase their forces with their if Player A assigns 2 points to Support,
Threat Vallie points. Adrienne, grumhling, announces that Gordon is never going he will be able to assign (2 x 10% =) 20%
to be allowed to roll for external conditions again ...
of the agreed-upon Threat Value total on
support material.

59
CHAPTER FIVE: GAME RESOURCES

Air Strikes: aircraft can be called to pro- termine the range from a ground unit, Intelligence resources can be used to buy
vide ground support for beleaguered double the shortest distance in MU be- dice rerolls, representing the increased
combat un its . Air strikes are purchased tween the attacker and the aircraft's line level of preparation of the friendly forces,
like artillery barrages; the controlling of attack . If the attack is successful , Die rerolls can be used at any time, and
Player must designate tile unit calling compare it to the Armor listed . If the cost the equivalent of 1% of the Threat
for them (it must have a rad io) damage result is Heavy, halve the num- Value total each, When dice are rerolled,
ber of remaining attack runs available. however, the second result stands, even
An air strike usually includes strafing
If the damage result is Overkill, all fur- if it was worse than the first one,
runs with cannons and rockets. The
ther air strikes are cancelled .
strafing run starts on one side of the Intelligence assets can force the other
battlefield and continues in a straight Artillery Barrages: These are massive Players to reveal either his mission type,
line to the other side . Any unit within 1 bombardments made by off-board ar- mission objective or time limit. They may
MU of this pa th is a valid target. The at- tillery pieces . Artillery barrag es are also be used to reveal the type of sup-
tack is considered to be direct fire at bought as per page 30 and cannot ac- port bought for the game. Every 5% of
Short range and at Combat speed. Ap- count for more than a quarter of the the total Threat Value assigned to this
ply the Obscurement for the target's MU available Threat Value. purpose forces the opponent to reveal
only to the To-Hit roll All attack rolls are one of the above.
Intelligence: Information gathering is a
made using 2d6. Due to fuel and ammo
major part of warfare . It is assumed that
limitations, each typ e of aircraft has limit
both sides have access to fairly com- STEP 4: SUBPLOTS
to the number of times it can attack.
plete intelligence reports before the
Subplots make a scenario more inter-
Anti-aircraft attacks versus the aircraft start of the scenario. Sometimes,
esting. They are complications that have
are possible. The ai rcraft is traveling though, the system does not come
to be taken into account when formulat-
faster than 20 MUs per turn , using 2d6 through and there are differences in the
ing battle plans. Subplots are always ap-
for all Defensive rolls . Units may use Re- preparedness level of the forces in
plied to the side spending TV points to
action Fire to engage the aircraft. To de- presence
buy them .

Coordinated: Link two units, When they

o Air Strike Table attack the same target, they each get a
+ 1 on their Attack roll.
Type Acc OM ROF TV/Mission Priority Armor # Attacks
Fighter 0 x6 2 3 +1 5 10 Combat Fatigue: A random unit has
Fighter-Bom ber 0 x8 2 5 0 6 6 seen too much . Upon being hit for the
Light Bomber 0 x8 4 10 -1 7 3 first time, the unit must make a Morale
test to remain in combat and then con-

o Scouting Advantage Table tinue to test each turn. A failure result


means that the unit must retreat, but may
Scouting Advantage Effect try to pass another test the next turn.
o No effect. Randomly determine which
Player sets up th e playing field first; the other may choose his home edg e. Coward: A random unit on the other side
Minor Advantage: the Player may falls back as soon as it is damaged . If
choose between setting up the playing field OR choosing his home edge. someone with the Leadership Skill is
2 Major Advantage: the Player sets up the within Comm range, he may attempt to
playing field and chooses hi s home edge.
rally the fleeing unit: the Threshold is 4.
3 Ambush: in addition to the major
advantage above, the Player automatically wins the initiative for the first turn. The Hero; A random friendly unit is pi-
4 Total Ambush: in addition to the major loted by a young hero. This Hero does
advantage above, the Player may hide his unit s anywhere on hi s half of the board ,
not count toward the limit on the num-
noting their pOSitions on a sheet of paper. See the Hidden Set-Up rul es on page 44.
5 Perfect Intelli gence: in addition to the total ambush advantage above, the Player
ber of Heroes and is bought with the
knows the e'lemy's mission type , objective and time limit. points spent on the Subplot. See the
rules on page 41 .

60
CHAPTER FIVE : GAME R ESOURCES

Traitor: One of the enemy works for your


side. At any point during the game, the Intelligence Options 1
weakest unit (in TV points) is transferred Dice Reroll: 1% of the Threat Value total each
to your control and remains thus for the Intelligence Asset: 5% of the Threat Value total per item revealed
remainder of the game.

Vendetta: A random unit on the other


side hates a random unit on your side. Subplot Generator Table
The enemy must match speeds (Com- 1d6 1-2 Cinematic 3-4 Military 5-6 Unforeseen Events
bat or Top) and attack continuously un- Coordinated Bad Intelligence Bystanders
til one of the two is destroyed, 2 Combat Fatigue Corrupted Supplies Blizzard/Storm
3 Coward Left-over Ammo Communications Out
Bad Intelligence: Once setup is finished,
4 The Hero Low Priority Friendly Fire
you may relocate up to a quarter of your
5 Traitor Malfunctions Sabotage I
forces on the playing surface.
6 Vendetta Minefield SNAFU
Corrupted Supplies: One enemy vehicle
starts the game with a random Light
Damage result from bad maintenance Blizzard/Storm: An unforeseen weather Sabotage!: One successful enemy at-
(disregard Crew hit results), system has moved in. All targeted units tack is cancelled out. In addition, roll one
get a +2 modifier to their Obscurement die for the attacking unit. On 1-2, it is
Left-Over Ammo: One random unit has value due to the poor visibility caused simply jammed and put out of commis-
been supplied with left-over ammunition. by the bad weather. sion for the rest of the game. On 3-4,
One die is rolled every turn, immediately the weapon explodes, doing a Light
after the unit's first attack: on a 4 or more, Communications Out: There is a prob-
Damage hit on the walker/vehicle. On a
all attacks that turn are duds, including lem of some kind with the radios, either
5-6 the weapon explodes, causing a
the one Just rolled. because of the weather or a
Heavy Damage hit on the vehicle
supersclence experiment. No commu-
Low Priority: The mission objectives are
nication rolls are allowed for the dura- Situation Normal All Fouled Up: Orders
not that important to the enemy com- tion of the battle, have come down from HQ, supersed-
mander, and his troopers know it. The
ing current operational directives. Un-
opponent applies a -2 penalty to all Friendly Fire: A plane, back from a mis-
fortunately, not everybody gets the mes-
Leadership rolls. sion with spare ammunition, is looking
sages on timel At the beginning of the
to dump it on anything resembling a tar-
MaJfunctions: One random enemy ve- game, before either side takes a turn,
get. A fighter-bomber makes a Single at-
hicle is experienCing weapon malfunc- roll one die for each unit in the enemy
tack run centered on a random enemy
tions. One Action is required to clear the force. On a roll of 1, the unit is confused
unit. Any target within the attack corri-
weapon after each Fumble. and may do nothing for the first turn.
dor, friend or foe, is at risk.
Minefield: An old forgotten minefield is
located somewhere on the board. The
Player gets a standard minefield (see
page 38) and may place it anywhere.

Bystanders: A group of civilians have un-


wittingly wandered into the battle zone.
They can be impoverished refugees, or
perhaps even local residents. They are
treated as an unarmed, unqualified in-
fantry unit, moving in a random direc-
tion every turn. A penalty of one VP is
deducted for every civilian killed

61
CHAPTER FIVE: GAME RESOURCES

MORALE
HIT AND FADE TO BLACK '
All German units are Elite and the
Americans are Veterans. This is a Me-
Battlelield dium Mission Priority for the Germans
Location : Northern France, June 6, 1944 and a High Mission Priority for the
Weather: Clear Americans.
Time of Day: Morning

Order 01 Battle TERRAIN AND SETUP


GERMAN UNITS
The map is comprised of open coun-
1x SS Rockettruppen Command Section
tryside. There are some scattered
2x SS Rockettruppen Raider Section
woods and roads, but most of the open
AMERICAN FORCES
area is farmland and meadow. The
2x Airborne Command (Officer w/SMG, NCO w/SMG & Type II Radio, parachutes)
American troops deploy as per the
6x Airbornes (NCO w/SMG x 2, Rifleman w/Rifle x 9, Rifleman w/BAR , parachutes)
Parachute rules on page 53. The Ameri -
can Player picks the target drop zones
MIssioN BRIEFING MISSION OBJECTIVES and rolls to see the results. Once the
airborne troops are placed on the map,
As part of the Normandy invasion, hun- The Germans must eliminate as many
the clock starts.
dreds of troops of the 101st Airborne American troops as they can within 10
parachuted behind enemy defenses to turns (5 minutes). At that point they will On the first turn the Rockettruppen may
cut off retreats and to trap the Germans be summoned to fight elsewhere, con- enter from the eastern side of the map.
between them and the invading forces tinuing their mission of harassment. The They enter in flight mode and may land
in the beach landing sectors. Part of the American paratroopers must weather as the German Player wishes. The
101st, the506th Brigade, landed around the assault as intact as possible, and game lasts for 10 turns . On the tenth
Carentan, hoping to hook up with the eliminating some of the despised SS can turn, the German Player must return to
forces landing at Utah Beach . During the only help the next poor guy they will be flight mode with each unit as it activates
early morning of June 6th they para- attacking. and moves off the west side of the map
chuted into Normandy. They endured as quickly as possible . The American
The German win a major victory (2 VP)
anti-aircraft fire and ground forces but Player may take any last shots he can
if they can eliminate all of the American
managed to organize into platoons and as the German troops rocket off the
forces. They win a minor victory (1 VP)
companies and start to form up with the map.
if they can eliminate at least half of the
invading forces.
American troops while sustaining fewer
Learning of the airborne troops maraud- than half casualties themselves . They COMPLICATIONS
ing behind the lines, the Germans de- must conserve troop strength to be able AND VARIATIONS
cided to send the troops that could re- to carry the fight to their next target. 1) Add a Hero to the American Troops.
act the fastest to counter the 101 sl. Germans get a bonus VP if they can
The Americans achieve a major victory
Those troops were the mighty eliminate or incapacitate the hero.
(2 VPs) if they can eliminate all of the
Rockettruppen . The Rockettruppen
Rockettruppen. They get a minor victory 2) Add four glider-deployed Veteran
could cover the great distance and fight
(1 VP) if they can eliminate at least half M11A3 Early Walkers to the American
fire with fire. The Americans will have to
of the SS. forces. Add one Rockettruppen Support
survive the attack to keep the promise
Group '43 to Germans forces.
of providing relief to the rest of the in-
vading troops. But can they survive a 3) The Americans are Oualified instead
hit-and-fade SS rocket pack-equipped of Veteran. Remove one of the SS
platoon? Raider Groups.
CHAPTER FIVE: GAME RESOURCES

TERRAIN AND SETUP


HARD LANDING
One long side of the table (and about
one-third of the width) is the beach that
BatUeljeld the American forces must take. The
Location: Tulagi, August 17th, 1942 Japanese get two bunkers to set up on
Weather: Clear the beach; each can take 40 points of
Time of Day: Morning damage. Infantry may set up in the bun-
kers; the AT gun and any infantry not in
Order 01 Battle
the bunkers are considered dug in . All
JAPANESE UNITS
other vehicles are considered hull down .
1 x 47mm ATG Type 1
The beach itself is Sand terrain.
2x Shiki 41
1x Command Squad The remainder of the table is shallow
4 x Rifle Squad water. The American start there and
2x Hvy Weapons Squad (LMG or AT Rifle) must trudge through it to make it to the
AMERICAN UNITS beach. Scatter 30 markers in the water,
2x Command Squad equally divided into Clear, Mine or Cra-
4 x Rifle Squad ter. When a unit moves within 1 MU of a
6x M4A3 Sherman marker, it is flipped over. Clear markers
4x M12A 1 Longstreet have no effect. Mine markers represent
2 MU radius anti-vehicle minefields. Cra-
ter markers represent the craters left be-
MISSION BRIEFING MISSION OBJECTIVES
hind by the pre-landing bombardment
It was supposed to be an easy landing. The Americans must land on the beach of the 16" battleship guns. If an infantry
The American naval forces had just and rout the Japanese forces. The unit uncovers a crater, it loses a turn
completed their shore bombardment beach must be taken . Only by defeat- swimming back to the surface. Tanks
with their 16" guns. The barrage cleared ing the Japanese forces can the Ameri- that uncover a crater sink and are de-
the beach of any Japanese defenders; can forces achieve a major victory (2 stroyed. The crew must make a Morale
the ones that weren't dead should have VP) . A minor victory is not possible - test to see of they escape with their lives.
run off from such an onslaught. Any re- it's do or die. If the Americans try to re- Walkers uncovering a crater must make
maining defenders should have put up treat, they will be sitting ducks for the a Piloting test versus a Threshold of 6 to
token resistance before the American waiting Japanese, and this option is escape the muck. If the roll is failed , the
forces cleared them out and established thus not available. crew must pass a Morale test to escape
the beachhead. the mired walker.
The Japanese can win a major victory
However, the bombardment seems to by destroying all of the American forces
have landed a little short of the shore. (2 VP). If the Japanese hold the beach COMPL ICATIONS
As a result the Japanese forces remain- (i.e, only Japanese units are on it) at AND VARIATIONS
ing are larger and more dug in than an- the end of the scenario, they have at
1) Increase the American forces to Vet-
ticipated. They are more than ready to least achieved a minor victory (1 VP).
eran Quality and Morale. Add 150TV of
put up a fight and repel the Marine land-
barbed wire to the Japanese setup .
ing force. Additionally, the 16' guns have
MORALE
left several craters in the shallow water, 2) Increase the Japanese force to Vet-
making it difficult for the American forces All forces are Qualified. This is a High eran Quality and Morale. Add 2 Veteran
to land. The Americans will have to pay Mission Priority for the Americans, but engineer squads with satchel charges
dearly to take foot on this island. It was only a Medium Mission Priority for the to the American forces .
supposed to be a easy mission .. . Japanese.
3) Add Heroes to both sides, of compa-
rable value.
CH APTER FIVE: GAME RESOURCES

MORALE

The Zombies have special Morale, as


described on page 55. The Japanese
Battlefield command squads are Qualified. The
Location Guadalcanal, October 31st, 1942 Marine command squad (including
Weather: Clear Puller) is Veteran Skill level, but Elite
Time of Day: Night Morale. The rifle squads are Veteran.
This is a High MiSSion Priority for the
Order of Battle
Americans, but a Medium Mission Pri-
JAPANESE UNITS
ority for the Japanese. The American
2x Command Squad
forces are considered Exh austed .
8x Zombie mob (14 Zombies each)
AMERICAN UNITS
1x Command Squad - Lt. Col. "Chesty" Puller (Hero: Inspirational, Tough As Nails, TERRAIN AND SETUP
Unpinnable, Untiring) and Gunnery Sg!. "Manila John" Basilone.
The entire map is Jungle terrain. A river,
2x Rifle Squad
2 MUs wide, runs the length of the map ;
numerous trails and clearings are scat-
MISSION BRIEFING MISSION OBJECTIVES tered in the trees. The Americans start
in the center of the map: they are cross-
The American Marines are bogged The Japanese command is testing out
ing the river when the attack begins .
down on Guadalcanal, fighting heavily their new weapon and hoping to get rid
One squad and Puller are on one side
around th e village of Matanikau and the of Puller at the same time . The two com-
of the river, and the other squad along
Henderson airfield . The Marines made mand squads are handlers for the zom-
with Manila John are on the other side .
advances in the late summer, but the bies as well as observers tasked with
Japanese have counter-attacked and reporting their results . The Japanese forces enter along any
have beg un to gain ground. October side of the map, and may enter along
The Japanese achieve a major victory
has been a nightmare for the Americans, multiple sides if desired. Because of the
(2 VP) if all of the Marines are eliminated,
and it is about to get worse . size of the scenario, it is recommended
including Puller. They get a minor vic-
that this scenario be played out in Skir-
Lieutenant Colonel "Chesty" Puller, with tory (1 VP) if at least one of the Marine
mish scale, but it need not be.
elements of the 1/7 Marines, has been squads is eliminated and one 01 the two
isolated in the jungle infested valleys command squads successfully retreats
south and east of Matanikau. They have after personally witnessing the zombies' COMPLICATIONS
been fighting tirelessly for days. Unfor- performance. In order to do the latter, AND VARIATIONS
tunately, they have also been chosen as the squads must have LOS to a zombie 1) Add another Rifle Squad to the Ameri-
the target of a new Japan ese secret attack and successfully detect the can forces . They start on the side of the
weapon - zombies I squad being attacked. river with Manila John. The Japanese
Th e Americans must face their own The Americans are fighting for their lives get a Veteran Rifle Squad sent in to en-
former friends and comrades who have against unthinkable foes. They win a sure that "Chesty" Puller is dealt with .
been put under a spell (or worse, are major victory (2 VP) if they can defeat 2) Add two more Zombie Squads to the
undead l ) and must now kill them in or- all of the zombies as well as the observ- Japanese forces. Puller will decide that
der to make it back to friendly lines . ers. They win a minor victory if the zom- the threat is too horrible and call in artil-
Those who live through the night shall bies are defeated, the observers are lery fire on her own position if it looks
not soon forget what th ey have seen on eliminated or the Marine command like she will be defeated. The American
Guadalcanal. squad survives. receives two 105mm Howitzer HE fire
missions which will fire over two turns
as one barrage (one mission that will last
two turns) once Puller calls it in.
CHAPTER FIVE: GAME RESOURCES

TERRAIN AND SETUP


PLANE SMASH
A runway cuts through the center of the
battlefield. The area around the runway
Battlefield and buildings has been leveled and
Location: North Africa, January 17th, 1942 cleared, but outside of that area, it is
Weather: Clear rough and very broken terrain . There are
Time of Day: Night four foxholes, two of which are on the
far side of the runway; each foxhole has
Order of Battle
a light MG team in it.
GERMAN UNITS
4x light MG team The Germans set up with the MG teams
2x squad of infantry in the four foxholes . The infantry squads
5x Aircraft (see Air Strike, p.60, for stats) are in the barracks and deploy 1 turn
2x Valkurie Ausf B after either a German unit spots a Brit-
2x Sdkfz 251b ish unit or shooting begins . The 251 s are
BRITISH UNITS by the barracks and their crew is inside.
4x Pink Panther truck It will take them an extra 2 turns before
2x Pink Panther jeep they are combat ready. The German
2x MV12B Roundhead walkers start hidden in the hangars.

Stirling's units may enter the board on


MISSION BRIEFING MISSION OBJECTIVES anyone edge . This is to be a quick raid,
intending to damage the planes as fast
Lt. Colonel Stirling, father of the Spe- The British objective is to damage or
as possible and then retreat to the desert.
cial Air Service (SAS), worked the night destroy all of the planes; dOing so earns
extensively in the North African theater. them a major victory (2 VP). If they man-
He and his men patrolled behind en- age to only damage or destroy three of COMPLICATIONS
emy lines under the cover of darkness, the planes that is a minor victory (1 VP). AND VARIATIONS
reporting on troop positions and ha- 1) The Germans just finished a night drill.
The Germans will get a major victory (2
rassing the enemy when possible. They All units are active and in position.
VP) if none of the planes are damaged.
excelled at blowing up supply dumps
If only two are damaged or destroyed, 2) The airfield seems very quiet. A Skill
and vanishing again into the dark
it will be only a minor victory (1 VP) . roll vs. Threshold 6 when within 1 MU
desert night.
(or an attack on any of the v~hicles) re-
On this night, Stirling and his group has veals that they are mockups for
MORALE
uncovered a little out-of-the-way Luftwaffe training I The German Player
Luftwaffe airstrip , seemingly ripe for the All German units are Qualified and all
get five fighter runs and three bomber
picking. There seems to be few guards, British are Veterans, except for Stirling,
runs with which to 'practice.'
and several planes are grounded near who is a Hero (Elite crew with the fol -
the makeshift airstrip. Something's go- lowing Heroic abilities : Inspirational, 3) The Germans have laid a trap for
ing on ... The only way to find out for Untiring, Driving On Fumes, Patton's Stirling. There are a total of six squads
sure is to attack, which is just what Notebook). of infantry in the barracks. There are also
Stirling has decided to do. The unsus- four Loki and two Valkuries hiding in the
This is a High Mission Priority for the
pecting Germans must deal with a dar- hangars. The planes are mockups (as
Germans and Medium Mission Priority
ing night raid by one of Britain's most above) and the area around them is
for the British SAS (they can always slip
capable soldiers! mined (4 x 1 MU minefields). The Vic-
away if things go badly and go blow
tory Conditions change: if Stirling exits
up another airstrip).
the board undamaged with all units, it's
a major victory (2 VP) . If only Stirling gets
away, it's a minor victory (1 VP).
CHAPTER FIVE: GAME RESOURCES

TERRAIN AND SETUP


DOSE OF LEAD
A central road is covered in pieces of
stone from the facing of buildings and
BatUelield the road. Some structures have col-
Location : Stalingrad, October 29th, 1942 lapsed, blocking several side streets . All
Weather: Snowing that remains of many of the buildings
Time of Day: Mid-Morning are craters from artillery shelling and
Luftwaffe bomb ing. Any amount of
Order 01 Battle
Rough terrain with mounds of rubble, an
GERMAN UNITS
occas ional wall , bu ilding or crater hole
2x Light MG team
would do well for this scenario.
4x Infantry Squad
2x SdKfz 314 "Spinner Zwei " The Germans start out where the road
SOVIET UNITS enters the map on the German side. The
2x Sniper Team (w/AT Rifles ) Soviet units start out hidden ; if using the
2x Infantry Squad (w/Molotov Cocktails) chit rules (page 44) , several dummy
1x Light MG Team counters should be placed . The snip-
ers can be placed anywhere on the
board ; the Soviet infantry set up on op-
MISSION BRIEFING they drive off the Soviets. If they elimi-
posite sides of the main road, in cellars
nate all the Soviet units, it is a major
The Germans have advanced through and basements, to ambush any vehicles
victory (2 VP).
the workers' suburbs. Artillery, tank (they are considered hidden and dug
guns and bombs easily decimated the The Soviets are waiting for the vehicles in) . The Soviet MG team is set up any-
suburbs, with their light stone and to advance down the road until they can where they can cover the road and keep
wooden structures . The c ommerc ial ambush it with Molotov Cocktails . The infantry from coming down the road with
and industrial buildings were little af- snipers and MG team are there to keep the veh ic les .
fected by light and medium artillery and the infantry well back so that the Ger-
stood up to tank gun fire. The artillery man vehicles are unsupported when the
COMPLICATIONS
and bombing covered the streets with Soviet infantry attacks from hiding. AND VARIATIONS
the rema ins of the lesser buildings,
If the Soviets destroy or disable (that is, 1) Make one of the Soviet Sniper teams
leaving corridors of rubble between the
make them unable to move) all the Ger- a Hero. Make one of the Spinner crew a
stouter constructions.
man vehicles, it is a major victory (2 VP) Hero of similar point cost.
In thi s urban wasteland of rubble, the If they destroy or disable half (round up),
Germans started to pay heavily for their it is a minor victory (1 VP). 2) Add one PzKpfw II Ausf E 'Flamingo '
advances. The Soviets are defending to the German defenders. Add two more
yet another block of the city when the LMG Teams to the Soviets.
MORALE
temperature drops and the snow starts 3) Increase the Sdkfz 314 crews to Vet-
falling . All German units are Qualified , and all
erans. Add a Soviet Command Squad
Soviet units are Veteran, except the snip-
(see Gear Krieg Rulebook, page 85) .
ers, who are Elite.
MISSION OBJECTIVES 4) Increase German Lt. MG Teams and
This scenario is a Medium Mi ssion Pri-
The Germans are here to sweep and Infantry to Veterans. Add two more
ority for the Germans , but a High Mis-
clear the area . Lucky enough, they are sniper teams for the Soviets.
sion Priority for the Soviets, who are
supported by walking armored cars, 5) The snowstorm turn s to a blizzard I
desperate to stop the progress of the
which fa ired much better in the rubble Swap the Snipers for two-men teams
Fascists in the Motherland.
than did conventional vehicles. Ger- with SMGs and grenades.
mans obtain a minor victory (1 VP) if

66
CHAPTER FIVE: GAME RESOURCES

TERRAIN AND SETUP


V ELIKAN-LYUDOED
The battlefield is a wasteland of
scorched earth and devastation. The
BatUelield battles of the previous weeks have
Location: Outskirts of Stallngrad, October 13th, 1942 churned the soil which is slowly turning
Weather: Clear to mud under the October rain,
Time of Day: Afternoon
The tabletop is liberally covered with
Order 01 Battle patches of Rough and Woodland terrain.
GERMAN UNITS The scenario is played along the long
4x Infantry Squad, one Rifleman w/Panzerfausts each axis of the table, which is divided in half.
4x PzKpf V Ausf B "Valkurie" The Germans may set up anywhere on
1 x SdKfz 251/12 w/Artillery Spotter their half of the table, The fire missions,
4x 10.5cm Howitzer fire missions if used, must be called for normally,
SOVIET U NITS
The Soviet unit enters on the edge of its
1 x T-45 Velikan-Lyudoed Tesla Tank (Elite)
half of the table on the first turn,

MISSION BRIEFING MISSION OBJECTIVES COMPLICATIONS


The Germans have been advancing The Soviet tank must destroy the SdKfz AND VARIATIONS
through Russian territory like lightning. 251/12 to win a major victory (2 VP). De- 1) Add a Hero to the T-45 crew. The Ger-
The Soviets have been pushed back at stroying the other defenders will win the mans may setup up hidden minefields
every turn .. except for one or two units, Soviets a minor victory (1 VP), but the of equivalent Threat Value,
who are steadfastly resisting the ad- real prize is the artillery spotter,
2) Add a second T-45 (also Elite) Add
vance of the Fascist invader.
The Germans win a minor victory (1 VP) three 7,5cm Pak 40 AT Guns to the Ger-
A sole T-45 is one such unit, marauding if the SdKzf 251/12 survives, and a ma- man side, The Pak 40s may use AP
around behind enemy lines, always jor victory ( 2 VP) if the T-45 is eliminated, ammo (see page 101).
staying one step ahead of its pursuers. Thanks to the Fuhrer'S "no retreat!" poli-
Through sheer force of will (and not a cies, the SdKfz 251/12 cannot leave the
little luck), the crew has managed to find table during the scenario. Doing so is
fuel and supplies to keep their ponder- functionally the same as losing the ve-
ous beast on a combat footing. hicle in battle,

Today this tank, the Velikan-Lyudoed,


has found an artillery spotting vehicle MORALE
getting into position on the outskirts of
All German units are Qualified, and the
a worker's city. If the Fascists are allowed
T-45 crew is Elite.
to survive, they will rain steel death on
the hapless Red proletarians holed up This is a High Mission Priority for the
in their houses and cellars, The defense Germans and a High Mission Priority for
of the Rodinya is at stake, and this lone the Soviets as well. The Ve/ikan-Lyudoed
tank must destroy that spotter vehicle is desperate to prevent the shelling of
and the forces defending it at any cost. the city, while the Germans are eager to
kill what many have come to see as a
Can one brave tank beat all arrayed
malevolent mechanical beast ready to
against it?
devour them all. Much ride on the out-
come of this battle,
CHAPTER FIVE : GAME RESOURCES

repair a light criti c al and two points to


CAMPAIGN RULES repair a heavy critical.

A campaign is a series of scenarios linked together thematically, following the ex- Recruitment Roll: This roll is used to ob-
ploits of specific units . This section contains the rules and stats for playing a cam- tain replacement troops. It is modified
paign in Gear Krieg. If the reader is not familiar with the Gear Krieg Scenario Gen- by the force, year and theater. All units
erator (page 56), that section should be read first. gained this way are Rookie quality.

Campaigns can take several forms. Teams of Players may fight alongside each Reinforcement Roll: A roll to get rein-
other against other Players, or a group of Players can take turns playing each other. forc ed from ano ther Command . This al-
It c ould always be just one Player against another. Regardless of the format se- lows experienced personnel to be ob-
lected, the important thing to remember is that the battles are now thematically and tain ed .
dynamically linked: what happen in one sc enario will affect the outcome of subse-
Redeployment Roll: If a Player wants to
quent ones l
remove his Command from the game
The rules below explain not only how to determine who won the campaign , but the prematurely, a Redeployment roll is
repair of units, the resupply of ammunition and fuel, the replacement of lost troops made.
and how quickly the unit was redeployed .
Redeployment: There are two different
aspects of Redeployment, one is the Re-
inforcement Roll and the other is the Re-
deployment Roll. Only two roll s are
allowed , per campaign, from Redeploy-
ment. It is up to the Player to decide how
to use them .

Supply Value: This is the Threshold that


a Supply Roll is made against to ob-
tain a particular piece of equipment or
veh ic le .

Supply Roll: There are two types of sup-


ply roll. The first roll determines if a Com-
mand can get food , ammunition , fuel
and other consumables, either from the
supply chain or local resources . It is
modified by which force a Player is play-
CAMPAIGN TERMS and represents how difficult it is to re- ing and in which theatre the campaign
pair and maintain a vehicle. This is fur- takes place . Every five trucks or
There are several stats and terms used
ther modified by the Theater chart and half tracks (i. e. cargo c arrying vehicles)
for campaigns that have no bearing on
outcome of some scenarios. This also act as a + 1 modifier to the Supply Roll ,
the individual scenario .
includes how common or available parts with a maximum of +2.
Command, the: The combination of units are . This stat's usual range is 1 through The sec ond type of Supply Roll is to
and support is the Command that a 6. See chart on page 104. obtain new equipment through the sup-
Player controls .
Repair Value: This value is the Thresh- ply chain . The Supply Value for a par-
Salvage Roll : A roll made to scavenge old for a Repair Roll and is found on the ticular vehicle or piece of equipment is
resources from the battlefield. Campaign Vehicle Chart on page 104. the Threshold for this roll.

Repair Roll: A Repair roll is for fixing Repair Pool: A pool of resources to re- Victory Points: Points awarded for ac-
damaged veh icles or equipment. The pair a vehicles damage between sce- complishing the set criteria in a sce-
Threshold is the Repair Value vehicle narios. It takes one point of the pool to nario.

68
SelTY
00

are to played and any special


from one to another
will also be determined. Once the sce-
TV

are mado, then recruitment


and reinforcement are made, vic-

keep track
will have his own
Record Sheet and Scenario
Battle
Record Record
1000
Sheet to record information 3000
about the unit and to
for the The 10000

track of the outcome of ead) sce


Jet, record it at the lOp
and

No more than

It is lip 10 the Playen' /0 agree upon which


Write .'lour in the Rilles box Oil the
All will start out with the same

want to participate in. above. palgns.


F'lVE: GAME RESOURCES

allows the outcome


to determine which of
TV Put
two nA,cc-,lhlu more) scenarios will
a the
pool of resources that are to
as want to
be in trucks or, If the trucks are in- Record Sheet.
make it will dis-
volved in combat, dumped at an ab-
cuss all for
stract to be picked later, The
the be
has to Bob's unit de-
for five In a scenario, If she suc-
cessful, Annie gets to go to a new sce- the Hero is
nario, which a raid on Bob's Extra
plies with whatever forces were not in- with a
scenario, If there are two other ways

be used,

Once all the scenarios are set, the or-


placing 'H' or 'Hero' in the Qual-
onto the
Record
Scenario Record
page

+4,

For if a Player has ten trucks


Once the Rules have been or cargo capable halftracks, he would
get a from the trucks, means if
he (a

limited by
the

conditions,
able
the time it is up to the
that choice, of the results of a
scenario in a use the Cam-
Scenario Results Record Sheet
by
109), Be sure to track which units

or lower
unit has its see the Morale Between scenarios, or days may
Modification Table on page 43, have passed, The passage of time be-
tween the various battles is usually ab-
nrr'l"n'mn does not
infantry
Extra
and Heroes,
Record Sheet. Clock, and thus the time between

70
CHAPTER

bRttles is usually Some- In addition to get to


tomes there may not
in war, How a force
Recruitment and Reinforcement
is abstracted
rolls be
me,the\rl" One method, ttle Re-

Once a scenario is finished, the Victory


trying to keep from
POints are awarded, scenario will
and how
awarded
a
modified "'<'''AFrii""
valuable re-
Modifier
to purcrlase
of the roll four to obtain the total
Trley
amount of TV of Rookie crew or
also determine who won the campaign,
The amount of men lost is the
awarded from that can
''''rr'n~'~n Scenano

rl~,,~,,~;r,~ the modifier. As


AND roll exceeds the Threshold, vehicle The other
It IS very common for the force that was may ,o,,,,,,'Qrt in some way,
left with control of the battlefield to scav- the Recruitment Modifier
one Re-
enge the remains and troop- roll is multiplied by 4
If neither amount of TV that

but
were several disabled vehicles left
two full
behind, both sides tried to control but the may
spent from the Pool re-
of the area to remains, AI- enced
moves one hit. Over-
not, "",,-,,,,,,u to do Players may to recruit rookies,
killed vehicles cannot be
to play follow-on scenario to To determine the Quality level of the re-
for control of an area if neither ends no limit to the number Re-
Inforcements in the personnel roll
with control of the Results of 1-2
salvage the ,,"lt1iAt'AII'1 simply rolls
two dice hrc:,,,h,-,Irlof If the
next
Player has control of trle
attempts are
battlefield, he receives +1 modifier
The of added to the of
If the cam- must still be paid for, See the
Crew Skills chart in the Gear
Rulebook 46 for
number of may cost
make before the next with no number of
modifications from Theater crlart. ceedthe number of men lost.

71
CHAPTER FIVE: GAME RESOURCES

In addition to the troops that are pur- as well. The number of scenarios sur- SUPPLY ROLL
chased through a Reinforcement roll , vived that a unit needs to be eligible for
In World War II, supply chains could get
Heroes may be purchased as part of a Quality increase as well as the Thresh-
long, get strained and be unable to ad-
that reinforcement. The amount of TV olds to beat are listed on the table found
equately supply the front line units. The
gained from the roll is still used to pur- at the bottom of this page .
situation was made worse as the forces
chase the reinforcements . Victory points
For example : a Player has a standard involved sought to destroy, steal or cut
must be spent to obtain the Hero. Each
Qualified German Rifle squad . After off their opponent from their supplies.
Victory Point spent will allow up to 20
completing two scenarios, the Player
TV to be spent on the Hero. Heroes are This situation is simulated by the Sup-
may roll to see if this unit's quality goes
counted in the limit to the number of men ply roll. The Supply roll shows the very
up. The Player rolls a 5 and his German
that are replaced through reinforcement. chancy nature of supply lines and the
Rifle Squad is now a Veteran unit.
That is , the total number of men rein- result of not receiving fuel, ammo , food
forced plus the Hero must not exceed The same Player has another standard and other consumables. Scenarios that
the number of men lost. Veteran German Rifle Squad ; it has com- do not allow for a Repair roll do not al-
pleted seven scenarios and has in- low for a Supply roll either. There are two
Using a Reinforcement roll must be
creased in Quality The squad's Thresh- different types of Supply roll that can be
considered very carefully. A Player may
old is lowered by 4 since the unit has made, one is for replacement of con-
only make two Reinforcement and/or
survived four more scenarios than the sumable supplies and the other is spe-
Redeployment rolls (see When to End
minimum required to qualify for a roll. cial request. These special requests are
the Campaign, page 73) for the entire
The squad's Threshold is now a 5. for vehicles and other equipment to be
campaign .
replaced or added to the Command.
Another aspect of experience is gain-
ing Heroes. If a unit has never failed a The Player rolls two dice, modified by
EXPERIENCE
Morale roll during a scenario (it has to the truck bonus (see Buying Extra Sup-
A unit gains experience from surviving have had rolled at least one Morale roll plies, page 70), Extra Supplies bonus
a scen ario. As a result of combat expe- and not failed it) or if there is only one and the Theater modifier (see Theater
rience, a unit can increase in Quality and surviving member of a unit, this is called Supply/Repair Modifier Chart on page
may even gain a Hero within its ranks. a Heroic Endeavor. Another Morale roll 106). The Threshold is 5, and a MoS of
is made against a Threshold of 10. This at least 0 is required . If the roll is suc-
The method by which troops gain Qual-
Threshold is lowered by one for each cessful , all veh icles are refueled , ammu-
ity is based on the number of scenarios
scenario that the qualifying unit survives nition is replenished and food stores are
a unit has been through . After a unit has
with 50% or more original personnel. If restocked .
gone through a number of scenarios
the unit passes, the owning Player may
equal to its Skill level, a roll is made with If the roll fails, the unit has not received
then spend Victory points to turn one
two dice against a Threshold, which is the required supplies. The first time this
member into a Hero, spending one Vic-
the unit's Skill level squared . Thus, more happens, there are no effects. The sec-
tory Point per 20 TV he wishes to spend
seasoned troops are not likely to ad- ond time, 50% (pick randomly) of the
on the Hero. See the Hero rules (page
vance, but rookies are usually only rook- vehicles are out of fuel, and all vehicles
41) for details on creating the Hero.
ies for their first battle. The unit's roll must only carry whatever ammunition is left
Record the changes in quality of units
exceed the Threshold to increase one from the previous scenario. All infantry
on the Campaign Record Sheet.
level in Quality. This Threshold is low-
ered by one for each scenario a unit
survives beyond the minimum number EXPBIINCE THRESHOlD TABLE
of scenarios that must be survived to be
Level Min # of Scenarios Threshold
eligible for the Quality increase. Once a
Rookie
unit increases one level in Quality, the
Qualified 2 4
Threshold is set to the new value indi-
Veteran 3 9
cated by the new level and the minimum
Elite 4 16
number of scenarios survived is reset

72
CHAPTER FrVE: GAME RESOURCES

are considered Exhausted (see Gear A Player may also make a Supply roll to Any units that were lost In the previous
Krieg Rulebook, page 71) , except for possibly get a vehicle or equipment The scenario and not replaced during the
Elite and Heroes. A Player who failed vehicle or equipment is first purchased Repair, Recruitment/Reinforcement or
two Supply Rolls may 'burn' two Extra with Victory Points (1 VP = 20 TV) and the Supply steps are no longer eligible
Supplies to negate this effect either for the cost cannot cause the Command to to be replac ed . The Command must
vehicles or for Infantry (but not both) exceed the starting TV move forward to the next scenario (or
The Player must have enough trucks to end the Campaign) with the forces it has,
The Player rolls two dice, which is then
do this. Now is the time to remove units lost in
modified by th e standard Supply modi-
battle from the Campaign Record Sheet.
The third consecutive failed Supply roll fiers (trucks, Extra Supplies, Theater
has dire consequences, 75% of all ve- modifiers). The item's Supply Value is the
hicles are without fuel and again, no Threshold. A MoS of 0 means it will ap- WHEN TO END
ammunition is replenished. Each infan- pear at the next Supply Roll Step (i.e, THE CAMPAIGN
try unit needs to make a Skill test against after the next scenario). A MoS of 1 or If a Player's Command is getting badly
a Threshold of 5. If failed, the infantry more means the item has arrived and beat en, and he has ex hausted the
unit takes the MoF in damage pOints to will be combat ready for the next (up- means to bolster his troops, the Player
each infantryman as they are starving coming) scenario, A MoF of 1 or more can make a Redeployment roll to have
and sick . This damage cannot kill an in- means the item cannot be acquired at his unit removed from the campaign. A
fantry unit: if any trooper reach zero this time (no VP or TV will be spent) If Player may want to do this is if there are
damage point, the infantry unit is immo- the roll is a Fumble, th e Victory Points not enough Victory Points left in the re-
bilized and cannot fight. Elite troops and are lost and the vehicle or equipment is maining scenarios for his opponent to
Heroes do not have to make this test, not received. surpass him, but his own army might not
but do become Exhausted (unless the survive. The army would then want to
For specific Supply and Repair roll modi-
Hero has the Untiring/Fanatic Heroic be redeployed out of this campaign, as
fiers, see the Theater Repair and Sup-
Ability, see page 42). A Player can burn dead Commands do not win wars. The
ply Chart on page 106. For the Supply
two more Extra Supply points to lessen opponent automatically gain the Victory
Values for vehicles and equipment, see
the effects for Infantry or vehicles as if it Points from the remaining scenarios,
the Campaign Vehicles Chart , page
was only the second failed roll. then the Players would consult the Oe-
108, or the infantry equipment lists in
If a fourth Supply roll is failed, only 10% Appendix 2, page 78. termining the Victor section.
of the vehicles have fuel and all are left
with whatever ammo they have left, if
any Infantry units that were immobilized Healing
in the previous failed Supply Roll die.
Infantry that i,I' hurt but llOt killed alllomatically recovers 0111' Damage poillt be-
All remaining infantry units (except He-
fore the lIext scellario. If the ullit is 1I0t ilZvolved in the next scenario. it is com-
roes) make a Skill test versus a Thresh-
pletely healed.
old of 6, The un it takes the MoF in dam-
age. Heroes are not affected any worse The exception to the above is the Player failin!? the Supply roll. The Command
than exhaustion. does not have the 1I0rmai amount of medical supplies and the injl/red personnel
do 1I0t heal.
The fifth failed roll results are abstracted;
On the third failed Supply roll, each illjured trooper makes a Skill test versus a
the Command no longer exists. It is left
Threshold of 5. A MoF of I or II/ore meall.r the trooper dies due to lack of adequate
up to the Players as to the specific out-
medical supplies.
come, such as the unit killing the offic-
ers for letting them starve or just surren- On the fourth failed Supply roll, all injured personnel die.
dering to the enemy when no fuel, food Heroes normally gaill back two Damage Poillts between scenarios, and gaill back
or ammunition is left. At this point, read one even after a failed Supply roll. Heroes with the Tough As Nails special ability
When to End the Campaign and Oeter- heal all Damage Points betweell scenarios. Heroes never die due to lack of medical
mining the Victor. supplies.

73
CHAPTER FIVE: GAME RESOURCES

MOVING A CAMPAIGN TO A Players should then total how much of


DIFFERENT THEATER their original Commands they still have,
by comparing Threat Values. For each
It can be part of the campaign's theme,
10% of the remaining TV, a Player will
or it could just be that the Players are
get 1 Victory Point. That value is added
tired of looking at the same terrain and
to the Player's total of Victory Points that
want a change of scenery. If all the par-
were earned from the scenarios; place
ticipants agree, just move the units to a
it in the 'Total Earned Victory Points' box
new theater and complete the cam-
on the Campaign Record Sheet. Then
paign . Many units moved from Africa to
she would total the amount of Victory
Italy or to the Eastern Front. Obviously,
Points spent and place that value on the
some forces were not present in all the-
'Victory Points Spent' box in the Cam-
aters, so sometimes moving theaters will
paign Record Sheet. Simply subtract the
not be possible for all armies.
Spent value from the Total Earned value
to get the value to be placed in the 'Re-
DETERMINING THE VICTOR maining Victory Points' box.
If one of the Commands was destroyed, The Player with the largest Remaining
then the surviving army is the victor. If, Victory Points wins the campaign. In the
once the last scenario is completed (or case of a tie, compare the Spent value.
the campaign is halted), neither Com- The Player with the least spent Victory
mand was completely destroyed, each Points then become the winner. If there
Player should total the number of sce- is still a tie, compare the # Won. If a tie
narios they won and place that value on situation still remains at this point, the
the Campaign Record Sheet in the '# campaign is a stalemate.
Won' box.

Revised Infantry TOlE Costs


GERMANY
Unit Men and Equipment TV
Command Squad Officer w/SMG , NCO w/SMG, Rifleman w/Rifle x 4, Type II Radio, Binoculars 16
Rifle Squad Squad Leader w.SMG, Rifleman w/Rifle x 7, Rifleman w/LMG 19
Anti-Tank Team AT Gunner w/AT Rifle, Loader w/SMG, Bincoluars 6
Machinegun Team Gunner w/LMG, Ass!. Gunner w/SMG 5
8cm Mortar Team 8cm Mortar, 3 crew, Binoculars 14
Pioneer Squad Squad Leader w.SMG, Rifleman w/Rifle x 7, Rifleman w/LMG, Engineers 29
Brigade Ramke Company HO Officer w/SMG x 2, NCO w/SMG x 2, Rifleman w/Rifle x 5, Type II Radio, Elite Morale 84
Brigade Ramke Platoon HO Command Squad, Elite Morale and Skill 60
Brigade Ramke Rifle Squad Rifle Squad , Elite Morale and Skill 76
SS Rockettruppen Command Section Officer w/MP42, NCO w/MP42, Trooper w/MP42 x 4, Type III Radio, 336
Rocket Packs, Elite Morale and Skill
SS Rockettruppen Raider Group NCO w/MP42, Trooper w/MP42 x 9, Type III Radio, Rocket Packs, Elite Morale and Skill 528
SS Rockettruppen Support Group NCO w/MP42, Trooper w/MP42 x 3, Troo per w/AT Rifle x 3, Type III Radio, 396
Rocket Packs, Elite Morale and Skill
SS Rockettruppen Support Group '43 NCO w/MP42, Trooper w/MP42 x 3, Trooper w!Panzerfausts x 3, 720
Type III Radio , Rocket Packs, Elite Morale and Skill

74
CHAPTER FIVE: GAME RESOURCES

GREAT BRITAIN AND COMMONWEALTH


Unit TV
Command wlAT Rifle Mortar Man w12" Mortar,

8, Rifleman w/LMG 21
32

Unit Men and TV


417
29

Morlar Team
ITALIAN ARMY
Unit TV
II Radio 24

21
SOVIET RUSSIA
Unit TV
Command 21/24

21
7
UNITED STATES
Unit TV
8
26
45
36

Team Gunner w/LMG, Ass!. Gunner w/SMG 2 7


VICHY FRANCE
Unit Men and TV
Rifleman wlRlfle x

This table summarizes the outlined in the Gear Rulebook and the North
Theater Book. Their costs have been recalculated m'I,"II;I1'O to the equipment described in 4. All
their equipment is listed, and any restrictions on such as radios, is also indicated.

75
}\PPENDlX J:

For ex-

or

described in Gear As usual, Perks


(AUX) are defined
for and
Perks with des-
have a numeric

Ammo <':Ic,,,:,,,,o' The vehicle stores some


or all 01 its spare ammunition in ar-
to It
no Arm ammo-
Tool Arm mounted on the ve-
reload weapon
at a rate one Ac-
tion. clips not counted as an
AUX systems and can

are
described in terms of their uselul span
and load

mum width of a chasm the can


the
cross and still be stable, The of the
Mat "~I"nll~'~armor and counts as Auxil-
for the
Control hits neither al-

hicle with a Battle,


of

per-

cover the
environment for which the
be rlAn'C\""'rl
ApPENDIX PERKS & FLAWS

RamPlale: of with any


in turn be-
The ve-
hic\e takes half the normal damage
in n~"llrIAnthe In
process. On the first Action, the
the the Ram Plate.
MG IS Burst Fired, with the
If the MG

a
on the
but may take second turn to calculate MoS
round, When 2 on the third and MaS 1 on fourth
the main gun may be fired Without tak- and final turn, These eHects are irl addi-
weapon, the vehicle cannot move. As an Action to switch weapon tion to the effects of the
the vehicle is not able weapon.

Wide Angle
caus-
Decreased Maneuver When
simulta-
one of movement, the vehicle loses
In tactical terms, the weapon
natural This Flaw made, [Jut any unit within the affected
area and within range must defend
it, friend and alike, ler-
will

Gear
normal attack is rolled if successful fire ones.
at least the target
An aeqrE!eswili cover a path
blinded for a number of rounds equal to
wide the
the of Success, but may still use
of the beam not entirely
Active Sensors, If the weapon has an
Effect or a Wide iIIumi-

The weapon
an Inordinate amount of power to the HFH
mounted next to The ve- and HT" fire arcs,
gun, These were used to
aim the main gun by walking the fire
into the target, the tank gun could be
fired with olamore

77
ApPENDIX 2: INFANTRY WEAPONS & EQUIPMENT

INFANTRY WEAPONS '& EQUIPMENT SUMMARY


The following table compiles all the equipment options available for infantrymen (with some national restrictions) Where appli-
cable, these rules and game stats supersede those found in previous Gear Krieg books , The "Year" entry indicates when a given
weapon or equipment is first introduced; a dash means it is available for the entire duration of the conflict.

PersonalVUlapons
Weapon Force ACC DM Range ROF Special Year TV Supply
Pistol All 0 x1 0/0/0/0 o AI
Rifle All 0 x2 1/2/4/8 o AI 2
SMG All 0 x1 0/0/1/2 AI 2 2
MP42 or BAR GerJAllied 0 x2 1/2/4/8 AI 1942/- 4 3
light MG All 0 x2 1/2/4/8 2 AI 3 2
Medium MG All 0 x3 1/2/4/8 2 AI 5 3
Heavy MG" All 0 x4 1/2/4/8 AI 6 3
Panzershrek" Germany 0 x12 0/1/2/4 o HEAT 1943 5 4/3
Panzerfau st Germany -1 x14 0/0/1/2 o HEAT 1943 12 3/2
PlAT Cwealth 0 x 10 0/0/1/2 o HEAT 1941 7 4/3
RPG 43 Russian -1 x7 0/0/0/0 o HEAT 1943 10 3
RPG-6 Russian -1 x7 0/0/0/0 o AI. HEAT 1944 3 4/3
Anti-Tank Rifle' Allied 0 x5 1/2/4/8 o 3 4
M-1 Bazooka" Allied 0 x11 1/2/4/8 o HEAT 1942 11 4/3
Molotov Cocktail All -1 x2 0/0/0/1 o SB,AI
Grenade All -1 x4 0/0/0/1 o AI 2 2
Rifle Grenade All -1 x8 0/1/2/4 o HEAT 1940 3 4/3
Flamethrowers All +1 x7 0/0/0/1 SB 1941 15 4/3

* Heavy Weapon ; 1 Action to set up before use / ** 1941 (Russian), 1940 (Japan), - (German, Commonwealth)

Mortars
Weapon Force ACC DM Range ROF Special Year TV Supply
50mm Russian -1 x4 1/2/4/8 0 IF, AI, AEO, MR1 7 2
82mm Russian -1 x6 4/8/16/32 0 IF, AI. AEO, MR4 42
107mm Russian -1 x8 8/16/32/64 0 IF, AI, AEO, MR8 3 23
120mm Russian -1 x10 16/32/64/128 0 IF, AI , AEO, MR16 72 3
2" Cwealth -1 x4 1/2/4/8 0 IF, AI. AEO, MR1 7 2
3" Cwealth -1 x7 3/6/12/24 0 IF, AI, AEO , MR3 15 2
4,2" Cwealth -1 x9 5/10/20/40 0 IF, AI, AEO, MR5 1942 25 3
5cm Germany -1 x4 1/2/4/8 0 IF, AI, AEO , MR1 7 2
8cm Germany -1 x6 3/6/12/24 0 IF, AI, AEO , MR3 13 3
60mm US -1 x5 2/4/8/16 0 IF, AI, AEO, MR2 10 3
80mm US -1 x6 4/8/16/32 o IF, AI, AEO , MR4 14 3
107mm US -1 x 10 5/10/20/40 o IF, AI, AEO, MR5 28 4
50mm Japanese -1 x4 1/2/4/8 o IF, AI, AEO , MR1 7 3
81mm, light French -1 x6 3/6/12/24 o IF, AI , AEO, MR3 13 3
81mm, heavy French -1 x8 1/2/4/8 o IF, AI, AEO, MR1 16 4

Note: All of the Mortars lIlay fire Ollt to Artillery Runge, All Mortars are Heavy Weapolls,
ApPENDIX 2: INFANTRY WEAPONS & EQUlPMENT

Explosives
Weapon Force ACC DM BR ROF Special Year TV Supply
Magnetic Limpet Mines Germany 0 x8 0/0/0/0 0 HEAT 3 3
Sticky Bombs US 0 x7 0/0/0/0 0 1942 3 2
Dynamite All 0 x3 0/0/0/0 0 3
Satchel Charge All 0 x10 0/0/0/0 0 Encumbr. 1941 4 3
Composition B Allied 0 x5 0/0/0/0 0 1940 2 2

Personal Armor
Name Force WI. Additional Info Ene. Year TV Supply Value
F 'Fritz' Armor (light) Germany 7.5kg Gepanzerte Infanterie, + 1 Stamina 1942 4/3
w/Bakelite inserts (heavy) Germany 14kg 'Leibstandarte,' +2 Stamina 2 1942 2 4/3

Portable Radios
Name Force WI. Additional Info Communications Ene. Year TV Supply Value
Type I All 25kg SMG or Pistol only -3/2km 1941 2 3/1
Type II All 16kg No Hvy Weapons or Explosive -2/2km 1942 3 3/2
Type III All 16kg No Hvy Weapons or Explosive -2/5km 1943 4 3/2
Type IV All 12kg No Explosives -2/10km 1944 3 3/2
Scrambler All 10kg No Hvy Wpns or Expl Protected 1944 4 5/4

Infantry Mobility Equipment


Name Force WI. Additional Info Special Ene Year TV Mod. Supply
Rocket Pack Germany 30kg SturmNebel/SturmWurfJager see Rocket Packs, p.53 1942 x3 5/4
BMW R75 Germany 672kg Sidecar (Crew: 2) 6 Ground MPs 1941 x2 2
WLAHD Allied 300kg 6 Ground MPs 1940 x2 2
Parachute All 15kg See Parachutes. p.53 1{frooper 3
P14 PPG US 48kg See Paragliders. p.53 2 1943 4{frooper 5/4

* Multiply TV once cost of infantry is calculated.


MisceUaneous Infantry Equipment
Name Force WI. Special Rules Ene. Year TV Supply
Binoculars All 1kg Doubles Detection Rating 2
Scope All .5kg + 1 at Long & Extreme Ranges 2
Infrared , Passive German/US 5kg See Active IR, p.49 1943 2 5/4
Light Amplification German/US 5kg See Low Light, p.49 1943 2 5/4
Infrared , Active German/US 5kg Emits and sees IR Light 1942 4 4/3
Combat Drugs Jp/Gr See Combat Drugs. p.50 1942 1.5x 5/4
Mine Detectors All 20kg See Mine Detectors, p.49 1940 10 4/3
Diving Equipment All 45kg Allow Infantry to operate Underwater 2 1941 2 5/4
Gas Masks All 1kg Protects vs. air Chem and Bio attacks 2 4/3
Chemical Warfare suits All lOkg Protects vs. Chem and Bio attacks 2 1941 x105 5/4
Walking Bombs/Mines German 65kg See Walker Bombs/Mines, p.55 1943 10/15 5/4

79
ApPENDIX 3: VEHICLES AND AT GUNS

VEHICLE DATACARDS
Each vehicle has an appropriate datacard that details the necessary statistics for game play. These sheets allow clear tally of
damage and other important information in a compact format that also include additional variants for the chassis.

General Data Maneuver rlre Control . Armor


Maneuver indicates a Fire Control is a catch-all Armor represents the toughness
Th e datac a rd always list s the
vehicle's ease of control. category for targeting of the vehicle's protective hide and
vehicle's narne. its nationality and
The value is used as a devices and stabilizers. general structure . The Light
the year i t was first ma de
modifier to all Piloting This rating is used as a Damage , Heavy Damage and
available.
Skill rolls . includ ing modifier to all Attack Overkill Thresholds are li sted here.
Defense rolls . rolls .
Threat Value ___
Everything on the battlefield has
Movement
A vehicle's speed is translated
a Threat Value. The TV reflects a
directly into Movement Points
unit's combat abilities the hig her
(MP) . The first number is the
the number. the more power ful the
Combat Speed , while the number
vehicle . Games can be easily
after the slash is the Top Speed.
balanced by allocating an equal
Some vehicles can use more than
amount of TV POints to each side .
one movement type.

Size _____.__, . Deploy. Range


Every vehicle is assigned a Size
How far a vehic le can move on a
value based upon Its mass and
single fu el load . This value is
volume . Size is primarily used to
primarily used for campaign
determine the outcome of physical
games .
attacks. such as ramming
attempts. The following table lists
the mass range (in metric tons) Perks and Haws
that each Size value represents '
The Perks and Flaws section lists
any special characteristics the
Size to Mass Chart vehicle has that affect its
performances on the battfefield.
Size Tons Size Tons
See page 76 for Ihe full
I 0-0.08 6 4 .5-7.3
descriptions and effects .
2 0.09-0 3 7 7.4- 10
3 0.4- I I 8 11-16
4 1.2-2.4 9 17-22 Special
5 2.5-4.4 10 23-30 This section lists all th e speCial
' - - --- _ .
Sensors rates the quality Communication systems characte ristic s of the weapon,
Crew ___-.-I of a vehic le's detection combine ra d ios and such as Anti-Infantry. Coax or Rate
systems . if any ar e Signal devi ces. They let of Fire (R OF)
This is the numbe r of crewmen
pr es ent. It covers all units talk to each other
aboard . from which the number of

Number weapons
systems. regardless of and transmit coordinates
Actions a vehicle can perform
their actu al nature (IR to artillery batteries or air
during a combat turn is derived .
sights. radar, etc.) . support. The # of weapon lists how many
weapons of that type are carried
Fire Arcs _ Range .__ Accuracy by the vehicle
Fire Arcs determine whether or not
Each weapon has four The Accuracy (Acc) of
a given weapon can be aimed at
a target
Range Bands: Short (S), each weapon affects the Damage Multiplier
Medium (M) , Long (L) odds of hitting and Th e Damage Multiplier (OM) of a
and Extreme (Ex) . The damaging opponents. It weapon is a rating of how
V..lants Short Ra nge is a lso is applied as a modifier destru c li ve it is . Damage
Some datacards also list varian ts. cal led the Base Range . to each Attack roll made Multipliers work on an
To save val uable space . only the Some weapons can use with the weapon exponential sca le. not a li near
modific ations to the game stats th e Artillery range . Accuracy c an dro p one: a Damage Multiplier of x tO
are listed. If It'S not expressively wh ich is twic e the because of damage . is four times as effective as a
mentioned here. a given statistic Extreme range. Damage Multipf ier of xS
'
remains the same .

80
ApPENDIX 3: VEHICLES AN D AT GUNS

Ye:uln$erv;ce: 1914 I'-IM'UWr: -J "-rmtH; 7/14/21 Yel r In Service: 193\1 IiUntuvtt: -J Armor:
n\f~~t Vllue:
" Fu,,(ontrol: -, Movt~nt: Ground ll'S Thneat V.IiH': J8 fire Conlroi: -, ~vtl'Mnt : Ground 3/6
Sirt: ~nsors: No", Deployment Ib~: 1701cm Silt: ~nsors: No ... Oepto~ntR.~: ZSOkm
(~ ..... : (ommumutions: 'l/3km C"" (ommuniutions: -i/Skm
PERKS & fLAW'S ,nICS & flAWS
BunoM<! Up, I~nl Controls. l uge- Sensor Profile (RI). WtlpOIllmk (l MG,,) Buttoned Up. Jl'If:fficit'nt Controls. 1.1Ige Sensor PtOfi~ (R I). Reinforctd Armor (RI. front)
WEAPONS WUPONS
H,,,,, AI'{ S M Ex Ace OM Am"", H."" Arc S b A Am"",
_-'0::."'----'--_----'==----_ _ _----"=
S""
7.92mm U4G 1 , uso ROf2. Ai Skod.ll.1cm I; 16 lZ 0 1(8 72
" ROf2, AI. (0.)(
7.92mm lJolG
7.92mm lM G Ff 1 Z ., 1200
1200 ROF2. AI

Name Arc S M Ex Ace OM Am"", Sp"


Smoke L..tuncl'l'!r rf a 0 0 Obsc:Z

Rtmovt 1 )( 3.7(m
Ch.ll'l9t: Communiotions -1/8km

PZKPfW U VARIANTS

kisf [ ~Fbmingo. TV: 11 YUf in $eMct: 1941


Remove: I x KwIC ]0/38: Amphibious
Add: 2 .. flamf:throWfl; H.,ul\1ous Ammo/fuel SIOl'Jgt
NJrne Arc S '" L Ex N;C 0" Ammo
f1amtthrower o 0 .1 .7 80 Raft. S9
o
0 .1 ,7 80 ROF !. S8
Ch~nge: Reinforced Armo r to R2

Aus f F. TV: 29 Yur 10 Service: 1941


R~vt: 1 )r. KwIC 30/38; Amphibious.
Add: l .. KwlC l 46.S
Arc S M h Ace OM Ammo
3. 7tm KwkL46.S T 3 6 12 24 0 ., 180
Cholnge: Reinforced Armor to R2

Veolr In Sotrvice: 1940 """ neuver; -J Armor:


ThrutV,lue: FireCon{rol: -, {jroond3/5
Silt: " Stn1.OI'1.: H'nt
Movement:
OepiOymt'nl Rolnge: 'I1OI<m
C~: COnImuniation1: 1/Sklll
PERKS & FLAWS
Amphibious. Bult~ Up, Intfficient Controls, lolrgt Sensor Profile (11:1), lI:elO 'orc~ Armor (11: 1. Front)
WEAPONS
H,,,,, Ale S M [" Ace OM Am"",
2cm I(wKJO/18
7.9Zmm LM{j
3 6 12 2'
-8 ., HID
141':i
VAIllANT'S .4usfC. TV:Z6 YurlnSer.i(r: 1941
lI:etaOYe: AmphIbious
AIls.I D. TV: 29 VUll n SotlVlCe: 1941
Remove: 1 x Kwl( 30/38: Amphibio\l1.
Add: t" KwIC l '6.S
NolI1'1e Alc SM [,r Ace D'" Am""
Hem K..!( L46.5 , 1 6 12 2' 0 .. 6 180

81
ApPENDIX 3: VEHI CLES AND AT GUNs

PZkPFW II[ VARIANTS

Aus f r, TV: 45 'ft., in SeMce: 194 1


R~:1 .I(wt:l46.'j

Add: lit Kwl( 181../42


N..me Atc S M Ex Ace OM Ammo
Scm 38l/42 , 4 8 16 12 0 .7 ''''
I(wl(

Ch.ange: MG Ammo 2700 "


Remow : 1.:l(wKl46.S
Add: 1 ~ K....1:: 19l/60
D.
" An
., Ammo
Scmb-I( ]9l/60 r " e
(,""mgt: Deployment Range 155km: MG }"lI'1I1'IO 2700
16 32 0
"
StuGC, TV: lZ YUIIn~rviu: 1941
Remove: All Weapons
'1'urlnSelVlct: 1940 M<lrotuvtr: -J Armol: 121Z4/)6
Th,tUV.lue:
4" fl~ Control: -, MoV'tl'N!nt: Ground 3/5
Add: I,: i< wi( 37 LIZ4
N.... A.rc S H U: Ace OM Ammo
Sue" Sensors: Otptoymrnt R.IIngt: 16';km
1.5em Kwl( 37l/24T 10 20 40 0
(~: (ommunKlo l ions: -\ j'jltm "
PERKS & fLAWS
Buttoned Up, Ineffiocl'lt (ontfoo, L'If~ Se-n'lOr Prohle (IB), RtlnrolCe-d Armor (Rl, f ront )
WEAPONS
N",.. 10.,( 5 E:o: Ace OM Ammo
'P
3. 1cmKwKl46.S I 12 24 0 ., III
7.92mm l MG T ., ROf2. AI. (O~ ~

7.92mm LHG FF 1 , ROFZ. AI


Me. Ammo 8m
" 4500
VARIANTS: ComlrYnd. TV: 24 Ytar In ~l'VIu: 1940

(h.anqt: COlnmUniutlons -1/8k.m

Y~;u In SefVl(~ 19101 M.Jfltu"~1: -J Armol: YU1InSf'rviel': 1943 M.IIllI!u~': -J Anno. :


-, -,
,.".
Thr~at VatuI': 42 ful' Control: Mo~rnent : Ground lIS Th~ .. t Val,,~: 82 fileContlot: Ho~l'!If'nt: Ground lIS
SUt': 10 Sf'nso.s: ~toyrnent R.angt': 2'5010:m Silt: 12 Sf'nsors: No ... I>f' ptOymt1tt R.IIngt': 177km
CrI' N: Communlcatlons: -1j3k.m Crew: Communluoons: - l /lkm
PERKS & flAWS PERKS & fLAWS
8uttootd, Up. II'M!ff-roent Controls. l.lll91' ~SOf Profitt' (RI). Rt'lOrorcf'd A.fmoc (Rl. Front) Buttoned Up. Jndhcif'n t Contron. L.II'9f' Sf'n~1 Profitt' (Rl). Pintle Mount (r), R.ndom Shutdown (RI).
R.emfOl<f'd Anoell (11.5. front)
WEAPONS
N. . . A"
, " ,. 4."
S l A" D.
.,
Amoo
eo
S,.,
H.!nf' AIC S M [..- Ace OM
1.5cmbl<)1l/Z41
1.9Zmm lMG T , 10 0
., ROFZ. AL (n." 1.Scm i(wK 42' L/10T 6 1Z Z4 48 0 .ll 79
7.92m," lMG ff ., ROfZ. AI 7. 9Zmm lJoIG
7.92'm," U4G H
2'
" ROf Z. AI. (0.11)(
ROfZ. AI
M.G Ammo 81n JOOO
MG Ammo 8m
" "00
VARrANTS:
AusfG. TV: 85 YUt In SelVlce: 1944
Remo..,.: RJndom Shutdown
Ch.nqt: Armor 16/1Z!48; KwK 4Z Ammo 81, MG AmInO 4300
ApPE NDIX 3: VEHICL ES AN D AT GUNS

YurIn Serviceo: 1943 ~oeuvtl: .J ""TlOI: 18/36/S-4 Ye,1 111 SelVi<t: 1942 M.. ~uver : .J Armor: 9/18/27
ThrutV",lul!: 97 rH~(ontrot: 2 Movement: Ground Z/I, Thrtd! Value: 111 FutCOnlrol: 2 Mo'o'tmtnt: Ground 2/4
SIU: 13 ~n1ort: No". Ot'pjoymenl Ral'lgt: lioOicrn Si,t: ) SeMon: No". Oepto~ntR.angt' : ZlOi(J1I
(rtw: CommumCdtions: -1/5I1:m Crr ....: CommurnutlOns: No".
PERJ(S& fLAWS PERKS & f LAWS
SuttOnM Up, Illfffioent (ontroU., lArge S4!0m.or Profile (RI ). Random Shutdown (Ri ). Rt1nfof(~ Armor bP01ed Cr~. Il1ffflotnt Cantrall;, Llrqe Sensor Profile (RI), R~nforced Armer (RI. Front). S14blhztr
(RZ,front) Mount (I O.Scm)
WEAPONS WEArO HS
,,<
N....

."
8.8cm 1( ..... K16 Lj56T
7.9Zmm lMG T
S M
12
2 " ." OM
,11
.2
Ammo

" ROfZ. AI, (oax


IUmt
10.5(:m Ho.....,tzt, ff
Arc S
15)0
H
60
NOT: This welPOO lNy File ou l to Artillery RInge.
120 -3
OM
,12
Am~

3l MRII. A[O. IF

1.92mm lMG TF .2 ROf2 . AI


MG Ammo Bin 4500
VARJANTS: ALlsf US, TV: \.; 3 Vu, i n StMCt-: 1943
Add: IJ( R-92; St-nso~ -2/Z~m; OtfWIVt- rift Contlol (RI)
H.IIIM Arc S /II l EJc Ace OM Ammo
R-92 Mis-slie
ChA~: HrtControl-l
10 20 40 +1
."

Ye ,rln ~fVI(O! : 194) lotInt\JvtT: .J Armol: Yt.llt III Servkt: 19'2 M,I ntu~ r: .J AIR)Ot:

Th~atV.llIUt-:

Si,t:
(~W:
"
10
rift Control:
Stnsors:
Cornmuniuliof'lS:
..""2

- 1/3km
Movel1W:nt:
Dtployment R,Hlgt:
Ground 2/4
21 0lc11l
ThrutV.IIlue:
Si,t:
C'I/:W;
15 Fi~Control;

Stns.ors:
(oll'lmuniutiofls:
2
NO',.
1/5kl1l
Movement:
~ploymt-ntRa~:
Ground 2/4
IJO\cm

PERKS & fLAWS PERKS & fLAWS


Buttontd Up, InrH'icient (ontlO~, ulgt ~I Profite (RI), Plntlt Mount (fl. RtlnlOfctd Anno! (R), Ammo Sto~~ ( t .. Rockets Rdo.llds. S t urns 10 rttO.lld). But10ntd Up. I"tfficient Controls. l.llfiJt'Sf:f'lSOI
rront) Pronle (R I). Plntle Mount (F), SUbl1il~ Mounl (R.ockets)
WEAPONS WEAPONS
H, IM Arc S M [..; Ace OM Ammo Ammo Sp
15cms[Gl/11 H 2 Wurfg,u\at t 'I' 18 36 7'Z -3 .9 MR9. AEO. [f
t+Or[: ThiS WC.IIp<ln nl.IIy h~ ou t to Artdltry R,Inqe.
A pPEN DIX 3: VEHICLES AND AT GUNS

Yur In SfM(e: "38 M.ltWU~f: -I Annor: 7/ 14/2 1 Yt.llf ln ~rv1(e: IQ40 M.MuWf: -I Armor;
Thrul v~tlle : fi~Control: -I Mo~nt : W..u.: 2/4. Gr. l iS Thfu tV"{Ut: 27 FlritContr~: -I Movement: W.. Ucl!4,G,.3!5
Silt: " SeMOn: N,"" DeptoyTMnt lUnge: 65km Sin: Sen$Ol1: No", ~plOyrMn l RU"lgt: 604<m
(~w: (ommuniutions; .2/Z.m (I~ (omlDl./nlUllOfl1; -lllkm
,tlues & fLAWS PERIC5& flAWS
2 II a.tttt Arms (R4), DKreutod I'Uneuwr (R1. Grou nd). .x posed C~W. Futllntfflcit nl, l neffi~t 2 x a"ltlt Aflns. (R4). 1~ff1C1tnt Control!., Pool rOWIng. II.II\OOm Sl'Iutdown (Il l ). IItlnto'(M AlTOOI (R2.
Controls., Poer Towi09. R.. ndo m Shutdown (RI ), Unsubtt. Wu k Point (A1 , I4owmcnt) r'ont). UnstAble, We .... Point (Ill. !o4owment)

:~HS~---A~K~'~~"--~-U~-Acr
~--~D"~~----A~m~~~------~~~
WEAPONS
AIC S Ex DM
7.92mm LHG rf 1 2 xZ 2S0 tolch !lOrZ, AI 1.92r'J1m LMG
/II Ace
., 2S0t.lch J)fZ.Al
Grerwdn -I lI8 AI
YAJUANTS Aus' 8. TV: l2 Yt'., in xrviao: 1940 VAJtIAHT'S .\tnf B. TV: 39 Yeti In ~NI(e: 1940
"
Remo~ : 1 ~ lJoIG: U ns t~tMe. R~ndom Shutdown. Exposed ( ~; 2I B~ttle Arms
Add: 1 1 K~ 17; +1 OM to ~ tI gren~es; Glider Cip..tMe "; 2 I M~nipuutor Arms (R4. Punch) Add: 1 ( 1. 8(f11 K",K17; 'l x "bnipul.ltor Arms (RS, PurKh); Glider C~~tMt

~ fne' Al( S M l u. /1,( 14 Am mo _____-""'0:0- l.lkm KwKl1 f 2 " 8 16 0 IS I 10 Ron


l.lkm KwK77 2 4 8 16 0 xS 20 ROn ,\us!C, rv'42 Yur In SeMce: 1941
,\usf C TV: 12 Ye,1! in Service: 194 1 Rtmo~: 1 )( LMG; 2 ... B.ttle Alms. Urnubte. R4ndt1n1 Shutdown
RemoV't: I )( lMG; UrnUtMt, R.ndom Shutdown. Ex posed (~; 2)( ~ute Arms; rut{ I ntffiCl~l

Yeolr lnService: 1942 ""'neuV'tJ; -I Armor; 9/18/27 YeolrIn Servict : 1943 MolrMWV'tI: -I Armor:
Th~.t V.lut: 51 rire Control: -I I4ovement; W"lk l iS. (jr. ]/6 Th~~1 V.lue: IS. rut Control: Mo""~nl: W.1.k 2/4. (ir. 3/6
Site: s.nsors: No", Deployment lUnge: 7Skm Silt: ~n~r5: 2/ 1km Deployment A.nqe: 110km
(~W: ComlT'H./niutions: .2/1km Crew-: CommuntutlOtTS: 1/4I1:m
P[RKS I FLAWS PERKS & fLAWS
IMfficM!nt Controo. 2 )( M~ni puwtD r Arms (R5. Punch), OV'tri'le.ting, R~ndom Shutdown (R l ), Reinfor(ed Dtftct1V't fC (A I ). I~fficM!nt Cootrols. 2)( M.nlpulato, Alms (R6. Pul"lCh). Ovtrl'lt.ting. Reinforced Armor
Armor (Rl. front). Wuk Point (R I. HoV'tment j (R 1. front ). RelnfOlctd ( rt"': Urnu!Me. Wuk POInt (Rl. fo\oV'tment)
W[AMINS WEAPONS
N.... A.,
, ,
5 U A<, DM S!><' N. ". A" 5
, " "', D. Ammo
'''''
1. 2cm KwlC9O(
7.92mm lJoIG I , 16
8
D
.,"" 250 Ror2, AI
GrPLShlek
I. lkmK .... :< 70 , ,
2
"
16
0 .IS
.5 20
HfAI
Ref!
Glt~H -I ,10 Al 7.9ZmmlJolG 8 .2 250 ROf2. AI
Smoke ff 0 0 Obc.s:2 Glt'n~ -I .10 Al
VARIANTS Ausr F, TV : 62
RtlflOV't: R"ndom Shutdown
Ye. r in St-r'YKe: 1942 Smolo::e
F,ol90.tch.rgc-rs
ff
ff
0
-1 ., Obcs:2
AI. A[O
Add : 3 ~ GrPlf.u~U YARIAHTS - H~tJltndt t:uh. - TV.113 VUf In ~ce: 1943
N.""
GrPtflusU
A" 5
I , "
A<,
-I
O.
,16
Ammo 50
HfAI
RtmoV't: 1 ~ (jrPlShrtk

Ch".: Commufll(~non s 2/4Ir.m. Deptoyment R.lnge 95km


ApPENDIX 3: VEHICLES AND AT GUNS

'94',. ., .,
Yt,. In St
rh~at V.lut':
"
)YN'uwo,;
fl~ Control-
A,mo' ;
Mo~~n( :
Year In SelVi<t:
JhrtatVal~:
1940
, M.lneu~r:

fifteal'ltrol: ., Armor:
Moyt~nt: Ground S/9
Sll~: Dtplo~nl R.lngt: l.r:Okm Sue: Sensors:
~nsors:
""'" No"" OeploylMnt R.IIl9": 200'"''
(rtw:

PERKS & FLAWS


(omll'llJnlCatlOn\ , \nk m (rtw:

PERKS I FLAWS
(omlT\lJniu tWlI11:
""'"
(.o.po~ed (,_. bp<n('d re Impro~ Off-Road, Irw'ffu:le'nl Controls. Pool rowing, Rtonlorctd A.mol (RI. xpo~CI~. lntfficitn t Controls.
front), Um.Uble WEAPONS

..""
WEAPONS

1.9ZmmU4G
Arc S M f~ A,(( DM Am~

11 00 ROfZ. AI
Holme Arc S M Ex Ace 014

VARIAN T

Add: ButtoMd Up
(h.lflCjr: "rmol: S/ IO!l')

YUI!nSf'M<II': 1916 ~"' MuVtl: AnnO J: Ytarl n St-lVict: 19 ]7 fU~uvtr. 2 Armor:


.,
Thrt.!lt Value:
SUt:
(~:
" FIfl: (ontrol
~n~on.:

(ommunic.atlOM:
.,,,. MoW-lI'Itnl:
OtplOYTTW:nl.RJ~:
C.round!J[9
,oo;m
ThrtatValut:
SiIe:
28 Filt(onlr~:

SenSOf1:
Communiutions:
2
.,""
I/Skm
Movtment..:
Dep40yment IUngt:
G.round SIlO
,oo;m
No"" (rtw:
PERkS & fL AWS PERkS I fLAWS
[Jq)osed F<. E.xpo~f'(\ (!'tw. Intff'lClfnt (ontrob. Ulge ~O\.OI Prohle (R I) Buttoned Up, I nt~nt ( ont roll.. Ulge St-nSOf Profile (RI )
WEAPONS WUPOHS
Na me Arc S M Lc Au OM Ammo Na me Arc S M E.x A4. c Ofol Ammo s,"
2cm K... k:JOjJB 3 0. 12 14 0 ~S 18. 2cm i( wOO/l8 1 6 12 24 0 IS 180
7.91ml1llMG a Il ,os. ROF1. "I. (0"'" 7.92mm lMG 1 2 8 x2 lloo ROf2. AI. (0.1'"
VARIANTS scrl<fl 221. TV tI Ye"lln St.....,c .. ; 1916
Remove: 1 .. 1(.".100(38
A.dd: (ommumU{loM: lj5km

85
ApPEN DI X 3: VE HICLES AND AT GUNS .

SOt<FZ 250 VARIANT'S

Remove: Z II U4G
Add: I If. 8C1n !o4ort.u
N....
8<:., MoTU"
AIC
Ff
S
]
M
6 12
U::
24
Ate
-I .,
OM
s MIIJ, AEO, AI , IF

SdK" 2~0/8. TV: 16 Ye,1I In Sel'Y'(:e: 194]


Remo~: 2 lMG

,.
Add : 1 If I(wl( lIZ"'; We.lpon SUbdllUion (KwK lIZ')
N,,,,,,
1.5cm KwIC l/lJ, ."" S ,. " A<, D
,"
1

" .,"
Ammo

ROFZ. AI
1.9Z"un U4(j
" 1 1200

SdKfl 2SO/9. TV: 35 Yelrln~fviu: 1942


RtlT'lO'<"t; 2 LHG
Ytuln~M<e 1940 Iqneuvtf ., A,,,,,,, 7/14./11
A

Add: 1 " fI.k )8; h2eftl 20 shot .. mmo (hps


.,
itlll'HV,,1ut
SIU
(ft llo
,
IS F\I~(onLJ~

SenSOfl
Commurnutio,"
No",
-l/3Itm
MoV'tment
Ot'ploy~ntR .. ~
Ground ]/6
lootm
N""
Zcm A.. k]8
A"
,S M

" "
1
..
[.

.,
Ace D.
,.
Am ...

P [ItKS&f'LA~ SdKflZ50/1?.TV:16 Yurln~l':19'2


b:posed Fe, Expo~ (rtw. lneffi~l Controo.. urlje' :senwr P,on!t (III) Add: fOf'W'rd Observer
WEAPONS
N.""
7.92mmLMG
].92mm lMG
VARIAHT'S$dKh 250/3. TV: 15
Ale

IIr
S
1
1
H
,
2
[,.

Ye~llnSeMCf::
. .,.,
Ace

1940
OM Ammo
1200
1200
Rorz. AI
ROf Z. Al
Ch.!!r.qe: Sensors -l/Zk m; CommurllUIIOns -1/8klfl
HOH: It,,~ wupon m..Iy f)lt o u l 10 jIol11Utry R.. ~

SdKfl 2SO/6. N: 9 Y<t~1 In SelVice: 1941


Remo~: 2 It lHG
Add~ 70 lhot~ of 7.Scm ~ ...1: 17lj24 ~INIIO

scm 251 VAlIANT'S


SdKfI251/3. TV: 14 Ye~r III SeMel!: 1940
CtwMJe: (ommunk.llions -1/8km, Cll'w 7

SdKfl 25 1(7, TV: 20 Yoe", III SeMet: 1940


Add: 9ridging Equipment: U~flJt S~n 8m, Silt (oIpolC1l~ 1. Sllf: 4, Anno l 4/8/ 12
Chu.qe: UtG Ammo to 4800

SdKfl2SI/IO. TV: 19 Ytaf l n SeMet: 1940


R~: 1 )C lHG (f). Pu~.,. (~~elty

Add: 1.( P~K 15/36

N."" Ale S lot .< Ace OM A....


1.7cm PIK15n6 ff 1 6 12 24 -1 ,) 163
Ctwnq<t: (ftw 5, lMG Ammo to 1100

SdKll2SI/12.TV;1l YurlnS<tMee:t942

\4 rH~(ontrol Add: forw.ud ObW'rvef


Slle (holnqe: SenSOlsl/21u'n; (ommumCoIllons -l/8km , (r~ 6
c, .. 'l/]km
'UKS & fLAWS SdKh 2S1/16, TV: 66 YeolJ In Servi<e: 194]
&posed Fe. upo\td (Itw. lraefficienl (ontlob. lolrge StnSOI PlOfilt (Rl). Pust'fl9<tr Se~ung (10)
WEA,OHS
N. . . A" S
" A" OM
., Am~ S""
",,,,, A" S " A<, D. Am~ Spoc
1,9lmmU;
., ROF2. AI nolmelhroo'itr 1
0 .1 .) ROFI. S8
ftamtlhrowtr
" .1 ROFI. S8
R, . )
7.9Zcnm lMG !}fl, AI
FUme Fuel
MGAI111T1091n
VARIANTS ""Sluk.-llJ-fuss,- TV:42 Yt.r!nSeMce:1940
2010
(hoi,,: (Itw S '"
Add 1'( ]2em WurlltOlpltr
]2em ..... \Jrf!,;orpltl - rr , ., . IS SdKll25l/l0-tJHU-. TV; 7 YUllnSeMce: 194]

SdKh 251/2. TV:]O


6 12
"
Yeal In SeMce: 1940
MRl AE1, IF
Re~: 2 x lHG; P'SW'ogel (oI~Clty

RecnoY<t: I '( VIG (Rr). Pn~ngtI' u~oty


Add: IR Se,uChhghL I,oam SWIvel
(lwngt: (rtw 4
Add: 1,8(,..
Scm MorUr" , , .,
fF 12
" 1
" MR ], A[a, AI. If

86
ApPENDIX 3: VE HICLES AND AT GUNS

'jur JnS4!rvic~ : 1941 Mallf:uvtc -2 Ar mor: 7/It,j Zl Yuri n Sotrvict: 1940 M.a~uvtr :

Thr~at Value : F;~Control: -1 ~~rnenl: Groulld '/7 FIft, Control.:


Size: " ~nsor<> : No", Dl!ploy~ntRallCJl! : 2SD':m SIII!: ~nsors :

(rtw; (ommumutions : - l /3k m Crt'w: (ommunlca\lons:


PERKS & FLAWS PER KS & FLAWS
Amphibious, Buttone<l Up, Inefficient Controls, Low Profile [xpo~ CrtW, &po~ Fe. l roefficif:nt (()l1lIol5.. Pas~ll9t'r ~.ting (6), Plntle ~unt (opL)
WEAPONS WEAf>'QNS

3.7cm KwK l46 .5


7.92mm LMG
AIC
T
FF
S
J
M
, 12
[.
Zio


Ace
0
OM
., ..
Am"",

500 ROFZ. AI
N",,,
7.92mm lMG
Arc S b: Ace

"
OM Ammo
500 ROf2. Al

"

Year In Service: 1939 Jo\arotwer: -J Armor: Yur In S!lVI(t : 19]9 Ma llf:u~t: -J Al mar:
ThreiltY.llue: J5 firt'Control: -, folo~lT\Itnt: GTOund 3/6 Fue Cont rol: -, Ho~~nt;

Sill!!: ~nSO r\ : No", Inoployrntnt R,lIlIJe : H 5km


Jhre.atValue:
Sile: " 10 SotnsOll.: N,,,,, ~ployment R,II1lge:
Ground 1/2
i45km
Crew: Communications: Ij)km (rew; J Communicanons: - l /3km
PERKS & fLAWS PERKS & FLAWS
Bunor'll!dUp. lneffioe:n tControts. Largl!Senwl Profile (RI) 8ult00E'd Up. ir-..ttlCltnt (ontroo.. Largt Stn1-()l Profile (R I ). Rtl!;(orced Ar11'lOf [R2. Front)

S-M---l--"-~.-O"'M~---=------,Ac::m-=""'-:-------;-:S".-:-:-,
WEAPONS
:_,"
_':_0_05_ _ _

l-pelr
,,_(
N"",
2pdr
A" 5
,
M
" "', ,.
OM Ammo So

"
3 6 12 24 0 :<8 87 J 11 0 OJ
7. 92ml'll LMG 8 0 x2 3750 ROF2. AI. (ooa " 7.92mm lMG 29Z5 Ror2 .... 1. (0,1)[
VARIANT Mk IV (A13 MidI), TV:35 Year In StMCt: 19 39 VAflIAHTrMatild.f CDL.~ TV:BO Yta, In Service: 1940
"
Add: Rtinforctd Armor (R 4. Front) ; Brinle ... noor Rtmovt: ... 11 Wtapons
.todd: I ~ C.J/'I~l Dtltnst light
N"", A" 5 M
,
[, "', OM "'nrmo "",
CDl
- M ~tllda
2
s.c.orpton-. TV: 57
l' .1
Yt,j[C in StTYl(t: 1942
" JO ILl, WAIO

Add: ~ 1Tles~prng Equipment


ApPENDIX 3: VEHICLES AND AT G UNS

YurlnSeMC~: 1939 ""neuw.r: .J Armoc 10/20/30 Yur In Servict : 1944 ~~uvtr: .J


rll~ Control: ., Thrt.tV.ll~: HneControt: .,
ThrutV.lut::
Silt:: " Sensors:
""""
Mov.emfnt:
Df'ptOYn'lfntR.. ~:
Ground 3/S
Z05ltm SIlt: " Stnson: No",
( rtW: (omlnLlniutlOns: - t/l~m (re-",-; Communiu.tion~; -vnm
PUkS & FLAWS PUKS & FLAWS
Bnttle Arl1Klf, Buttoned Up . Inttf. Controts. LIIf~ SenSOr Profilt (It I), R.. ndorn Shutdown (Itt). Rtinf. Buttoned Up. ~tflcitnl (ontlol1. l,rqt' Sensor Profilt (ltl)
A,mor (Itt. F)
WEAPONS
!'b mt A" S
,. '-' A" OM Ammo
.".,
WEAPONS

\1 . pdr
Arc
Fill
S
5
M
10
L
20
Lx
40
Ac e
0
OM
..:11
Ammo
19
Z-pdr J
, 12
" 0 ,8 110
7,9211'111'1 LMG
7.9ZmmlHG
1
1 , 8
"
"
ROr2.AI.(~

ROF2. AI
MG Ammo 81n " 00
VARIAN~ -(ru~tr 11.- TV:.li4 Ye.. r in SeMet: 1940
Rtfl'lOvt: 1 x lMG(f)

VAl[NTIH[ VARIAHT5

\folltntine in-. TV: 57 Ye,1II in SelVict: 1943

Rtmow: I xz-pclf
Add: 1 ). 6-p(:lf.Rt;nfol[~Am.mo/FuriStorigt'

Namt Ale S M l E.. Ace OM Ammo


6-pdr " 8 16 32 0 x9 53
(lunge: Deployt1lf:nt bnge 19Okm. VIC:; Ammo 1516

YurIn ServiCf; 1940 M.llaIw,; .J Armor:


Threlt V.tue: 57 fire (ontro{: ., Mowment: Ground 1/2
R~movt'; AU Wupons
Add: Snd4)lflIj EqUIpment: Uuful Sp.n 10m. Sll~ (.1IP.(lty 10. Sil~ 5. Armor 5/ 10/0;; Tool Arm R5
SIlt: Senson: No", Oeploymtnt Rimge: IJ,5km
(rew: Communiutlons: - l /J km
PEJkS & fLAWS
lIuttontd Up. I~~nt Controls. L4rl}e Sensor ~I~ (R l)

..""
WEAPONS
A., S
, H l
" Ac,
". AmInO Spec
l -pdl
7.92mmlMG
J
, 12
" 0 ,8

"
"
J l '.iO ROf2. AI. C04.x
VARIANTS
-Vd[entll\t" W. TV: 57 Yur in SeI"V1C~ : 191,0

88
ApPENDIX
ApPEN DIX J: VEHIC LES AN D AT GUNS

~OU"'DHEA D VARIANT'S

",VIZ( ~oulldhe.td Hr, TV: 76 Yt.ar;n SeMce: 194 1


Removt: 1 II HMG
Add: 1 II ftlmtthrOMf; Haun:kKJ!~ Ammo/fud Stor.agt
Name Arc S H L U:; Ace OM Ammo SpK
_~_~_h_"_~_'__ ~~~0~O~~~~~__~'~7~~__~I~'
Chanqe: Communiution~ -2j]km; 2 x M4nipuLlitor Arms (R5. Punch)
______ ~R~O~f!~_S~
.

Io\V120 Roundtw.d 1'1'. TV: 65 Year in Servict: 19 .. 2


Rtmovt: 1 x HMG; Z )( "'... niput"tol Arms ___-:-:-::-:__-:-:: : -___
Add: 1 II NAT; I 11"48; . 1 OM to .U grtrwd~; H.u.ardous Ammo/Futl Sto~ge; !HIlle Arms x2 R5
N.Jme Arc S H L Ex Ace OM Ammo ~(

PVAT 0 1 -1 xl 3 HEAT
" 'Buonon 2 , 16 0 40 Ref!
Change: Communiutions -Z/lkm
"

"VIZ[ -Round~.d 't. rv: 65 Yea, in Service: 1943


YurlnStrYKt: 1941 MJ~V'tr: -I IUn'lOl: 9/ 18/21
RtI1lOW~ 1 .. HMG: 2 k /'Wmpulalor 1.,nts
Fife Control:

..
ThrutV.llue: -I
Sll~ : " $tnwn: .,,"
Movt'mtnt;
~p'oyrnent
-"" .Ilk 3/5. Gr. ]/6
R'II19t: 80'.
Add: 1 Ie PVAT; 1 x M48; .1 OM to .Ill 9ftnldes:
Arm s;\'2 115. Oeh!ctiw f(
Senso~ -2 / 1Irm; H;u~rdous Ammo/fud $(Or;llqe: 8attl~

Crt....-: CommuniC,1hoM: -2j2 km .... . [x Ace OM "" sO',


PERKS & FLAWS
"'AI o 1 -1 ..:13 HEAT
Jntffi~nt (on(rob. 2 ~ /'IanlpuUlor AfIM (R4. Punch). Owlne.tl"9. R~IOfolCed Armor (Rl. Fronl). W~. ~ 40 Ron
PoIOt (RI. MtwPmrnt)
WEAPONS
N,,,,
.50 HM(j
.]03 LMu
." S

1
[,
", .,O.
,2
Ammo
150
2S0
$pt'(
ROFI. AI
ROf2. Al
G~lUdn 0 0 -I I AI
VARIANTS
"
1'4.\'128 -aoundnead W. TV:!"7 V~~r In Se"o1Ce: 19' I
Rerna-n-: 1 J( HMG

." , ,
Add: 1 ~ 1.2-pdr Clnno n
H",,,
2
[,

0
", , /
O. Ammo Spe<
1.2pdr
(hal'll}t: (omtnuOIutions 2/3lo:1n: 2 ~
"
K.JmpulllOl AI"" (R5. Punch)

WAGSWORTH VARIANTS

Mkll B~r1rlng 8ulldog. TV: S9 Vur 10 Service: 1943 (li te)


R~movt: Welk PoInt; Buttooeil Up , 6-pdr
Add: 1 ~ 17-pdr; lI~inforced Armo r (11 1. FlOI'll)

(hJl"Ige: Deployment IIlnge 65km

8uUdocJAWR E, TV: 76 YurinService: 194 3


Remove: 1 l( 6-pdr; Wuk Ptlint; 8ult oM<! Up
Add: Reinforced Armor (It 1. Front ): light Mining Equipment (front-Iolding Scoop)
N.me Arc S M l Ex Ace OM Ammo sO"

-
YurlnStlVlce 1941 ..... nt'\lVer: -I ArlnOr:
Thre~t -I 2/10
SIze'
V.tLue-:
'"
9
FI/'f (onlrol:
Stnw,,:
Miovtment : WJtlk 'lIt Gr.
Oeploymrnt R.I'lIJI!: 55km
(re ...: (ommumutlOn\: 1/5~m

PER KS & FLAWS

.....
WEAPONS

6-pdr
Arc S
l,
/0\
8 16 12 0
Ammo
30
7.92mm lMG FF I 2
" 250 ROF2. AI
"
VARlANT

Mk II -BuUdog. TV. 13 Ye,J' In $elYl(e: 1942 (u te)

Add: Reinforced Armor (R\. front)

lIO
Ap PENDIX 3: VEHIC L ES AND AT GUNS

., .,
Y~~r In Servxe: 1940 I'Uneu~l:
., Armel; 6/12/18 YIe.)1In St-l'o1Ce: 19100 M"lIleu~f:
., "rmor:
Thre.. t
Sllr:
C,...,
VII~ : 17
6
file (ontml.:
~nson.:

Communl("hons:
....
1/Skm
Mo~~I\t:

Deptoyment R..nge:
Ground 4f8
40Skm
Thtut V.. lut:
Sur:
(re N;
1\ fireContfot:
SensOI'~:

(ommumutl(lfl1 :
N o~

11/5km
Ko~ lMnt;

OtpIOyrnefltlll~:
Glourld 5/9
32Zk.m

PERKS & fLA~ PERKS & f'lAWS


Buttoned Up, IIM:fficW.nt (ontrots, l.r~ ~nsor Profile (RI) Ammo Stollgt (29 " Sshot U.97mm dipS), Bultoned Up. Il1Cffx~nt Controts. l.r~ ~nsor Prohle (AI)
WEAPONS

",," ." S
,
,.
" "', ..:', Ammo S"., "..,.
W[APOHS
A., S
, [. "', 'M
.s
Ammo S".,
lSmm HMG
7.92mm l.MG
1
I , ., I SO
'50
Ron, AI
~OFZ, AI
13.97mmATR
7.92mm lMG
I
, ., ,,., ROF2. AI

., .J
Yt.JI' In ~rvKr: 1941 M.!Io.uvl!'r:
., Yur In Servkr: 1940 MilneuV'tr:
.,
Annor:
Th~iltValur:

Slle:
17 Fut Control:
Se~; No""
Th~ .. tV .. lue :

SIlt: ,7 Fur Control:


$t"Sors: No ...
l>IoV'tmenl:
~pto~nIRa~:
(i roul'ld 4j8
,OOm
Crt.... (ommunIC.Jihoos; ljSkm Cftw: CommunicAIIOOS: -Ijakm
PERKS & f LAWS PERKS & fLAWS
BultilOed Up. I~fficlent Coot rots, Ufl}l!' Se-1"t10f Profitt (RI) (,ul)OBay I 12mJ , O~n Topped). (.xpo1fd (Itw. UP01ed rc.
HWHdou~ "mmo !T~1 SYpply. Iflf"fficlent

WEAPONS Control!. u rge ~ns.or Prohl~ (Rl ). Pintl~ Mounl (f), RoIImp~tt. W~oIIpon lInk Il H(.~)
H.... AIC S M X Acc 0/11 Ammo WEAPONS
AIC S M E.. Ace O~ Am ... s".,
Vickel1 HMG H I 2 ., ISO Ron. AI
S""" ff Olne: 2

2 ( .]0 lMG (olidd 0-6 TV)

I ,..8AlOOY (MId . 11 TV)

91
ApPEN DIX 3: VEHICL ES AN D AT GUNS

.,
Thrl!'"tV,lIlue: fHtCOn\rol.:
'iur !n SeMCt:
Ih,'ut V,lue: "" t9
loI.~nelNtr:

Flrt(onlJo!..: ., Armor;
/'W)WlMnl:

Sin: Sensors: H.... ~p{o~tR.I1'19t: JOOkm


,..-., 1/81.;",
SIlt:
(trw: (ommlJnl(~hons: Zj]km
PERKS' fLAWS PERKS & fLAWS
(.Jrgo Bay (2m ', Open Topped). f}Cpo\ed C~, Exposed Fe. H~l .. rdou ~ Aml1'lO/fufi Stipply. Il'lfffl tlt'nt urge ~n\Or PlofHI!' (III). Passenger ~.lI l iog (6). Unst..b!t. Wu pon Link (. ]0 TllJo\(is)
Controb. Plntie Hovnt (f), IYmpUtl!'
WU PQ,~ .~
s ____~~~~~~__~__~__~__~__________~_
WEA'ONS H.... O.
H. me Arc
FF
S
I
M
2
Am...
ISO
.30 l MG
A" S M Au Ammo
2\0
So
IIOfZ, AI " "
.]0 I t LMG 12 .1 500 tach IIOfZ, AI
IT VAAlANT Tuder .SO, TV 43
3 6
"
YNf In SeNiet: 1941
"
RtmOvC' Z 1. .30 TllMG
TypK..lI Pintle Wtapons: Add: 2 1. .SO it HMG
N",,,
" ",
1 x Wattr (001~ .]0 lMG (ROf J, add t-4 TV) 5 O. Am mo
A" 51>"
1 xVickm HMG (,add f'6 TV) .50 Tl HMG .1 lSO tach ROft . A
1 ~ B"lOO!Q (add .11 TV)

Yta, In SeNl(I!':
ThrutValut:
1941
SO
/lWMU~r:

fHI!'(on!lO[:
3
., AlTno":
Mowment. Ground 3/6
Yur \n SeMce:
ThrutY,lur:
11141
72
f'oW r-.eUVt"r:
firp(onlrol: .,
3 Annol:
/o!ovotmt:nt: Ground 1/5
No.,.
Sile:
(rl'W:
StonSOrs:
(omlllunicdhOns: -I/slcm
Drployrntnt R.lI1l]t:: 11S~ 11I Silt::
(.p.w : ,
10 $enwrs:
CommunKitlOl\S:
No ...
:1/5Ic m
Oe-ployn'lent IQnge: 19lkm

ptRKS & FLAWS PERKS & fLAWS


Buttoned Up. Haumou\ A",moj'fu('i Supply. Int:ffi<"lent CootroLs. l.l'~ SPnS(lI Profile (RI). Relnlo.ctd Bultoned Up. Haurdous Ammoj'fuet Supply. IIlt:fficif:nt Controls. urge Sensor Profile (RI). Re1nforced
AAnor(Rl.frotlt) A.mor (R I. Front)
WEAPONS WEAPONS
,_
.,,'"
HmmM6
.10 lMG
A" S
3 ,
,
M

11 '" ", "0."


" .,
116
So H.""
75mm )o\]
17mmM6
A"

,"
S
I.
M
20 "
"
A"
0
OM

". 1
Ammo

"
Sl>"

1 8
., ROfl. AI. Cou
, 3 6 12
" 0 "8
ROf2, AJ. ( ou
.10 l MG
MG Ammo Bin " l 6 11
" 0 ROFZ. AI .30 lMG 8
.,"
1220 .30 l MG
Me. Ammo BIn " ) 6 12
" 0
'600
ROFZ. AI

Remo~: Turreted Wupons, Add: 1 x ~n.l l ~fense light


N.lme Arc S ."I l U: Ace 01'1 Ammo
COL Z' 16 .. 1 d 50

92
ApPE N OIX T VEHICLES AN D AT GUNS

SHIIMAH VARIANTS

M.t;A6. TV: 71., Ye.'ln$t-M(t: 1942

Arc S M l Ex Ace OM Ammo S,.,


10 20 40 0 ttl 76

TI D Mine b:pl.odtr ' . TV: 66 '(til' In $eMCt: 1943


Add; HHlt~~p1l1g EqUIpment (~rgt metal .....ntels). RtinfOfCtd louhon . 2 Mo~~nt

(h,Jf1ge: ~Ylement Ground 2/3; urge St-nsor Profiit -2


HOTE: This vehIcle I1MJsl h...... t .. controUill9 ~hicle .u ~U. Dot V'l!hicle must Iff: purch.se-d "l(!
dc~ilJlU led the (ontroUtr. .4ctW.lItll'"Ig t ~ 11 0 cosu lNt ,{tl'llClt In Actton in addItion to any ot ~T
"'(tlOrn ptrformed by tnt cOn!rOlllJ'1g ythic~ (JI the TID.

Sher.... n CfJb. TV:66 Ytil( in SeMel': 1901i4


A.dd : Milltswttp;ng Equipment

MI, w/Ml BuUdou'l kit. TV:66 Yed' 1!'l Scrv'lCr: 1942


Yur In Servke: 19"1 "'-a ntU'/er: .) Almor: 1'/28/1.2
Th~uV .. lue: Fire Control: .,
Sile: "11 Sotnsof5"
Mortmtnt:
~pl.oyrM,.,t
Ground 3/S
,60.
C"'" (oltllOUnlut'ions; """"
. l j5km
RJf"I9lt:

PIRKS & f LAWS OM S""


Buttont-d Up. H,Jurdous Ammo/Fuel Su~y. Il"Ifffioent Controls. Ufge SenSOI Profile (Rl). Plnttt Mount
~RS. A[Z. If
(f). "'tin/oreN Armor (R l. _Front) "
WEAPONS
N,_ ,,,
'" "',
S M OM Ammo s,.,
1Smm 143
,, 10 '0 40 0
.,
" 91
.30 l)oIG
.] 0 L.MG ff )
1l
8

" 0 ., RDf2. AI. (o.u:


RDfZ. AI
MG Ammo Bin 47S0
WAR rA NTS

Ch..ngt': Mow G 3/6: ~ptoymt'nt RI~ I1Okm; Rtlnlofttd Armor . 3 front Armor
Iol4Al. TV; 66 Yur 10 $eMU: 1942

Yt .ul nSeMet: 1942 (I.3tt) .lY oeu~ r: .) Almol: '(e~lln~l'VI(t : M.lnc:uytr; ., Annor:
Threlt Valut: 4S fht(ontlo l; ., Hovtmtnt : Ground ]/5 Thrt.t V;tlue:
1939
)0 fut (ontlol: 1 ~vtmtnt: W~U: 2/4. Gr. l/S
Silt: '0 StllSOrs: N,,,,. Dtployment IbAge: 32~m Silt: ~nsors ' NOM ~ployment R... ~: 15km
( rtw: (ommunluoom: l/Skm (rtw: (omrnunlutlOns: -Z/Zkm
PIIKS & FLAWS PERKS & fLAW S
&pos~ (rtw. Hl.z.-.rdou~ Ammo/fud Supply. loefficitnt ( on uots. Lltqt Sensor Profilt (RI), Prnltt Moun t z x a.ttlt Alms (R4). DKreastd M.lllWVtr (Rl. Ground), hpo\td (rtw , futl l neffim:nt, l neffidtnt
(Rr). Rtinforctd Armor (R3. froot) (ontrols. Ov-trhutu19, Poor 10Wl"9. UnsUblt. We,, ~ Pomt (RI. 140Ytmtnt)
WEAP()NS
N,,,,, Arc S M Ex Ace OM Ammo S""
WEAPONS
N
._ A" S E, A" OM Am~ s,.,
]" 147 Gun .50 H~G ff ISO ROn. AI
.30 lHG
" '00 ROFZ. AI
Mk3W Grtrudt~ 1 A1
VARIANTS MIIAZ. rv: 31 Yur In ScofVl(.t; 1940
"

Add: Rtinfor(~ Armor .1 Fn)nl;FlIe .r( of .SO HHG to r


MIIA3. TVSZ Yt.r In $eM' 19.(,]

Add: I .l 1448; .1014 to In GftNdt"s-: II:tlnlof(~ Af lSOl (AI. Front): 2 M~nrpul .. tor Aftn1 (R.I, . Punch):
Ghdtr C",p...b4t

93
A pPE N DI X 3: VEH ICLES AN D A T GUNs

LOHGST1IfET VARIANT'S

MIZA \ wjT12EZl.llunctW:l. TV: 67 Yur In SeM(I!: 194 1


Add: I 1'4 8 Rockeu
N.IIIM Arc SHu Ace OM Ammo
M84.S0Rockeu ' FF 10 20 "'0 3 x8 MRS, AU. IF
NOTf; This weapon nwy file out to "rtill!!)' R.lngt.

LongSlrH:\ Artiltel)' Hate. TV: 42 Yur In Service: 1941


Rtmo~: t x MaS (,)nnon

1 AllnOI: 9/18/1.7
47 Fifl!(()fltro{: -1 Move-menl: WaLk 3/5. Gr. 3/6
8Skm
CommunlCol.tion~: -Z/3 krn
PU KS & FLAWS
lneftl~nt Controls. 7. ~ M.nlptil.uor Arnn (IK Punchj. ~Ihutlllqlighl Oam. If mo\"I'~ & firtio 3. lurn~ .
RelnfOlct'd Armor (RI. front). WeOlk Po,nt (Itt. Mo~menl)
WEAPONS
,,,
N.""
F ,
S M
, " 10
a
D. Ammo SO',
ROF!
1488 (.IInoon
.30 lHG FF 1 , 16
"
"< 700 IIOF2. Al
MUW 1 , J A'
VARIANTS 1'112"2. TV: 7 /, YurJ n$efVIce:19 41
Remow: 1 .. M4Sunl1On
Add: lxn.a~thro"'"i!'r

N. . .
Fb~lhroW\"1
A" S
a a
." E, 10
., .,
OM Am mo
20
SO',
ROfl. $8

.,
'fur In ServKe: 194]
16_
K.irwuver:
FI~COfltlol: a
A/mot:
W.IILkJ/S.W3/6
Yur ln Sl!MCt: 19.t;l M.lnl!IIV!C
flft(ontfl>i : .,
.J Armoc
Ground 1.(7
Thrt.tValue:
Silt ~n\.O/s.: 2/lkm
14O~l'Mn l:

Oeploy~nt R"l"II}t: ,OO<m


Thrt<lt V.llut:
SIlt: " Sen\Ort: No""
Move~n l :

D.ployment Rlngt: 282lo::m


Crt... : CommumC.ltions: Z/lkm -(rtw:_._ - Commun1utions: N,,,,
PER KS & fLAWS PERiCS & fL AWS
OtfKtlV~ f( (RI). Intffiotnt (ont/ob. 2 " M<lnlpuLttC;f Arms. (RS. PunCh). Rtlnforc\!d Armor (H I. front ). &poU'd (rtw. upoud fC I ndfi~nt (ootrots. Utr9\! Sen:s.or Profile (RI). PI5~~1 ~.tlng (10)
W~"I: Point (R I . McmfTll!nt) WEAPO NS
WEAPO NS N.m< Arc S u Ace OM Ammo
N.... A.,
, ,
S E, Ac, D. Ammo 5",

,.
.SO HMG 2000 ROFI. AI
WaLktr B.loolo::a
M80(lnnon , , 16
16
a
a
", 20
H[AT .30 LMG R,
" 2000 ROf/? AI

.SO HMG ]00 !lOfl. AI


HSO
Smolo::t
Glerw(k~

H
1 ," Obcs:/?"
VARIA NTS M14A2. PI 180 Yt.rms.eMclt:l~]

RemoVt' I 10180. I < HMG


.Add: 2 . HMG 300 \hol.S f: WNPOIlS ltn~ (HMG~)

(h'l1I}I!: Mow W.tk 2/1,. Ground 3/S: Oeploymrnt R"nqlt 8Slcm; R;o-.nforc,ffl Armor (H2. front): Wdtker
B"IOOk..! .ammo 10. Sma!:e Ammo) 4

94
ApPEN DIX J: VEHICL ES AND AT GUNS

Ye~r In Service:
Thrul V.ilue:
1941
13.
/o!.inf'Uvt,:
Fire Control: .,
3 Armor:
Movtment:
13126/39
Ground 3/S
'l'e~r In SefVl(t:
Ttn.lllV.tut:
194]
Z.
"""neuvtr:
rutConlrol'
Z
Z
Armor:
"'-ovtl'lWnt ' Ground 5/10
Sin:
(~; ,
11 Senson:
( olflmunkdllons:
No",
l/Skm
O<eployment Rdnge: ZO t ltrn Sill!:
(~W
Sensors:
(omllll,lnIC4!lOn<;:
No ...
l/Skm
~pto~ntR. . .: S63~m

PERKS & flAWS PERKS & flAWS


-posed Crew, Hu.lrdous Am..o/Fuel Suppl:,L Inefficient (antlQu" urge Sensor Profite{Rl) f.otpos~ (rtw. l M'ffic~nt Control!.. u~ Senwr Profite (HI). PlOtle Mount (HI), Rtlnkllctd ,4.IInOI (R I .
front). We .. k AII'IMlI hCH'l9 (Boltorn)
WEAPONS
N.~ A" 5
l ,. A" D. Ammo 51><' WEAPONS
105mm HoWllIe,'
.50 HMG
ff
T " " 56 lIZ

NOTE: ThiS wt..pon ""y fire ou t t o ArtIllery R.I .


3
..
:dZ
"
100
",R IO. MO, If
RQFL AI 11mm 1016
.30 U4G
Arc S
3
M
6 12
[x
Z.t.
J.t.c OM
.7
.Z
Ammo
80
1500 Horz. AI. Coa ~
VAIIIA~

H20,TV:9 YUlln~MCt:1943

Remove: AU Wupons

Yf.l,ln$erYICe 191,2 H.lneuYe/: 3 Armor:


IhrutV,atut': flrt' (ontrol: Z Mo..... mc!nt: Ground 5/9
Sue: Sue: Senscm: No ... Ot'ployment R,angt: '004m
(~w: N.... ('!fW: (ommunlCoI(ions: No..
PERKS & rLAWS
Amph\blOtI~. (","go BJ~ (2Orn'. Opton Topped). u.posed (ItW. Int'ffic~nt Controls.. l.H"9~ Sensor Prohle:
WEAPONS (R1)
N.~ AIC S M u. Ace OM . mmo WEAPONS
N.... Arc 5 M EJ; Ace OM
VARIANT :;:No,,"''-_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __
M29{. TV: 3 Yeol/ in Semel': 1943
ApPENDIX }: VEHICLES AND AT GUNS

Year In Servkf!: 1940 (Lltt) """meuW'r: 1 Armor: 8/16/H Yu rl n Servict: 1942 Mllleuvtr. 1 Anno!: 9/18/27
Fire Control: Movt'ment: ThrutV.llue: Fire Control: -I Walk 3/S. Gr. 3/6
ThrutValwl!:
Size:
'" Sensors:
1
No",
WJUo: 2/4, Gr. ]/5
Oepklyment Range: ""'m Sizt:
48
~"'; No",
Mowll\tnl;
Deployment RAngt: 9Skm
Crew: ( oft\F'l\Uniuhons: .Z/Zkm Crew; ( ommunk.. tions: -2/4km
' fIllS & flAWS PUKS& FLAWS
&po~ (!"tW. hwfficient Controls.. Random Shutdown (ltl). Wull: Point (Rl. MO~lMnt) u:po~ Crt'W. upowd Fe, Inefficient Control\. Ovethe"ting, Wuk Point (RZ. /I4ove .... nt )
WU I'OHS WtANKS
"'me Arc S '" D" Ammo .. me Art S ,11\ U Me D" Ammo
B~M]52OmI1l r 1 6 47mm ~nnon .1
8mm l "'G
12 24 0
".1 JO
110 RO FZ, AI
J 6 12 24 0
"

Yea' In SelVke: 1\111 ""newer: .J Armor: Yt Jll n Stmct: 1939 M.I~uvtr: .J AnnOf: 25/50/75
F;rt Control..: nUelt Value:
O1re.itValut:
Size: "
II Sensors.: No",
1 Mow-men!:
Deployment R.. ngt:
Ground 2/1
180Im Size: "', !9
firt ( ont n:M:
Sensorl:
1
No",
MoWlI\tnl:
Deployment lUnge:
Ground 2/4
l OOl<m
( ~: ( omlll,lnk,tions.: l /lkm (new: Communkuion,: -1/5k.m
PUKS I FlAWS PU KS I fLAWS
ButtOMd Up. lllefficitnt ( ontrols. Large-SelUOr Profile (111). Ibndom Shutdown (Rl ) Buttoned Up . Hlmrdous A mmo/F1J~ Suppty. Inefficient (ontrols. Large Sensor Profilr (Rl). Rnoom
WEAPONS Shutdown (RI). Rrinfuru:d Armor (Rl. Front). We.k flt"nt (R2. Movemtnt)

," " "',


N, . . A~ S D" Am"" So WUPONS
_l mm(.nnc n
7Smm (.nnon
1

"
J
4
" "" 16
0
0 .
.1 10
14
.. me
ME TrsliGun
_7mm unnon
A"
, " , U
S

, " I
N.e D.

,"
.1
Ammo
3D
Spe,
H'yw'lfe. AO I. PH]

7.5mmlMG 1 I .1 " 00 ROr2. AI. (o.x


47mm ( .. nnon "0, J J
" 0
.1 ""
VARIANT
0,
6
" " 0
Plnlrr BZ(F). TV: 78
Rtmow: I 75mm (.nnon
Yu r in Service: 194 1 7.Smm LMG
1.5mm lJoIG
1
1
I
I
.,
.1 1000
1000
ROf2, AI
ROFZ, AI

....
Add: III Ftlmtthrowrr; H.lufdous Ammo/Fuel StOI'1gt'
,~ S
l
'" -,Me D" Am"" S""
7.5mmlMG
7. 5mm lJoIG
fr ..g(h.rgu
"
ro,
1
1
I .1
.1
.J
1000
1000
ROFZ, AI
ROFZ, AI
AI
Fumtthrowtr
" 0 0 0 ,1 100 ROfl. S8 D 0 1
"

97
ApPEN DI X 3: VEHIc'L ES AND AT GUNS

Y~~r Tn SefVKlt: 19)'; M.lNt!w,: .) Arn'IOf: 1/14/2 1 Yeojl In 5t'rYKt: 19)9 ""newtr: .) Armor:
Th,e,ll \I,due: Firf:(ontro{: 2 Ihru t Voltoe: Fire-Contro{; Hovtmtnt: Ground 3/6
Silt:
18
SfnSOli: No""
Mow men l :
Deployment Range:
Ground 5/1 0
2S0~m Sizt: "
10 Senson;:
2
No", OeploytMnt R.illlqe: ' OOm
(~ w: (ommuniutlOn1: No~ (rtw: (ommunlutlonl: N.",
PERKS & f LAWS PERKS & flAWS
ButtoMd Up, HEP: (otd Weather, illttficienl ConlJols, ljlge Sensor Profile (Rl) 8lJ1.to~d Up, H[P: Cold Weat~r, imptovtd Off RoOid. I~ffiden t (Olltrols, Laf11e Stns.or Profile (Rl)
WEAPONS WEAPONS
,,, ... N",,, ... ,,,
Holme
,
S M A" O.
.8
Ammo A" S O
.8
'mmo
:' Smm L/46
7.62mm LMG I
8
" 12 0
d
188
~ ~~
16.2mm L/lO .S
1.62mmLMG " 12
.2 " ~~_

, .2
7.62mm LMG
MG Ammo 8m "
'7=-=::='----'--'--'--:-....:..'---'----
2 --.' ---
' __ _ _ _ _ _
RO_"_,A.!... 1.62mm l)4G
MG Ammo 81n " ROf2. AT

==:="----------------..:';:.":..:'------
VARIANT VARIANT'S (omm.. nd, TV: 55 YUI 10 Service: 193 9 1,725
8T-7 (omm.lOO. TV: 55 Y~af 1n ~rYI(~: 19)5 Add: (ommuniuhoru. - I/lkm. Cn.lngt: U4G Ammo 2898
Add: Communications -l/nm 13t;(768, TV: 65 YUI in ~rvkt: 194 1
Change: 4Smm Ammo 172 Rt~ 1 x7 6 .2 m"'l/10.5
Add: 1 /( 16.2mm l/41.2 cannon; Reinforced Armor (R I. r'Gn I)
16.ZIM1 l/41.2 T 5 10 20 40 0 x9 77

ICY- I VARIANTS

)(v-ILA, TV: 20 1 Year in ~rvice-: 1940


Rtmove: l urn ltd We" pons
Add: I II 15Zmm HowiUt l
152mm Howi tze r- T 16 3Z 64 128 -3 .IS J. MRI 2. AEO, If
(hangt': Movement Ground 2/3; IJ4G Ammo 3037
IfOT: This ~apon Ny tirt 001 to ArtiU~ry Range

ICY-IIC, TV: 83 YUI i n ~rvkt: 194 t

Add: t x UA Testa Model 40


Ammo SpK
lest" Model 40
Change: "'o~
T t 2
Gloond 2/); lHG Ammo 3087
." )0 Haywirt. AOl, PH2

.J
YUIi n StIVl(e:
ThreatY",lue:
1940
86
M.li'1e'UWI :

fire Con trol: ., AflnOf:


Mo~ rnent:
19/18/57
Ground Z/4
Silt:
(rtw: ,
12 ~nson:

Com rnunlC,Jt)OflS :
No",
No",
Deployment Range: 2SOkm

PER KS I fl AWS
Buttoned Up, HEP: Cold Weat/wr, Improved Off-Ro,ld. l/'1tffidtnt Controls. lAIge ~rrsol Profile (112 ).
R~\nfofctd Annen (R 1. front)

WEAPONS
... ,,,
N, . .
76.Zmm l /<l I .Z
A" S
10
l
'0 '0 0 .
O

.,
' m"",

'"
So

7.6Zmm lJoIG
, , 8
., ROfZ , Ai, Cou
7.621nm LJoIG
1.62mm LMG "R, , , ., ROfZ. Al
RorZ, A'
MG Am mo 8m 3024
ApPE NDIX 3: VEHICLES AND AT G UNS

T-44 SUrEAHEAVY TANK VAIUANT

T"" (omlNnd. TV: 90 Vur 10 ~rvKe : 1940


Add: (ommuniurions -Ijlkm: (ttl,.: LMG Ammo 2000

J-45 -Hikolli Tfilil- , TV: 78 Ye.r in Striice: 194 1


Remow: 1.( 16.21ftm l / 40.2: 1 If 41mm Modd 40
Add: 1 J( EUEA lesu ~ 39: H.lurdous Ammo/fuel Supply
Nitrrle Ale S M [x Ace OM Ammo Spec
THI .. ~13 9 ----'-FF'--'-/_<'--=------'1"-
6 ----'O'--'."-1S=-------'-_----'/"-O_--"
H':!ywo=~,"'A=D"L.:;
'H~'

T-JiS ComlNnd. rv: 13 YUf in SeMee: 1\141


Remo~: III 76.2mm l/40.Z: I It 47mm Model 40

IUme Ale S M l Ex Ace OM Ammo Spec


Tesl.1 Motkl)? f-F 2 4 16 0 )lIS 1 20 H.JYWlft, AO l, PH 3
Change: lMG Ammo 2000

Yeill In Service: 1"'0 f'oYneuwr: AtntOl: 20/40/60


FneContf"Ol: -/ Mow-ment:
ThrulV.. lue:
Silt :
- -- - - - ---
" 11 Sensors: "- Dt-pWyntent R.. ~ :
Ground 2/4

"".
(re"'''; (ommyn1c.J,llOns : No",
P(III(5& FLAWS
Bultooed Up, HEP: Cold We"t~l. ImPf(lV'td Off-ROAd. IMffident ( ontrru, l arge ~nwr Profile ($12) ,
DV'tli'ltittlAg. Random Shutdown (RI). Reinforc~ Ar mor ($12. Front), Weak Armo r Flcing (R.I!~I)
WEAPONS
N",,, M, S
"10 '"
<0
Ac,
0 .,D. Ammo S..'
76.2mml/.riO,2
76 .2mm L/40.2 "rr 5
ID
ID
55

t;7mm Modtl 40 J
10
6 11 "
/,
", 7 55
50
1.6Zmm lMG /
./ ROF2, AI. Co ~:r.

7.6Zmm l MG
1. 62mm LMG
ff
Rt
1 /
./
,/
ROFZ. A'
ROfZ. Al
7. 62mm LMG L ./ ROfZ. Al
7.62mm LMG R, ,/ ROf2. A'
MG AmIOO Bin <000

YurIn StMU: 194Z M" neuvl!!; " Anoo r: YI!II In Serv1(I! : 1942 H.lnewec -1 AIIOOf:
ThrutV~lue: 61 Fi~ Controt; -/ HoYeftll!nl: Ground 3/5 ThrutV,!ul!: 17 firl! (onllQ(: -1 Hovtrntnt; Ground 3/6
Sill!: SenU>t1: No", ~plOYlTII!nt R~nge: 450km Siu: 7 Senson: No", Depl.oyment R~nge : lDOI<m
C,.,., (ommuniut rol'l$: No", (rew: (ommunlutions.: No",
PERI(S & fLAWS PERKS & FLAWS
E.x:posed (re-w, il'llpn)vM ()(f-Ro~d. Inefficient (ontroh-. l " ge Stn10r Profile (Rl), Rl!lnforc~ Armo r (RZ, Buttoned Up. Huardous. Ammo/Fuel >Upply. HEP: Cotd Wu ther. Inefficient Cont rols. Z M.ampuiJtor
front). SUbllileO Mount (76.2rnm M194Z) Arm~ (RS. P1.Ir.ch), Ovtrhelti"9. Reinforced Armo r (R l. Front) . Wu k Point (Rl. Engme)
WEAPONS WEAPONS
N,,,,, "',
field Gun 1'11 942 '
Arc
FF
S
17
M
34 68
Ex
136-J
Acc OM
.. 0
Ammo
MRI2. 1.[0, IF
N. me
IS.2mm Mo<iel1941
Alc 5
F "
/
E,
16
O ~,

.5
Ammo
,
5..,

ROFI
FF 1 ROf2. AI
7.6Zmm LMG
Gren.ldes
/
-1 .,
./ / 5<1
J AI
VA RIANT
G27 -6S. TV; 37 Yl!ar in Servic:I!: 1942 (IIII!)
Rernovt: Ovefileatlf19
(hlnqe: Deployment R.mge 120i:: m

99
ApPE NDIX 3: VEHICLES AND AT GUNS

Yu r In Service: 1937 ~ ~I: -, Armor: 6/12/18 YtarlnStfV1(t: 1935 "". ~t/Vt' : -3 Armor: 7/ 14/2 1
ThrutV.. lut: -, Mo-.otment: Fire Cootrol: -, Mo~ment:

Sile: " fil'f Cootrol:


~SO I'1: No.. Dtptoyment lUnge:
Ground 5/ 10
l ZOkm
ThrutV.lue:
Silt:
27

Stow",: No .. Oeploymtflt R.. ~:


Ground liS
'5OI<m
(~:

PfRKS & fl.AWS


( ommuniutions; No", ("'"
PERKS & flAWS
(ommumUhons:
...'"
Buttoned Up. HE?: ( oM Weattwl, Improved Off-Ro.d, lnefficitnt Controo. Buttoned Up, Inefficlent Controls, L~'g.t Sens.ol Profile (R l)
WEAPO NS
N,,,.. S
" D.
., Ammo ...' WEAPONS
N,,,,,, "', , , ,.
D. Ammo
...'
,"
S
""
".
A" A"
47mm I40dri 40 3
, 12
" 0 50 17mm Type 91,
, 16 0
.,
7.6Zmm LMG Ff 1 .1 1\00 RorZ, Al 7.7mm lMG
7.7mm lMG
Ff
R,
I
I , 8
"
ROFZ, AI
HOfZ. Al
MG Ammo Bin 29 70

Year In Service: 1941 "'rvuvtr. -3 Armor: Yea, In StMce: 1938 JoYneuwr: -I Armol:
ThrutV,wt: 3' Fl('fControl: -, /I',overneot: Grour.d 2/ 4 Thren V.lue: 31 Fire Control: -I MovelMflt: W.lk 2/t.. Gr. l/S
Size: Sensors: No", Deployment RAnge: Zl()4.:m Size:
Sensors: N,,,, Dtployment lb.: 95km
Crew:
n liUcs& fL.AWS
CommuniUhons: No",
""',
PERKS & f1..AWS
( ommumahons: No '"

Buttoned Up. Inefficien t ContJoo. l.Irge Sensor Profile (R l ). Reinforced Armor (RI. f ront ) 8ultoned Up, H.l Uldous Ammo/rufl S1.IpplY. Inefficient Controls. Z ( H~mpul..Jto l AnM (Rio. Punch). Poor
WEAPONS Towing. Unsubte, Wuk POint (R l. Mo~ment)

,
Wo"ONS
N"" A" S l
" A" DO Ammo S""
4 7mm Type 1
1.7 mm LJoIG
4
I , 16 11 0
" 10
ROFl, AI
N.lme
TeppoYlri
A" S
'" "', OM
,12
Ammo SO<'

"R, " ROfl. AI 1.1mm LMG


" 100 ROf2 . AI
1.7mll'l U4G
""
I4(j Ammo Bin 214S 7.7mmlMG
[,W141dt'S

VAllIA NT
R,
-1 ..
" 100
3
ROfl. A1
AI

Stllid 4 1. IV: 37 YurinSeMce: 19J8


Remow: UI11~ble
Add: Am ptllbiou\; RtinfOlced ArmOI (RI. Front )

100
ApPENDIX 3: VEHICLES AND AT GUNS

YUI In Servkt:
Th~.It V~lut:
19)9 Maflt'YVtr.
fi~(ontrtll:
-J
-J
Ar mor:
~~~nl;
5/ 10/15
Ground 4/8
Yt.uIn Servict:
T h~.Il V.lut:
1940 I4.ll1ttJwr:
rireConttOt:
-.
-J
Aflnor:
Movement: Ground 4/8
SlZt: ~SOI'1 : No.. ~ploymotnt Range:
' ' 'm SIl.t : Stnsort: No... DeptoytTM!nt R.,.: 1106tm
Crew: (oll'\lYIUntc.ltIOM: No... ("'" (ommuniutions: No...
PUKS & flAWS PERKS I flAWS
(.Argo 8<1Y (1 6m '. Qpt"n rop~), Exposed CltW. Into ltiClt'Il!. [0111100. Pool Off-Ro..d Exposed ( ,ew, [J:po~ed Fe. I'JSSoel1lJf'f Se.lling (3)
WEAPONS
,,,...
WEAPONS
,,, ,,,
'0'" AI1: S
1
M
,
h Ac.(
o
OM
.,
Am...,

'00 ROf2, A!.


""G
S


," h 0"
"
'mmo
lOO
51>"
ROFl. AI

Tank Gun AP Ammo


The following guns may buy Armor-Piercing
ammo, which uses the DM indicated. The gun's
Base Range is one point lower than usual when
AP ammo is fired.

AP ammo costs 2 additional TV points and co-


verts 20% of the ammo the tank carries into AP
shots _It is available in 1941 or the year the tank
Yt.ir!n$ervict: 1940 M..Ineuvtl: -, Armor: is introduced, which ever is later.
Thrut V.lut: Firt(onl rol.: -J Movtmtnt:
SUt:
C~W:
~sors:

( OOImuniUt'MJIlS'
No ...
No ...
Dtploymotnt!.l rogt:
' ' ' 'm Weapon OM
PERKS & FlAWS
(.1'90 Solly (l6m'. Opt"n Toppt'd). .xpo~ c~. Inefficient Controls. l..t~ ~n:.Of Profile CR I) 2cm KwK 30/38 AP40 x6
WEAPONS
Arc S M & Ac e OM Ammo 51>'< 3.7cm KwK L46.5 AP40 x8
I 100 ROF;?, Al
YAIUAHTS
" 5cm KwK 38 L/42 AP40 xl0
Ht.lvy Vel\\On. TV: 7 Y~.)r in Servl(e: 19,,0
5cm KwK 39 L/60 AP40 xll
Add; Double TOWIng uj)4ci ty
7_5cm KwK 42 L/70 x 14
8.8cm KwK 36 L/56 x 13
17-pdr APDS x14
76mm M 1 HVAP x12

101
A p PEN DIX 3: VEHICLES AND AT G UNS

YurlnServtCe:
Yea r In SerYKt :
Th~dtV .. lut : fi rl' COnlrol:
Thrtat Valul' : FirI'ConLro(:
Sil l' :
Sill' : SenSOIl: Deployment R,U19I':
(rtw: (ommunic,tioJl\:
(rtw:
PERkS & FLAW'S
PUl<SlFl AWS

WEAPONS
WEAPONS
Arc S M & Ace OM Ammo

- -- - - - - -- - - - - - - - - - - --- - - -

Yur In SeMel': Ma~uvl'r: Armor:


Thrl'<t \ V,d ul': flft'Con trol: Mo~l1Iotnt:

Sia: Sensor;: Deplo~ntR llngl' :

(rl'w: CommunicatIons:
PERKS I f LAWS

WEAPO NS
No"", "', S '" "', D. Ammo Sp."

102
103
ApPEN DIX 4: REFERENCE CHARTS AND GAME SHEETS

VEHIC LES CAMPAIGN REPAIR AND SUPPLY THRESHOLDS '

TANK GUNS NAME '39 '40 '41 '42 '43 '44


Name '39 '40 '41 '42 '43 '44 PzK V Ausf A "Valkurie" 5/6 5/6 6/7 6/7 7/8
3 7mm ATG 6/4 6/4 6/4 6/4 PzK V Ausf B 6/6 6/6 6/7 7/8
3in ATG 8/6 6/4 6/4 PzK V Ausf C 6/6 6/6 617 7/8
Ordinance, OF, 2-pdr 6/4 6/4 6/4 6/4 7/3 7/3 PzK VI Ausf E "Donner" 6/7 6/7 6/7
Ordinance, OF, 6-pdr 6/4 6/4 6/4 7/3 PzK VI Ausf F 6/7 6/7 6/7
Ordi nance, OF, 17-pdr 7/5 6/4 6/4 PzK VII Ausf A "Ulle(' 7/7 7/7
76.2mm AT Gun 6/4 6/4 6/4 6/4 6/4 6/4 PzK VII Uller "heulende Kuh" 7/8 7/8
3.7 cm Pak 35/3 6 6/4 6/4 7/3 7/3 7/3 7/3 Schwimmwagen 5/4 5/4 5/4 5/4 5/4 5/4
5cm Pak 38 7/5 715 6/4 6/4 6/4 SdKfz 2 klelnes Kettenrad 6/5 5/5 6/5 7/5 8/6
7.5cm Pak 40 8/6 7/5 6/4 6/4 6/4 SdKfz 222 Armored Car 6/5 6/5 6/5 5/5 5/5 6/5
8.8cm Pak 43 6/4 6/4 SdKfz 223 Armored Car 6/6 6/6 6/6 6/5 6/5 6/5
2.8cm sPzB41 8/6 8/6 8/6 816 SdKfz 231 (8-Rad) 5/7 5/6 5/6 5/7 6/7 6/8
4.2cm lePak 41 8/6 8/6 8/6 8/6 SdKfz 250/1 4/5 4/5 4/5 5/5 5/5
7.5cm Pak 41 8/6 8/6 8/6 8/6 SdKfz 250/3 5/5 5/5 5/5 6/5 6/6
Skoda 47mm vz36 7/5 7/5 7/5 7/5 7/7 7/7 SdKfz 250/6 5/5 5/5 5/5 5/5
Bohler 4.7cm 7/5 7/5 7/5 7/5 7/7 7/7 SdKfz 250/7 4/5 4/5 5/5 5/5
47mm ATG Type 1 6/4 6/4 6/4 6/4 SdKfz 250/8 6/7 7/7 7/7
47mm Cannon 6/4 6/4 6/4 7/3 7/3 7/3 SdKfz 250/9 8/7 6/5 6/5
SdKfz 250/12 6/5 6/5 7/6
VEHICLES SdKfz 251/1 4/4 4/4 4/5 4/5 4/5
NAME '39 '40 '41 '42 '43 '44 SdKfz 251/1 "Stuka-zu-Fuss" 7/7 7/7 6/7 6/7 6/7
PzKpfw I Ausf B 4/4 4/5 5/3 5/3 6/6 7/7 SdKfz 251/2 5/5 5/5 5/5 5/6 5/6
PzKpfw II Ausf B1 4/5 5/5 5/6 5/7 6/8 SdKfz 251/3 5/5 5/5 5/5 5/5 5/5
PzKpfw II Ausf C 4/5 5/6 5/7 5/8 6/8 SdKfz 251/7 6/5 6/5 6/5. 6/5 6/5
PzKpfw II Ausf 0 4/5 5/6 5/7 5/8 6/8 SdKfz 251/10 6/5 6/5 7/6 7/6 7/6
PzKpfw II Ausf E "Flamingo" 7/7 7/7 7/8 7/8 8/8 SdKfz 251/12 7/6 8/6 9/6
PzKpfw II Ausf F 4/6 5/6 5/7 5/7 5/8 SdKfz 251/16 8/8 8/7
PzKpfw 38(t) Ausf A 6/7 5/6 5/6 5/7 6/7 7/8 Sd Kfz 251/20 "UHU" 8/7 8/7
PzKpfw 38(t) Ausf 0 6/7 5/6 5/6 5/6 6/7 6/8 SdKfz 312 "Spinner" 5/7 5/8 6/8 7/8
Befehswagon 6/7 5/6 5/6 5/6 6/7 6/8 SdKfz 314 "Spinner Zwei" 5/7 5/7 5/8 6/8
PzKpfw III Ausf E 6/7 6/7 6/7 7/8 7/8 SdKfz 330 Ausf A 6/7 6/6 7/6 7/6
PzKpfw III Command 7/7 7/7 7/7 7/8 7/8 Inf. Tank Mk II "Matilda (Ii)" 4/4 4/4 4/4 4/4 5/3 5/3
PzKpfw iii Ausf F 5/6 6/7 6/7 7/8 Inl. Tank Mk II "Matilda COL" 8/7 6/5 7/6 8/7 8/7
PzKpfw III Ausf J 5/6 5/7 5/7 Inl. Tank Mk II "Matilda Scorpion" 7/7 6/6 5/6
StuG C 5/6 4/6 5/6 6/7 Inl. Tank Mk III "Valentine I" 4/4 4/4 5/4 6/5 6/5
PzKpfw IV Ausf F 6/6 4/6 6/6 7/7 Inf. Tank Mk III "Valentine II" 4/4 4/4 5/4 6/5 6/5
"PzKpfw V Ausf 0 "Panther" 4/6 5/6 Inf. Tank Mk III "Valentine III" 5/5 5/5
PzKpfw V Ausf G 4/6 Inf. Tank Mk III "Valentine VII" 5/5 5/5
PzKpfw VI Ausf E "Tiger" 6/7 6/7 Inf. Tank Mk III "Valentine IX" 6/5 6/5
PzKpfw VI Ausf EXS 8/8 8/8 Inl. Tank Mk III "Valentine B-Iayer" 8/7 8/7
Wespe 6/7 4/6 4/6 Archer SP Gun 6/6
Brumrnbar SP (Gr) 5/7 5/7 InL Tank Mk IV "Churchill I" 6/5 5/6 6/7 7/7
15cm Panzerwerfer 42 (SdKfz 4/1) - 6/8 6/7 6/7 InL Tank Mk IV "Chruchill IV" 5/5 4/5 5/6
PzK IV Ausf A "Loki" 5/6 5/6 5/7 6/7 6/8 7/8 InL Tank Mk IV "Churchill VII" 5/5
PzK IV Ausf B 6/6 6/6 6/7 6/7 6/8 InL Tank Mk IV "Churchill AVRE" 6/7
PzK IV Ausf C 6/6 6/6 6/7 6/7 InL Tank Mk IV "Crocodile" 7/8 7/8
ApPENDIX

'39 '40 '41 '42

6/7
6/7

fi/8 617
7/7

4/4 4/4 4/4 4/4


5/5
6/6

6/7

7/7 6/7
8/8 1;7

618
ApPENDIX 4: REFERENCE CHARTS AND GAME SHEETS

SUpply, Repair a Racruibnant Chart


Force Year Africa Atlantic E. Europe Middle East N, Med Pacific Scandinavia W. Europe
:G ermany 1939 0 2! I

1940 1 1/2 2
1941 2/1 1/2 0 0 1/2
1942 0 1/2 -1/0 0 1/2
1943 -1 0 1 , -1 ' 0 1/2
1944 0 0 -2/-1 0 -1 0/2
~wealiti 1939 1 0/1 0/1 1
1940 -1/0 0 0/1 0/1
1941 -1/0 -1/0 0 -1/0
1942 0 -1/0 0 0 0/1
1943 0 0 0
1944 0 0 0
~SA 1939
1940
1941
1942 2 1
1943 2 0/-1 0/1 2 0
1944 2 0 1/2 2 2
~SSR 1939 0/1 0 0/1 0/1
1940 0/1 0 0/1 0/1
1941 0/1 0/1 0 0/1 0/1
1942 1/2 -1/0 0 0/1 -1/0
1943 1/2 -1/0 0 0/1 0/1
1944 1/2 0/1 0 0/1 0/1
~ apan 1939 2/3
1940 2/3
1941 0/1 1/2
1942 0/1 1/2
1943 0/1 0/1
1944 -1/0 0/ 1
iltaly 1939 0
1940 0 0/1
1941 0 -1 0 0/1
1942 -1 -1 -1/0 -1/0
1943 -2 -2/-1 -2/-1 -2/-1
1944
:Free French 1939 1 0 -/1 -1/11
1940 0 0 0 - 1/0
1941 0 -1 0/-
1942 0 -1/-2 -1/-2
1943 1 -2/-1 -2/-1 -/-1
1944 0/1 -/0 -/0 -/-1
Vichy French 1939 1
,
1940 0 -/0 0 -/0
1941 0 -1 0 - 1/1
1942 -1 -1 -1/0 0/1
1943 -2 -2 -1 /0 0
1944 -1 /0 -1 /0

[06
THE CO.AT TURN mACKROU SYSTEMS DAMAGE
Slep Zero ' Sel-up Phase Roll Gunnery Skill/Attribute plus these modifiers : Die System Light Damage Heavy Damage
Slep One: Dec laration Phase Fire Control 1 Fire Control SubTableA Roll on SubTable A; add + 1

Slep Two Initiative Phase The Fire Control Rating of the vehicle 2 Stnture SubTabie B Roll on SubTable B; add + 1

Slep Three Activation Phase Weapon Accuracy 3 Crew Crew stunned" 10% Casualties, min 1

Step Four" Miscellaneous Events Phase The Accuracy Rating of the weapon 4 Movement -1 MP 1/2 remaining MP (round
down) & -2 Maneuver
Re peal Sleps One to Four unl il each Combat Group has had Range
the opportun ity to move and act. A Combat Group may only 5 Aux illiary Syst. -I to ld6 1d6 Auxilliary systems
Point Blank +1 Long -2
move and act once per combat turn . If one Player no longer Au)!. systems destroyed
has any Combat Groups left 10 use , he skips his phases until Short +0 E)!treme -3
tr,e end of the combat turn . 6 Roll Twice on thIS table
Medium , - ~ -1
~ 1 Action for 1 turn

Allacker's Movement
SUBTABLE A: FIRE CONTROL DAMAGE
Stationary +2 Combat Speed +0
1 -1 to a Single Weapon

Arr.ong possible combat Act ions (Tachcal SCale).


Half Combat Speed ~ less + 1 I Top Speed -3
2 -2 to a Single Weapon
3 - 1 to all Weapons
Fire one weapon once
Minus the Obs curement Total
4 Single Weapon destroyed
Fife one set of linked weapons once
EmbarkJdlsembark one (1) crewman 5 Fife Conl ro l system destroyed (-5 to attacks)

EmbarkJdisembark passengers equal to Size DEFINSE ROLL 6


7
Roll Twice on 1his table
Ammunition/fuel Hit - roll 1 die:
Perform a phYSical attack (ramming, kicking, etc ... )
Activate an aUX iliary system (ECM, active sensors Roll Piloting Skill plus these modifiers : 1-3 Ammo Storage and Fuel Tank RupIIIed
scanning . communication, etc.)
(vehicle camot mo<e or fire weapons)
Maneuver
4-6 Chain Reactionl Ammo and. Fu~ Explodesl (Vehicle
The Maneuver Rating of the vehic le Destroyed and Cr_ Killed)

T8IHA.. COSTS Defender's Movement


SUBTABLE B: STRUCTURAL DAMAGE
MUs Moved Modifier MUs Moved Modifier
Terrain Type Infantry Walk Ground Obsc_ t -1 MP
o -3 7-9 +1
Clear 1 1 1 a 2 1/2 remaining MP (round down)
1-2 -2 10-19 +2
3 ~ 1 to Maneuver
Rough/Rubble 1 1 2 a 3-4 -1 20-99
4 -2 to Maneuver
Sand/Dust 2 20 20 a 5-6 +0 100-999
5 Power transfer failure; No movement
Woods 1 10 20 1
6 Catastrophic crew compartment tailure.
Arc of Allack 75% casualties, minimum 1
Jungle

Swamp
2

10
20

30
30

40
2

1
.::A.::tt.=ac.:.k.;,.:::is...:f:..;ro:.:.m:.:..:..F:..;ro:.:.n:.:.t_ _-.:.O I Atlack IS from Rear -2 7 Complete structural failure : vehicle is
destroyed, but crew survives
Attack is from Rear Flank -I
Urbant 1 1 1 1

Dense Urbant 1 1 2 2

Water (Low)" 2 2 3 a DAMAGE VS. ARMOR lIClEALSYSlBVI RMIf BftCl1


30' Slop..-" +4 2 2 Situation Fumble Effect
Damage Outcome What happens
Initiative lose aulomatically; if both fumble, reroll
" - Only Amphibious units may enter. Others will auto- Dam. < Armor No Effect Nothing: armor is
merely scratched Allack miss automatically
matically be put out of action. Amphibious units cannot
enter or exit this terrain while moving at Top Speed. Dam . ;:; Of > Armor Light Dam, -1 AIrrJO(; Roll on Syst Defense hit automatically unless attack also fumbles;
Damage Table for damage purposes Ireat roll as 0
"" - Slopes add to the cost of the surrounding terrain. Units
Dam. ~(J( > AIfTl(J(X 2 Heavy Dam, -2 AImor; Roll on Sysl. Active Sensors fail to achieve LOS aulomalically
hull down are assumed to be located behind th~ elevatio n.
Damage Table
High Speed 180" lurn crash; take Light (1-4)
o - Terrain Marked '0' requires a Dangerou s Terrain Test. Dam. ~ ~ > AIfTl(J(X 3 CNer\<i1l Vehicle Desltoyed or Heavy (5-6) damage
tDamage Point Cap .: 80 for Urban, 100 for Dense Urban.

!I
'in
</J
DETECTION MOIIIFHS
Attacker's Detect10n Threshold
INFANTRY HIT LOCmoN
Die Roll

1
Slart at Trooper#

1
Direction

Down
RA.....G
Ramming Direction
Head On
Impact Speed
Attacker Speed + Defender Speed

'E Passive Sensor Value: Crew Skill + Sensor Rating 2 3 Down Side (Attacker Speed + Defender Speed)/2 (round up)
cf or Visual Value 4 (day) / 2 (night) 3 5 Down
Rear Attacker Speed - Defender Speed

Defender's Concealment Threshold 4 6 Up


IMPACT SPEED MODIFIERS
Terrain Obscurement: See Terrain Table 5 8 Up Impact Speed Damage Modifier
Range Modifier: 6 0 Up 1-2 -2
Short or - Vehicle Size) a 3-4 -1

Medium or - Size x 2) -1 5-6 +0


INFANTRY ROF 7-9 +1
Long or - Size x 4) -2
10-19 +2
Extreme or - Size x 8) -3 Min. Number 01 Troopers wlWeapon ROF bonus
20-99 +3
1 0
(Walkers count as twice their Size when in Walk mode. )
100-999 +4
2 +1
If Concealment Threshold,. Detection Threshold,
the target is not detected. 4 +2
8 +3
ApPENDIX 4: REFERENCE CHARTS AND GAME SHEETS

Campaign Record Sheet


Player Name: Total Victory Points Awarded :

TV: Force: Victory Points Spent:

Year: Theater : Remaining Victory Points:


.
Modifiers

Extra Supplies:
Supply/Repair:

00000000000000000000
I Recruitment:
I # of Scenario's in Campaign:
I # Won :

Special Rules:

Type Designation Quality TV Command? FO.? # of Scenarios

Vehicles
Type Designation Quality TV Command? FO.? # of Scenarios
<ti
V>
:J
OJ
C
0
V>
~
a.
.2
>-
a.
0
u
0
(5
.r:
a.
2
'0
~
c
'"e;,
c
0
'u;
V>
E
~
CL
oi
SUpport '0
0
CL
Type # Quality TV Type # Quality TV E
'i!?"
0
0
0
('J
@
1:
OJ
.~
a.
0
U

ro8
ApPENDrX 4: REFERENCE CHARTS AND GAME SHEETS

Scenario Results Record Sheet


SCENARIOS
Order TV Type Objective Time Limit Ext. Condition Scouting Troops Support Win/Lose VP SupplyRoll

, .

<Ji
<f)
:J
(ij
C
o
<f)

<n
a.
E
0>-
a. .'
o
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o
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a.
.9
D
Q)
C
'"
0,
c
o
'<Ii
,f!?
E
<n
0-
ai
D
d:
E

o'"
Q)

o
o
N
@
.cOJ
.~
a.
o
U

109
ApPENDIX 4: REFERENCE CHARTS AND GAME SHEETS

# Creating Heroes
Cruiser Tank Mk III (A 13) .
42
87
J
2.8cm SPZB41 103 Japanese Vehicles . 100
Cruiser Tank Mk VI 'Crusader " 88
3 .7cm Pak 35i36' .. 103
37mm ATG ... .. 103
D K
3in ATG . 103 Kettenrad 85
Daimler Armoured Car .. . . .. 9t
4.2cm lePak 41 . 103 KV-IC .. ... , 98
Damage, Artillery , ,.. 34
45mm 103 KV-IIC Tesla Tank. .. 17
Dangerous Terrain . Landing in 53
47mm ATG Type I . 103
Dalacard Summary 80
47mm Canr.on 103
Defensive Positions. . ............. .. .. 37
L
5cm Pak 38' . 103 Landing in Dangerous Terrain . .. , 53
DemolitIon . ... .... 37
7.5cm Pak 40' . .. .. , 103 Landing Zon es 38
DeplOYing Minefields . 40
7.5cm Pak 41 .... 103 LC 1/40 Light Walker . .. 97
Detecling Minefields 40
76 .2mm AT Gun' 103 LC 42 47/32 Walker , 97
Detection Equipment. 49
8 .8cm Pak 43' .. .. , 103 LDRG Truck , ..... 91
DetectIon Value. ....... ,. 47
Leader Setup 45
A Detection, Advanced
Diamond, Sgl. Hank .. ....... 43
46
Locat!on " . , 58
Actions. Skirmish 24 Longstreel Artillery Male , 18
Dllches ... 37
Advanced Command & Conlrol Rules .. .. .. .. 45
Diving Equipment . .. 52
Advanced Delection . 46
Dog Mines . . .... .. .. 40 M
Advanced Initiative 45 M 10 Ta nk DeSiroyer ,. 93
Double-Blind Rufes ....... 44
Air Support 10 MilA General Ear ly 93
Drugs, Combal .. . 50
Airborne Operations. 12 M12A General Longslreet .,. 94
DUKW , . " . 95
American Vehicles .. 92 M 14A General Jackson.
Anli' Tank Guns
AntiVehicle Fortifications .
103
37
E M29 Studebaker
Encumbrance 49 M3 Halftrack 94
APAmmo 101 M3A I Sluar!lMk IV "Honey 92
Ending the Campaign. 73
Archer SP Gun 88 M3A5Granili .. 92
Engineer Listening Company 14
Armor, Personal 50,79 M4A 1 Sherman 93
Engineering, Combat 13
Arlillery Allacks .. ..... . 33 M7 kPriest"' Howitzer " 95
Experience Threshold Tab le 72
Arlillery Barrages Table 32 M8 Greyhound 95
Explosives Table, Infantry 79
Artillery Response Time Table .... .. 31 Maneuver War fare .. ....... .. ..... . 7
Explosives . .. ..... 52
Artillery Scalier Diagram 34 Marmon Herringlon Armoured Car Mkll 91
External Conditions 58
Artillery Support . ...... 30 MauUier 83
Artillery Tractor/Prime Mover 101
Artillery Use 9
F Measures
MinefIeld COSfS and Characteristics
22
39
AT Guns .. , 103 Fial L6/40. .. , 96
Minef ield Relerence Tables 39
Autobllnda 40 Armored Car 96 Fial M13/40 Medium Tank 96
Minefields 38
Field Engineering , , .. 36
Miscellaneous Equlpmenl Tab le, Infantry .. 79
B Fire Mission Attack Procedure
Fire Missions. Requesting
33
30
Miscellaneous Rules. Artillery 35
BA,IO Armored Car ICO Mission DeSign Table 57
Fire Modifications, Skirmish 26
Bacteriologic al Agents 20 Mobility Devices ,. 53
Flfestarting and Destroying Terrain, SkirmIsh . ....... 29
Barrages Tab le 32 Mobilily Equipmenl Table, Infanlry . .... 79
Flaws 77
Balilefieid Ellquelle, North African 9 Mortars Table, Infanlry . 78
FortIfications . II
Biological Deploymenls 21 Movement , Skirmish ..... . . 24
FortIfications, Anti-Vehic le 37
Blank Datacards 102
French Vehicles
Bocage , the ..... . 29
Friedendall, lloyd
N
Bohler 47cm 103 Nighlflghllng
Friendly Fire Incidents . . 33 IS
Bren Carrier . . 87
Bridges, Skirmish
British Vehicles ...
29
. 87
G o
G-27 Walker Objectives ...... , 57
Brummbar 83
Galvin Manufacturin g Obscurement, Additional Terrain 29
BT-7 . 96
Game Scale Table ,.. 23 Obscurement, Skirmish .. 28
Building a Unll , 70
Game Tables, Tactical 107 Ordinance, OF, 17-pdr 103
Bunkers/Empfacements. " 37
German Vehicles .. , 81 Ordinance , 0 E, 2-pdr ..... 103

c H
Ordinance, O.F., 6-pdr . . .. , 103

Camoullage 44
Healing, Campaign 73
p
Campaign Cycle Table . ... . 69
Heroes in Action . .... , . 43 Panzerwerfer 42 . 83
Campaign Record Sheet 108
Heroes ... .. 41 Perks , , 76
Campaign Rules 68
Heroic Abilities . ... 41-42 Pink Panther LDRG Truck 91
Campaign, Ending the 73
Hidden Set-Up 44 Pink Panther SAS Jeep 92
COL Vehicles 16
Himmelman, Gunter . .. ...... ... ... .. 43 POint Black Diagram 23
Char AMX-42A Grognard" 97
Humber Mklf . 91 Priorit ies 59
Char BI -bis 97
Protection, Personal 50
Chemical Agenls . 20
Chemical Deployments 21 I PzK IV Loki
PzK V -Valkurie'
" 84
84
Chemical Warfare 19 fnfantry Ouadruped Mk I "Wagsworth" ,... 90
PzK VI "Donner 84
Chit Hidden Unit Rules 44 Infantry Tank Mk II "Matilda II" 87
PzK VII "Uller " 84
Churchill AVRE , . . 18 Infantry Tank Mk III "Valenline" ., 88
PzKpfw 38(1) . . ... 81
Clearing Minef,elds 40 Infanlry Tank Mk IV "Churchill' 89
PzKpfw I 81
Cohesion , Squad 48 Infantry TO&E COSls, ReVised ... .. 74
PzKpfw II .. 81
Combat Eng ineer Train in g and Equipment 48 Infantry Walker Mk Vllf "Cavalier " 89
PzKpfw III 82
Combat Englneeflng . ... 13 Infanlry Walker MVI2 "Roundhead" 90
PzKpfw IV . .. 82
Combal Turn, Skirmish Scale 24 Infanlry . 48
PzKpfw V 'Panlher" 82
Communrcallons Devices ... .. .... .... 51 Initiative, Advanced 45
PzKpfw VI . , 83
Construct ion material 36 Initiative, SkIrmish . 24
COSI, Infantry 48 lIallan Vehic les 96

110
ApPENDIX 4: REFERENCE CHARTS AND GAME SHEETS

Q SdKfz 251
SdKfz 312 "Spinner"
86
85
Terrain . Skirmish. ................ 28
-Training and Equipment. Combat Engineer ... ...... .. . 48
Quadruped Mk I Wagswonh" 16
SdKlz 330 Ausf A 87 Truc k ........ lOt
SdKlz 4/1 .................. .... 83 TruSCOII. Lucian. . ..... 10
R Semovente L40 . ..... ....................... .... .... ...... 96 Tucker APC . .. ...... 92
Radios Table . Infanlry . .............. ........ .. .. .. .. .. .. .. 79 Shiki 38 . .. . ...... 100 Type 95 Ha-Go" . 100
Record Sheet. Campaign . . ...... .... .. 108 SighlS. .... .. .......................... 49 Type 97 "Chi-Ha" ........................................ .. ....... tOO
Record Sheet. Scenario . . ........ ............. 109 Skirmish Scale Combat Turn .. .. ..... 24
Reloading Vehicle Weapons .. .
Repair Threshold s .. .......... ..... . .......... .
. 27
104
Skirmish Scale Combat . .. ........... 22 u
Skoda 47mm vz36 ....., ..~.. , .. . ... . 103 Urban Terrain . Sk irm ish 28
Req uesting Fire Missions .. . ..... .. 30 Small Scout Car (Jeep. etc .) 101 Urban Terrain , Tactical ... . 28
Revised Inlanlry TO&E COSIS .74 Snipers Utility Vehicles 101
Russian Veh icles . ... 98 SluG C .

s SU-76
Subplots
99
60
v
Vehicle Dalacards 80
SAS Jeep . 92 Suggested Point Total Table 57 Vehicle Repair and Supply Thresholds .. .......... 104
Saturation Fire Diagram, Skirmish 27 Supply Thresholds 104 Vehicles ..... 15
Scale. Change 01 ... . ... 22 Support Weapons 54
Scale s .
Scalier Diagram
22
34 T w
Walking BombslMlnes ........ 55
Scenario Generator 56 TlO Mine Exploder "Tricycle" 18 Weapons Table. Inlantry ... ..... 78
Scenario Record Sheel 109 T34/76A . ' ......... 98 Weapons. . ........ .. 77
Scenarios . . .. ..... 62 T-44 "Nikolai Len in" . ............................................. .. 99 Weapons. Support . . ... 54
Scol1. Frank L. . ...... ... ........ .... ..... .... 14 T-45 Land Battleship "Nikolai Tesla" . ... 17
SdKlz 2 Kleines Kellenrad ... . .............. 85
Wespe .. .. 83
Taclical CPs . . ........................................... 45
SdKlz 222 Armored Car ..
SdKlz 234 (8-Rad) ..
. ........ ...................... 85
. . ....... .. ............ ......... 85
Tactics . . .... ............................................ 7
Tank Gun AP Ammo .................... .. ................ .. ... 10 1
z
SdKlz 250 .. .... .. ..... .. ...... .. ..... 86 Zombies ..... 55
Tank Riders . . 54

The Luftwaffe Russia's War


BIBLIOGRAPHY University Press of Kansas TIl Books, Inc.
James S. Corum Richard Overy
Acthung - Panzer! ISBN: 0-7006-0836-2 ISBN: 1-57500-051-2
Cassel Military Paperbacks
Heinz Guderian The Marshalt Cavendish ILtustrated Encyclopedia of World Russian Tanks 1900-1970
ISBN 0-J04-J5285-J War II, Votumes 1 through 25 Galahad Books, a division of A & W Promotional Book
Marshatl Cavendish Corp. Corporation
The BiographicaL Dictionary of WorLd War II Lt. Col. Eddy Bauer John Milson
Presidio Press Library of Congress CataLog No.: 72-95429 ISBN: 0-88J65-052-5
Mark M. Boatner III
ISBN: 0-89141-548-J Men-at-Arms Series 278: Flags of the Third Reich J: Party & Siegfried: The Nazi's Last Stand
Police Flags A Jove Book
British and American Tanks of World War Two Osprey, an imprint of Reed Consumer Books ltd Chartes Whiting
Arms & Armor Press Brian l Davis & Malcolm McGregor ISBN : 0-515-07]9J-8
Peter Chamberlain & Chris Ellis ISBN: 1-855J2-4598
ISBN: 0-J04-J5529-1 U.S. Military Tracked Vehides
New Vanguard 15: Flammpanzer: German Flamethrowers Motorbooks International Publishers & Wholesalers
Combat Engineer 1941-1945 Fred W. Crismon
American Literary Press. Inc. Osprey Military ISBN: 0-87938-672-X
Jack L. Scott Tom Jentz, Hilary Doyle & Peter Sarson
ISBN: 1-56167-517-2 ISBN: 1-855J2-547-0 USAAF Fighter Units MTO 1942-45
Osprey Pubtishing Ltd
Combat Leader's Field Guide New Vanguard 25 : SdKfz 251 Half-Track 19J9-1945 Christopher Shores
Stackpole Books Osprey Military ISBN: 0-85045-244-9
CSM James J. Gallagher, USA (Ret.) Bruce Culver &Jim Laurier
ISBN: 0-8117-2425-5 ISBN: 1-85532-846-1 The Unknown Patton
Crown Publishers, Inc/Hippocrene Books. Inc.
Elite Series 34: Afrikakorps 1941-4J New Vanguard 26: German Light Panzers 1932-1942 Charles M. Provence
Osprey Publishing Osprey Military ISBN: 0-517-455951
Gordon Williamson & Ron Volstad Bryan Perrett. Peter Sarson & Terry Hadler
ISBN: 1-85532"130-0 ISBN: 1-85532 -844-5 The War Against Hitler
Hippocrene 800ks, Inc.
Elite Series 59: U.S. Marine Corps 1941-45 Panzer Battles Atbert A. Nofi, Ed.
Osprey Publishing Ballantine Books ISBN: 0-88254-631-7
Gordon Rottman & Mike Chappell Maj. Gen. F. W. von MeHenthin
ISBN: 1-85532-4970 ISBN: 0-345-32158-8 War As I Knew It
Bantam Books
Encyclopedia of German Tanks of World War Two Panzer Colors II George S. Patton Jr.
Arms & Armor Press Squadron/Signal Publications. Inc. ISBN: 0-553-20491-2
Peter Chamberlain & Hilary L. Doyle Bruce Culver
ISBN: 1-85409-518-8 ISBN: 0-89747-069-9 Warfare and the Third Reich
Salamander Books Ltd. WI Barnes & NobLe Inc.
German Combat Engineers in World War II Patton: A Genius For War Christopher Chant
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ISBN: 0-7643-0574-3 ISBN: 0-06-016455-7 The World's Great Machine Guns From 1860 to the Present
Day
German Tank and Antitank Rommel As Military Commander Brown Packaging Books Ltd. I Barnes & NobLe Books
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ISBN: N/A ISBN: 0-7607-0861-4

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ISBN: 0-31245940-8 LoCCN: 53-5656

I I I

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