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TACTICAL WEAPONS INNOVATIONS

1914 .. 1911
Rulebook
1.0 INTRODUCTION Questions regarding the play of this game may be 2.21 Foot Troops (FTs): Foot Troops consist of infan-
Landships! is a simulation depicting the tactical sent to the above address as well. Please enclose a try and MG platoon sized units. The drawings used on
prowess of the early tanks and other innovative weap- stamped, self-addressed envelope (SASE) with your the counters have no effect on play. All Foot Troop units
ons. The game simulates the "Great War' at its more queries to ensure a response. have four numbers printed on their counter. The num-
interesting periods, primarily between the years 1916- bers as explained as follows:
2.1 The Map Front Back
18. It is at this time when many weapon innovations
were introduced to Uy and break the deadlock. These The assorted back printed map sections represent
new weapons are now explored for the first time at the the various types of terrain usually encountered dur- Allied
ing the Great War. Each scenario shows how to con- lnfanUy
tactical level: Flamethrowers, Anti-Tank guns and rifles,
nect any required map sections. A hex grid has been Platoon
and the most awesome of all, the Landshipl
superimposed on top of the map to regulate the posi-
1.11 Game Scale: Vehicles, Aircraft, Weapon Units, tion of units for movement and combat purposes. Allied
Forward Observers and Tank Leader counters all rep- NOTE: Half hexes formed by the grid along the MG
resent individual units. Cavalry, infantry and MG map edges arefully playable and treated as complete Platoon
counters represent platoon sized units. Crew counters hexes in every way. In addition. "Clear" terrain hexes
represent the 3-5 men necessary to operate a single include those with any number ofshe/lholes, or soli- Central Powers
Weapons Unit. Each hex is around I 00 meters and each tary trees or buildings. In short, Clear terrain hexes lnfanUy
tum is about five minutes in length. are a// those not specifically labeled some other ter- Platoon
rain type. Town hexes consist ofonly those hexes con-
2.0 GAME COMPONENTS taining buildings that have a proper name printed
Your copy of Landships! should contain the follow- Central Powers
near them, i.e. "Martel" on Map 3. MG
ing components: Printed on each map is the map number used for
Four double-sided map sections numbered I Platoon
referencing the scenario set ups and a Barrage Anack
through 8. Scaner Diagram showing where off target artillery
420 die cut playing pieces. fire lands. It also serves as the Tum Track. Place the
One Rulebook with Historical Commentary. a. The number printed in the upper left is the FTunit's
Game Tum marker on the diagram and advance it Fire Strength (FS) or basic attack value.
One Fast Start Rulebook and scenario printed in with each tum.
the center of the Rulebook. b. The number printed in the upper right is the FT
One booklet of Scenarios printed in the middle of 2.2 Soft Target Units unit's Weapon Range (WR) in hexes, counted from the
this Rulebook. All the die-cut playing pieces (or "units") listed in firing unit (exclusive) to the target hex (inclusive). In-
One 8 1/2" x II " cardstock sheet containing all the this section are primarily composed of men and/or fantry platoons all have a range of six hexes. MG pla-
charts and tables necessary to play the game. horses and thus are considered "Soft targets". Units toons all have a range of nine hexes.
One ten-sided and one six-sided dice are printed with various drawings and numbers. In c. The encircled number printed in the lower left is
If any of these parts are missing or damaged, write general, a unit's values do not change during the game, theFT unit's Morale Rating (MR) and can be thought
to: except temporarily. Units listed here can be affected of as its basic defense strength.
Clash of Arms Games by any Small Arms Fire Attacks directed against them. d. The number printed in the lower right is it's Move-
The Byrne Building #205 All units listed here capable of firing may do so in ment Allowance (MA), always a value of I. Note that
Lincoln and Morgan Sts. any direction at any time. Facing rules do not apply FT units can move twice per turn using this allowance,
Phoenixville PA, 19460 to them. Allied units have a blue background. Cen- once in each Foot Troop Movement Phase.
tral Power units have a grey background.

R- 1
-------1Landships!-------
2.22 Crews: The generic Crew units pro- ~ table WUs can be carried by individual platoon sized 2.4 Vehicles

"""' •~
have no FS""""
or WRuvalues. " •h<we
FT " 'They "'"
do pos- ~ FTunits.
Front Back
Many Vehicle types are supplied in the game. Each
counter represents one Tank, Amnored Car, or Truck of
sess a universal MR of four. They move • 1 the indicated type. Allied vehicles have a beige back-

[!J
May fire
like FT units, possessing a Movement Al- upto3 ground. Central Power units are printed on green.
lowance of I. Crews are "Soft Targets" and are affected times per
Phase vs.
by normal Small Arms Fire Attacks directed them. A vehicles A.l9.. ~ ~-4a
Crew's main function in the game is to operate the vari-
ous Weapons Units but some are required to simulate
Vehicle Crews as well.
A. ,10 May fire
upto3
times per
D
~E

315
A+1

I
2.41 Vehicle Types: Vehicles come in three varieties,
14

Phase vs.
2.23lndividuals: Tank Leaders (TLs) and Forward Ob- 37mmAT vehicles Tanks, Armored Cars, and Trucks.
servers (FOs) are Individuals. They are treated like FT a. Tanks are considered "Hard Targets" and are not
units as well but have no FS or WR values either. FOs (usually) affected by Small Arms Fire Attacks directed
and TLs (when outside their tank) move like FT units 30 ~1 30~1 against them. An Anti-Tank Fire Attack is required.
and have a MA of I printed in their lower right hand Tanks are subject to Facing requirements and have a
comer. Like FT units and Crews, Individuals are con- 2 shots telt 1 lhot telt small triangle printed in the upper left hand comer of
sidered "Soft Targets" and are affected by Small Arms the counter indicating its "front". Tanks do block the
May fire

~
Fire Attacks directed at them. upto3 Line of Sight through the hex they occupy.
a. TLs have no MR, they are immune times per b. Armored Cars (ACs) are considered "Hard Tar-
T Phase.
to Morale Checks. Instead they possess To hn: 1-2 gets" but have a small chance ofbeing affected by Small
Rifle
a Break Down, Repair and Anti-Tank Fire Arms Fire Attacks directed againstthem.AnAnti-Tank
Attack modifier of -I printed in their a. Printed at the bottom ofeach counter is the type of Fire Attack is usually more effective. ACs are subject
lower left hand comer. WU the counter represents. Anti-Aircraft (AA), Anti- to Facing requirements and have a small triangle printed
b. FOs assume the highest MR of any in the upper left hand comer of the counter indicating
Tank (AT) and Artillery (ART) guns all require a Crew.
platoon sized FT unit they are stacked Anti-Tank rifles and Flamethrowers are man-portable their"front". Unlike Tanks, ACs do not block the Line
with in the hex (or use their printed value and can be carried by individual platoon sized FT units. of Sight through a hex.
of"5" if alone in the hex). c. Trucks are considered "Soft Targets" and are af-
b. Flamethrowers possess a FS value printed in the
fected by Small Arms Fire Attacks directed against them
2.24 Cavalry Troops (CTs): Either player may pos- upper left hand comer of the counter and thus may con-
duct Small Arms Fire Attacks as well as Anti-Tank Fire as well as Anti-Tank Fire Attacks. Trucks are subject to
sess cavalry and/or cavalry MG platoons in a scenario. Facing requirements and have a small triangle printed
The CT unit counter simulates the unit when it is Attacks. AT guns and AT rifles lack an FS value and
may only conduct Anti-Tank Fire Attacks. ART guns in the upper left hand comer of the counter indicating
mounted on horses (regardless of what the drawing
may conduct Barrage Attacks and Anti-Tank Fire At- their "front". Like ACs, Trucks also do not block the
shows). A dismounted CT unit is shown by substitut- Line of Sight through a hex.
ing the equivalent infantry or MG platoon FT unit. In tacks and Small Arms Fire Attacks. AA guns may fire
mounted mode, CTs have no FS or WR values printed at Aircraft and also conduct Anti-Tank Fire Attacks, but 2.42 Vehicle Weapons and Ranges: Each Vehicle's ar-
on them, only a MR and a dual Movement Allowance not Barrage or Small Arms Fire Attacks. mament and field of fire is printed in the center of the
printed on their counter. The numbers are described as c. All WUs will either have one or two WRs printed Scenario book. It is important to understand that aVe-
follows: in the upper right hand comer of the counter. WRs are hicle may be facing in one direction but be capable of
expressed in terms of hexes and are measured by count- firing in other directions due to the layout of the weap-
Front Back ing a path of hexes from the firing hex (exclusive) to ons on the Vehicle. Refer to the individual Vehicle field
Allied
Cavalry
Platoon [IJ [S] Q'
the target hex (inclusive). If a WU only has one range
listed, then that is its maximum range against all target
types. Ifit has two ranges, then the first numberto the
left of the slash is its maximum range when engaging
of fire diagrams in the Scenario book.
a. Each Vehicle's main gun, regardless of type, has a
universal FS of 10 if it is 75Jllm or greater in size, or 8
if it is less than 75mm, for Small Arms Fire Attack pur-

I~I [S]
Allied in direct fire against a Spotted ground target, and the poses against Soft Targets. All such Vehicle main guns
MG Cavalry second number to the right is its maximum range in are equally effective in an Anti-Tank role verses other
Platoon hexes when conducting an indirect fire Barrage Attack Vehicles (for simplicity, not to mention the thin armor
Q' at ground targets (or AA direct fire at Aircraft in the on the early Tanks). Each machine gun on a Vehicle

[iJ [S]
case of AA guns). has an universal FS of 2 points for Small Arms Fire
Central Powers
NOTE: The WRs in some cases reflects the unit's Attack purposes as well, regardless of type.
Cavalry
effective range to hit a target more than the unit's ac- b. Each Vehicle (if armed) has a WR of 9 printed in
Platoon Q' tual range capability. For example, the actual range the upper right comer of the counter. This number is
for the German Flamethrower was 40 yards, the Ger-

[i] [S]
both the WR of the Vehicle's main gun(s) and the range
Central Powers man Anti-Tank rifle had a range of 70 yards,for sim- of its machine guns.
MG Cavalry
Platoon
~ plicity. these become adjacent hexes. NOTE: No Vehicle has a WR over 9 hexes (history
Q' d. WUs do not have a Morale Rating per se, the MR notes ftNJ battles that took place beyond this range).
of the Crew manning them determines if the WU is c. Armored Cars typically possess only machine guns.
knocked out. Each machine gun on an AC has a universal FS of 2
a. The encircled number printed in the lower left is e. WUs do not possess a printed Movement Allow- points and a printed WR of9.
the CT unit's Morale Rating (MR) and can be thought ance. Unless mounted on a Vehicle or capable of being d. Many Trucks are unarmed. Trucks which do have
of as its basic defense strength. carried by FT units, WUs may not move once set up. mounted main guns or machine guns have a FS of 10
b. The two numbers separated by a slash printed in They may change their facing within a hex however. or 8 respectively for guns, or 2 points for each machine
the lower right is its Trotting/Charging Movement Al- f. Gun WUs subject to Facing requirements have a gun, and a WR of9 as well.
lowances (MA). CT units may choose to use either rate small triangle printed at the upper left of the counter
each tum, but move in the Vehicle and Cavalry Move- pointed towards their"front" . Those which are not (i.e. 2.43 Vehicle Mobility: Vehicles move during their own
ment Phase and not during the Foot Troop Movement may fire in any direction at any time) have a black circle side's Vehicle Movement Phase only. Each Vehicle pos-
Phases (unless Dismounted). printed in this comer showing they possess all around sesses two different Movement Allowances printed at
c. All CT units are considered Soft Target types and fire capabilities. the lower right of the counter. The number to the left of
are affected by Small Arms Fire Attacks directed against NOTE: WUs mounted on Vehicles may have both a the slash is its Cross Country rate, the number to the
them. triangle (symbolizing the facing ofthe Vehicle) and a right is its Road Movement rate. A Vehicle's Movement
circle (symbolizing all round firing capability of the Allowance for the turn depends on whether it is mov-
2.3 Weapon Units
WU) printed in the upper lejl hand corner. ing on a road or over any other type of terrain.
Weapon Units (WUs) represent single, powerful guns
or man-portable Anti-Tank weapons. The guns gener- 2.44 Vehicle Size: Some Vehicles were huge and some
ally require a Crew unit to operate them. The man-por- were small (relatively speaking, a typical tank itselfat

R-2
-------1Candships!------- b. Check for being "in communications" and then
this time is 4 to 5 yards wide and 8 to 9 yards long). To 3.1 Stacking
reflect the differences in size, some Vehicles have a size Stacking refers to the total number of units which roll on the Fire Order Table (FOT) to see if the request
modifier printed to their middle left which modifies any may be in a hex after movement. Units are not restricted is honored.
Anti-Tank Fire Attack dieroll against it. Vehicles with by the stacking limits while moving. c. Roll for Scatter.
no modifier printed are assumed to have a value of"O". d. Roll on the Barrage Combat Results Table to see
3.11 General Rule: All platoon sized Foot and Cav- if a Hit has occurred.
2.45 Vehicle Indicators: If a Vehicle possesses a spe- alry Troop units, and Vehicles count towards a hex's e. Resolve the effect of the Hit on all targets in the
cial ability (or defect), a symbol(s) is printed in the lower stacking limit. Pinned FT and CT units do count to- hex.
left hand comer to indicate this. The meanings of these wards the stacking limit but Vehicles which have suf-
symbols are printed in the appropriate portions of the fered a Break Down are excluded when calculating the 4.2 First Player's Vehicle and Cavalry Movement
rules. hex's stacking limit. Crews, Individuals, WUs, and Air- (only) Phase
EXAMPLE: Tanks with a square outline printed in craft never count towards a hex's stacking limit. a. Move all Vehicles up to the limit of their Move-
the lower left hand comer are considered "hard to ment Allowances (check Tanks for Break Downs at end
3.12 Stacking Limits: Units may move individually of move). Vehicles intending to engage in Close As-
steer" and suffer additional turning penalties.
or in stacks. Up to eight friendly platoon sized FT or sault Combat must enter enemy occupied hexes during
NOTE: Some extra units have been included in the
CT units may end their Movement Phase stacked in the this phase.
mix which are not used in any of the scenarios pro-
same hex. b. The Second player makes Morale Checks for any
vided. These have a small star printed in the lower left
NOTE: Large stacks of units make wonderful tar- units subject to Tank Fright (only in certain scenarios).
hand comer. Rules and scenarios for these units will
gets and are extremely vulnerable to enemyfire a/lacks. c. Choose the movement mode for any CT units (Trot
appear in future issues ofthe Clash ofArms newslel/er.
a. A maximum of up to four Vehicles total from ei- or Charge) and move them up to the limit of their Move-
2.46 Vehicle Crews: Most Allied Tanks operate in the ther side may end their Movement Phase stacked in the ment Allowance. Mount/Dismount any CT units at the
game without bothering about the affects of play upon same hex (in addition to the eight FT/CT units allowed). start or end of this phase if you so wish.
the inherent Crew unit(s). However, German Tanks, and A hex cannot have five or more Vehicles in it, regard- d. The Second player makes Morale Checks for any
all ACs and Trucks do possess inherent Crew units less of the owning side. units subject to Cavalry Fright that are being Charged.
which can be affected by play. However, these Crews NOTE: Tank tactics of the period usually assigned
are not stacked with their Vehicle until called for by the one tank every 200 to 300 meters. 4.3 Second Player's Defensive AT Fire Phase (vs.
rules. Vehicles only)
3.13 Close Assault Stacking: An exception to the stack- a. Only the First player's Vehicles may be fired at
2.5 Aircraft Units ing rules is when entering an enemy occupied hex dur- using available Anti-Tank weapons. Any type of en-
Each Aircraft unit represents one plane. Each sce- ing the Close Assault Phase, stacking limits for both emy Vehicle can be attacked. ART and AT guns may
nario will list the available Aircraft types. Certain Air- sides are waived and thus unlimited. That is, either change facing to bring enemy Vehicles within their fi re
craft unit types may only conduct one type of mission. player can toss in as many platoon sized FT or CT units arc.
as they possess into Close Assault Combat. Since Ve- NOTE: Anti-Tank weapons are: friendly Tanks armed
hicles are exempt from Close Assault Combat, the stack- with a main gun, on map ART guns using direct fire,
ing limit of four Vehicles per hex remains in effect AT and AA guns, plus Anti-Tank rifles and
whether the hex is enemy or friendly occupied. Flamethrowers.
2.51 Aircraft Type: Printed in the upper left hand cor- 3.14 Stacking and Retreats: Should stacking limits 4.4 First Player 's 1st Foot Troop Movement Phase
nerofthe counter is a code indicating the aircraft's prin- be violated after a retreat, displace the retreating units a. All non-pinned Foot Troop units (infantry and MG
ciple mission. Air units which are primarily Fighters any number of extra hexes until the stacking limits are platoons, Crews and Individuals) belonging to the First
are marked with an "F". met. player may move.
a. Aircraft with a "CS" are primarily Close Support
3.2 Zones of Control 4.5 Second Player 's Defensive SmallArms Fire Phase
types. These units may conduct Bombing, Artiller.y
Unlike many other wargames, in Landships! there a. The Second player's units may fire at any Soft
Observation, or Strafing Missions against enemy units.
are no Zone of Control rules. Due to the tactical nature Targets using Small Arms Fire Attacks (only).
b. Aircraft with a "B" are primarily Bombers. These
of the game, units will naturally exert their own delay- b. The Second player's units may instead fire at any
units may only conduct Bombing Missions, but at high
ing and "no go" spheres of influence. Vehicles vulnerable to Small Arms Fire Attacks in this
effectiveness.
3.3 Supply Rules phase. Trucks and ACs can be attacked by any unit with
2.52 Strafe Value: Printed in the lower left hand cor- an FS value, while some early Tanks can be attacked
Again, unlike many other wargames, there are no
ner of the counter is the Aircraft's Strafe Value. This using MG platoons or Vehicle MGs (mostly scenarios
supply rules. Due to the short period of time portrayed
number is used to determine the effect of a Strafing before April 1917, otherwise MG fire is ineffective).
in a typical scenario, units are considered to always be
Mission conducted by the Aircraft.
"in supply." A scenario's special rules may list some 4.6 Second Player's Pin Removal Phase
2.53 Bombing Factor: Printed in the lower right hand form of ammo limitation however. a. Any Pinned units belonging to the Second player
comer of the counter is the Aircraft's Bombing Factor. recover to normal status.
4.0 THE SEQUENCE OF PLAY
This number is used to determine the effect ofa Bomb-
This simulation is a two-player game where both 4.7 Joint Aircraft Phase
ing Mission conducted by the Aircraft.
players may move and fire. The game itself is played in a. The First player (having decided before the game
2.54 Air Combat Bonus: Printed in the lower right of game turns. Each game tum has many phases that fol- begins what missions his aircraft will perform) places
some F type Aircraft is an air to air combat bonus die low each other in a strict Sequence of Play. Each game all of his Aircraft types first, followed by the Second
roll modifier. This is used only in dogfighting. scenario identifies a First player and a Second player. player placing his F types (only) to intercept.
The First player remains the First player throughout b. Resolve Air-to-Air combat between opposing F
2.55 Immunity to Ground Fire: If an aircraft is im- the game. The First player follows the Sequence of Play
mune to Small Arms Fire Attacks by ground units, a type Aircraft first, then the Second player's surviving F
first and is termed the "phasing player". Some phases types may attack the First player's B and/or CS types..
black square is printed in the lower left hand comer of making up the tum are conducted by the Second player
the counter (around the Strafe Value, if any). c. The Second player (only) conducts any AA Fire
(termed the "non-phasing player''). After the First player Attacks he wishes to.
2.56 Aircraft Movement Allowances: Aircraft have completes his run through the Sequence of Play, the d. The First player's CS types flying Artillery Obser-
unlimited movement each turn and can be placed any- Second player becomes the phasing player and repeats vation Missions may Observe target hexes and adjust
where on the map. the sequence. The First player now becomes the "non- Barrage Attack Target markers.
phasing player." After which, a new turn ensues. e. The First player conducts any Bombing (CS and B
3.0 IMPORTANT CONCEPTS BEFORE YOU Players may skip over phases, if not applicable, but types) and Strafing (CS types only) missions he has.
BEGIN the Sequence of Play itself cannot be deviated from.
Before plunging into the main body ofthe rules, cer- 4.8 Joint Close Assault Combat Phase
tain concepts are presented here first. Please read them 4.1 First Player's Barrage Phase a. This phase is only conducted when enemy and
and get familiar with them. a. Nominate target hexes and announce the type of friendly units both occupy the same hex, or when non-
Barrage and Ammo to be used. vehicle units adjacent to enemy occupied hexes belong-

R-3
--------1Landships! - - - - - - - -
ing to the phasing player declare they will initiate Close Observed by the FO, simply place the be used (since the hex was subjected to Fire Attack!
Assault Combat and move into them (free move) dur- "cross hairs" Barrage Impact marker on once on Thrn I but not on Thrn 2).
ing this phase. the hex to designate it as the target hex. Had the player directed Small Arms Fire Attack!
b. Resolve any Close Assault Combats. NOTE: "Observing" for indirect fire against the hex again on Thrn 2 but still with no result,
4.9 First Player's Offensive Fire Phase Barrage Attacks and "Spotting "for direct Fire Attacks then the marker would haveflipped to Its "2" side and
a. All units belonging to the First player which did are two different concepts and are not interchangeable. on Thrn 3 the "2 "column would be used, etc. Ifa Small
not engage in Close Assault Combat this turn may con- b. After Observing the target hex(cs) chosen for the Arms Fire Attack on Thrn 2 had caused a Elimination
ductAnti-Tank and Small Arms Fire Attacks. However, Barrage Attack(s), the player must state out loud the or Retreat, then this would have counted as a success
no facing changes are pennitted this phase. number of on map ART guns/off board modules to be so the marker would be removed and any other Small
used, the type of Barrage Attack requested, and the Arms Fire A.ltacks made on this or previous turns are
4.10 First Player's 2nd Foot Troop Movement Phase ammo selection. Once made, the choice cannot be erased from the count. In this case a Fire Order re·
a. All non-pinned Foot Troops belong to the First changed during the same turn. There are two types of quest on Thrn 3 against the target hex would use the
player may move again except those that engaged in Barrage Attack: Drumfire and Hurricane (sec Section "0" column. If a Pin result had occurred at any point,
Close Assault Combat. 5.2). Only one type may be designated to attack a spe- then the attack (and turn) would still have counted to-
cific hex. There are also four types of ammo, High Ex- wards the overall number ofturns a hex was Ineffectu-
4.11 First Player's Pin Removal Phase plosive, Shrapnel, Smoke and Gas (see Section 5.3). ally allacked, since the enemy is still in the hex and
a. Any Pinned units belonging to the First player re- Only one type may be used to attack a specific hex. thus Is still resisting.
cover from Pinned to nonnal status. Vehicles which have c. Next, the FO must check to sec if he is "in com-
suffered a temporary Break Down and did not fire this munications" with his artillery unit(s). Once the target 5.12AircraftAs FOs: During the Joint Aircraft Phase,
turn may try to Repair themselves. hex has been chosen and successfully Observed, and the phasing player's CS type Aircraft on Artillery Ob-
b. Remove any Smokescreens and Gas markers be- the type of attack designated, roll one die per each tar- servation Missions may also act as FOs for indirect fire
longing to the Second player. get hex nominated. On a roll of 1-3, the FO is not "in Barrage Attack purposes only. They may not Spot for
ground units attempting to conduct Small Arms or Anti-
4.12 Second Player Thrn communications" with the units assigned to Barrage Tank Fire Attacks (sec Section 8.2). They may auto-
The Second player becomes the phasing player and Attack the hex. The stated indirect fire Barrage Attack matically Observe any hex within two hexes of the hex
repeats Sections 4.1 through 4.11 reversing the roles of does not occur against that targeted hex that turn. Any they occupy (again, ignore the spotting ranges printed
First and Second player. At the conclusion of this, one on map ART guns/off board modules allocated to that on the chart for this purpose). Simply place a "cross
Game Turn is completed and play reverts back to the target hex are wasted that turn but not used up. They hairs" Barrage Target marker on the hex. Unless the
original First player. may fire on a subsequent tum. An unpinned FO may Aircraft is forced to abort its mission, the attack is re-
attempt to establish being "in communications" for each
solved during the Barrage Phase ofthe owning player's
5.0 THE BARRAGE PHASE of his targeted hexes once per turn, in hopes of getting
following turn. Aircraft acting as FOs are always con-
Artillery is simulated in two ways: via abstract "off at least one of his nominated attacks to succeed.
sidered to be "in communications" with any on map
board" modules, and more rarely, using actual Artil- d. Finally, before resolving the Barrage Attack, check
ART guns/off board modules, no roll is necessary. The
lery (ART) gun counters on the map. However, either to sec how many turns the target hex has been subject
FOT is still used however, but with the favorable die
side may have both off board modules and on map ART to Small Arms Fire Attacks (by non-artillery units) and
roll modification listed, and still check for Scatter.
guns in a scenario. Normally, ART guns only conduct no Retreat or Elimination result (but not,---- - .
NOTE: Because they do not need to checkfor "com·
indirect fire Barrage Attacks during this phase against Pin) occurred. Markers printed with the Reaisted
1 munlcatlons" and are more likely to be answered on
hexes they cannot normally see by utilizing a Forward number of turns resistance to date are pro-
the FOT. Aircraft are powerfolforce multipliers for each
Observer. All indirect fire Barrage Attacks must occur vided to help players keep track of how Tum
many turns have passed. Count the num- .___ _...J side's artillery.
in this phase. However, ifan on map ART gun is within
Spotting range of, and possesses a direct Line of Sight ber ofturns, not the number of times per turn, a hex has 5.13 Automatic Observation: In all scenarios, certain
(LOS) to, an enemy unit, it may conduct a direct fire been attacked. Then roll on the Fire Order Table (FOT) terrain types are always considered automatically "Ob-
Anti-Tank Fire Attack against Vehicles or a Small Arms under the column with that number of turns and apply served" for indirect fire Barrage Attack purposes.These
Fire Attack (really a Barrage Attack) against Soft Tar- any die roll modifier listed underneath the table. If a include hexes containing, the first (or only) line of en-
gets during one of the direct Fire Phases (see Section "F" result occurs, the rear area artillery commanders emy Trench hexes closest to your side of the map, any
5.7). . concur in the need for artillery fire and the Barrage At- of your own trench lines, the first row of hexes in front
tack is fired. Naturally, only the hexes which were tar- of your own trench line closest to the enemy, any Town
5.1 The Role of the Forward Observer (FO) geted earlier by the FO/Aircraft may be attacked. Ifan hexes, and any Road Junction hexes on the map. An
Forward Observers are Individuals ~ "F" result docs not occur, the player must try his other FO or Aircraft does not need to Observe these hex types
armed with a telephone and are assumed ~0 nominated Barrage Attacks instead. for the player to conduct indirect fire Barrage Attacks
to be dragging wire forward as they ad- EXAMPLE: It is Thrn I of a scenario. A. hex con- against them. No communications check is required.
vance. Their sole purpose is to observe 0 1 taining enemy units is Observed by a FO and may be However, a player still needs to roll on the FOT to see
target hexes that ART guns themselves fired Opon by any on map ARTguns/offboard modules. if his rear area artillery commander "agrees" with the
cannot see, in order to conduct indirect fire Barrage Assume however. there was no effect. During the rest need to fire and still checks for Scattering (sec Rule
Attacks against them. Ignore this section if an on map of 'TUrn I, the enemy units in the hex are also attacked 5.41).
ART gun is within spotting range of, and possesses a by the player using Small Arms Fire Attacks but again
direct Line of Sight (LOS) to, an enemy unit or hex. to no effect. Place a "Resisted I Thrn " marker on the 5.14 First Thrn Barrazes: In all scenarios on the first
Such units are said to be conducting a direct fire Bar- hex. On Thrn 2 the same hex is again Observed (by an turn (only), any Observed hex may be attacked by on
rage Attack (see Section 5.7). Aircraft). No communications check is necessary. Since map ART guns/off board modules without checking to
the hex was subjected to Small Arms Fire Attacks on sec if the FO is "in communications," or rolling on the
5.11 FO Procedure: To conduct an indirect fire Bar-
Thrn I that did not result in a Retreat or Elimination, FOT prior to attacking the hex. Still check for Scatter.
rage Attack, an unpinned FO must be able to both Ob-
this counts as one turn towards the cumulative total of When combined with Rule 5.13 above, this means a
serve the target hex, nominate which guns will fire and
ineffective attacks. So in order to conduct a Barrage first tum indirect Fire Barrage Attack against an en-
with what, then establish "communications" with his
A.ltack, the player must roll on the FOT using the "I " emy Town hex way in the rear would happen automati·
on map ART guns/off board modules conducting the
column (with a -I die roll modification for the Aircraft). cally without the need for Observation by an FO/Air-
indir~t fire Barrage Attack. Next, the FO must then
Assume a lucky "F" result occurs so the artillery units craft, or checking communications, or using the FOT
roll on the Fire Order Table (FOT) to see if his request
may fire and do so. After checking for Scatter. assume (simulating pre-planned Fire Orders). On subsequent
for artillery fire is answered.
they hit the target hex but to no effect. (Had an "F" turns, use the nonnal procedure (Observe the hex, check
a. An unpinned FO can Observe any number of hexes
result not occurred, the artillery assigned to the Bar- for communications, use the FOT, and check for Scat·
within a 10 hex range to which a unblocked Line of
rage Attack would have been wasted). The player does ter).
Sight (LOS) extends from the FO, exclusive of the hex
he occupies, into the target hex (sec Rule 8.23 for LOS not direct Small Arms Fire Attacks against the hex dur- 5.2 Types of Artillery Barrages
rules). FOs may not Observe into or out of hexes cov- ing the remainder of Thrn 2 (he's busy elsewhere). So Two basic types of indirect fire Barrage Attacks are
ered by a Smokescreen. Do not usc the Spotting ranges the marker is not increased to "Resisted 2 'TUrns ". Thus possible. Only one type of Barrage Attack may be con·
printed on the Spotting Chart for FOs. When a hex is on Thrn 3 during the Barrage Phase, if the hex were ducted against a specific hex per turn. Barrage Attack
observed by an FO and nominated as a target hex again types are detailed below.
and a Fire Order requested, the "I " column would still

R-4
-------1Landships!
5.21 Drumfire Barrage: A Drumfire Barrage is one in Barrage (only) to fire a Smokescreen instead of firing 5.42 Barrage Fire Strengths: Now add up the num-
which all the Fire Strengths from all the on map ART to damage enemy units. The player states this prior to ber of on map ART guns/off board modules attacking
guns/ofT board modules attacking one hex are added firing. Ifa Smokescreen is selected, a player must Ob- the hex. With lligh Explosive or Shrapnel, each ART
up into one combined total. Any type of ammo may be serve the target hex and check for communications (un- gun/ofT board module attacks with a Fire Strength (FS)
used. Drumfire Barrages have a lesser chance of Scat- less automatically Observed}, but ignore the FOT re- of I0 per ART gun/ofT board module.
ter. Roll a six-sided die once using the proper column quirement. Check each ART gun/off board module in- EXAMPLE: A single on map ART gun fires with a
on the Barrage Combat Results Table (BCRT) to re- dividually for Scatter but do not roll on the BCRT. Place FS of I0. Two ofT board artillery modules would have a
solve the attack. one Smokescreen marker in the final target hex for each FS of I0 each, for a total of 20.
ART gun/ofT board module that fired. All helCes adja-
5.22 Hurricane Barrage: A Hurricane Barrage simu- 5.43 Determining the Result: For a Drumfire Barrage,
cent to the target hex are considered part of the
lates a rapid intense fire. Only High Explosive and add up the FSs impacting on the target hex and find the
Smokescreen. Units in Smokescreens cannot be Spot-
Shrapnel ammo may be used with a Hurricane Barrage. ted or Observed and thus cannot be targets of indirect column on the Barrage Combat Results Table (BCRT)
Hurricane Barrages do Scatter more easily. The player corresponding to this number. Roll one die, adjust for
fire Barrage Attacks, or Anti-Tank or Small Anns Fire
decides how many on map ART guns/ofT board mod- Attacks. Units in Smokescreens cannot Observe or Spot any terrain modifiers and see if a Hit has been scored.
ules will attack a target hex. If the attack succeeds, each out either so they may not conduct Fire Attacks. EXAMPLE: Th e British player has chosen to con-
such ART gun/off board module will then attack the
Smokescreens have no effect on Close Assault Com-
duct a Drumfire Barrage against a Clear terrain hex
chosen hex individually, resolving it's attack on the" l 0"
bat. Multiple Smokescreen counters have no extra ef-
with three off board modules with a total FS of30 (3 x
column of the BRCT and applying any results, before 10 =30). Locate the +30co/umn on the BCRTand roll

IJ
fects. Smokescreens are removed during the opposing
the subsequent module attacks and so on. player's tum in Phase 4. 11. the die once with no modifiers.
EXAMPLE: The British player has four off board a. When targeting a hex with a Hurricane Barrage,
modules to a/lack with. He selects a High Explosive 5.34 Gas: Gas Attacks may only be used each on map ART gun/off board module fires and re-
Hurricane Barrage. Allfour must a/lack the same hex when indicated by the scenario and not solves its attack separately using the " 10" column on
selected but each a/lack is resolved individually on the before 1915 in any case. lfpennitted, a theBCRT,
"10" column ofthe BCRTfor a total offour separate Drumfire Barrage (only) may be used to b. In either case above, the terrain modifiers listed
a/lacks on the hex. Any modifiers for the a/lack apply fire gas shells. The player states this prior to firing. Gas by the BCRT apply to the die rolls.
separately to each resolution. Attacks require the nonnal indirect fire Barrage Attack
5.5 Indirect Fire Barrage Results
a. With Hurricane Barrages, should any one attack routine to succeed (Observe the hex, check for com-
All indirect fire BCRT results are expressed in tenns
destroy or force the units in the hex to retreat, any fur- munications, roll on the FOT and check for Scatter).
of"Hits".
ther attacks on the hex are ignored. The remaining ART Place a Gas marker in the final impact hex. All hexes
gunsloffboard modules cannot select a new hex to bar- within 3 helCes of the marker are considered gassed. 5.51 Hits on Foot Troops: In general, if Foot Troop
rage. Any Soft Target units and Trucks, present in this three unit(s) are in a hex that is "Hit", all units must undergo
EXAMPLE: A hex with one unit in it is subjected to hex radius, are "Gassed" (see Rule 5.54). Tanks and a Morale Check. The Morale Check is conducted after
a Hurricane Barrage. The first ofthree a/lacks results ACs are exempt from Gas Attacks (for simplicity). Gas a Hit is achieved. Any modifications applicable will
in the unit becoming Pinned after undergoing a Mo- remains in effect for two game turns, remove the marker apply to the Morale Check. When an indirect fire Bar-
rale Check. The second a/lack also results in a Pin on at the end of the opposing player's last phase in the rage Attack hits, only one Morale Check roll per hex is
the unit, so it is forced to Retreat two hexes. The third tum. made (not a separate check for each unit in the hex).
auack is wasted on the (now) empty hex. The result applies to all Foot Troop units within the
5.4 Resolving Indirect Fire Barrage Attacks
hex (including any Crews or Individuals except TLs).
5.3 Ammo Selection After observing the hex to be attacked, and deter-
Units which roll less than or equal to the printed MR
Each player has four basic types of ammo which he mining the type of Barrage Attack called in, players
pass the Morale Check and are automatically Pinned
must designate using prior to resolving the Barrage resolve the attack using the rules below.
(see Section 9.2). Units which roll over their printed
Attack upon a hex. Only one type of ammo may be
5.41 Scatter Check: All .-----~-----,
1
MR fail and are Eliminated. !fan already Pinned unit
designated to attack a hex during the Barrage Phase.
indirect fire Drumfire and suffers another Pin result, it must Retreat two hexes
5.3 1 High Explosive: The basic ammo type is High Hurricane Barrage Attacks instead and remain Pinned.
Explosive. High Explosive may be fired using either are subject to Scattering 6 2 EXAMPLE: A hex is the target of an indirect Fire
Drumfire or Hurricane Barrages. This type of shell before determining if a Hit Barrage Attack and a "Hit+1" result is scored. There
worked better than Shrapnel in that it was effective in is scored. Ignore this rule are two enemy platoon sized FT units in the hex. One
any type of terrain. Thus HE may be used against any for direct fire Barrage At- unit has a MR of 4, the other a MR of 5. Assume the
type of target hex containing any terrain type and any tacks. Prior to rolling on 5 3 single Morale Check die rollfor both units is a 4, modi-
composition of units. Roll on the Barrage Combat Re- the BCRT, roll one die to fied up to a 5. The unit with a MR of 4 is Eliminated,
sults Table with no modifications. see if the Barrage Attack 4
Scattered into an adjacent L----....::._ _ ___.
the other unit is Pinned.
a. High Explosive will affect Tanks, ACs and Trucks.
hex. 5.52 Hits on Cavalry Troops: When conducting an
5.32 Shrapnel: The second ammo type is Shrapnel indirect fire Barrage Attack against mounted CT unit(s)
a. A Drumfire Barrage is more planned, so roll the
(similar to shot gun shells which scatter upon impact). subtract-! from the BCRT die roll. Otherwise no other
die once for all the units planning to Barrage Attack
Shrapnel may be fired using either Drumfire or Hurri- (not one roll per module targeting the hex). The entire die roll modifiers apply. Cavalry never receives terrain
cane Barrages. However it may only be used if the tar- die roll modi tiers during a Barrage Attack except for
Barrage Attack will only Scatter if a 5-6 is rolled.
get hex contains Clear, Woods, Swamp, or Clear ter- being in a Woods or Town hex.
EXCEPTION: Roll individually for each ART gun/
rain with a River in it (but not Clear terrain with a Trench offboard module when firing a Smokescreen. a. If a Hit occurs, all CT units undergo the nonnal
or Strongpoint) and if the hex contains a minimum of Morale Check procedure resulting from the Hit. If not
b. A Hurricane Barrage is a series of rapid volleys,
three platoon sized FT or CT units. If a Hit is scored, Eliminated, roll the die a second time for each CT unit
more likely to Scatter. Again roll one die once for all
add+ I to the indicated "H" result (whatever the actual the weapons planning to Hurricane Barrage (not one in the hex. On a roll of a "I", enough horses of the CT
BCRT result) but a miss is still a miss. unit are killed to effectively "dismount" the unit. Re-
roll per ART gun/module targeting the hex) and on a
EXAMPLE: A hex is a/lacked using Shrapnel and roll of 4-6, they Scatter. place that CT unit with the equivalent infantry or MG
the result on the BCRT is a "H+ 1". This is adjuste1 up c.lfthe Barrage Attack Scatters, one of the six adja- platoon (in Pinned status of course).
to an "H+ 2" result. Units rolling for their Morale cent hexes will become the new target hex into which
Checks would have the die roll modified by+2, not the 5.53 Hits on Weapon Units: For High Explosive at-
the previously announced attack will impact regardless tacks only, if any WUs are in the target hex, after re-
stated +1. A "H " result would have been adjusted to whether friendly units are present. A second die is rolled
"H+l " and so on. solving the effect on the Soft Targets, roll the die again
and checked against the Scatter diagram printed on each for each WU. A roll of I or 2 destroys that WU . Other-
a. Shrapnel has no effect on Tanks or Annored Cars
map to indicate which adjacent hex the Barrage Attack wise, no effect occurs.
but does affect Trucks. will hit. Any enemy (or friendly) units that are in the
5.33 Smokescreen: Smokescreens may new target hex are subject to the results of the Barrage. 5.54 Hits on Vehicles: For High Explosive attacks only,
only be used when indicated by the sce- EXCEPTION: Should a Gas Auack Scalier onto if a Tank or AC takes a "Hit", roll the die again, once
nario.lfpermined, each on map ART gun/ friendly units, there is no effect (they are presumed to per Vehicle. A roll of"l" destroys it. Otherwise no ef-
off board module may use a Drumfire be readyfor such possibilities). fect. Shrapnel and Gas have no effect on Tanks or ACs.

R -5
-------1Landships!-------
a. Trucks, unlike Tanks andACs, are very vulnerable ART guns operating in a direct fire mode have a Small 6.13 Changing Vehicle Facing: Vehicles may change
to indirect fire BarrageAttacks. lfa Hit with either High Arms Fire Strength value of I0. their facing, and thus their Fire Arcs, by expending Ill
Explosive or Shrapnel is achieved on the BCRT, the NOTE: Pmvar strategists extolled the baulejield vir- additional +I MP either during, or prior to, movement
inherent Crew must undergo a Morale Check. If the tues of the quick firing artillery gun as the wonder A Vehicle can change its facing to any hexside and con·
Crew fails the MC, the Truck is destroyed. If the Crew weapon ofthe next war. Players willfind a ballery of4 tinue moving. A Vehicle may change facing sevmJ
passes, the Crew and Truck are Pinned instead. Place a to 6 guns a formidable opponent to take with only in- times during the course of its move so long as it has the
"Pinned" side Crew counter on the Truck. No move- fantry. extra MPs to expend. Moving along a road may re-
ment is permitted until the Crew recovers, after which quire the Vehicle to change facing to follow the road
the counter is removed and the Truck may move nor- 6.0 VEHICLE AND CAVALRY MOVEMENT (at a cost of+ I MP) in order to use its Road Mode rate.
PHASE Changing facing may only occur during the owning
mally.
Vehicles and Cavalry Troop units move during the player's Vehicle Movement Phase (and not during the
5.55 Hits on Wire Markers: If the final Barrage FS is phasing player's Vehicle and Cavalry Movement Phase. Offensive Fire Phase for example). Vehicles may change
30 or more, and the target hex contains a Wire marker, No movement by friendly Foot Troops units may oc- facing regardless of the presence of other units in the

In
then on a natural roll of a "I" on a six sided die, the cur at this time, nor may enemy units move. Note that
hex.
marker is removed. after this phase is over, the non-phasing player con-
OPTIONAL RULE: Historically. a side could Bar- ducts his Defensive Anti-Tank Fire Phase. 6.14 Hard to Steer Vehicles: Hard to Steer A g
rage Auack for up to a week and still not get alithe Veh~cles (?rinc~pally_Tanks) have a square
6.1 Vehicle Movement outhne pnnted m theu lower left hand cor-
Wire destroyed. Players may wish to require a second
"confirming " throw of a 1-3 to allow Wire marker re-
During the phasing player's tum, he may move his
ncr. A Hard to Steer Vehicle is required to
0 315
Vehicle units during the Vehicle Movement Phase. expend an additional +I MP in order to change it's fac·
moval as the result ofa indirect fire Barrage A/lack.
Movement is a general term whereby players physi- ing. For example, the British Mk. I and IV Tanks, the
5.56 Gas Attack Results: The first Hit by a Gas At- cally displace their units hex-by-hex over the map sur- French Schneider and the German Vollmer Tank must
tack causes all Soft Targets and Trucks within the 3 face. expend an additional + I MP to tum and/or change fac.
hex Gas radius to be automatically Pinned. Gas has no ing (for an overall cost of +2 MPs, +I MP to change
effect on Tanks or ACs. Terrain and a unit's MR has no 6.11 Movement Procedure: A Vehicle's full Move-
ment Allowance is available every tum and is expressed facing plus an additional + I MP for being Hard to
effect on a Gas Attack. Thus, units which are Gassed Steer).
in terms of Movement Points (MPs). Vehicles possess
cannot fire nor move until the Gas marker is removed. EXCEPTION: When a Hard to Steer Vehicle is mol'-
Cavalry Troop units are immediately "demounted" for both a Cross-Country and Road Mode Movement Al-
lowance. The distance that may be moved depends on ing along a Road. it does not have to expend the ertra
the rest of the game. If a subsequent Hit of any sort +IMP to changefacing (again for simplicity) although
both the Vehicle Movement Allowance and whether it
occurs on a Gassed unit, the defender's printed MR is it still costs the basic +IMP to do so.
reduced by one if forced to undergo a subsequent Mo- is moving on a road or cross country. A player must
announce whether a Vehicle will be using its Cross- a. The Whippet Tank proved to be fast (8 mph) but
rale Check. Units under the effects of Gas which are extremely difficult to steer. To symbolize this, a scatter
Country or Road Mode Movement Allowance during
forced to Retreat are Eliminated instead. Gas effects symbol has been printed in the lower left hand corner.
only last while the Gas marker is present in the hex. it's move. Vehicles may expend any amount ofMPs so
long as no one individual Vehicle expends more MPs If a Whippet Tank moves over half its Movement AI·
a. Friendly units which enter a Gassed zone suffer lowance (in either mode) during the Vehicle Movement
in a single Movement Phase than its overall Movement
no effects (again, it is assumed they have been put on Phase, roll one die. If the roll is 1-2, the driver has lost
Allowance. As a Vehicle moves, the player should con-
notice). control in the last hex the Tank entered. Roll the die
sult the Terrain Effects Chart (TEC) for any effects of
5.6lndirect Fire Restrictions terrain as needed. In general, all terrain types cost Ve- again and consult the Scatter diagram printed on the
A hex which is Observed by a FO or Aircraft can hicles I MP, even crossing a Trench or climbing a Hill map. The result is the new facing of the Tank. Reorient
only be attacked in this phase using indirect fire Bar- doesn't increase it. Certain Vehicles are however, pro- it {this is free). Restoring its original facing will of
rage Attacks. A Pinned FO cannot Observe any hexes. hibited from entering certain terrain types. course require I MP next tum.
A FO alone in a hex entered by enemy platoon sized EXAMPLE: A Tank with an Cross-Country Move- 6.15 Movement Restrictions: Any Vehicle's unspent
FT or CT units or Vehicles is eliminated. Ifall the FOs ment Allowance of 4 MPs is moved across the map MPs may not be accumulated from tum to tum, nor
on a side are lost, indirect fire Barrage Attacks may through Clear terrain. As the Tank expends I MP per loaned by one unit to another. Vehicles may not "throw
only be directed at the hex types listed under Rule 5.13 Clear terrain hex. the cost to enter the hex {I MP) is it into reverse" while moving, but must change facing
(Automatic Observation) unless Aircraft Observe (see subtracted/rom the Tank's Movement Allowance. When in the hex instead.
Rule 5.12). On map ART guns conducting indirect fire it's Movement Allowance is exhausted for the turn af EXCEPTION: British Mk. V and Mk. VII/Tanks and
must have the target hex in their firing arc as well (see ter 4 hexes. the Tank must stop. the German A7V may move in reverse straight back
Rule 8.12). a. Vehicles face in the direction of the arrow printed one hex per turn.
a. On map ART guns that conduct indirect fire Bar- in the upper left hand comer and generally must move a. Tanks may NEVER enter any Woods, Swamp or
rage Attacks during this phase may still conduct Anti- into the hex directly ahead of them or tum in place (no River hexes, they may move into all other hex typeS.
Tank or Small Arms Fire Attacks against enemy Ve- sideslipping allowed)! Tanks may freely enter enemy and friendly occupied
hicles or units during the Defensive Fire Phases in the b. Vehicles intending to engage in Close Assault Com-
hexes.
opposing player's tum. They may not fire during their bat this tum must end their move in the enemy occu- EXCEPTION: Renault FT-17 (or variants) tanlcs may
own Offensive Fire Phase of the same tum. If a player pied hex. Vehicles do not receive the bonus one hex enter Woods hexes but must add+ Ito any Break Down
fires his on map ART guns during a Defensive Fire move given to FT and CT units during the Close As- rolls they undergo that turn.
Phase, they may still conduct Barrage Attacks in his sault Phase. b. ACs may NEVER enter any Trench, Wire, Woods,
following player tum. Swamp or River hexes, they may move into all other
6.12 Road Mode: For Vehicles to use their Road Mode
5.7 Direct Fire Attacks Movement Rate, the Vehicle must begin on a Road hex. hex types. They may only move up hill if along a Road,
If an on map ART gun has an unpinned Crew counter, Also, a Vehicle which begins its move on a Road may otherwise they may not do so. ACs may freely enter
is within Spotting range (see Section 8.2) of an enemy usc its higher Road Mode rate only if it plans to con- enemy and friendly occupied hexes.
unit, has a Line of Sight to the unit, and is facing in the tinue moving along the Road{s). The Road rate is only c. Trucks may NEVER enter any Trench, Wire,
correct direction, it may conduct a direct fire Anti-Tank available if the Vehicle is moving along a continuous Woods, Swamp or River hexes, they may move into all
or Small Arms Fire Attack in the appropriate Fire Phase path of Road hexes. A Vehicle which opts for Road other hex types. They may only move up hill ifalong a
(but not during the Barrage Phase). No FO is required, Mode must immediately stop should it move off the Road, otherwise they may not. Unlike Tanks and ACs,
no check for "communications" is made, no Barrage Road. Trucks may not freely enter enemy occupied hexes of
type and Ammo need be declared, the FOT is not used, a. If the Vehicle began on a non-road hex, it must use their own volition, but may freely exit them during the
and no Scatter occurs. A player simply follows the pro- its Cross-Country Movement rate. A Vehicle which Vehicle Movement Phase.
cedure for Anti-Tank or Small Arms Fire Attacks. All begins on non-road hexes may only use its Cross-Coun- d. Vehicles may not exit the map unless the scenario
ART guns conduct direct Anti-Tank Fire Attacks inde- try Movement rate even if the Vehicle subsequently permits it.
pendently against Vehicles but combine their FS val- moves on to a Road (for simplicity). EXCEPTION: See Module 15.0 on German Tank
ues together when firing at Soft Targets and use the b. Despite how the roads are drawn on the map, for Cmv Morale.
Small Arms Combat Results Table and procedure. All movement purposes friendly roads negate friendly
trench lines, but enemy trenches negate enemy roads.

- R -6
-------1Landships! - - - - - - -
6.1 6 Tank Breakdowns: After each Tank Chart. Use no modifiers except for the presence of along them) by expending 3 MPs per River hex en-
moves, it may Break Down. The chance Rough terrain or a Tank Leader on board. If the Tank tered, but must use the Trot speed during that Move-
ofBreak Down is dependent on how many Breaks Down, a second check for the Type of Break ment Phase.
hexes it moved and the Tank type. As the Down is required (see Rule 6.16a). Thus a Tank may
6.33 Charge Attacks: CT units may conduct Charges
Tank moves, simply keep track of the number of hexes clear the Trench hex with no effect, or suffer a tempo-
against Spotted enemy units during the Cavalry Move-
entered (not Movement Points expended). After move- rary or pennanent Break Down in the hex, based on the
ment Phase in hopes ofengaging them during the Close
ment, find the correct column on the Tank Break Down die rolls. Temporary Break Downs may be Repaired as
Assault Phase. Players may not Charge unspotted en-
Chart, check for modifiers due to Tank type and roll nonnal. Other Tanks are free to try to cross the same
emy units.This is the only way mounted CT units may
one ten-sided die. If the roll is equal to or greater the enemy Trench hex, regardless of the success shared by
"attack" enemy units. CT units that wish to move at the
number on the chart, the Tank has suffered a Break other Tanks.
Charge rate must be within 20 MPs of an enemy unit to
Down and may not change facing nor move until re- NOTE: A poor "trench crosser" in this context is
be Charged. Charging is a "violent launching" of the
paired. It may still fire. any Tank incapable ofsurmounting a 6ft. wide trench.
cavalry and as such may only be conducted in one di-
EXCEPTION: No Break Down roll occurs for Tanks Later in the war. trenches expanded to over 12ft. wide,
rection and in a straight line along a row of hexes.
that change facing within the same hex as long as the but Tanks would counter by carryingfascines (a por-
EXCEPTION: Charging units that intend to engage
Tank does not exit the hex during the Vehicle Move- table bridge). Tanks do not checkfor Break Downs when
in Close Assault Combat may conduct afinal advance
ment Phase. Note that they haven 'ttechnically moved moving through friendly Trench hexes as bridges are
into any one of their front three hexes during the free
a hex to incur a chance ofBreak Down. assumed to have been built for them.
bonus one hex move permilled during the Close As-
EXAMPLE: A French Schneider (notorious for a. ACs and Trucks may NEVER enter Trench hexes.
sault Phase.
breaking down) moves three hexes. Locating the cor-
6.23 Rough Terrain: If the scenario designates some
rect column, an adjusted roll of"/0" is needed to Break 6.34 Cavalry Fright: A Charging cavalry unit is a rather
of or all the Clear terrain hexes as "Rough" terrain (in-
Down. The die roll is a 8, but there is a +2 modifier for unnerving event when at close range. To simulate this,
dicating heavily shelled, waterlogged, or hilly terrain-
Schneider Tanks listed on the chart so the roll becomes all enemy Soft Target units, including Crews and FOs
i.e. poor Tank country in general), add an additional+ 1
a "10". The evil reputation follows the tank and it (but not TLs), in Clear terrain (or in Trenches or
to all Initial Tank Break Down rolls.
Breaks Down. Strongpoints in Clear terrain) that are the target of a
a.lfthe Tank suffers a Break Down, next roll a six- 6.24 Minefields: Map 8 has a belt of Minefield hexes Charge must make an individual Morale Check when
sided die and consult the Type of Breakdown Chart for printed on it. In those scenarios where the Minefields the enemy CT unit is two hexes away. As soon as the
the seriousness of the fault. On an initial roll of3-6 the are "active", if enemy Vehicles enter a Minefield hex, CT unit moves adjacent to the enemy unit, it must un-
problem is serious. The Tank has suffered a permanent they must immediately undergo a Minefield attack. Each dergo a second Morale Check, adding +l to this die
Break Down. Do not remove it. A Tank with a penna- scenario lists the Minefield attack die roll ranges and roll.
nent Break Down may not move or change facing for effects for Vehicles. 1fa Vehicle Breaks Down, roll again EXCEPTION: If the enemy units are in a Trench or
the rest of the scenario but may conduct Fire Attacks to determine the severity. If the result is no effect, Ve- Strongpoint in Clear terrain, instead subtract I from
and blocks the Line of Sight through the hicles may keep moving. both rolls. If the units are in any other non-Clear ter-
hex. Place a Break Down marker (one TEMP. a. Minefields are never used up by Vehicles. They rain type. they are not subject to Cavalry Fright.
with the PERM. side backprinted on it) May Fire can attack again and again. However, once through the a. The defending units undergo these Morale Checks
Repair 1-2
on the Tank. On a roll of 1-2, the problem Minefield hexes, Vehicles do not have to roll again (i.e. only once per phase no matter how many CT units are
is considered temporary. Place a Break the Minefield belt is only one hex wide). within fright range. Roll a die for each unit checking.
Down marker (one with the TEMP. side backprinted b. Friendly Vehicles may move through Minefield If the roll is less than or equal to the unit's printed MR,
on it) on the Tank. The Tank may not change facing or

IS! I
hexes with no penalty (they know where they are!) the unit passes. Defending units which fail either Mo-
move until repaired. It may conduct Fire Attacks. Ifit rale Check immediately assume Pinned status. Those
does not conduct Fire Attacks during the Offensive Fire which pass may conduct Small Arms Fire Attacks dur-
Phase, then on a following Pin Removal Phase of th~ 63C•"'"M•-·"
Mounted CT units move only once per · ing the Defensive Fire Phase.
sequence, the player may roll a six-sided die. A roll of tum during the phasing player's Vehicle b. The CT unit may not enter the defender's hex in
1 or 2 is assumed to fix the problem and the Tank is and Cavalry Movement Phase, and after ' 10/20 this phase, but must do so during the Close Assault
allowed to resume moving. Remove the Break Down any Vehicles on his side have moved. Dismounted CT Phase instead.
marker. units move during the Foot Troop Movement Phases NOTE: To recap, the Charging CTunit simply stops
b. A tank containing a Tank Leader may apply his - instead. when within two hexes, the enemy unit(s) undergo a
1modifier both to the initial Break Down roll (ten-sided 6.31 Cavalry Modes: CT units may operate either in Morale Check, then the CT unit moves adjacent and a
die), the Type of Break Down roll (six-sided die), and mounted or dismounted mode. Mounting or dismount- second Morale Check is made.
the Repair roll (six-sided die). ing may be done in this phase and costs only 1 MP to
c. ACs and Trucks never Break Down from moving. 6.35 Movement Restrictions: A rate of speed must be
do either. Mounting and dismounting may not be vol- chosen for each group ofthree cavalry units the friendly
OPTIONAL RULE: The player rolling for Break untarily done within Spotting range of an enemy unit
Downs may keep the nature (either PERM or TEMP) Player possesses, prior to moving the units (declare the
capable of conducting a Small Arms Fire Attack or di- mode for the first set of three units, then for the next
of the fault secret from the opposing player. He may rect fire Barrage Attack against the hex the action is
make fake Repair rolls for Tanks suffering permanent three, etc.). Such groups of three units must attempt to
taking place in. To show a CT unit in mounted mode, stay adjacent or stacked and maneuver together.
Break Downs. This adds to the suspense. simply use the CT units provided in the mix as is. To a. No portion of a Charge move may be conducted
6.2 Vehicle Movement show the CT unit is dismounted, place a corresponding up hill. CT units moving at Charge speed may not tum
Some terrain types require special rules when deal- infantry or MG platoon unit with the same MR as the or alter their facing during the move. CT units travel-
ing with Vehicles. CT unit (player's choice) on top of the CT unit. It is ing at Trot speed may tum or alter facing and move up
then treated as a regular infantry or MG platoon for all hill.
6.21 Wire Hexes: When Tanks enter a Wire hex, sim- purposes. b. CT units may not dismount after moving at the
ply remove the Wire marker. Wire has no effect on
6.32 Cavalry Speeds: CT units have two speeds re- Charge rate, but may do so after moving at the Trot·
Tanks. Only Tanks can remove Wire markers by mov-
gardless of terrain: Trotting and Charging. Trotting cav- rate.
ing into or through them, thus creating a gap for FT or
alry has a Movement Allowance of I0, Charging units c. CT units may not enter enemy occupied hexes ex-
CT units to follow.
have a Movement Allowance of 20. Only one rate of cept during the free bonus move in the Close Assault
a. ACs and Trucks may NEVER enter Wire hexes.
movement may be used in a given tum. Units moving Phase.
6.22 Trench Hexes: In general, Tanks may freely cross at the Trot rate have no facing or turning restrictions, 7.0 THE FOOT TROOP MOVEMENT PHASES
Trench hexes. However, certain Tanks have poor trench they may move in any direction freely. Charging units All Foot Troop units (including dismounted CT units)
crossing ability. These are printed with a"=" in the lower are more restricted (see Rule 6.33 below). move during the phasing player's two Foot Troop Move-
left hand comer. Such Tanks must undergo a special a. Mounted CT units moving at either rate may enter
Break Down check (see Rule 6.16) in place of the nor- ment Phases. No Vehicle or mounted CT unit move-
("jump across") or move along a Trench hex by ex- ment by may occur at these times, nor may enemy units
mal check upon entering or moving along each enemy pending 3 MPs per Trench hex entered. They may also move.
(not fiiendly) Trench hex. Roll one die against the"Poor enter Wire hexes (again ·~umping'') by expending 5 MPs
Trench Crosser" column on the Tank Break Down per Wire hex. They can enter River hexes (but not move

R-7
-------j[Qndshipsr
7.1 General Rule changed during owning player's Defensive Fire Phase(s) 8.22 Automatic Spotting: An enemy unit which fires
Movement is a general term whereby players physi- only. during either Defensive Fire Phase is automatically
cally displace their units hex-by-hex over the map sur- a. For man-portable WUs, any number of AT rifles, Spotted, by friendly units within I0 hexes of it, even if
face. During the phasing player's tum, he may move and up to three Flamethrowers, may be carried by a normally out of Spotting range unless there is no Line
his FT units during both of the appropriate phases. single infantry or MG platoon sized unit, with no move- of Sight to it. Such an unit can be fired upon by the
Movement of FT units is handled in a similar manner ment penalties. Individuals may not carry WUs of any phasing player's units during his Offensive Fire Phase,
as Vehicles but the have no facing or turning restric- sort. unless the LOS path to the unit is blocked or the target
tions. They do have MPAIIowances as do Vehicles, but is out of Weapons Range. Likewise, a friendly unit
it is only I MP. The distance that may be moved de- 8.0 FIRE ATIACKS which fires during the Offensive Fire Phase is auto-
Combat is a term used when either side conducts matically Spotted by all enemy units within 10 hexes
pends on the unit moving, whether it is moving over
Fire Attacks against enemy units which can be seen
cross country, along Roads or along contiguous Trench of it during the following player tum, even if normally
and are within Weapons Range. Attacks can either be out of Spotting range, unless the LOS path to the unit
hexes. Otherwise, terrain has no effect on FT unit move-
Anti-Tank Fire Attacks (ATFAs) directed against Ve-
ment. is blocked.
hicles (regardless of the source) or Small Arms Fire
NOTE: Remember. FT units may move twice per turn
Attacks (SAFAs) directed against at soft targets like 8.23 Lines of Sight (LOS): The LOS is defined as a
overall, bill only IMP per Foot Troop Movement Phase.
infantry platoons (again regardless of the source). To line from the firing unit's hex to the target hex traced
7.11 Terrain Costs: FT units move with I MP per conduct either type of Fire Attack, a unit must first de- from the center of the two hexes. The LOS is blocked
Movement Phase. As all non-road and non-trench hexes termine if it is facing properly, then it must be able to if the line passes through a hex containing any of the
cost I MP to enter, in practical terms FT units will Spot the target hex, then determine that a Line of Sight following:
mostly move only one hex per phase. However, if the exists between the attacker and the target, and finally, I) friendly unpinned FT and CT platoon sized units
Fr unit is moving across a continuous path of Road or make sure that the target hex is within Weapons Range (the LOS is not blocked if it passes through friendly
Trench hexes, it does so at the rate of 112 MP per hex of the attacker. Pinned units or enemy FT or CT units of any sort), or;
and thus can move two hexes per phase. So to move 2) Tanks, but not ACs or Trucks or WUs, or;
8.1 Facing and Fire Arcs 3) Smokescreen hexes. Units may not trace a LOS
two hexes, Fr units must begin and end movement on
ART and AT guns, and most Vehicles armed with
a Road or Trench hex. Fr units may carry man por- into or out of a Smokescreen hex, or;
guns of some sort need to be concerned about how the 4) Town, Hill , Wood or Strongpoint hexes. Only if
table WUs (AT rifles, Flamethrowers, etc.), with no ef-
unit's front faces which hexside after movement. Some these terrain types lie between the attacker and defender
fect on their movement ability.
other unit types (like AA guns) have a 360 degree abil- is the LOS blocked, but do not count the terrain the
a. Rivers may be designated as fordable or non-ford-
ity to fire into any hex within range and need not be target is in. Note that Wire hexes do not block the LOS,
able by FT units in the scenario. Fordable rivers may
concerned with facing. and;
be crossed by entering the River hex in one Movement
Phase and exiting the next. Non-fordable rivers may 8.11 Definitions: The front of a Vehicle is designated S) For terrain on Hills, if the target is on higher ter-
only be crossed at bridges. by a small triangle on the counter. The front of an ART rain level than the attacker is, or vice versa, the LOS is
and AT gun is shown by both a small triangle and the not blocked unless a blocking Town, Hill, Wood or
7.12 Enemy Occupied Hexes: Friendly FT units may Strongpoint hex is in the LOS path and adjacent to the
gun barrel direction. The front of counter depicts the
not enter enemy occupied hexes except during the Close target hex.
unit's facing which in tum defines a unit's fire arc.
Assault Phase. When friendly and enemy units start the EXAMPLE: If the target is on higher ground and
turn jointly occupying the same hex, each side's units 8.12 The Fire Arc: For ART and AT guns, the fire arc the LOS moves through a Woods hex which is on the
are "frozen in place". This means neither player's units is simply a group of hexes which are within a unit's same level as the target and adjacent to it, the LOS is
can exit the hex until all enemy units are eliminated front. These hexes expand outward from the front of blocked. This would apply even if the situation was re-
although additional friend ly units could enter the hex the unit forming a "V" shape cone. For Vehicles, each versed. i.e. the target was on lower ground and the fir-
(and be frozen also). FT units frozen in place must re- main gun and MG has its own unique fire arc as de- ing unit on higher ground.
solve Close Assault Combat during the Close Assault fined by the fire arc diagrams printed in the center of a. Ift he LOS is blocked by friendly units or terrain,
Phase until only one side remains. the Scenario book. Enemy units within range and in the target cannot be fired upon.
NOTE: This rule does apply to CT units as well, but the firing arc can be attacked. Units within range, but

r!
not to Vehicles which are always free to exit an enemy outside the fire arc cannot be attacked until they fall 8.24 Becoming Unspotted: A unit remains Spotted
occupied hex. within the firing arc. With units facing a hex side, the until it eliminates all enemy units which Spotted it, or
fire arc begins with that hexside. A corollary is that a it moves to a new location from which it is out of Spot-
7.13 Wire Hexes: FT units which enter ting range or no LOS exists to it .
WU or Vehicle's fire arcs may overlap.
a Wire hex suffer a one half reduction of
their FS (round down) and their MR is Wi All AT and 8.3 The Defensive Fire Phases
immediately reduced to 3. CT units in tre ART Guns It is important to note that there are two separate
Wire suffer this penalty too. Once the unit has left the Defensive Fire Phases during the phasing player's tum,
Wire hex, it 's normal printed FS and MR return. the first is a Defensive Anti-Tank Fire Phase, the sec-
NOTE: Only Tanks can remove Wire counters by ond is a Defensive Small Arms Fire Phase. During these
moving through or into them and creating a gap for the Defensive Fire Phases, the non-phasing player's units
FT (or CT) units to follow (see Rule 6.21). can conducttheappropriate type of Fire Attack against
Spotted units belonging to the phasing player. How-
7.14Minefields: Map 8 has a belt of Minefield hexes ever, units may only fire in one phase or the other.
printed on it. In those scenarios where the Minefields
are "active", ifenemy FT (or CT) units enter a Minefield 8.31 Rates of Fire: During the Defensive Anti-Tank
hex, they must immediately undergo a Minefield at- Fire Phase, units may only conduct ATFAs against en-
tack. Each scenario lists the Minefield attack die roll emy Vehicles (if they have such a capability). If they
ranges and the effects on soft targets.lfthe result is no do have such a capability, then during the Defensive
effect, the units may keep moving if they have any MPs Anti-Tank Fire Phase, each single AT rifle, AT, AA or
left. ART gun can each fire three times (this reflects the rate
8.2 Spotting and Lines of Sight (LOS)
a. Mine fields are never used up by FT (or CT) units. of fire these weapons were capable of). Flamethrowers
The range at which a unit can Spot its target and the may fire only once.
They can attack again and again. However, once through
Line of Sight (LOS) between the two determines
the Minefield hexes, the units do not have to roll (i.e. NOTE: Platoon sized units carrying man-portable
whether a unit can be attacked.
the Minefield belt is only one hex wide). WUs can conduct ATFAs during this phase and again
b. Friendly Fr (and CT) units may move through 8.21 Spotting Ranges: To conduct an attack, the firing fire once during the Defensive Small Arms Fire Phase,
Minefield hexes with no penalty (they know where they unit must not only be facing correctly, but must also be making a normal Small Arms Fire Attacks against an
are!) within Spotting range of the target (sec the Spotting enemy Soft Targets (like enemy platoons).
Table). Spotting range is counted from the hex the at- EXAMPLE: The British player has a Tank adjacent
7.15 Moving Weapon Units: Players may not move
tacker occupies (exclusive) to the target hex (inclusive). to a hex occupied by a German MG platoon armed with
AT, AA or ART guns out of the hex they occupy once
two AT rifles. During the Defensive Anti-Tank Fire
set up. They may not change WU facing during the
Phase, the German player could fire his AT Rifles a
owning player's Movement Phases. Facing may be

R -8
- - - - - - - 1 U lndshipsi - - - - - - - -
Iolal ofsix times (three each). Now assume during the NOTE: Platoon sized units carrying man-portable 8.54 Multi-Shot AT Weapons: The followingATweap-
British player's 1st FOOl Troop Movement Phase, an WUs can conduct ATFAs during this phase and fire ons all have a universal rate of fire of three when con-
infantry platoon moves within Weapons Range of the again making a normal Small Arms Fire Attacks against ductingATFAs: AA guns, AT guns, ART guns, AT rifles,
MG platoon and is Spotted. During the Defensive Small an enemy Soft Targets (like enemy platoons). and Vehicles armed with a main gun.
Arms Fire Phase the German MG platoon may con-
duct a Small Arms Fire Attack againsllhe enemy infan- 8.42 Changing Facing: Vehicles may not change fac- 8.55 ATFA Restrictions: When conducting an ATFA,
try platoon using his own MG platoon 's printed FS (but ing during the Offensive Fire Phase, nor may each in- all shots must be directed at the same Vehicle until one
the AT rifles are useless). During the British player's dividual main gun or MG they carry be fired at more hits or all shots are exhausted. Players may not switch
Offensive Fire Phase, the British player's Tank and in- than one target hex per phase. {Each individual main targets midstream without first destroying the initial
fan try platoon may return the fire. gun or MG may choose a different target hex however). target Vehicle selected. Each firing weapon conducting
a. During the Defensive Small Anns Fire Phase, on AT, AA, and ART guns may not change facing in this the ATFA fires individually. Only after one shot hits
map ART guns may fire once. {AT and AA guns have phase either, and they may only fire at one target hex can a new target be selected {in a new hex if firing dur-
no SAFA capability against Soft Targets). during the Offensive Fire Phase. ing the Defensive Fire Phase). During the Offensive
NOTE: Remember; neither Vehicles nor AA, AT. or Fire Phase, the three shot rate of fire applies only if
8.32 Changing Facing: During one of {not both) the ARTguns may change facing during the Offensive Fire firing at enemy Vehicles within the same hex. Should
Defensive Fire Phase{s) only, immobile AT, AA and Phase, even to bring their weapons to bear on enemy the initial target Vehicle be destroyed before using up
ART guns {only) belonging to the non-phasing player targets. all the AT shots, the remainder are lost unless another
may change facing {rotate in place) before firing. These Vehicle is present within the hex.
units cannot change facing during their own friendly 8.43 Vehicle Fire Sequencing: During the phasing EXCEPTION: Units armed with AT rifles may freely
Movement Phase{s) or Offensive Fire Phase. In order player's Offensive Fire Phase, a Vehicle could fire some select any new target Vehicle within range during any
to change facing, the Crew manning the wu must not weapons at Soft Targets and some at Hard Target {en- Fire Phase after hitting the first target.
be Pinned and must be stacked with the wu. WUs may emy Vehicles), but the same Vehicle's main gun could a. Trucks armed with AA, AT or ART guns may not
change facing regardless of the presence of other units not fire at both in the same tum. Vehicles which con- move and conduct AFTAs in the same tum. They may
in the hex. If they do change facing, the ATFA To Hit duct ATFAs against enemy Vehicles after moving may do one or the other.
roll for that phase is modified adding +2 to the roll {in also fire at other enemy units, so long as they use their
addition to any other modifiers that apply, like initial other main guns or MGs. 8.56 Target Acquisition: When firing at a newly des-
acquisition of target, see Rule 8.56). Should the first ignated target in a hex, {or a new target within the same
8.5 Anti-Tank Fire Attacks {ATFAs) hex) the To Hit roll is modified by adding +2 per roll.
target be eliminated, the WU may change facing again Anti-Tank Fire Attacks are conducted against enemy
to another hexside immediately prior to firing. The sec- This modification applies only when acquiring a new
Vehicles. Both friendly Vehicles and non-vehicle units
target the first time. If the shot misses, the second shot
ond To Hit roll against another target would again be may conduct these attacks, but only if they are armed
at the same target is modi lied by only + I {the Crew is
modified by adding +2 for previously rotating in the with a main gun or an AT weapon of some son.
hex {and another +2 for acquiring a new target). acquiring the target and making necessary adjustments).
NOTE: The I0-sided die supplied in the game is only The third shot and subsequent shots at the same target
EXAMPLE: Two British Tanks end their Movement used to resolve ATFAs (like a Tank firing it 's main gun
Phase. A German AT gun, who's facing needs to be in the same hex has no die roll adjustment.
at other Tanks) and the initial roll to determine if the EXAMPLE: During the British player's Offensive
rotated first to fire on them, does so. The first shot is Tank suffered a Break Down. When rolling the 10-sided
modified by +4 (+2 changing/acing and+ 2/or acqui- Fire Phase, he sees three German A7V Tanks in the
die, a 0 is read as a 10. same hex. Fortunately, the British player has an ART
sition ofa new target). If it misses, their second shot
would be at +3 (+2 for changing facing, +I for the 8.51 Target Designation: Prior to conducting ATFAs, gun already facing towards the target hex (otherwise
second shot at same target) and if that misses, their the firing player must designate which of his units are he could not fire asfacing changes may occur only dur-
third shot is assumed to have acquired the new target, firing at which enemy Vehicles in the target hex. Any ing the Defensive Fire Phase). He selects the top A 7V
so the shot is modified by only +2 for the WU having number of friendly units within range could fire at the to conduct an ATFA against (using a +2 die roll modi-
changed facing. same enemy Vehicle. If the target unit is within more fier as this is the first shot at a new target). The first
NOTE: Vehicles which end up in a hex occupied by than one unit's fire arc, all other units which are able to shot hits and destroys the tank leaving two A 7Vs. The
enemy units with AT weapons ofsome sort, can be fired fire at the hex may do so. British player has two shots remaining and may use
upon at range zero during the Defensive AT Fire Phase them as there are two A 7Vs still in the same hex (other-
8.52 Combining Fire: When unitsconductATFAs, they wise he could not fire if they were in a different hex).
by those units with the AT weapons. Note that a WU fire individually. They may not be combined into one
might still have to rotate in place to get a shot in if the He now targets the second A7V and fires. The To Hit
total strength, thus a target Vehicle can be attacked any roll is again modified by +2for selecting a new target.
Vehicle did not enter the hex via its covered fire arc. number of times, but individually each time.
a. There is+ I penalty when rolling on the SmaiiAnns Assume the shot misses (perhaps hitting a nearby house
Combat Results Table if an on map ART gun changes 8.53 AT Fire Procedure: When resolving an ATFA and scaring a cow). The ART gun fires a third time
facing before firing in the Defensive Small Arm Fire directed at a Vehicle, count the hexes from the firing (second shot at the same target). now with only a +I
Phase. NoATFAs can have been conducted previously unit {exclusive) to the target {inclusive). To fire, roll modification as the target is now partially acquired.
in the prior phase, and none may occur in this phase. the ten sided die. If the number rolled {as modified fo r Had another shot remained. this third shot at the same
any special conditions listed under the chan) is less than target would have no die roll modification.
8.4 The Offensive Fire Phase
or equal to the To Hit number listed on the Anti-Tank 8.57 Terrain and Sb:e Modifiers: For Vehicles, the
Unlike the Defensive Fire Phases, there is only one
Combat Results Table {ATCRT), the Vehicle is Hit, only terrain type which has an impact are Town hexes.
Offensive Fire Phase per tum, where all Anti-Tank and
considered destroyed, and removed from play. When conducting anATFA against a defending Vehicle
Small Anns Fire Attacks by the phasing player take EXCEPTION: Flamethrowers, AT rifles and MGs
place. As a general rule, the phasing player may con- in a Town hex, add + I to the die roll.
have a dijfereni "To Hit " procedure and may cause a. Also, when conducting ATFAs at enemy Vehicles,
duct his attacks in any sequence so long as each of his
Break Downs instead (see Section 13.1). add or subtract the target Vehicle's printed size modi-
units or weapons fire only once at enemy units during
a. It is possible to have a "zero" range attack against fier to the final To Hit die roll. Vehicles with no size
the Offensive Fire Phase.
Vehicles are in the firing unit's hex. modifier shown have a value of "O" for size modifica-
NOTE: Remember; on map ARTguns/offboard mod- b. A roll of a " I" on the ATCRT is always a Hit, re-
ules that conducted indirect fire Barrage Attacks dur- tions.
gardless of the actual To Hit score that was calculated EXAMPLE: When firing at a Whippet Tank in a Town
ing the Barrage Phase may not fire during the owning
so long as the target was Spotted and within the firing hex three hexes away, increase the final To Hit die roll
player's Offensive Fire Phase.
unit's Weapons Range, LOS and fire arc {anyone can by two, +I for being in the Town and +I for the small
8.41 Rates of Fire: During the Offensive Fire Phase, have a lucky shot). size ofthe Whippet Tank. So the normal To Hit number
units may only conductATFAs against enemy Vehicles NOTE: While a "Bang, you're dead" approach to of7 or less at a range ofthree hexes requires a roll of5
{if they have such a capability). If they do have such a AT fire is simplistic. most Vehicles of the period. in- or less in this case.
capability, then during the Offensive Fire Phase, each cluding Tanks, had minimal armor; and little redun-
single AT rine, AT, AA or ART gun can each fire three dancy in their systems. Partial damage results like mo- 8.58 AT Gun Close In Bonus: When AT guns {not AT
times {this renects the rate of fire these weapons were bility lei/Is and such are unrealistic. Once hit, most rines or AA or ART guns) conducts an ATFA and the
capable of). Flamethrowers may fire only once. Crews "called it a day" even if their Tank was still a range is 5 hexes or less, the roll is modi tied by - I per
a. Each FT unit with a FS value may conduct a SAFA "runner ". shot fired.
once as well.

R-9
-------1Landships!
NOTE: Historically, AT guns were very effective out a.lfthe target unit is within more than one Vehicle's 8.64 Terrain Effects: The terrain the defending unit(s)
to 500 yards. fire arc, all other Vehicles which are able to fire at the occupies will modify the attacker's die roll for SAFAs
hex may do so. as follows:
8.59 ART Guns vs. Armored Cars and Trucks: Low
Unit in a Town, or Strongpoint hex: +2
velocity ART guns were simply not designed to engage 8.63 SAFA Procedure: After adding all FS values di-
Unit is in a Trench or Wood hex: +I
small, fast moving targets. When conducting an ATFA rected against the hex into one total, find the correspond- Unit is in a River hex: -I
at an AC or Truck with an ART gun, add +2 to each ing column on the Small Arms Combat Results Table
Unit in any other type of terrain: No Effect
roll, in addition to any size and terrain modifiers, plus (SACRT} and roll one six-sided die, making any modi- EXCEPTION: Mounted CT units and Vehicles may
any other modifiers that apply. As with all Vehicles, if fications for terrain and/or weapons. If a "Hit" is ob- not claim Trench or Strongpoint CRT benefits for oc-
an ATFA hit is achieved on theATCRT, theAC or Truck tained, each Soft Target in the hex is considered Hit. cupying such a hex. They must use the other terrain in
is destroyed. Make a separate Morale Check roll for each Soft Tar- a hex as their modifier (if any).
get unit in the hex that was Hit. As a result of the Hit on a. Units firing out of Wire hexes have the FS value
8.6 Small Arms Fire Attacks (SAFAs) the SACRT, Soft Target units will either be Pinned or
Small Arms Fire Attacks are generally conducted halved (round down).
Eliminated (see Module 9). b. Units in River hexes may not conduct SA FA's at
against enemy Soft Targets. Both Vehicle and non-ve- a. When Vehicles fire at Soft Targets, it is handled
hicle units may conduct these attacks. all.
similarly. Each Vehicle's main gun 75mm and above
8.61 Target Designation: Prior to conducting SAFAs, has a universal FS of I 0, main guns below 75mm have 8.65 MG Fire Bonuses: Machine guns are horror sto-
the firing player must designate which of his units are a universal FS of 8. Each MG on a Vehicle has a uni- ries. To reflect this, for every MG platoon or every two
firing at which enemy units in the target hex. Any num- versal FS of2. (round down) Vehicle MGs conducting a SAFA into a
ber of friendly units within range could fire at the same EXAMPLE: One British Mk. IV male Tank and a 4- hex, subtract -I from the SACRT die roll per each MG
hex. 6-5 infantry platoon conduct a SAFA into a hex con- platoon or two Vehicle MGs firing. Also, units under-
taining rwo German infantry platoons. One ofthe Mk. going Morale Checks caused by this level of MG fire
8.62 Combining Fire: All FS values directed at any IV's 47mm main guns and MGs can fire so the Tank's must modify their roll by adding +I. This modifier to
Soft Targets in a hex must be combined, forming a single total FS is I 0 (8+ 2). The infantry platoon's FS total is the Morale Check roll is NOT per Vehicle MG or MG
FS total, including any direct fire by on map ART guns. 4. As all attacking units are conducting a SAFA, they platoon firing but a one time penalty caused by the pres-
(Thus, a Soft Target may only be attacked once). Any must combine their FS values. So both are added to- ence of MG fire, whether from two or more Vehicle
number of units can fire into a hex, simply total up all gether totaling 14 (I 0 + 4). The die is rolled and cross MGs or a single MG platoon.
FS values into one sum. referenced with the column containing the 14 entry on
EXCEPTION: Flamethrowers always attack sepa- the SA CRT. Assume a "Hit " is scored. Each defending 8.66 SAFAs and Cavalry: Unlike the movies, mounted
rately (see Section 13.2). CT units may not conduct SAFAs during the Offensive
platoon must make a separate Morale Check.
Fire Phase. They may only do so only when in dis-
mounted mode.

OVERALL EXAMPLE OF COMBAT.· The diagram shows how a British assault on some German units might occur. Not all choices are indicated. Both British tanks
are Mk. IV (males).
During the Vehicle Movement Phase, both British Tanks move to the positions indicated. During the Defensive Anti-Tank Fire Phase, if German unit A is armed
with an AT rifle, it can fire up to three times at Tank# I. Otherwise there isn 't much the German player can do. During the British Player 's Ist Foot Troop Movement
Phase, he moves his MG platoons one hex as shown.
During the Defensive Small Arms Fire Phase. German infantry pla-
toons A and B conduct a SAFA at British MG platoon #3 using their
combined FS value of9 (4+5). Tank #2 blocks infantry platoon C's
LOS to MG platoon #3. The German player locates the correct col- (
umn on the SA CRT with this value and resolves the attack. Assume it
mzsses.
During the Offensive Fire Phase, the British player has a number ~
ofchoices. Tank #/fires at German unit A. It has a total FS ofBusing
the 57mm main gun on it 's left side. MG platoon #3 also fires at A
with a FS of 2. Tank #2 also fires the 57mm gun on its left side at A
with a FS ofB. This SAFA is resolved on the 18 column (8+2+8) on
the SACRTwith a -Ito the die rollfor the sole MG platoon firing. The
British player then resolves this SAFA. If German unit A is Hit, it must
add +I to its Morale Check die roll for presence of MG fire. If Ger-
man unit A had been a Tank, British Tank #I would have had up to
three ATFA shots at range Ito hit it, as would have British Tank #2,
but at a range of 4 hexes. In this case the ATFA either hits or misses,
and the To Hit number may be modified by the number ofshots each
takes.
Tank #I can also fire its left side MG (FS of 2) at German unit B.
and can be joined by British MG platoons #4 and #5 each using their
FS of 2. Tank #2 also fires at B. using its Forward firing MG for 2
more points. Total FSin this SA FA isS (2+2+2+2) with a -3to the die
roll for rwo MG platoons and two Vehicle MGsfiring. Combat is then
resolved on the correct column ofthe SA CRT. If German unit B is Hit,
it must add+ I (only) to its Morale Check die roll for presence ofMG
fire.
Tank #2 also allacks German unit C with its the 57mm main gun
and MG on its right side. Total FS in this SAFA is 10 (8+2) with no
modifier to the die roll as there is only one Vehicle MG firing. Combo I
is then resolved on the correct column ofthe SA CRT. Ifunit Cis Hit, it
does not add+ Ito its Morale Check die roll as only one Vehicle MG
is firing. Note that British MG platoon #5 could have fired at C in- MG SAFA Fire
stead ofBas could MG platoon #3. However; MG platoon #4 could
not have fired at C since MG platoon #5 was in the LOS of MG pla- SAFA Fire
toon #4 and thus blocked it. lf#5 had been cu"ently Pinned, #4 could •••••••
then have fired at C.

R - 10
-------1Landships!-------
a. When conducting a Defensive SAFA against Bolh are added together for a total of 14 with a -1 to 9.3 Retreats
mounted cr unit(s) subtract -I from the SACRT die the die roll for the one MG platoon firing. Assume a When a unit is called to Retreat, whether it is two or
roll (so ifa MG platoon conducts a Defensive SAFA at Hit is scored. Both German infantry platoons have to more hexes, the retreating unit must Retreat in the gen-
mounted cr units, subtract -2). Otherwise no other die take individual Morale Checks with a +Ito the die roll eral direction of their rearward lines. Retreats may not
roll modifiers apply. Cavalry never receives terrain die because of the MG platoon firing. Assume both Ger- be "forward" unless as a last reson. Should a unit be
roll modifiers during a SAFA except for being in a man infantry platoons become Pinned. The A 7V is un- surrounded by enemy FT or cr units, the retreating
Town, Woods or River hex. touched. unit is Eliminated instead. If any hexes surrounding the
b. If a Hit occurs, the cr unit undergoes the normal EXAMPLE TWO: During the Vehicle Movement hex contains only Vehicles, Crew counters (with or
Morale Check procedure resulting from the Hit. If not Phase the British player moves two Mk. IV Tanks into a without WUs), FOs orTLs the unit may Retreat through
Eliminated, roll the die a second time for each cr unit hex containing two friendly infantry platoons. During that hex with no adverse effect (it may also end its Re-
in the hex. On a roll of a "I", enough horses of the cr the Defensive AT Fire Phase, a German ATgun perched treat in such a hex).
unit are killed to effectively "dismount" the unit. Re- on a hilltop blasts away. One Tanlc "bites it" and is
9.4 Advance After Combat
place that cr unit with the equivalent infantry or MG removedfrom play. The infantry platoons are untouched
by the ATFAs. During his 1st Foot Troop Movement Unlike many other games, in Landships! there are
platoon (in Pinned status of course).
no advances by friendly units into vacated enemy hexes.
Phase, the British player moves a MG platoon into the
8.67 SAFAsAgalnstVehlcles: Tanks are generally im- hex (which already has a Tank and two infantry pla- 10.0 THE PIN REMOVAL PHASES
mune to SAFAs conducted by units. Certain early model toons in it). Assume the German player has jive 3-9-4 To remove Pinned status from a unit, simply nip the
Tanks are vulnerable to SAFAs by MG platoons only MG platoons within range ofthis British stack. During counter to it's unpinned side during the phasing or non-
and these are marked with an"!" indicator in the lower the Defensive Small Arms Fire Phase they conduct a phasing player's proper phase in the Sequence of Play.
left hand comer. See Rule 13.14 for more details. combined SAFA with a FS of 15 and a -5 to the die roll Pinned status can be removed automatically during the
a. All ACs are considered Hard Targets and are gen- (-I for each MG platoon firing) and rake the hex caus- proper phase. Neither terrain, a unit's position, nor the
erally immune to SAFAs. However, ACs can suffer ing a Hit (it was hard to miss). All three British pla- presence of enemy units has any impact on removing a
wheel damage from rifle and MG fire. To simulate this, toons must make separate Morale Checks with a +I unit's Pinned status. Only the presence of a Gas marker
all ACs are subject to the possibility ofdamaged wheels (only) to the die roll for the presence of MG fire. As- will force a unit to remain Pinned.
whenever any type of enemy unit conducts a SAFA sume one infantry platoon is Eliminated, and one is
against them. lfthe SAFA scores a Hit, a second roll is Pinned along with the MG platoon. The remaining Mk. 11.0 THE AIR PHASE
required. Roll a six sided die, if the result is a I, theAC IV Tank is also unharmed, hearing only "pinging" on During the joint Air Phase, both players will have
has suffered a damaged wheel in some fashion. The its hull. the opportunity to use their Aircraft to influence the
AC must stop in its present location. Place a Break action on the ground below.
Down marker (TEMP version) on it. Otherwise, SAFAs 9.0 APPLYING SACRT RESULTS
have no effect. Damaged wheels can be fixed by the While combat results on the ATCRT take the form 11.1 Mission Procedure
AC's Crew. To do so, on the player's following tum, of misses (no effect) or Hits (Vehicle is destroyed and Prior to the stan of the game, each player must de-
place a Crew counter on top of the AC during the Ist removed from play). SAFA attacks using the SACRT cide what kind of Air Mission his CS and B type Air-
Foot Troop Movement Phase to indicate the wheel is usually take the form of achieving a "Hit" against the craft will perform and assign it a counter with the cor-
(hopefully) being fixed. This Crew unit may not con- enemy units. When Hit, a unit must undergo a Morale responding mission printed on it (place it underneath
duct SAFAs itself or be Pinned by enemy fire while Check with different outcomes possible as detailed the Aircraft). Mission types are limited by the
repairing the wheel. The Crew of course may be fired below. countermix. F types may only engage in air to air com-
at Aller a one tum wait, the wheel is automatically bat and do not require a Air Mission marker. CS type
9.1 Morale Checks aircraft may conduct Artillery Observation, Bombing,
fixed. The Crew unit is removed from play on the
Units required to undergo Morale Checks as there- or Strafing missions. B types may only conduct Bomb-
player's following l st Foot Troop Movement Phase and
sult ofbeing"Hit" by Small Arms Fire Attacks can suf- ing Missions. In each case, an aircraft unit may only be
is again assumed to be inside theAC. The AC may move
fer Pins, a Retreat, or be Eliminated. used three times in any scenario, and may not change
again next tum in the player's Vehicle Movement Phase.
Should the AC suffer another wheel hit, it is assumed
NOTE: Always use a six-sided die when resolving its mission once selected. For Aircraft on Anillery Ob-
to have suffered a permanent Break Down in the last Morale Check rolls. servation missions, the three use requirement is defined
hex entered. as three successful Barrage Attacks requests being
9.11 Procedure: To make a Morale Check, roll a six
b. All Trucks, unlikeACs, are vulnerable to any type nominated, approved by the FOT, and hitting a hex (but
sided die for each unit in question. The following re-
ofSAFA (by platoons or Vehicles}. If a Hit is achieved sults apply: if they Scatter, too bad).
on the SACRT, place a Crew marker on the Truck. The I) If the roll is less than or equal to the printed Mo- 11.11 Bringing Aircraft Into Play: During the joint
Crew must undergo a Morale Check. lfthe Crew passes rale Rating on the counter, the unit suffers a Pin result. Air Phase of the scenario, the phasing player begins by
the check and becomes Pinned, the Truck must stay in Ioven the unit. Ifan already Pinned unit suffers a sec- first placing any of his available Aircraft on any hex on
the last hex entered and remain there. The Crew and ond Pin result, the unit must Retreat two hexes, and the map (Aircraft can fly all over the map, just place
Truck are considered Pinned and treated as such until remain Pinned. Keep the unit invened. them in the desired hex). Once placed they may not
the Crew recovers, after which the Crew marker is re- 2) If the die roll is greater than the unit's Morale move. The non-phasing player may then place his F
moved and the Truck may move normally. If the Crew Rating, it is Eliminated (whether it is already Pinned or type Aircraft (only) to intercept the phasing player's
fails the check and is thus Eliminated, so is the Truck. not) and removed from play. Aircraft if he wishes. CS and B type aircraft may only
8.68 SAFAs a nd Trucks: Trucks with mounted WUs defend in air to air combat, they may not be used to
9.12 Morale Rating Modifiers: ln general, nothing
or MGs may not both move and conduct SAFA fire in will change a unit's printed Morale Rating. An excep- intercept. If friendly and enemy Aircraft are both in the
the same tum They may do one or the other. Move- tion to this are Wire hexes and Gas Attacks. Soft Target same hex, a dogfight may ensue before the phasing
ment has no effect on any other Vehicle attempting a player continues with any Air Mission.
units which end their Movement Phase in a Wire hex
SAFA. have their printed MRs reduced to "3" until the unit NOTE: F types may move each Joint Air Phase. B
moves out of the Wire hex. Units caught in the three and CS types move only during their owner 's Air Phase.
8.7 Mixed Target Types
hex radius of a Gas Barrage have their MRs lowered 11.12 Dogfights: In any hex containing at least two
In a mixed stack ofVehicles and Soft Targets, ATFAs
against Vehicles have no impact whatsoever on the Soli by I if Hit and forced to take another Morale Check opposing Aircraft, if one is a F type, players must con-
(see Rule 5.56). duct a round of air to air combat, otherwise no combat
Target units. Unless stated in the scenario, SAFAs
against Tanks have no effect, and only affect Soli Tar- takes place. To do so, both players fire at one another.
gets, Trucks, and possibly ACs. 9.2 Pins
A unit is inverted to designate a Pinned ~
~ · F type Aircraft roll on the 5-8 column of the SACRT.
EXAMPLE ONE: During the Offensive Fire Phase result. A Pinned unit cannot move (unless Gil>~<'! CS and B types fire back on the 2-4 column. Each player
two Mk. IV (male) Tanks and a 4-9-5 MG platoon en- already Pinned and forced to Retreat) or ~ Q' rolls one die per friendly plane. Ifa "Hit" is scored on
gage a hex containing two German infantry platoons conduct SAFAs. Pinned units can suffer additional Pin the SACRT, one opposing Aircraft is shot down. Only
and an A7V Tank. One of the Mk. JV's conducts three results with no additional effects beyond Retreating (see after both players have rolled are any losses extracted.
ATFA 'sat the A7V. all missing. All other units conduct Rule 9.11 above). A unit stays Pinned until the player's a. When dogfighting, the SACRT die roll is modi-
a SAFA against the infantry platoons. Both the second proper Pin Removal Phase, when it then automatically fied if at least one of the F type aircraft present pos-
Mk. JV's 57mm main gun and MG canfire so the Tank's becomes unpinned again. sesses an air to air die roll bonus modifier (the Fokker
total FS is 10 (8+2). The MG platoon's FS total is 4.

R - 11
-------1Ulndshipsi- -- -- - -


D7, Spad 13, SESa). When at least one of these are the Aircraft in the target hex. After sur- AlrMI..ton limits are ignored. All other phases of the sequence are
involved in an air to air attack, it receives a - I on its viving any dogfights and AA tire by AA ignored in regards to those units in CloseAssault Com-
SACRT die roll. guns, Aircraft may attack the ground units. bat until one side or the other is eliminated. However,
b. If the non-phasing player's F types destroy all the Aircraft attack together, rolling once on Vehicles are always !Tee to exit a hex after a round of
phasing player's F types, they may then continue on to the Air to Ground Bombing Table for all Aircraft units Close Assault Combat, only FT and CT units are
conduct one air to air attack on any of the remaining per target in the hex. Add multiple Bombing Factors "locked" into it. Units in Close Assault Combat use the
enemy CS or B type Aircraft in the hex. If no losses from ditTerent Aircraft together. To resolve the attack, Close Assault Combat Results Table (CACRT) during
occur, those CS and B types which survive this one locate the column on the Air to Ground Bombing Table the Close Assault Phase. Remember, combat is manda-
round of air to air combat continue with the Aircraft's containing the total Bombing Factors, roll a die for each tory.
Air Mission. If the CS or B types are destroyed, they target in the hex and apply the result.
12.11 Bonus Move: After surviving any Defensive
cannot. If the intercepting F types are destroyed, the I)A "P" result on a Soft Target or Truck will Pin the
SAFAs, any FT or CT unit which is adjacent to an en-
remaining friendly aircraft units belonging to the phas- unit, any further hits are treated as ''No EtTect". "P"
results have no effect on Tanks or ACs. emy occupied hex at the start ofthe Close Assault Phase
ing player may of course, complete their Air Missions.
may enter the hex during the Close Assault Phase. This
Missions can be still be performed even if friendly Air- 2) If the hex has an WU in it and a "P" result occurs,
craft fail to shoot down any enemy interceptors, so long roll a second time for each WU present. A second roll is a free move, but units not planning to engage in Close
of I or 2 destroys that WU, otherwise no e ffect. A Crew Assault Combat this phase may not move. Tanks and
as one friendly CS or B type survives.
ACs (but not Trucks) may have also moved into the
unit (if present) is unaffected by this second roll, but is
I 1.2 Anti-Aircr aft Fire enemy occupied hex during the Vehicle Movement
treated as a Soft Target above for the first "P" result.
The non-phasing player (only) may attempt AA fire 3) An "E" result will eliminate any one target type in Phase. In either ease, only during the Close Assault
at Aircraft belonging to the phasing player. Aircraft con- the hex, including Vehicles and WUs. Phase does combat resolution occur.
ductingAnillery Observation or Bombing Missions are EXAMPLE: The phasing player places two B type 12.12 Who is Affected: Only FT and CT units are af-
not subject to enemy SAFAs by ground units. They can Aircraft units (each with a Bombing Factor of6) to con- fected by Close Assault. FT and CT units may not ini-
only be hit by AA guns. Aircraft which conduct Strafe duct a Bombing Mission in a Clear terrain hex occu- tiate a Close Assault against a Tank or AC (for simplic-
Missions are subject to SAFAs by ground units as well pied by an enemy infantry platoon and a Tank. The non- ity) but Tanks may initiate Close Assault Combat against
as being attacked by AA guns. phasing player intercepts, placing a F type Aircraft in enemy FT or CT units with or without a friendly FT or
11.21 AA Gun Fire Procedure: AA Guns are aiiWUs the hex. A dogfight begins with the phasing player roll- CT unit present in the hex (a different procedure is used
requiring a Crew. They all have a maximum Weapons ing a die twice, both missing. The non-phasing player however). FT and CT units may Close Assault Trucks.
Range printed to the right of the slash when firing at rolls once for his F type Aircraft and hits. The phasing Tanks and ACs may not Close Assault other enemy Ve-
Aircraft. AA gun fire is conducted by the non-phasing player loses one B type Aircrajl. The phasing player hicles, and both side's Vehicles may coexist peacefully
player (only) after all air to air combat but before any now may perform his Bombing Mission against the hex in the same hex.
other Air Missions are performed. Each AA gun may but with only 6 Bombing Factors. Against the infantry
platoon he rolls a "5" which fails to hit. Against/he 12.2 Close Assault Procedures
fire at one Aircraft in this phase (even if it fired previ-
ously during the tum). When fi ring at an Aircraft each Tank he rolls a "/ " which is a "P" result but since The exact procedure used to resolve a Close Assault
Tanks ignore Pins the a/lack is ineffective anyway. If depends on the presence ofVehicles (or their absence)
AA gun rolls the die three times. A roll ofa " I" is a Hit.
only he had had a heavier bomber with 12 Bombing on both sides. Use the rules below.
One Hit causes the Aircraft to add +I to the die roll
when resolving any Bombing or Strafing Missions, or Factors! Then with this lucky roll the Tank would have 12.21 No Vehicles Present: If no Vehicles are present,
prohibits Aircraft from Observing that tum. Two Hits been destroyed. then both players total up the number of platoons on
cause the Aircraft to immediately abort, remove it from a. Terrain modifiers listed underneath the Air to their side that are in the same hex, then subtract the
play (it is not considered shot down however). Three Ground Bombing Chart apply to attacks against Soft
defender's total fi'om attacker's total. If the defender
Hits immediately destroys the Aircraft. Targets and WUs, not against Vehicles. has more units than the attacker, then he has the posi-
a. Hits are not carried over from tum to tum. An Air- tive differential and rolls on the table. Note that unit FS
I 1.33 Strafin g Mission: In any scenario Al~~tpon
craft which receives one Hit on a tum is considered taking place in 1917 or later, CS typeAir- values play no part in determining success or fai lure in
undamaged the following tum. craft may conduct Strafing Missions. /h\\, Close Assault Combat, only raw numbers. Find the col-
I 1.22 Ground Fire Procedure: All enemy ground FT Place the Aircraft in the target hex. If the Straf ing umn containing the differential on the Close Assault
units (not Vehicles) within Weapons Range of an Air- Aircraft is not hit by AA guns or by a SAFA from ground Combat Results Table (CACRT) and roll the die. Ap-
units, the Aircraft unit Strafes the target hex. A Strafe ply any other die roll modifiers/column shifts listed.
craft conducting a Strafe Mission may first conduct a
free SAFA against the Aircraft as if they were attack- attack is resolved just as if a ground unit was conduct- The result will state the number of platoon sized units
ing a SAFA against the hex. Add all the Strafing Values lost by both sides (if any). TLs, FOs, and Crews cannot
ing a ground unit. Add +2 to the roll to renect the Air-
for all the Aircraft present in the hex together. Find the be used to satisfy losses.
craft is moving rapidly and ignore any MG fire bonuses.
column containing this total on the SACRT and roll a a. If the hex contains no friendly FT or CT platoons,
If the Aircraft is Hit, the Strafing Mission is aborted,
die. Even though Aircraft are assumed to be are firing and only TLs, Crews or FO's are present, they are all
remove the Aircraft from play (it is not considered shot
MGs while strafing, they do not get the MG fire die Eliminated. If any WUs remain in the hex after all the
down however).
roll modifier or cause targets to sutTer a Morale Check friendly FT or CT platoons are Eliminated, they are
11.3 Close Support Missions penalty when Hit. If a Hit is scored, go through the lost as well.
Artillery Observation, Bombing and Strafing mis- regular Morale Check procedure to determining the ef- b. If a side's losses exceed the number of units it has
sions are all considered Close Support Missions. The fect. remaining, the excess is ignored. If after combat, the
details of this missions are presented here. NOTE: The Aircraft are moving too fast to put down hex still has both friendly and enemy units remaining,
the kind of sustained fire the MG fire bonuses repre- they remain "locked" in place until the next Close As-
I IJ I Artillery Observation: CS type sault Phase (which will happen in the opposing player's
sent.
aircraft may conduct Artillery Observa- tum).
tion Missions and thereby act as FOs (sec ObA
:Jon 12.0 CLOSE ASSAULT PHASE
Rule 5. 12), after surviving any dogfights In this phase, the phasing player's FT and CT units 12.22 Vehicles Present: When both friendly FT or CT
and AA fire by AA guns. Such Aircraft are able to "ob- may advance one hex into an enemy occupied hex to platoons and Tanks or ACs Close Assault a hex, use the
serve" any one hex within two hexes of the hex it occu- engage in Close Assault Combat. Opposing units al- same procedure above to determine the ditTerential, but
pies. Place a Barrage Target marker in hex. The ob- ready present in the same hex must engage in Close each Tank and AC "counts" as a friendly platoon. Ap-
serving Aircraft remains in the hex chosen during play Assault Combat This is the most dangerous type of ply any other die roll modi tiers/column shifts listed.
until their side's next Barrage Phase. The Observed hex attack in the game. Close Assault Combat is a spiraling Losses however, are never taken from Tanks, which are
can then be Barrage Attacked using indirect fire by any vortex that will suck both player's units into it. exempt, and ACs are always the last units on a side to
friendly on map ART guns/otT board modules (only). be lost. Vehicles are always free to exit a hex under
Aircraft are automatically "in communications" with 12.1 General Rule Close Assault, only FT and CT units are "locked" into
their side's artillery (do not roll the die), but still use Friendly units which are in or move into enemy held it.
the FOT and check for Scatter. hexes during the Close Assault Phase are "locked" into EXA MPLE: The German player Close Assaults a
combat until all of one side's units are eliminated or hex containing a British MG platoon and a Tank with
11.32 Bombing Missions: CS and B type Aircraft may forced to retreat. During this phase in future turns, units fo ur of his own inf antry platoons. Except for counting
conduct Bombing Missions against ground units. Place which enter the hex cannot leave and the hex stacking the Tank as a platoon, it is ignored. The net difference

R - 12
- ------1Landships! - -- - - - -
scENARios
BEFORE YOU BEGIN: Foot Troop units are listed in each scenario by their Fire Strength (FS), Weapons Range (WR), and Morale
Ratings (MR). A "4-6-5 infantry platoon" is one with a FS of 4, a WR of 6, and a MR of 5.
When reinforcements are called for, it may be specified that they may be taken only from units previously lost or from Vehicles that
have suffered permanent Break Downs (pick them up off the map). If the correct unit type is not yet available, those reinforcements
may enter only they do become available. Otherwise, reinforcements may be taken from unused units or from previously lost units.
If the scenario indicates that the cavalry units enter in Charge Speed, all cavalry units must begin that turn Charging. On the
following turn, the player selects the movement rate per each group of three units, moves them and then selects the movement rate for
the next three units and so on as per Rule 6.35.
Aircraft present in the scenarios are representative of those types in service at the time, and are not necessarily historically correct.
17.1 Scenario: "Churchill's Toys" 17.2 Scenario: "The Scent of Spring"
Shortly after the war broke out, Winston Churchill assembled a force of eight The Germans were to the first to use deadly gasses in an attempt to create breaks
Rolls-Royce armored cars, commanded by Lt. Commander Sampson. Due to inter- in the stalemate. One such case occurred at the Ypres salient in Belgium on the late
nal resistance, Churchill attached them to the Royal Navy Air Service under the afternoon of April 22nd, 1915. The defenders were crack French Algerian troops,
premise that they would be used to rescue downed pilots. His real agenda was to use ready for any type of conventional shot and steel, but totally unprepared for the
them as a mobile fighting force. Churchill sent the cars along with a marine brigade insidious menace about to be unleashed.

D
to Dunkirk on Sept. 26th, 1914, after which, they moved to the Lens sector. The Maps Set Up: Use Map 3 N
armored cars were on a reconnaissance mission between Motbeque and Cassell along
with the French 63rd Chasseur Regiment, when they encountered elements of the Game Length : 13 turns A
German 9th Cavalry Division also probing for information. Germans (1st Player) set up second:
Map Set Up: Use Maps 6 and 8 Twelve 4-6-5 infantry platoons and four 4-9-5 MG platoons are placed no more
than one unit per hex anywhere in the first row of trench hexes between 1633 through
Game Length: 7 Turns 1618.
Germans (1st Player): Five ART guns with Crews are placed anywhere on hex row II xx.
No units on map at start. Place four 3-6-4 infantry platoons in or adjacent to hex 1325.
German Reinforcements: Place three FOs anywhere along the ffont line of trench hexes.
On Tum I: Six cavalry platoons and three cavalry MG platoons enter in or adja- German Reinforcements:
cent to hex 481 7, six cavalry platoons enter in or adjacent to hex 4009, all on Map 8. None.
All units are in mounted mode and may enter at either speed. Allies (2nd Player) set up first:
Allies (2nd Player): Thirteen 4-6-5 infantry platoons, no more than one per hex, are placed in first
Place six 2-6-4 infantry platoons in or adjacent to hex 5427 on Map 6. trench hexrow from hexes 1933 to 1917. Also place five 4-9-5 MG platoons any-
Place one 4-9-5 MG platoon each in hexes 4829 and 5629 on Map 6. where in this trench line.
Place three 4-6-5 infantry platoons each in or adjacent to hexes 5025, 6225 and Place three ART guns with Crews in any of the wood hexes behind the Allied
5721 on Map 6. trench line.
Place one 3-9-4 MG platoon and one FO each in hexes 2628 and 2724.
Allied Reinfo rcements:
Allied Reinforcements:
On Tum 2: Eight Rolls-Royce armored cars enter anywhere along the east edge
On Tum 2: Twelve infantry platoons (with any values, Allied player's choice); six
ofMap 6.
of them enter at hex 3433, three enter at hex 25 17, and three enter at hex 2533.
Special Rules: Ignore the printed minefields on Map 8. Treat them as clear terrain. Special Rules: On Tum I the German player must conduct Gas Attacks during the
Victory Conditions: By the end of the game, the German player must occupy or be his Barrage Phase from at least three of his artillery guns. For each Allied unit in the
the last to occupy hexes 5427 and 6124 on Map 6, and eliminate at least six of the Gas Attack zone, a single die is rolled. On a roll of 1-2, the unit is automatically
Allied 4-6-5 infantry platoons, and exit eight or more cavalry platoons ofT the west Pinned and treated as per the standard Gas rules. On any other roll the unit is elimi-
edge of Map 6 between hexes 6018-6618. The Allied player wins by stopping the nated (most units did not have gas masks). German units are immune to Gas effects.
German player from winning. The German must also fire a second Gas Attack trom at least three of his artillery
guns on his Barrage Phase following whenever the Tum 2 Allied reinforcements are
Aftermath : Each armored car contained one .30 caliber machine gun, weighed four
first Spotted or Observed.
tons, and had a speed of 45 mph. The cars had 9mm armor and their wheels were
No other Gas Attacks are permitted and neither side's artillery may fire
practically bullet proof. The battle literally shocked the German horse soldiers as
Smokescreens. HE and Shrapnel may be fired.
their slugs bounced off the armored car's metal. The clash witnessed the cavalrymen
All hexes between the two front line enemy trenches are also considered mined.
withdrawing. Never again would the Germans try to use massed cavalry formations
For each hex a German unit enters, roll a die: a 1-2 and unit is Pinned, a 6 and the
on the Western Front. On the Allied side, little more was done to use the cars in
unit is eliminated. On any other roll nothing happens. Once the German reaches the
combat. Churchill promoted their mobility and combat capability to deaf ears. By
Allied ffont trench line, no further hexes are considered mined.
1915, they were only used for very minor actions since the trench lines had set in.
Most of the armored cars were then shipped off to the Middle East. There they Victory Conditions: The Germans win by exiting at least I0 infantry/MG platoons
proved their worth in the wide open trenchless battlefields. off the map at hexes 3433 or 4025 by the end of the game, otherwise the Allies win.
Aftermath: This scenario compresses events of the six day battle. The chlorine gas.
(which was actually released trom giant cylinders) created a four mile gap in the
ffont which the German troops promptly exploited. Many Algerian troops fled to the
rear, falling to their feet and choking to death in front of the rear area commanders.
The hole in the lines lasted only a short while. Reinforcements from the Ist Cana-
dian Division, stationed on the right flank of the Algerians, counterattacked. The
following day, the Germans hit the Canadians with a dose of gas, for which they too
had no protection. Chaos set in and the Canadians withdrew. The British Second
Army commander, Smith-Oorien, was sacked for recommending a partial withdrawal
ffom the Ypres salient, only for the army to be given a new commander who did
exactly the same thing. Historically, the Allies were unable to halt the advance until
additional forces arrived. Overall, the Allies lost 60,000 men, many due to the gas.
For them it was a hopeless situation ffom the start. Embarrassingly for the Germans,
while the attack was a success, all their strategic reserves had been sent east to crush
the Russians and the attack eventually petered out.
German LK II (MG version)
s-1
-------1Landships!- - - - - --
17.3 Scenario: "Flamethrowers are at Hooge!" the shock." The overwhelmed 8th Battalion reeled backwards and moved onto Zouave
An ominous silence in the still of the night pervaded the Hooge sector nearYpres- Wood some two miles south. The Gennans exploited the hole and advanced one
Menin during the night of July 29-30th, 1915. Unknown to the defending British mile south of Hooge taking the high ground for the time being. The British attempted
(Companies A and C of the 8th BattJ41 st Brigade/14th Division), the first large an uncoordinated counterattack with a collection of some newly arrived troops that
scale attack using the new flamethrower was about to occur. As an artillery barrage had little effect. Flamethrowers seemed to worlc, but proved difficult to resupply.
dropped on the enemy trenches, the Gennan I26th Infantry Regiment (from the 17.4 Scenario: "Gor ringe's Flotilla"
53rd Reserve Division!XXXII Corps) anned with six flamethrowers simullaneously Success in the early days of the Mesopotamian Campaign was owed to rapid
launched jet after jet of liquid fire, stunning the surprised defenders. movement. This was due to the fact the British used steamers and gunboats to move
Map Set Up: Use Map I. up the Tigris and Euphrates Rivers. On July 24, 1915 Gorringe and his 12th Indian
Division was ordered to seize Nasiriya (pop. I0,000) located on the Euphrates.
Game Length: 12 Turns.
Germans (1st Player) set up second :
Ma p Set Up: Use Maps I, 2 and 7 z;
Elements of the Gennan I26th Regiment:
Place nine4-6-5 infantry platoons, three 4-9-5 MG platoons units anywhere among
7
the following hexes: 3604, 3605f, 3606f, 3607f, 3608f, 3609f, 3610f, 3611, 3612, 1
3613,3614 and 3615. Game Length: 14 Turns ~z
One FO is placed in hex 3607. British (1st Player):
The Gennan player has a total of four modules of off board artillery available No unit.s on the map at stan. One DH 4 (CS) is available Turn I.
throughout the game, starting on Turn I. The Gennan player may not make Gas British Reinforceme nts:
Attacks, but may use Smokescreens, HE and Shrapnel. On Tum I: Elements of the 12th Indian Division consisting of nine 4-6-5 infantry
Hexes marked "F' must also have one Flamethrower placed in them.
and three 4-9-5 MG platoons enter aboard three steamers, along with two gunboats
German Reinforcements: (Mantis and Firefly) on the east edge of Map I on the river.
On Tum 4: One 4-6-5 infantry, one 4-9-5 MG and one 3-9-3 MG platoons enter at 1\Jrks (2nd Player)
hexes 4005 and 4009. Three 3-6-4 infantry and one 3-9-4 MG platoon enter at hexes
Elements of the Turkish 35th Division:
3602 and 371 1. Map I: One ART gun with a Crew in hex 1609
On Tum 8: Three 3-6-3 infantry and two 3-9-3 MG platoons enter at 4009. One Map 2: Three 3-6-4 infantry and any one MG platoon in Frontenac, plus one ART
Fokker El (F) and one Halberstadt CL II (CS) become available. gun with a Crew in hex 4928.
British (2nd Player) sets up first: Map 7: Four 3-6-3 and three 3-6-4 infantry platoons, plus two 3-9-3 MG platoons
Elements of the British 8th Battalion: anywhere in Tramelan, plus one ART gun with a Crew in hex 2106.
Co. A: Place one 3-6-4 infantry platoon each in hexes 3502, 3503, 3504 and 1\Jrkish Reinforcements:
3505. Place one 3-9-4 MG platoon in hex 3506. \ None
Co. B: Place one 4-6-5 infantry platoon each in hexes 3512, 3413, 3414 and
3415. Placeone4-9-5 MG platoon in 3516. Special Rules: Ignore all trenches and bridges printed on Map I. The bridge and
Co. C: Place one 2-6-4 infantry platoon each in hexes 3508, 3509 and 3510. Place road on Map 2 do not exist. The river is too wide for units to cross by themselves
One 2-9-4 MG platoon in 3511. without boats.
Battalion Reserves: Place one FO, one 5-6-5 infantry, and one 5-9-5 MG platoon Steamers and gunboats move once per tum during the Vehicle Movement Phase
in hex 2908. with their Movement Allowances of 7 and I0 respectively. Ships may only move
Place Wire markers in hexes 3513,3514 and 3515. along the river (costs I MP per hex) and act like Vehicles moving along a road, they
do expend MPs to change facing to follow the river. Ships never suffer Break Downs.
British Reinforcements: Steamers and gunboats have built in Crews that never make Morale Checks. Gun-
On Tum 3: Three 4-6-5 infantry platoons and one 4-9-5 MG platoon enter at hex boats are treated as mobile ART guns and fire in the same manner as described in
2402. Also staning Tum 3, the British player receives a total of three off board
Section 5.7 of the rules and, if engaging in direct fire, never Scatter. Gunboats use
artillery modules for the remainder of the game. the BCRT for indirect fire, and the SACRT for direct fire when resolving combat,
On Tum 4: Two Salmson 2 (CS) aircraft become available and nottheATCRT. Each 6" gun has a FS of20 and each 3" has an FS of 10. These
On Tum 7: Three 3-6-3 infantry and one 3-9-5 MG platoon plus one FO enter at have a direct fire WR of 10, or infinite range if firing indirectly. If the 6" and 3" guns
hexes 1602, or 2002. Three 4-6-5 infantry and one 4-9-5 MG platoon enter at hexes fire at the same target hex, total their FS values. Like tanks, gunboats may fire at
1617 or 2217. different targets. Each gunboat may conduct an extra SAFA with a MG FS of I0 and
Special Rules: During the first two turns only the Gennan player may act. The a WR of9 as well, with a -2 to the die for the MG bonus. Guns and MG fire may not
Sequence of Play is modified as follows: be combined. Different target hexes must be selected. Use the SACRT to resolve the
I) Ist Player's Barrage Phase fire. Targets must first be Spotted by a gunboat to use direct fire or Observed by an
2) Ist Player's Close Assault Phase (including free Close Assault Phase bonus Aircraft for indirect fire.
move). Each steamer may carry up to four platoons. Unpinned platoons may embark on
3) 1st Player's Offensive Fire Phase steamers from any hex during the 2nd FT Movement Phase by being adjacent at the
4) Ist Player's Foot Troop Movement Phase (only one) stan of the Vehicle Movement Phase. The steamer may move the following tum.
5) Ist Player's Pin Removal Phase Troops may debark into any hex from steamers during either Foot Troop Movement
Starting Tum 3, the normal full Sequence of Play is used. Phase. Platoons aboard steamers may conduct SAFAs as per the nonnal rules gov-
On Tum I (only) any trench hexes occupied by British units may be targeted and erning SAFAs.
automatically Hit by the German off board artillery. No Communications, FOT or SAFAs themselves have no effect on the boats or their passengers, only direct fire
Scatter rolls are required. The Gennan player only needs to roll for the results of the by artillery guns can force them to turn back or destroy them. Artillery guns firing at
Hit, and no terrain modifiers may be claimed by the British player. ships use the ATCRT table as if firing at a Vehicle. Subtract one from the To Hit die
Also on Tum I only, any Close Assault Combat initiated by the Gennan player roll due to their size. Ifa steamer or gunboat is Hit, roll another six-sided die.
gets a -I modifier to the die roll (in addition to any others like MG platoons or For steamers, a second roll of 1-4 disables the steamer. Any platoons being car-
Flamethrowers present). ried are placed in an adjacent shore hex. On a roll of 5-6, the steamer is sunk and any
The river (actually a canal) is fordable and can be crossed by FT units using Rule platoons on it are landed at an adjacent shore hex in Pinned status for the tum.
7.II a.. Also treat the road stretching from hex 2802 through Chambley to hex 2817 Steamers that are destroyed return the following game turn at the river edge on the
as a trench in this scenario. east side of map I.
For gunboats, a second roll of a I sinks it, a 2-3 halts its movement pennanently
Victory Conditions: The Gennan player must solely occupy (or be the last to do so) with no effect on its guns, a 4-5 means all future rolls on the BCRT or SACRT are
hex 1609 by the end of the game for a major victory. A minor victory is solely modified by adding+ I (no limit), a 6 means the gunboat must move back off the east
occupying all the town hexes ofChambley (Hooge) by the end of the game. Other- mapedge at full speed for the rest of the scenario (still may fire however). Gunboats
wise the British win. that are destroyed are pennanently destroyed.
Aft ermath : The only eyewitness, Lt. Carey of Company A, described the attack: Neither side may use Gas or Smokescreens.
"There was a sudden hissing sound, a bright crimson glare turning red. The attack
lasted about a minute but it was stupefying and Company A was decimated due to

s -2
-------1Landships!-------
Victory Conditions: The British win by solely occupying all the hexes of Frontenac 3) Regardless if the unit is already Pinned or not, if the roll 1s equal to or exceeds
on Map 2 and Tramelan on Map 7. The Turks win by destroying at least one gunboat the unit's Morale Rating, it must Retreat three hexes and then becomes Pinned, if
and having a unit remaining in either town. Any other result is a draw. not already.
Aftermath: Gorringe's men did not see much of the Turks. Moving in convoy fash- EXAMPLE: 'TWo British tanks end their move adjacent to a unpinned German
ion up the river near Nasiriya a few artillery guns opened up, luckily missing the infantry platoon with a MR of4. During the Tank Fright Segment, the German player
flotilla. Troops debarked and took a few villages south of Nasiriya and then must make a Morale Check for the unit, adding +2 to the die roll for the two tanks
reembarked and moved to Nasiriya where they unloaded again and fought their way present. Assume he rolls a 3, which becomes a 5. Case 3 above applies. The unit
into the town itself. The Turks resisted and then fled. They lost 500 men, the British must Retreat 3 hexes and becomes Pinned. The British player promptly machine
300. Many men crumpled from exhaustion in the cool, 113 degree heat. Meanwhile guns the unit during the Offensive Fire Phase.
Townsend, the commander of the Indian 6th Division had his own flotilla and had Victory Conditions: To win, the British player must take and solely occupy all the
already moved to Kut-<:1-Arnara, another 72 miles north, the site of a future British town hexes of Chambley for at least 3 consecutive turns without any German units
military disaster. occupying a town hex during that interval. If the British player takes the town hexes
17.5 Scenario: "A New Excaliber" but cannot meet the 3 tum requirement, its a draw. If the British player fails to take
While July, 1916 actually saw the first tanks arrive in France they entertained the all the town hexes during the scenario, the Germans win.
troops more than anything else. It was their use two months later that proved them to Aftermath : The offensive began at 5:30 and by 7:00am., the 14th, 41 st and New
be a weapon to be reckoned with. On September 15th, 191 6 during the Somme Zealand divisions ofHome's XV Corps were breaching the German lines near Flers.
Offensive, the 50 Mk. I tanks of Companies C and D, Heavy Branch, Machine Gun Of the 50 Mk. I tanks employed, 32 were able to start their engines. Of these, 9
Corps, along with British, Canadian and New Zealander troops were ordered to immediately broke down and 17 never arrived at the jump off line. A section of
advance up the Albert-Bapaume road, breach the lines, and capture the towns of Company D (four Mk. I tanks) stumbled through the breach while Lt. Hastie took
Flers and Courcelette. his tank into Flers blazing, guns and all. Historically, the breach was marginal at best

D
N
Map Set Up: Use Map I. and most of the exploitation troops were bogged down from the withering German

Game Length: 9 turns.


A machine gun fire. The German First Army ordered all reserves into the breach and
switched all artillery fire into the sector. About 80 men defended Flers while the
British (1st Player) set up second: Germans moved in some fi ve divisions. Both the breach and Flers were eventually
Elements of the 14th and 4 1st Divisions: lost.
Place one FO in hex 3307. Eleven days later another tank commander, 2nd Lt. Storey, heroically took on the
Place two 4-6-5 infantry platoons each in hexes 33 14, 3312 and 3307 Germans single-handedly in front of Gueudecourt in his Mk. I female tank. Storey
Place three 4-9-5 MG platoons in hexes 3308 or 3313. received the Tank Corps first medal for valor (a DSO) in capturing 1,500 yards of
Place one 3-6-4 infantry platoon each in hexes 3404 and 3405. trench and 370 prisoners. This scenario is a composite of both actions.
Place one 3-9-4 MG platoon in flex 3405. 17.6 Scenario: "The Battle of Rafa"
One Vickers Gunbus (F) and one Salmson 2 (CS) are available at start. Following the battle at Rumani the British pushed toward EIArish and captured it
The British player has a total of three off board artillery modules for the game, on Dec. 21st, 1916. The Royal Navy brought supplies on Dec 23rd to sustain the
available at start. offensive. To the east, at Rafa, lay the last of all Turkish soldiers in Egypt. It was
British Reinforcements: their last stand in this area. On January 8th, 191 7 the British attacked.
On Tum I: Three Mk. I male tanks enter at hex 3317 and one Mk. I female tank

D
Map Set Up : Use Map 8
with TL 2nd Lt. Storey enters at hex 4009.
Game Length : I 0 Turns.
On Tum 5: Two 3-6-3 infantry and two 3-9-3 MG platoons enter along the west
map edge on either road. British (1st Player):
No units on map at start. The British player has a total of four off board artillery
Germans (2nd Player) set up first:
modules throughout the game, available at start and his choice of any one aircraft.
Elements of the German 21st Division:
Place one 4-9-5 MG platoon each in hexes 2314, 2414, 2411 and 2908. British Rei nforcements:
Place one 4-6-5 infantry platoon each in hexes 2809, 2807, 3005 and 2808. On Tum I: Two Rolls-Royce, one Austin, and two Ford armored cars (Armored
Place one 3-6-4 infantry platoon in 3007. Car Bn. No.7) along with any nine cavalry platoons in mounted mode (5th Mounted
Place one ART gun with a Crew each in hexes 2210, 2 108, 2110 and 20 I0. Bde.) enter on the south map edge at either speed.
One FO is placed in hex 2908. On Tum 4: Any three cavalry platoons in mounted mode at either speed, four 4-9-
Place Wire counters in hexrow 31 xx, one per hex. 5 MG platoons, and three FOs enter along the east and/or west map edges, north of
The German player also has a total of three off board artillery modules through- row 61xx.
out the game, available from the start. Turks (2nd Player):
German Reinforcements: Elements of the Turkish 31st Regiment must all set up anywhere in the trench and
On Tum 4: Four 3-6-4 infantry platoons appear along the north map edge east of town hexes within the surrounding mine belt printed on Map 8:
hex 2817, and four 4-6-5 infantry platoons with two Flamethrowers enter the south Six 4-6-5 infantry platoons
map edge east of hex 310 I. The German player also receives two Fokker E I (F) Four 4-9-5 MG platoons
aircraft. Three 3-6-4 infantry platoons
On Tum 6: Three 3-6-3 infantry and one 3-6-3 MG platoon may enter east of hex Four ART guns with Crews
30 17 on the north map edge. Three FOs.
Special Rules: No Smoke or Gas Attacks may be used by either side. There are no Six Wire markers may be placed anywhere south of the mine belt.
Tank Break Down checks after movement in this scenario. Note however, that all Turklsh Reinforcements:
British tanks are vulnerable to MG fire, and may Break Down because of that. On Tum 2: Six 3-6-3 infantry and two 3-9-3 MG platoons enter anywhere along-
Treat the roads running from hex 2802 through Chambley to hex 2817, and from the north map edge.
hex 1602 to 1804 as trenches in this scenario. The river is fordable by FT units using Special Rules: All printed minefield hexes are considered active. For each mined
Rule7.lla. hex a British unit enters, roll a die. On a 1-2 the unit is Pinned (armored cars suffer
German FT units are susceptible to Tank Fright in this scenario. Tanks that pass wheel damage), a 6 and the unit (including armored cars) is eliminated. On any
through, or end their move in with, or adjacent to, any German infantry or MG other roll nothing happens. Once the British player penetrates the printed mine belt,
platoon force them to undergo Morale Checks during the Tank Fright Segment (only). no further hexes inside it are considered mined.
Each such unit must make a Morale Check (roll a six sided die). Add +I to the die All Trench and Town hexes are considered Automatically Observed (see Rule
roll for each tank that passed through, or is in with or adjacent to the unit. Units 5.13b) by the British Player from the start.
suffer the following results:
I) If the unit is not already Pinned, and rolls less than the unit's Morale Rating, it Victory Conditions: To win, the British player must eliminate all Turkish units and
becomes Pinned (only). Invert the unit. solely occupy the town of AI Rami by the end of the scenario. The Turkish player
2) If the unit is already Pinned, and rolls less than the unit's Morale Rating, then must have at least three platoons or crews left in the town at game end to win. Any
Retreat the unit two hexes. It remains Pinned. other result is a draw.

s-3
-------j[andships!-------
Aftermath: The British advanced across barren terrain- some 2,000 yards. No head- and/or were unable to cross the trenches. However, those which escaped proved
way was made against the well dug-in forces. These consisted of some two battal- their wonh as artillery support behind the advancing infantry. On May 5th, another
ions of the Turkish 31st Regiment plus a battery of arti llery guns under a German, attack using a company of St. Chamond and two companies of Schneiders attacked
Col. Kressenstein. When the Turks received reinforcements, the British High Com- in the adjacent 6th An.ny sector striking for Laffaux Hill and .nearby towns. The
mand sent orders to Gen. Chetwode (commanding the British forces) to withdraw. tanks advanced but were plagued by breakdowns. After these attacks, the French
U.nk.nown to Chetwode, his cavalry and an.nored cars had already charged, destroy- seemed to lose interest. The offensive ended May 9th.
ing the last of the enemy forces. 17.8 Scenario: "The Kere.nsky Offensive"
17.7 Scenario: "The Baptism of French Armor" After the March Revolution and the forced abdication of the Czar, Nicholas II,
On April 16th, 1917, some 126 French Schneider ta.nk.s were deployed in the Alexander Kerensk.y became the Prime Minister. At the urging of the Allies, he tried
French 5th An.ny sector to conduct an operation in the Chemin des Dames area. A to mount an offensive against the Germans. The Russian an.nies advanced some 30
total of tank eight groupes were meant to tak.e part, yet three never arrived due to miles. At first the Germans merely watched, and did little apart from dispatching the
German artillery fire, and the other five only arrived after the infantry units had revolutionary Vladimir Lenin, to Russia. Finally, after allowing the Russian advance
advanced! N
go unchallenged, the Gen.nans fell on the Russian troops causing a disorderly re-
Map Set Up: Use Maps 4 and 5 A treat This, combined with a populace longing for peace, finally caused the total

B
5 disintegration oft he Russian An.ny. By now, it consisted mainly of Finns, Poles and
Game Length: 12 Turns. Siberians as everyone else was rallying around Lenin. The Allies, who had pressed
French (1st Player) set up second : for this last offensive, now felt guilty at the mess and in July 1917, committed some
Elements of the 5th Army: of their an.nored cars near Buczacz.
Use all the Allied infantry and MG platoons supplied in the counten.nix except as
Map Set Up: Use Maps 5 and 6
specified below.

G•m•L'"~''
N
Infantry platoons may only be set up in any hexes within the FALCON AND
LONDON trenchlines. A
MG platoons and three FOs may be placed in any trench hex on the French side.
JOT"m' :
Two Schneider tanks each are placed in hexes 1527, 1528, 1529 and 1530.
Six St. Chamond tanks are placed among the following four hexes: 1519, 1520, Germans (1st Player):
1521 and 1522. No units on map at start The German player also receives a total of three off
Two Nieuport 17 (F) and one Salmson 2 (CS) are available at start. board artillery modules throughout the game. One Gotha V (B), one Junkers I (CS)
and one Albatross D Ill (F) aircraft are available at start.
French Reinforcements:
On Tum 4: Two St. Chamond tanks enter at hex I025 . (These must be taken from German Reinforcements:
previously lost/permanently broken down tanks). On Tum I: Eighteen 4-6-5 infantry platoons and six 4-9-5 MG platoons enter on
Map 6 on road hex 4025 and/or between hexes 5218-5517.
Germans (2nd Player) set up first :
Elements of the 7th An.ny on Map 4: Russians (2nd Player):
Use all the Gen.nan infantry platoons supplied in the counten.nix placing them in The Russian player sets up first on Map 6:
any hex within the two trenchlines labeled RHEIN. Place one 3-9-3 MG platoon each in hexes 472 1 and 4628.
Place any four MG platoons in the following hexes, one per hex: 2721 , 3030, Place one 3-9-4 MG platoon each in hexes 5025 and 4628
3024 and 2624. All remaining MG platoons in the counten.nix may set up in any Place one 3-6-4 infantry platoon each in hexes 4623, 4524 and 4526.
trench hexes. Place one 3-6-3 infantry platoon each in hexes 4820, 5023, 4925, 4726, 4226 and
Place one FO each in hexes 2720, 2128 and 2726. 5225.
Place one ART gun with a Crew each in hexes 2725 and 3031. Place one 2-6-4 infantry platoon each in hexes 4522, 4631 and 5023.
Place one 88mm AA gun with a Crew anywhere behind German lines. Place one FO and one ART gun with a Crew each in hexes 5427 and 6025.
Two Albatross Dill (F) are available at start. Russian Reinforcements:
German Reinforcements: On Tum 4: Two Rolls-Royce, two Ford and two Austin armored cars, plus one
On Tum 4: Four MG platoons ofany strength (must be from previously lost units), truck mounted 3" AA gun enter on Map 5 at hex 7009. Two Vickers Gunbus (F)
enter at any hex along the north or south map edges, east ofhexrow 19xx on Map 4, aircraft become •vailable.
but at least two hexes from enemy units. Special Rules: The Albatross D Ill has an air to air modifier of - I in this scenario.
On Tum 5: Three 4-6-5 infantry platoons (from previously lost units), each with
Victory Conditions: The Russian player must exit at least eight infantry/MG pla-
one AT rifle, enter at hex 7009 on the east edge of Map 5.
toons off the east map edge by the end of the game to win, otherwise the German
On Tum 6: Any six infantry and three MG platoons (from previously lost units)
player does so.
enter anywhere along the nonh and south edges, east ofhexrow 19xx on Map 4, but
at least two hexes from enemy units. Aftermath: The Gen.nans occupied a lot of eastern Russia (fueling their appetites
NOTE: If the units are not available when called for. the reinforcements may for a repeat perfon.nance 24 years later). Kerensk.y himself was tossed out of office
enter anytime afterward when availability permits. on Nov. 7th,.1917. 1n the following six years, millions would die for someone named
uLenin".
Special Rules: Each side has a total of I0 modules of off board artillery throughout
the scenario, available at stan. Neither side may mak.e Gas Attacks. The French may 17.9 Scenario: "The Turks Stand at Ramadi"
use Smokescreens on Tum I only. During March 1917, the British forces in Mesopotamia (now Iraq) had seized
Note that all French ta.nk.s are poor trench crossers, i.e. roll on the Breakdown Baghdad on the II th, and from that point onward, the Turk.ish 6th An.ny was in
Chan for each enemy trench hex entered. reverse motion. On the 14th, the Mesopotamian Expenditonary Force, smashed the
All French tanks are assumed to be carrying extra fuel tanks strapped to the out- Turkish rearguard at Mushahida, 20 miles north of Baghdad. On the 16th, theTurk.s
side. When any SAFA by a MG platoon, or any type ATFA, is directed against the tried to make a stand at Baquba which was another 15 miles north. After a lull in the
tank., regardless of success, roll a final six-sided die. The fuel ignites on a roll of" I" advance, in July the British, now overly confident, sent 2500 men, 600 of them now
and the tank. is eliminated. Otherwise, no effect. motorized with trucks, along with four armored cars plus airplanes to seize Ramadi,
The German Albatross D Ills have an air to air modifier of -I in this scenario. west of Baghdad on the Euphrates River.
Vict6ry Conditions: The French player must solely occupy all the town hexes of St. Map Set Up: Use Maps 2, 6, 7 and 8
Angelique on Map 4 and Beaumont on Map 5 by the end of the scenario. Otherwise
the German player wins. L 9 8
Aftermath: Despite the stiff resistance of the Gen.nan 7th An.ny, the French pressed
their attack capturing Ft. Malmaison and most of the Chemin des Dames. However,
these objectives fell short of what was expected which eventually caused a wide- Game Length: 8 turns N

spread mutiny amongst the French troops. (The mutiny eventually amounted to some
23,385 men of which 55 were shot. Nivelle, Commander-in-Chief of the French
Turks (2nd Player): 2 A
Turkish Rearguard:
Army, was dumped for Petain). Overall casualties amounted to 130,000 men, whi le Six 3-6-3 infantry and two 3-9-3 MG platoons anywhere on Map 8.
the Germans lost 163,000. As for the tanks, most fell prey to mechanical problems Seven 2-6-3 infantry platoons on the road on Map 6.

s-4
- - - - - - -1Landships! - - -- - - -
Turkish Garrison at Ramadi: of 1-2 causes a Break Down (roll again to see how severe). The mines are always
Twelve 4-Q-5 infantry and any four MG platoons, plus six ART guns with Crews active and are never used up.
anywhere on Maps 7 and/or 2. Victory Conditions: To win, the British must destroy all Turkish units and solely
The Turks have two Fokker El (F), one Albatros C Ill (B) and one Halberstadt
occupy all the town hexes of AI Rami on Map 8 by the end of the game. The Turk
CL II (CS) aircraft available at start.
can win by exiting at least 6 infantry/MG platoons off the road at hex 4617 on Map
Reinforcements: None 8 by the end of the game, starting Turn 4. It's a draw if the British take the town but
British MEF (1st Player): the Turks exit the map, or the British fail to destroy all the Turkish units.
No units on the map at start Two DH 4 (CS) and two DH 5 (CS) aircraft are Aftermath: While an overall British success, the Turkish forces counterattacked
available at start. and then withdrew to avoid encirclement at Tel Sheria.
Reinforcements: 17.11 Scenario: "The Approach to Flesquieres"
On Turn I: One Rolls Royce, two Austin, and one Ford armored car, and any nine During the famous Cambrai offensive of November, 1917, the first large scale use
cavalry platoons enter (at Trot speed) along the east edge of Map 8. of tanks (some 216) occurred. Initial success was overwhelming 'and by I0.00 am.,
On Turn I: Two Seabrooke Trucks and two each of the truck-mounted 3" and 13 the tankers had reached their initial objectives. They continued on with their blitz-
pdr. AA guns plus nine 4-6-5 infantry and five 4-9-5 MG platoons enter along the krieg towards Flesquieres with the 51st Highland Division right behind them. The
east edge of Map 2. Each truc'k may carry I platoon or the platoons may enter on town itself was a ruin, but was directly in the center of the advance. This battle area
foot. was in the German 54th Division's sphere of responsibility and the German garrison
at Flesquieres was deployed under an able officer named Major Krebs. The garrison
Special Rules: All trucks may unload a platoon simply by dropping it offduring the
had three infantry battalions, two MG companies and five artillery batteries plus the
Vehicle Movement Phase and continue moving. The same truck cannot pick up a
platoon that same turn. To pick up a platoon, it must begin the Vehicle Movement support of another nine batteries to the rear. Manning one such gun of the 8th Bat-
tery was one Unteroffizier Kruger to whom the British Tank Battalions D and E had
Phase in the hex of the unit to be picked up. It may then move to the destination hex
(same phase) to unload. the unfortunate pleasure to meet...
N
The Seabrooke truck mounts a light ART gun with a FS of 8 and a WR of I0. It Map Set Up: Use Maps 3 and 5
may fire anywhere in its fire arc except to the front (see the Vehicle arc diagrams) Game Length: 15 Turns. 5 A
and ignores the +2 penalty for changing fire arcs. It may not conduct indirect fire
Barrage Attacks. British (1st Player) set up second:
Ignore the printed road on Map 2. It does not exist. The river may be crossed by Elements of Tank Battalions D and E set on Map 3:
FT units using Rule 7.II a. Three Mk. IV (male) tanks each are placed in hexes 1730, 1728, 1624, 1619 and
1722.
Victory Conditions: The British win decisively by solely occupying all the town Elements of the 51st Highland Division set up second on Map 3:
hexes of Frontenac on Map 2 and Tramel an on Map 7 by the end of the game. A Place one 4-6-5 infantry platoon each in hexes 1724, 1825 and 1632. Place two 4-
British marginal win is solely occupying either town on either map. The Turks win 6-5 infantry platoons each in hexes 1622, 1631 , 1721 and 1729.
by maintaining control of both towns. Place two 4-9-5 MG platoons in hex 1829.
Aftermath: The British were repelled, exhausted in the II 0 degree heat. The Turks Place two 4-6-5 infantry platoons in hex 1828.
had finally made a stand this time. The British would not attempt to seize Ramadi Place one 3-6-4 and one 4-6-5 infantry platoon each in hexes 1825, 1926 and
again until mid September, the later attack would succeed as the plan was not rushed. 1827.
For the Turks, repelling the British was like the good old days at Gallipoli in 1915. Place one 3-6-4 infantry and one 4-9-5 MG platoon in hex 1925.
17.10 Scenario: "The Third Battle of Gaza" Place one 4-9-5 MG platoon each in hexes 1623, 1622 and 1720.
In the Middle East, the British faced tough opposition from the Turks and Ger- Place one FO each in hexes 1926 and 1721 .
mans. Persevering however, by the Third Battle of Gaza (Oct. 31, 1917), the Turks One Handley Page (B) and one Bristol F2B (CS) aircraft are available at start.
were placed in a critical situation as their morale began to drop with their continuous The British player has ten offboard artillery modules (of which six may only fire
defeats. At Telas Saba, the British charged the dug in Turkish Army with their ANZAC Smokescreen barrages), available each tum from the start.
Desert Mounted Corps under General Chavial and succeeded in taking Beersheba. British Reinforcements:
The British then attacked Tel Sheria with both the 60th and 74th Divisions, which On Tum 10: Six Mk. IV (male) tanks (must be taken from previously lost or
included eight Mk. IV tanks and air support. permanently Broken Down units) may enter at hex 4802 on Map 5.
~------~~------~

l~-------~L..~-------'1
Germa ns (2nd Player) set up first:
Map Set Up: Use AN Elements of the 54th Division on Map 3:
Game Length: I0 Maps
Turns6 and 8 . . .
Place one 4-9-5 MG platoon in hex 1930.
British (ht Player) set up second: Place one 2-9-3 MG platoon each in hexes 2031 and 2121.
Place one ART gun with a Crew each in hexes 4909, 5504, and 5205 on Map 8. Place one 3-9-3 MG platoon each in hexes 2227 and 2824.
Two aircraft (British player's choice) are available at start. Place one 2-9-4 MG platoon in hex 2229.
British Reinforcements: Place two 4-6-5 infantry platoons and a FO in hex 2724•.
On Turn I: Six 3-6-4 infantry and three 3-9-4 MG platoons and one FO (elements Place one 4-6-5 infantry platoon each in hexes 2030, 2031•, 2029•, 2028• , 2628f,
of the 60th Division) enter between hexes 4133-4433 on the south edge of Map 6. 2624 f and 2728.
On Turn I: Six 3-6-3 infantry and three 4-9-5 MG platoons and one FO (ele- Place one 3-6-3 infantry platoon each in hexes 2127, 2229, 2130, 2230, 2325 and
ments of the 74th Division) enter between hexes 4117-4418 on the north edge of 2324.
Map6. Place one 2-6-4 infantry platoon each in hexes 1918 and 1919.
On Turn 3: Any twelve cavalry platoons in mounted mode enter the north edge of Place one 2-6-3 infantry platoon each in hexes 2219, 2319, 2222 and 2626.
Map 8 between hexes 4602-4901 at Charge speed. Also one Mk IV male tank enters Place one FO in hex 2330.
at hex 4617 on Map 8 and seven Mk IV female tanks enter between hexes 6417- Place one Wire marker each in hexes: 1818, 1819, 1820, 1920, 1921, 1922, 1923,
6717 on the south edge of Map 8. 2024, 2025, 2026, 2027, 1927, 1928, 1929, 1830, 1831, 1832, 1833, 2124, 2125,
2126, 2225 and 2226.
Turks (2nd Player) set up first:
• indicates one AT rifle is placed in the hex also.
Elements of the Turkish 8th Army set up on Map 8. All units set up in trenches or
f indicates a Flamethrower is placed in the hex also.
in the town hexes of AI Rami. Units must be placed from north (hex 6303) to south
The Krebs Garrison on Map 5:
(5915) within the minebelt. Turkish forces consist of:
Three 3-6-4 infantry platoons Place three 4-9-5 and one 3-9-4 MG platoons plus one FO in any hex in the town
Three 2-6-4 infantry platoons of Beaumont on the hill.
Place one 4-9-5 MG platoon in hex 5714.
Three 3-6-3 infantry platoons
Three 4-9-5 MG platoons Place one ART gun with a Crew each in hexes 6206,5812,5713,5808 and 5806.
Three ART guns with Crews and two FOs. Place one AT gun with a Crew each in hexes 6106, 4510 and 4613.
German Reinforcements:
Special Rules: The printed minefield hexes only effect British units which enter the
hex. When they do so, roll a six-sided die per each unit. For FT and CT units a roll of On Tum 2: A total of four off board artillery modules become available for the
rest of the game.
I or 2 means the unit is Pinned. A roll of 5 or 6 eliminates the unit. For tanks, a roll

s-s
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--------1Ulndships!--------
FIRE ARC DIAGRAMS

LKII Tank (Cannon Version)


Weapons: 2xMG, 1x37mm Main Gun
Austin Armored Car NOTE: May only fire one weapon at
Weapons: 2xMG
any time.

1xMG (2pts) 1xMG {2pts)


E!!i.

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Medium D Tank 1xM~ts) All Armored Cars (except Austin AC)


1xMG (2pts)
Weapons: 3xMG Note: The turret Whippet Tank
revolves in any direction. The pattern weapons: 4xMG Renault FT17
Note: only 2 MGs may fire at any MG Model: 1xMG (2pts)
shows the relationship of the 3 MGs to
one time. Cannon Model: 1x37mm Cannon (Spts)
each other.
BSF: 1x75mm short Howitzer (10pts)
Italian FT17 (Fiat 3000): 2xMG(4pts)
LKII Tank (MG Version): 1xMG {2pts)

1x75mm Main Gu
(10pts)

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x3pdr.
Main Gun
(Spts)
1xMG (2pts)
Seabrooke Truck
C har 2c Tank Weapon: 1x3pdr Main Gun
Schneider Tan
Weapons: 3xMG, 1x75mm Long Gun Weapons: 2xMG, 1x75mm Main Gun

s-6
1Iandships!
FAST n'ART RULES AND SCENARIO
1.0 INTRODUCTION units listed here capable of firing may do so 3.12 Stacking Limits: Units may move indi-
The Landships! Fast Start Rules are de- in any direction at any time. Facing rules do vidually or in stacks. Up to eight friendly pla-
signed to get you into the game very quickly. not apply to them. toon sized units may end their Movement
The Fast Start Scenario is a simulation de- 2.21 Foot Troops (Ffs): Foot Troops con- Phase stacked in the same hex.
picting Erwin Rommel ( oflater WWII fame) sist of infantry and MG platoon sized units. NOTE: Large stacks ofunits make wonder-
leading his company in a classic infantry at- The different drawings used on the counters ful targets and are extremely vulnerable to
tack circa 1915. As such, only the infantry have no effect on play. All Foot Troop units enemy fire attacks.
rules, along with some abbreviated artillery have four numbers printed on their counter. 3.13 Close Assault Stacking: An exception
rules are used. The numbers as explained as follows : to the stacking rules is when entering an en-
1.11 Game Scale: Infantry and MG counters Front Back emy occupied hex during the Close Assault
represent platoon sized units. Each hex is Phase, stacking limits for both sides are
around I00 meters and each turn is about five waived and thus unlimited. That is, either
minutes in length. player can toss in as many platoon sized units
2.0 GAME COMPONENTS as they possess into Close Assault Combat.
All you need to start playing are these Fast 3.14 Stacking and Retreats: Should stack-
Start Rules, some counters from the die cut Infantry Platoon ing limits be violated after a retreat, displace
sheets, Map Section 4, and the charts and the retreating units any number of extra hexes
tables card. until the stacking limits are met.
2.1 The Map 3.2 Zones of Control
Only Map Section 4 is used in the Fast Start Unlike many other wargames, in Landships!
Scenario. It represent the various types ofter- there are no Zone of Control rules. Due to
rain found at the Argonne (in France). The MG Platoon the tactical nature ofthe game, units will natu-
scenario set up shows how to orient the map. a. The number printed in the upper left is rally exert their own delaying and "no go"
A hex grid has been superimposed on top of the FT unit's Fire Strength (FS) or basic at- spheres of influence.
the map to regulate the position of units for tack value. 3.3 Supply Rules
movement and combat purposes. b. The number printed in the upper right is Again, unlike many other wargames, there
NOTE: Halfhexesformed by the grid along the FT unit's Weapon Range (WR) in hexes,
are no supply rules. Due to the short period
the map edges are fully playable and treated counted from the firing unit (exclusive) to the of time portrayed in a typical scenario, units
as complete hexes in every way. In addition, target hex (inclusive). Infantry platoons all
are considered to always be "in supply." A
"Clear " terrain hexes include those with any have a range of six hexes. MG platoons all Scenario's special rules may list some form
number of shellholes, or solitary trees or have a range of nine hexes. of ammo limitation however.
buildings. In short, Clear terrain hexes are c. The encircled number printed in the lower
4.0 THE SEQUENCE OF PLAY
all those not specifically labeled some other left is the FT unit's Morale Rating (MR) and
The Fast Start game is a two-player game
terrain type. Town hexes consist ofonly those can be thought of as its basic defense strength.
where both players may move and fire. The
hexes containing buildings that have a proper d. The number printed in the lower right is
game itself is played in game turns. Each
name printed near them, i.e. "Martel" on it's Movement Allowance (MA), always a
game turn has many phases that follow each
Map3. value of I. Note that FT units can move twice
other in a strict Sequence of Play. Each game
Printed on each map is the map number used per turn using this allowance, once in each
scenario identifies a First player and a Sec-
for referencing the scenario set ups and a Bar- Foot Troop Movement Phase.
ond player. The First player remains the First
rage Attack Scatter Diagram showing where 3.0 IMPORTANT CONCEPTS BEFORE
player throughout the game. The First player
off target artillery fire lands. YOU BEGIN
follows the Sequence of Play first and is
2.2 The Playing Pieces Before plunging into these Fast Start Rules,
termed the "phasing player". Some phases.
All the die-cut playing pieces (or "units") certain concepts are presented here first.
making up the turn are conducted by the Sec-
listed in this section are primarily composed Please read them and get familiar with them.
ond player (termed the "non-phasing player").
of men and/or horses and thus are considered 3.1 Stacking After the First player completes his run
"Soft targets". French units have a blue back- Stacking refers to the total number of units through the Sequence of Play, the Second
ground. German units are printed on grey. which may be in a hex after movement. Units player becomes the phasing player and repeats
Units are printed with various drawings and are not restricted by the stacking limits while the sequence. The First player now becomes
numbers. In general, a unit's values do not moving. the "non-phasing player." After which, a new
change during the game, except temporarily. 3.11 General Rule: All units count towards turn ensues.
Units listed here can be affected by any Small a hex's stacking limit. Pinned units do count Players may skip over phases, if not appli-
Arms Fire Attacks directed against them. All towards the stacking limit. cable, but the Sequence of Play itself cannot
be deviated from.

F -1
-------1Landships!-------
4.1 First Player's Barrage Phase sided die. Roll once for all units in the target7.0 FIRE ATTACKS
a. The First player resolves any Barrage At- hex. A I is a miss, a 2 through 4 is a auto- Combat is a term used when either side con-
tacks he is eligible to conduct. These are listed matic Pin (flip any units over), and a 5 or 6 isducts Fire Attacks against enemy units which
in the Fast Start Scenario set up. an elimination (remove unit from play). If a can be seen and are w1thin Weapons Range.
4.2 First Player's lst Foot Troop Movement player's units are in any other type of terrain All Fire Attacks in the Fast Start Rules are
Phase other than Clear, subtract I from the roll. Small Arms Fire Attacks (SAFAs) directed
a. All non-pinned Foot Troop units (infan- 6.0 THE FOOT TROOP MOVEMENT against at soft targets like infantry platoons
try and MG platoons) belonging to the First PHASES (again regardless of the source). To conduct
player may move. All Foot Troop units move during the phas- a Small Arms Fire Attack, a unit must be able
4.3 Second Player's Defensive Small Arms ing player's two Foot Troop Movement to Spot the target hex, then determine that a
Fire Phase Phases. No enemy units may move at this Line of Sight exists between the attacker and
a. The Second player's units may fire at en- time. the target, and finally, make sure that the tar-
emy units using Small Arms Fire Attacks 6.1 General Rule get hex is w1thin Weapons Range of the at-
(only). Movement is a general term whereby play- tacker.
4.4 Second Player's Pin Removal Phase ers physically displace their units hex-by-hex 7.1 Facing and Fire Arcs
a. Any Pinned units belonging to the Sec- over the map surface. During the phasing All units in the Fast Start Game have a 360
ond player recover to normal status. player's tum, he may move his FT units dur- degree ability to fire into any hex w1thin range
4.5 Joint Close Assault Combat Phase ing both of the appropriate phases. FT units and need not be concerned with facing.
a. This phase is only conducted when en- have MP Allowances of only I MP. The dis- 7.2 Spotting and Lines of Sight (LOS)
emy and friendly units both occupy the same tance that may be moved depends on the unit The range at which a unit can Spot its tar-
hex, or when the First player's units adjacent moving, whether it is moving over cross coun- get and the Line of Sight (LOS) between the
to enemy occupied hexes declare they will try, along Roads or along contiguous Trench two determines whether a unit can be at-
initiate Close Assault Combat and move into hexes. Otherwise, terrain has no effect on FT tacked.
them (free move) during this phase. unit movement. 7.21 Spotting Ranges: To conduct a Small
b. Resolve any Close Assault Combats. NOTE: Remember, FTunits may move twice Arms Fire Attack, the firing unit must be
4.6 First Player's Offensive Fire Phase per turn overall, but only IMP per Foot Troop within Spotting range of the target (see the
a. All units belong to the First player's which Movement Phase. Spotting Table). Spotting range is counted
did not engage in Close Assault Combat this 6.11 Terrain Costs: FT units move with I from the hex the attacker occupies (exclusive)
tum may conduct Small Arms Fire Attacks. MP per Movement Phase. As all non-road and to the target hex (inclusive).
4.7 First Player's 2nd Foot Troop Move- non-trench hexes cost I MP to enter, in prac- 7.22 Automatic Spotting: An enemy unit
ment Phase tical terms FT units will mostly move only which fires during either Defensive Fire Phase
a. All non-pinned Foot Troops belong to the one hex per phase. However, if theFT unit is is automatically Spotted, by friendly units
First player may move again except those that moving across a continuous path of Road or within I 0 hexes of it, even if normally out of
engaged in Close Assault Combat. Trench hexes, it does so at the rate of 1/2 MP Spotting range unless there is no Line of Sight
per hex and thus can move two hexes per to it. Such an unit can be fired upon by the
4.8 First Player's Pin Removal Phase
phase. So to move two hexes, FT units must phasing player's units during his Offensive
a. Any Pinned units belonging to the First
player recover from Pinned to normal status. begin and end movement on a Road or Trench Fire Phase, unless the LOS path to the unit is
hex. FT units may carry man portable WUs blocked or the target is out ofWeapons Range.
4.9 Second Player Turn (AT rifles, Flamethrowers, etc.), with no ef- Likewise, a friendly unit which fires during
The Second player becomes the phasing feet on their movement ability. the Offensive Fire Phase is automatically
player and repeats Sections 4.1 through 4.8
reversing the roles of First and Second player. 6 •12 Enemy Occupied Hexes: Friendly FT Spotted by all enemy units within I 0 hexes
At the conclusion of this, one Game Tum is units may not enter enemy occupied hexes of it during the following player tum, even if
completed and play reverts back to the origi- except during the Close Assault Phase. When normally out of Spotting range, unless the
nal First Player. friendly and enemy units start the tum jointly LOS path to the unit is blocked.
occupying the same hex, each side's units are 7.23 Lines of Sight (LOS): The LOS is de-
5.0 THE BARRAGE PHASE "frozen in place". This means neither player's fined as a path of hexes from the firing unit
During the phasing player's Barrage Phase, units can exit the hex until all enemy qnits to the target hex going down the center ofthe
he is permitted to make Barrage Attacks. The
are eliminated although additional friendly hexes. Ifthe LOS is blocked by friendly units
rules for Barrage Attacks are heavily ab-
units could enter the hex (and be frozen also). or terrain, the target cannot be fired upon. The
stracted in the Fast Start Scenario. FT units frozen in place must resolve Close LOS is blocked if it passes through any of
5.11 Procedure: To simulate the artillery as-
sets both sides possessed, the German player
is allowed to make three Barrage Attacks on
Tum One and one each tum after. The French
player receives one Barrage Attack each tum
Phase until only one side remains.
6 . 13 Wire Hexes: FT units which
enter a Wire hex suffer a one half
reduction of their FS (round
f!
Assault Combat during the Close Assault the following:

Wire
l) friendly unpinned platoon sized units (the
LOS is not blocked if it passes through
friendly Pinned units or enemy units of any
sort), or;
starting Tum Two. These Barrage Attacks may down) and the unit's MR is immediately re- 2) Town, Hill, Wood or Strongpoint hexes.
be directed at any hex within 10 hexes of a duced to 3. Once the unit has left the Wire Only if these terrain types lie between the at-
friendly unit that has a Line of Sight (see Rule hex, it's normal printed FS and MR return. tacker and defender is the LOS blocked, but
7 .23) to the target hex. No more than one Bar-
NOTE: Wire counters are never used up and do not count the terrain the target is in. Note
rage Attack per hex is permitted. Each Bar- cannot be removed from play. that Wire hexes do not block the LOS, and;
rage Attack is simulated by rolling one six-

F-2
-------1L:andshipsr-------
3) For terrain on Hills, if the target is on 7.54 Terrain Effects: The terrain the defend- Phase in a Wire hex have their printed MRs
higher terrain level than the attacker is, the ing unit(s) occupies will modify the attacker's reduced to "3" until the unit moves out of the
LOS is not blocked unless a blocking Town, die roll for SAFAs as follows: Wire hex.
Hill, Wood or Strongpoint hex is in the LOS Unit in a Town, or Strongpoint hex: +2
8.2 Pins ~
path and adjacent to the target hex. Unit is in a Trench or Wood hex: +I A unit is inverted to designate a ~~
EXAMPLE: Ifthe target is on higher ground Unit in any other type of terrain: 0 Pinned result. A Pinned unit can- ~ ~Q'
and the LOS moves through a Woods hex a. Units firing out of Wire hexes have their not move (unless already Pinned
which is on the same level, as the target and FS value halved (round down). and forced to Retreat) or conduct Small Arms
adjacent to it, the LOS is blocked. This would 7.55 MG Fire Bonuses: Machine guns are Fire Attacks. Pinned units can suffer addi-
apply even if the situation was reversed, ie. horror stories. To reflect this, for every MG tional Pin results with no additional effects
the target was on lower ground and the firing platoon conducting a SAFA into a hex, sub- beyond Retreating (see Rule 8.11 above). A
unit on higher ground. tract -I from the SACRT die roll per each MG unit stays Pinned until the player's proper Pin
a. If the LOS is blocked by friendly units platoon firing. Also, units undergoing Morale Removal Phase, when it then automatically
or terrain, the target cannot be fired upon. Checks caused by any type of MG fire must becomes unpinned again.
t 7.3 The Defensive Fire Phase
It is important to note that there a Defen-
modify their roll by adding + I. This modifier
to the Morale Check roll is NOT per MG pla-
8.3 Retreats
When a unit is called to Retreat, whether it
J sive Small Arms Fire Phase during the phas- toon but a one time penalty caused by MG is two or more hexes, the retreating unit must
ing player's turn. During the Defensive Small fire by MG platoons. Retreat in the general direction of their rear-
Arms Fire Phase, the non-phasing player's EXAMPLE OF FIREATTACKS: During the ward lines. Retreats may not be "forward"
units can conduct a Small Arms Fire Attack Defensive Fire Phase a French 3-6-3 infan- unless as a last resort. Should a unit be sur-
against Spotted units belonging to the phas- try platoon and a French 4-9-5 MG platoon rounded by enemy platoons, the retreating
ing player. engage a Clear terrain hex containing two unit is Eliminated instead.
7.4 The Offensive Fire Phase German infantry platoons. Both French pla- 8.4 Advance After Combat
Like the Defensive Small Arms Fire Phase, toons conduct a SAFA against the German Unlike many other games, in Landships!
there is only one Offensive Fire Phase per infantry platoons. The French platoon's FS there are no advances by friendly units into
tum, where all Small Arms Fire Attacks by total is 7 (3+4) so the 5-8 column on the vacated enemy hexes.
the phasing player take place. As a general SA CRT is used. Assume a Hit is scored. Both 9.0 THE PIN REMOVAL PHASES
rule, the phasing player may conduct his at- German infantry platoons have to take indi- To remove Pinned status from a unit, sim-
tacks in any sequence so long as each of his vidual Morale Checks with a +I to the die ply flip the counter to it's unpinned side dur-
units fire only once at enemy units during the roll because of the French MG platoon fir- ing the phasing or non-phasing player's
Offensive Fire Phase. ing. Assume both German infantry platoons proper phase in the Sequence of Play. Pinned
NOTE: The off board artillery that con- become Pinned. status can be removed automatically during
ducted indirect fire Barrage Attacks during 8.0 APPLYING SACRT RESULTS the proper phase. Neither terrain, a unit's po-
the Barrage Phase may not fire during the Small Arms Fire Attacks using the SACRT sition, nor the presence of enemy units has
owning player's Offensive Fire Phase. usually take the form of achieving a "Hit" an impact on removing a unit's Pinned sta-
7.5 Small Arms Fire Attacks (SAFAs) against the enemy units. When Hit, a unit must tus.
Small Arms Fire Attacks are conducted undergo a Morale Check with different out- 10.0 CLOSE ASSAULT PHASE
against enemy Soft Targets. comes possible as detailed below. In this phase, the phasing player's FT units
7.51 Target Designation: Prior to conduct- 8.1 Morale Checks may advance one hex into an enemy occu-
ing SAFAs, the firing player must designate Units required to undergo Morale Checks pied hex to engage in Close Assault Combat.
which of his units are firing at which enemy as the result of being "Hit" by Small Arms Opposing units already present in the same
units in the target hex. Any number of friendly Fire Attacks can suffer Pins, a Retreat, or be hex must engage in Close Assault Combat.
units within range could fire at the same hex. Eliminated. This is the most dangerous type of attack in
7.52 Combining Fire: All FS values directed NOTE: Always use a six-sided die when re- the game. Close Assault Combat is a spiral-
at any Soft Targets in a hex must be com- solving Morale Check rolls. ing vortex that will suck both player's units
bined, forming a single FS total. (Thus, a Soft 8.11 Procedure: To make a Morale Check, into it.
Target may only be attacked once). Any num- roll a six sided die for each unit in question. 10.1 General Rule
l ber of units can fire into a hex, simply total The following results apply: Friendly units which are in or move into
up all FS values into one sum. 1) If the roll is less than or equal to the
I 7.53 SAFA Procedure: After adding all FS printed Morale Rating on the counter, the unit
enemy held hexes during the Close Assault
Phase are "locked" into combat until all of
values directed against the hex into one total, suffers a Pin result. Invert the unit. If an al- one side's units are eliminated or forced to
find the final adjusted column on the Small ready Pinned unit suffers a second Pin result, retreat. During this phase in future turns, units
Arms Combat Results Table (SACRT) and the unit must Retreat two hexes, and remain which enter the hex cannot leave and the hex
roll one six-sided die, making any modifica- Pinned. Keep the unit inverted. stacking limits are ignored. All other phases
tions for terrain and/or weapons. If a "Hit" is 2) If the die roll is greater than the unit's ofthe sequence are ignored in regards to those
obtained, each Soft Target in the hex is con- Morale Rating, it is Eliminated (whether it is units in Close Assault Combat until one side
sidered Hit. Make a separate Morale Check already Pinned or not) and removed from play. or the other is eliminated. Units in Close As-
roll for each Soft Target unit in the hex that 8.12 Morale Rating Modifiers: In general, sault Combat use the Close Assault Combat
was Hit. As a result of the Hit on the SACRT, nothing will change a unit's printed Morale Results Table (CACRT) during the Close As-
Soft Target units will either be Pinned or Rating. An exception to this are Wire hexes. sault Phase. Remember, combat is mandatory.
Eliminated (see Rules Module 8.0). Soft Target units which end their Movement

F-3
- - - - - - - 1 U lndships ! - - - - - - - -
10.11 Bonus Move: After surviving any De- MG die roll bonus. Had the German not been Angelique with his units by the end of the
fensive SmallArms Fire Attacks, any FTunit Pinned, the 0 column would be used with a game. Any other result is a draw.
belonging to the phasing player which is ad- +1 die roll modifier. Aftermath: Rommel and his infantry com-
jacent to an enemy occupied hex at the start NOTE: All column shifts and die roll modi- pany moved out with others and immediately
of the Close Assault Phase may enter the hex fiers listed above are cumulative. These modi- came under withering French MG fire.
during the Close Assault Phase. This is a free fiers apply to either side during the Close As- Rommel and friends were forced to hit the
move, but units not planning to engage in sault Combat. dirt as the German artillery pounded the
Close Assault Combat this phase may not 11.0 LANDSHIPS! FAST START SCE- French trenches. The Germans finally man-
move. Only during the Close Assault Phase NARIO: aged to reach the second French trench line
does combat resolution occur. All right, you're ready to start. Below is the and suddenly the French began to flee, the
10.2 Close Assault Procedures Fast Start Scenario. Note that the platoons are Germans capturing a French battalion com-
Both players total up the number of platoons listed in this scenario by the Fire Strength mander in the process. Resistance began to
on their side that are in the same hex , then (FS), Weapons Range (WR), and Morale Rat- build up again as the Germans approached
subtract the defender's total from attacker's ings (MR). A "4-6-5" infantry platoon would the wooded area near the town. A stalemate
total. Ifthe defender has more units than the be one with a FS of4, a WR of6 and an MR then set in.
attacker, then he has the positive differential of5. Expanding The Game: This scenario can be
and rolls on the table. Note that unit FS val- II. I " Rommel in the Argonne" played using the Advanced Rules as well. In
ues play no part in determining success or In late June, 1915 , Company Commander this case, ignore the Special Rules above and
failure in Close Assault Combat, only raw Erwin Rommel of the 9th Co./1st Bn./ 124th use the all the Advanced Game artillery rules
numbers. Find the column containing the dif- Inf. Rgt. , as well as others, were ordered to (see Module 5.0 of the full rules). Add the
ferential on the Close Assault Combat Results break through the French lines in the following to each side's forces:
Table (CACRT) and roll the die. Apply any Labordaire-Bagatelle sector of the Argonne German:
other die roll modifiers/column shifts listed. Forest (which by this time was pretty much The German player has three off board ar-
The result will state the number of platoon just clear terrain with only tree stumps remain- tillery modules available each turn, starting
sized units lost by both sides (i f any). ing). At 0515, June 30th, the small infantry on Turn I plus one FO (representing
a. If a side's losses exceed the number of attack comprising five companies moved out Rommel). Set him up in either the London or
units it has remaining, the excess is ignored. after an intense artillery barrage. Rommel 's Falcon trench line.
If after combat, the hex still has both friendly own company jumped off into no man's land French:
and enemy units remaining, they remain at 0530. There were no heavy weapons, ve- The French have three off board artillery
"locked" in place until the next Close Assault hicles or aircraft in this engagement. This was modules available each tum, starting Turn I.
Phase (which will happen in the opposing an infantry attack, 1914 style and the queen Place one FO in the forested/hill hex and on~
player's tum). of battle was the machine gun. in the strongpoint on the hill.
10.3 Close Assault Modifiers Map Set Up: Use Map 4. ~ Special Rules: The German player may use
In the Fast Start game, both sides may claim Game Length: 12 Turns. ~ the First Tum Barrage and Automatic Obser-
a number of Close Assault modifiers when Germans (1st Player) set up second:
vation rules (5.12 and 5.13), but Scatter still
resolving the attack. These are listed below. The 9th Company: must be rolled for. Other types of target hexes
10.31 Column Shift Modifiers: If the Close Nine 4-6-5 infantry platoons and three 4-9- must be first be observed by the FO
Assault Combat occurs in a Town, shift the 5 MG platoons set up anywhere in the Lon- (Rommel), then checked for being "in com-
final column one to the left. don and Falcon trench lines. Place at least one munications", and rolled for on the FOT, plus
10.32 Die Roll Modifiers: For each attack- of the MG platoons in each strongpoint be- the usual scatter roll.
ing/defending MG platoon present in the hex, hind the Falcon trench line. Review Module The French player may not use the First
modify the die roll by - I/+ I. 5.0 for the German artillery rules. Tum Barrage or Automatic Observation (5.12
10.33 Pinned Units in CloseAssault: Pinned German Reinforcements: None and 5 .13) rules. Instead, each target hex must
units are not counted when totaling up units French (2nd Player) set up first: first be observed by an FO, then the FO
present in the hex but may be used to satisfy Four 3-6-4 and three 3-6-3 infantry platoons checked for being "in communications", then
losses. Pinned units may not use any MG die set up anywhere in the Rhein or Wotan trench the request rolled for on the FOT, plus the
roll modifiers they are otherwise eligible for. lines. Place one 4-9-5 MG platoon each in usual Scatter roll.
Also, if a Pinned defending unit is present in any 5 strongpoints west of the Rhein trench Neither player may use Gas Attacks but both
a hex undergoing Close Assault, the attack- lines. Place up to three Wire markers in any may fire Smokescreens.
ing player may subtract -I from the die roll hexes adjacent to the strongpoints between Victory Con ditions: As before, but the
per each Pinned enemy unit. A hex contain- the Rhein and Wotan trench lines. Review French player can avoid future humiliations
ing both a Pinned and unpinned enemy unit Module 5.0 for the French artillery rules. in 1940 by eliminating the FO unit (Rommel)
would suffer a -I to the die roll, if both were French Reinforcements: in this version of the scenario.
Pinned, a -2.
Thrn 5: The French player receives two 3-6-
EXAMPLE: A French infantry platoon en-
4 and two 4-6-5 infantry, plus one 5-9-5 MG
ters a hex with a German Pinned MG pla- Copyright 1994
platoon, on the north edge of the map, west
toon. During the Close Assault Combat, the
of hexrow 29xx.
French player can subtract one from the die Clash of Arms Games
roll and use the +I column to resolve the Victory Conditions: Either player wins by
solel y occupying the large town of St.
Close Assault on. The German receives no
Printed in the USA

F-4
-------1Landships!-------
FIRE ARC DIAGRAMS
Mks I IV & V 1 Mk VIII MG arcs
male &female xMG (2pts)
MG arcs

....
)(
.
:2
u
3: CD
C) CD
Ill
'N Q.
'0
g ~
CJ
...
~
)(
N

• Note: females have 1xMG (2pts)


here with the same fire arc
Instead of a 57mm. 1xMG (2pts)
Mks I, IV & V male Tanks Mks VIII Tank
Weapons: 2x57mm Main Guns, 4xMGs Weapons: 2x57mm Main Guns, 7xMGs
• The 2 MGs on each side may fire at
Mks I, IV & V female Tanks the same or different targets In their
Weapons: 6xMGs arcs.

1x77mm
Main Gun
Opts)

•-~~~=~~1x77mm Main Gun


(1 Opts)

Vollmer Tank
2x1 MG (2pts each) Weapons: 7xMGs, 4x77mm Main Guns
A7V Tank
Wea ons: 6xMG, 1x57mm Main Gun

1x75mm ion gun (10pts)

Mantis Gunboat
Weapons: 1x6"gun (20pts) & 1x3"gun (10 pts)
each in bow and stern, 5xMGs
with 360 traverse (10pts)
1xMG (2pts) St.Chamond Tank Firefly Gunboat
weapons: 4xMG, 1x75mm Long Gun Weapons: 1x6" gun (20pts) & 1x3"gun (10 pts)
In bow only, 5xMGs
with 360 traverse (10pts)
NOTE: All guns and MGs may engage
separate targets.

s-7
-------1Iandshipsi-------
On Tum 4: Two 4-6-5 infantry platoons with one Flamethrower enter at hex 3433 On Tum 6: Three 3-6-4 infantry and one 3-9-3 MG platoon enter at hex 4022 on
on Map 3. Also one 4-6-5 infantry and one 2-9-4 MG platoon enter at hex 3533 on Map 2. One Vickers Gunbus (F) aircraft becomes available.
Map3. Special Rules: The German player may only use Gas Attacks on Tum I, and is
On Tum 5: Two 4-6-5 infantry platoons and one FO enter at hex 4217 on Map 5. limited to one such attack. Both players may use Smokescreens at anytime.
On Turn 7: Three 4-6-5 infantry and one 3-9-3 MG platoon with four German tank crew rules are in effect (see Section 15.0). MG fire from airplanes
Flamethrowers and three AT rifles amongst them enter on Map 5 at hexes 5417 or has no effect on German tanks.
5802. Ignore the trench line in hexes 43xx on Map 2, it does not exist. Also ignore the
On Tum 9: Two 4-6-5 infantry platoons with one Flamethrower enter at hex 3433 river on Map 2. Treat it as Clear terrain instead.
on Map 3. Also one 4-6-5 infantry and one 2-9-4 MG platoon enter at hex 3533 on
Map 3. Victory Conditions: The German player must:
I) occupy with his infantry/MG platoons (not tanks), any of the hill hexes in or
Special Rules: The town of Martel on Map 3 does not exist. Treat it as Clear terrain. adjacent to hex 5427 on Map 6 plus woods hexes 5821, 5920, and 5921 on M~p 2,
Units of the Krebs Garrison once placed, may not move out of the town hexes or;
selected. WUs may rotate to change facing however. 2) occupy any of the town hexes of Frontenac on Map 2 on the last game tum.
While the Morale Rating of the German AT gun Crews is the normal4, treat the The hexes can be contested (mutually occupied).
Morale Rating of the ART gun Crews as 5.
No Gas Attacks may be used by either side. Aftermath: Despite being surprised, the men in the male Mk. IV tanks fired at the
A7V's at long range, destroying two of them. The A7V tanks fired back, destroying
Victory Conditions: The British win by having at least one tank or infantry/MG the female Mk. IV tanks. Despite the situation, British MG fire proved to wreak
platoon solely occupying any one of the Beaumont town hexes on Map 5 at the end havoc on the German crew's morale inside their tanks forcing many to U-tum and
of the game. Otherwise the Germans win. flee. After the fast Whippet tanks entered, the remaining German A7V tanks began
Aftermath: General Haig paid homage to the German gunner, Kruger, who manned to lose their nerve, turning around and heading back. The German infantry units
an artillery gun by himselfand destroyed between 7-16 British tanks, firing at ranges which had advanced were now prey to the Whippets, Mk. IVs and MG fire. The
of 500 to 900 yards. By nightfall of Nov. 20th, some 39 Mk. IV tanks were in ruins attack had been blunted and the Germans proved to lack the nerve they would have
which crippled the British offensive. Kruger's body was found next to his artillery a few decades later. For their part the action resulted in a British decision that in the
piece turned antitank weapon. Eventually, the Germans counterattacked using their future no more pure female versions of tanks would be produced. From now on, all
new Stosstruppen tactics and pushed the British men and their tanks back to the tanks capable of carrying a gun would have one.
starting point. 17.1 3 Scenario: "The French Tanks Strike!"
17.12 Scenario: "The First Tank to Tank Battle" While French tanks were often noted as clumsy and poorly designed, on June
By April 1918, the Germans were within seven miles of Amiens. Their renewed IOth, 1918 they proved themselves against the enemy. The Germans had assaulted
offensive opened up featuring mustard gas and A7V tanks with a crew of 15- 18 French forces south of Ressons-sur-Matz which caused the French LXXVII Corps
men! The Germans attacked with some 13 tanks catching the British defenders off to collapse and uncovered the flank of the adjacent XV Ill Corps. Further German
guard. History's first tank-to-tank battle occurred near the town ofVillers-Bretennox advances would force the XVlll Corps to retreat or be cut off. Gathering up their
as Captain Brown and Lt. Mitchell led their Mk. IV tanks ofCo.N lstTank Batt. out available reserves, the French counterattacked with three divisions and four compa-
of Abbe Forest to battle the Germans. nies of Schneiders and St. Chamond tanks, plus waves of French aircraft.
Map Set Up: Use Maps 2 and 6
6 N
Map Set Up: Use Maps 2 and 7
z N

A A
Game Length: 10 turns.
Germans (1st Player): 2 Game Length: 15 Turns.
No units on map at start. One Fokker D7 (F) is available at stan. A total of eight 7
Germans (1st Player):
off board artillery modules are available throughout the game. No units on map at start. Three modules of off board artillery are available each
German Reinforcements: tum at start. One Gotha GV (B), one Junkers Jl (CS) and one Fokker D7 (F) are
On Tum I: Eight A7V tanks, four 3-6-4 infantry, three 3-6-3 infantry, three 4-6-5 available at start.
infantry, two 2-6-4 infantry, one 4-9-5 MG, one 3-9-4 MG, and one 3-9-3 MG pla- German Reinforcements:
toon with six AT rifles amongst them, along with one FO enter the south edge of On Tum I: Six 4-6-5 infantry, three 3-6-5 infantry, two 4-9-5 MG, and one 3-9-4
Map 2, east of hex 5433. MG platoons enter anywhere along the east edge of Map 2 along with one FO.
On Tum 5: Five A7V tanks (must be from those previously lost or permanently On Tum I: Three 4-6-5 infantry and three 3-6-3 infantry, plus three 4-9-5 MG
broken down) enter on Map 2, east of hex 5733. One Junkers Jl (CS) aircraft be- platoons enter along the north edge of Map 2, east of hex row 50xx.
comes available. On Tum 7: Three trucks and three towed 88mm AA guns, each with a Crew, may
On Tum 6: Three 2-6-5 infantry and one 2-9-3 MG platoon enter at hexes 5033 enter along the north edge of Map 2, east of hex row 57xx.
and/or 5133.
French (2nd Player):
British (2nd Player) sets up first: Elements of the XVlll Corps set up first on Map 2:
On Map2: Three 3-6-4 infantry and one 3-9-4 MG platoon set up anywhere in Frontenac
Four Mk. IV tanks (two male and two female), TL's Lt. Mitchell and Capt. Brown along with one FO.
plus one 3-9-4 MG and two 4-9-5 MG platoons are placed in any of the town hexes One 4-9-5 MG platoon sets up on hex 4928.
ofF rontenac. OnMap7:
Place one 5-6-5 infantry platoon in hex 6126. Three 3-6-3 infantry and four 4-6-5 infantry platoons set up in Tramelan.
Place two 4-9-5 MG platoons in hexes 4928 and 5921 . Two 3-9-4 MG platoons sets up anywhere on Map 7.
Place one 3-9-4 MG platoon in hex 5630. Three modules of off board artillery are available each turn at stan.
Place two 3-6-4 infantry platoons in hex 5427.
Place two 4-6-5 infantry platoons in hex 5326. French Reinforcements:
Place one FO in hex 4928. On Tum 7: Eight Schneider tanks enter on the road on the south edge of Map 7
On Map 6: and eight St. Chamond tanks enter anywhere along the west edge of Map 2. Nine 4-
Place one 4-9-5 MG platoon in hex 5427. 6-5 infantry and three 4-9-5 MG platoons enter anywhere along the south edge of
One Sopwith I and 112 (B) and one Bristol F2B (CS) aircraft are available at Map 2 west ofhexrow 62xx or along the west edge of Map 7. Three Spad 13 (F)
stan. The British player has a total ofthrce artillery modules available for the game aircraft become available.
starting Tum I. Special Rules: The Trench line in hex row 43xx on Map 2 does not exist. The river is
British Reinforcements: fordable by FT units using Rule 7.lla.
On Tum 5: Four Whippet tanks enter anywhere along the north edge of Map 6 The German 88mm AA guns may be towed by trucks. It takes one entire Vehicle
and four Whippet tanks enter the east edge of Map 6, nonh of hex 7028. One SE5a Movement Phase to load or off-load the guns. Place the gun upside down under the
(F) aircraft becomes available. truck to show it being towed. The guns may not attack while being towed. The truck
loses 2 MPs while towing. If the truck is destroyed while towing, so is the gun.

s-8
- - - - - - - 1 L andships!-------
Victory Conditions: The German player must solely occupy all town hexes of ei- The Germans had deployed in depth and were poised on key hills. Their AT guns
ther Frontenac orTramelan on either map by the end of the scenario. Otherwise the and artillery pieces destroyed 20 of the Whippets before the town fell.
French player wins. 17.15 Scenario: "Patton: T he Man and His Hour"
Aftermath: The massive French counterattack surprised the Germans and uncov- At 0500 on September 12th, 1918 Col. George Panon and his 1st Tank Brigade
ered their flanks. The Germans retreated and the threat to the sector was curtailed. moved into no man's land in America's first tank assault. The brigade was primarily
The French succeeded in capturing 1,000 POWs and 19 guns. The Germans shot up armed with the French Renault FT 17 tank, a two-man tank armed with a MG in the
several French tanks with their 88's. Observing the battle was an American, a Major turret. Of the 168 tanks which attacked toward St. Mihiel, 23 were ditched, 21 broke
GeorgeS. Patton. His comments were that tanks held some promise in battle work- down, and an equal amount ran out of gas. While many tanks did linle, several tanks
ing as a combined arms force but that the big French tanks were just too slow and advanced rapidly showing the infamous "Patton Dash" leaving the infantry far to the
moved across the countryside poorly. He ordered FT-17s for the Americans. rear. As the tanks approached the villages of Essey and Pannes, the tankers startled
17.14 Scenario: "Rip the Front" the withdrawing Germans, destroying machine gun nests and a battalion of anillery.
The first large scale use of the new, fast (8 mph) tank, the Whippet, occurred Map Set Up: Use Maps 7 and 4
August 8th- lOth, 191 8 when 96 of the new tanks belonging to the Australian 6th
Battalion went over the top. The tanks moved out with all four MG's firing.
Map Set Up: Use Maps 5 and 6
Game Length: I0 turns.
Came Length: 9 Turns.
Americans (1st Player) set up second:
Germans (2nd Player): }i;>-z Elements of the U.S. 1st and 42nd Divisions on Map 7:
Marcelcave Defense Foree sets up first on Map 6: 9 Place one 4-6-5 infantry platoon each in hexes 1506, 1507, 1508, 15 10, 15 11 ,
Place two ART guns each with a Crew in hex 6025. 1512, 1514, 1515, and 1516.
Place one AT gun with a Crew in hex 5427. Place one 4-9-5 MG platoon each in hexes 1509 and 1513.
Place one 4-9-5 MG platoon in hex 5128•. Place one 3-9-4 MG platoon each in hexes 1507 and 1515.
Place one 3-6-4 infantry platoon in hex 5025• . Place one 3-9-3 MG platoon in hex 1512.
Place one 3-9-5 MG platoon each in hexes 4721 and 4829•. Place one Renault FT 17 tank each in hexes 1406, 1407, 1408 (with TL Panon),
Place one 2-6-4 infantry platoon and an FO in hex 4826. 1506, 1507 and 1508.
Place one 3-6-3 infantry platoon each in hexes 4628 and 4828. OnMap 4:
On Map 5: Place one 4-6-5 infantry platoon each in hexes 1621 , 1622, 1623, 1625, 1627,
Place two ART guns each with a Crew in hex 6206. 1628and 1629.
Place one AT gun with a Crew each in hexes 5714 and 5807. Place one 3-6-4 infantry platoon each in hexes 1618, 1630 and 1631.
Place four 4-6-5 infantry and two 4-9-5 MG platoons with two Flamethrowers Place one 4-9-5 MG platoon each in hexes 1626 and 1627.
amongst them, and one FO in any of the Beaumont town hexes. Place one 5-9-5 MG platoon and one FO in hex 1633.
Place one 2-6-4 infantry platoon each in hexes 4612• and 4606•. Place one 5-6-5 infantry platoon in hex 1621 .
Place one 2-9-3 MG platoon each in hexes 4510 and 4607. Place one 3-9-3 MG platoon in hex I626.
Place one 3-6-4 infantry platoon and one FO each in hexes 4508• and 4613•. Place one 3-9-4 MG platoon in hex 1631 .
• indicates one AT rifle also is placed in hex. Place one 2-9-4 MG platoon in hex 1630.
German Reinforcements: Place one Renault FT 17 tank each in hexes 1429, 1430, 1431, I 528, 1529 and
On Tum 3: Five 4-6-5 infantry and one 4-9-5 MG platoon enter along the south 1530.
edge of Map 5 at any hex. One Fokker D7 (F) and one Junkers Jl (CS) aircraft Three aircraft (American player's choice) are available at stan. The U.S. Player
become available. has a total of I0 off board artillery modules available throughout the game.
On Tum 8: Three 3-6-4 infantry, one 3-9-4 MG and two 2-9-3 MG platoons enter Smokescreens may be used but no Gas Attacks are allowed.
along the south edge of Map 5 at any hex. U.S. Reinforcements:
British (1st Player): On Tum 4: Three FT 17 tanks (must be from those previously lost or permanently
No units on map at start. One Spad 13 (F), one Nieuport 17 (F), and one Handley broken down) may enter anywhere along the south edge of Map 7. Also four 3-6-3
Page (B) are available at start. and three 2-6-4 infantry plus one 3-9-3 MG platoon enter Map 4 between hexes
British Reinforcements: 2133-2433.
On Tum I on Map 5: Nine Whippets and three Mk. IV (male) tanks enter at hexes On Tum 7: Three FT 17 tanks (must be from those previously lost or permanently
4009 or 4013. At least three tanks must enter at each hex. broken down) enter at hex 2833 on Map 4. Also three 3-6-3 and three 3-6-4 infantry
On Tum I on Map 5: Two 4-9-5 MG platoons enter at hexes 53 17 or 4717, two 4- platoons enter on Map 4 at hexes 3233 and 3533 respectively.
9-5 infantry platoons may enter at hexes 5217, 5017 or4817, one 4-6-5 infantry and Germans (2nd Player) set up first:
one 3-9-4 MG platoon enter at hex 4917, three 4-6-5 infantry and one 4-9-5 MG Elements of the German 192nd Division on Map 7:
platoon enter at hexes 4009 and 4013. Place one 3-6-4 infantry platoon in hex 1706.
On Tum I on Map 6: Three 3-6-4 infantry and one 3-9-4 MG platoon enter at hex Place one 4-9-5 MG platoon in hex 1707.
4025. Three 2-6-4 infantry platoons enter at hexes 4317 and 4418. One 3-6-4 infan- Place one 2-6-4 and one 3-6-4 infantry platoon in hex 1709.
try and one 5-9-5 MG platoon enter at hex 4618. One 5-6-5 infantry and one 4-9-5 Place one 3-9-4 MG platoon in hex 1710.
.. MG platoon enter at hex 4717. Two 3-6-3 infantry platoons enter at hex 4818. Place one 2-6-4 infantry platoon in hex 1711 .
On Tum 2: A total of eight off board artillery modules become available for the Place one 3-6-3 infantry platoon in hex 1712.
rest of the game. Place one 3-6-3 infantry platoon in hex 1713f.
On Tum 3: Three Whippet tanks (must be from those previously lost) may enter Place one AT gun with a crew in hex 2809.
at hex 5218 on Map 6. Place one 2-6-3 infantry platoon in hex 1714.
Special Rules: Neither player may make Gas Attacks. Each German on board ART Place one 3-6-3 infantry platoon in hex 1815.
gun has only one Fire Phase of ammo per game available (due to ammo shonages). Place one 3-9-3 MG platoon in hex 191 5.
So it may fire once in the Barrage Phase, or up to three times in a Fire Phase using Place one 3-6-4 infantry platoon in hex 1917.
AFTAs. Once used, remove the gun and Crew from play. Place one 4-9-5 MG platoon in hex 2114.
Place one 3-9-3 MG platoon in hex 19 11 .
Victory Conditions: The British Player must solely occupy all of the town hexes of Place one 3-6-4 infantry platoon and one FO in hex 1907.
Beaumont on Map 5, plus hexes 6025 and 5427 on Map 6 by the end of the scenario. Place one 2-6-3 and one 4-6-5 infantry platoons in hex 2307.
Otherwise the German player wins. Place one 3-6-3 and one 4-6-5 infantry platoons in hex 2408.
Aftermath : The initial British advance was a resounding victory and a black day for Place one 2-6-3 and one 3-6-3 infantry platoons in hex 2508
the Germans. The Germans were horrified at the sight of so many tanks and within Place one 3-9-4 MG platoon in hex 211 Of.
two hours, the Whippets had forced 16,000 men to surrender. During that time, the On Map4:
Whippets had gained seven miles. However, as the tanks and men penetrated, deep Place one 3-6-3 infantry platoon in hex 1919.
resistance was bound to show up and show up it did, alive and well at Mareelcave. Place one 3-6-4 infantry platoon in hex 1920
Place one 3-6-3 infantry platoon in hex 1922f.

s-9
-------1Landships!--- -- - -
Place two 2-6-3 infantry platoons in hex 1923f. on a roll of I through 3. Once the British player penetrates the Turkish mine belt, no
Place one 2-6-3 infantry platoon in hex 1924. further hexes inside it are mined.
Place one 4-6-5 infantry platoon in hex 1925f. The British player has no FO or Aircraft in this scenario. Instead, all trench hexes
Place one 2-6-3 infantry and one 2-9-3 MG platoon in hex 1926. are Automatically Observed by the off board British artillery in this scenario (not
Place one 2-6-4 infantry platoon in hex 1927. just the first row) in addition to the standard rules regarding town hexes.
Place one 4-6-5 infantry platoon each in hexes 1928, 1929 and 1931. Victory Conditions: The Turks win if they can exit nine infantry/MG platoons off
Place one 4-6-5 infantry platoon in hex 1930f. the east side of Map 6 by the end of the game. The British win by preventing it and
Place one 2-6-4 infantry platoon in hex 1932.
by occupying any of the town of AI Rami on Map 8 with at least one unit by the end
Place one 4-9-5 MG platoon each in hexes 2124 and 2322. of the game. Any other result is a draw.
Place two 4-6-5 infantry platoons each in hexes 2332 and 2425.
Place one FO in hex 2326. Aftermath: It was a British romp with not a soul getting away.
Place one AT Gun with a Crew in hex 2721 . 17. 17 Scenario: " The Yanks Have Arr ived"
Place one ART gun with a Crew in hex 3322. The American 301st Heavy Tank Battalion first went into action on September
An "f' denotes a Flamethrower is placed in hex also. 28th, 1918, attacking the Hindenburg defense line at Ronssoy with 34 tanks, mainly
The German player also a has a total of four off board artillery modules through-
out the game available from the stan.
Place a Wire marker in each hex listed below:
Map 7: 1606, 1607, 1608, 1609, 1610, 1611, 1612, 1613, 1614, 1715 and 1817.
Map Set Up: Use Map 2
Game Length: I0 Turns
D
Mk. IVs and Mk. Vs. A strong German rearguard was waiting.
AN

Map 4: 1818, 1820, 1821, 1822, 1823, 1824, 1826, 1827, 1828 and 1831. Americans (1st Player):
Special Rules: No German unit may move on Tum 1. German FT units which begin No units on map at start The U.S. player has a total of six off board artillery
the game on a road must always move, thereafter, towards St. Angelique on Map 4 modules throughout the game, available at stan.
until they reach it. U.S. Reinforcements:
Due to the large amount of rain that had fallen over the previous 5 days, much of On Tum I: Nine 4-6-5 infantry, one 2-6-4 infantry, three 3-6-4 infantry, six 4-9-5
the ground was extremely muddy. Treat all clear terrain hexes as "rough" terrain in MG and two 3-9-4 MG platoons, plus one FO, enter at any hex along the west map
this scenario (increases chance of tank breakdown). edge. Also on Tum I nine Mk. IV male tanks with TL Lt. Dunning enter between
All Renault FT-17s are MG armed. hexes 7021 and 7024 and eight Mk. V male tanks with TL Lt. Kusener enter between
Victory Conditions: The U.S. player must be the sole occupier of both Tramelan on hexes 7028 and 7031.
Map 7 and St. Angelique on Map 4 by the end of the game. If any German unit On Tum 4: Three 4-6-5 infantry and one 2-6-3 infantry platoon, and two 4-9-5
occupies any hex in either town, the Germans win even if U.S. units are present. MG and one 3-9-3 MG platoon enter anywhere along the west map edge.
On Tum 5: One 5-6-5 infantry platoon plus one FO enter at hex 5317. Four 4-6-
Aftermath: The Germans had known about the American plans for the St. Mihiel 5 infantry platoons enter at hex 5218. One 5-9-5 MG platoon enters at hex 5517.
offensive and accordingly withdrew most of their better troops when the attack be- On Tum 6: Three Mk. IV or Mk. V tanks (must be from those previously lost)
gan. What fighting there was was against the rearguard troops protecting those which
enter at hex 4618.
were still withdrawing. These were the troops which were surprised by the dash of
American tanks. Patton was reprimanded for disregarding orders and for fighting his Germans (2nd Player) set up first:
own war, just as he would be some 25 years later as a general. Ronssou Defense Garrison:
Place two 4-6-5 infantry platoons each in hexes 6429 and 6431 .
17.16 Scenario: "The Race To Damascus"
Place one 4-6-5 infantry platoon each in hexes 6423, 6424, 6425, 6428 and 6430.
As the end drew near, Gen. Allenby sent his cavalry and armored cars literally
Place one 4-9-5 MG platoon each in hexes 5630, 5921, 6425 and 6428.
streaking to take Damascus before the Turks could get there and prepare defenses.
Place one 3-6-4 infantry platoon in hex 6427• .
The 3rd Australian Light Horse and 5th Cavalry Divisions located near Tibelias and
Place two 3-6-4 infantry platoons each in hexes 6426• and 6622• .
Deraa were sent galloping. The armored cars followed. The Turks were waiting at
Place one 3-6-3 infantry platoon each in hexes 6522• , 6621• and 6620•.
Keswash and Sasa and on Sept. 27th, 1918 fought a tenacious bitter rearguard action
Place one 3-9-3 MG platoon each in hexes 6522 and 6621 .

Map Set.Up: Use Maps 6 and 8 1


Game Length: 9 Turns . 8
I
hoping to delay the British to allow many retreating Turks to reach Damascus.

6 A
N
Place one 2-9-3 MG platoon in hex 5920.
Place one AT gun with a Crew each in hexes 4928, 5326 and 5630.
Place one FO each in hexes 4622 and 5630.
Place one 2-9-4 MG platoon each in 5326 and 5427
British (1st Player): Place three 2-6-4 infantry, one 3-6-3 infantry and one 3-9-4 MG platoon any-
No units on the board at stan. Four modules of off board anillery are available where in Frontenac.
each tum for the entire game. Place one ART gun with a Crew each in hexes 4620, 4520, 4422 and 4523.
British Reinforcements: Place Wire markers in hexes: 6732, 6632, 6531 through 6523, 6731 , 6631through
On Tum I: Any nine cavalry and three cavalry MG platoons in mounted mode 6623, 6721 and 6722.
enter along the west map edge of Map 8, at Charge speed. • Hex also has one AT Rifle placed in it.
On Tum 3: Two Rolls Royce, one Austin and one Ford armored car (Armored Car German Reinforcements:
Battalion No. 7) may enter Map 6 at any hex along the south edge. Also any six On Tum 5: One 3-6-4 infantry and one 2-6-4 infantry platoon with two AT rifles
cavalry platoons in mounted mode enter Map 6 between hexes 4333-4833 at either and two Flamethrowers, plus one FO, enter on the nonh edge oft he map, east of hex
speed. 5733.
Tur ks (2nd Player) set up fi rst: Special Rules: Neither player may make Gas Attacks. Each German on board ART
Elements of the Turkish rearguard all set up in the trenches and town hexes within gun has only one Fire Phase of ammo per game available (due to ammo shonages).
the surrounded mine belt on Map 8: So it may fi re once in the Barrage Phase, or up to three times in a Fire Phase using
Six 4-6-5 and three 3-6-4 infantry platoons. AFTAs. Once used, remove the gun and Crew from play.
Four 4-9-5 MG platoons. Ignore the trench line running in the 43xx hexrow. It does not exist. The liver is
Four ART guns with Crews. fordable by FT units and may be crossed using Rule 7 . II a.
Three FOs.
Six Wire markers are placed anywhere south of the mine belt. Victory Conditions: The U.S. player must occupy or be the last to solely occupy all
Elements of the retreating forces are withdrawing off the east edge of Map 6. All the town hexes of Frontenac by the end of the game. Otherwise the German wins.
units listed here must set up on the road along hexes 4226 to 4925 on Map 6. Each Aftermath: The attack on Ronssoy was a tough nut to crack as German resistance
hex of road may have only two units at most stacked on it: proved to be worse than expected. Heroics, courtesy of Lt. Kusener and Lt. Dun-
Seven 3-6-3 and four 3-6-4 infantry platoons ning, proved the Yanks were here to stay. The pair entered the town with their tank
Two 3-9-3 MG and two 2-9-3 MG platoons guns blazing. The town finally fell and the Huns withdrew. Ten tanks were destroyed.
Special Rules: All printed minefield hexes are active. For each mined hex a British 17. 18 Scenario: "Counterattack atAgwoint"
cavalry unit enters, roll a die: on a I or 2 the unit is Pinned, a 6 and the unit is On October 8th, 1918, during the Allies' successful Second Cambrai Offensive,
eliminated. On any other roll nothing happens. Armored Cars suffer Wheel Damage the Germans again deployed their armor to stem the attack. Fielding a mix of cap-
tured British Mk. IVs and their own few remaining A7Vs, some 8-14 tanks overall,

s - 10
- - - - - - -1Landships! - - - - - - -
D
they counterattacked near Agwoint. This second appearance of German annor was Place one ART gun and a Crew each in hexes 6528 and 6522.
promptly met by a British tank force. Place a total of three FOs on either map. One Albatross (F), one Fokker 07 (F),
Map Set Up: Use Map 7 A and two LVG V (CS) aircraft are available from the start.
Allies (2nd Player) sets up second:
Game Length: 9 Turns.
On Map 1:
British (1st Player): Place three ART guns with Crews in or adjacent to hex 1609.
No units on map at start. One Sopwith I and 112 (B) aircraft is available at start. Place one 3-6-4 infantry platoon each in hexes 2205, 2206, 2207, 2209 and 2210.
British Reinforcements: Place one 3-6-3 infantry platoon each in hexes 2209, 2212, 2213, 2014, 2015 and
On Tum I: Four 3-6-3 infantry and two 3-9-3 MG platoons plus one FO enter at 2016.
hexes 1008 and I009. Three 3-6-4 infantry and one 2-9-5 MG platoon enter at hexes Place one 3-9-4 MG platoon each in hexes 2207, 2209 and 2211.
2417 and 2517. Two 3-6-4 infantry and two 3-9-4 MG platoons enter at hexes 1517 Place one 3-9-3 MG platoon each in hexes 2212, 2014 and 2105.
and 1617. One Mk. IV male tank each enters at hexes 1008, 1009, lOll and 1012. On Map 2:
Two Mk. IV male tanks each enter at hexes 2617 and 2717. Place one 4-6-5 infantry platoon each in hexes 4820, 4821, 4823, 4925, 4824,
On Tum 2: Three Mk. IV male tanks enter at hexes 2617 and 2717. The British 4725,4526,4425,4327,5018 and 5019.
player also receive a total of two otT board artillery modules available for the rest of Place one 5-9-5 MG platoon each in hex 4723.
the game. No Gas Attacks are allowed, but Smokescreens are permitted. Place one 4-9-5 MG platoon each in hexes 4523, 4622, 4521 , 4623, 4824, 4923
On Turn 4: Three Mk. IV male tanks (from among those previously lost) enter at and 4725.
hex 1008. Place three FT 17 tanks in any town hex of Frontenac.
On Tum 6: Two 4-6-5 infantry, one 5-6-5 infantry and two 4-9-5 MG platoons Place a total of three FOs on either map. Two Caproni CA3 (B), two Ansa! do
enter at hex I008. Three Mk. IV male tanks (from among those previously lost) SVA (CS) aircraft, one Handley-Page (B), one Sopwith Salamander (CS) and two
enter at hex 2317. Sopwith SE5a (F) are available from the start.
Germans (2nd Player) set up first: Allied Reinforcements:
Place one AT gun with a Crew and one 4-9-5 MG platoon with one AT rifle in hex On Tum 4: Any nine cavalry platoons, two Ford and two Austin armored cars
2114. appear in any hex of Frontenac on Map 2.
Place one 4-6-5 infantry and one 3-9-3 MG platoon with one Flamethrower and Special Rules: The bridges in hexes 2306 and 2312 on Map I do not exist, instead a
one AT gun with a Crew in hex 1911. river flows through those hexes. The bridge across the river does exist on Map 2.
Place one 2-9-4 MG platoon with one AT rifle in hex 2108. The Austrian may blow it up with aircraft, by scoring an "E" hit on the Bombing
Place one 4-6-5 infantry platoon with two AT rifles and one AT gun with a Crew Table. Allied FT units (not CT or Vehicles) may cross the river using Rule 7.II a.
in hex 2009. All roads on Map I east of the river are treated as trenches instead.
Place one AT gun with a Crew in hex 2809. To simulate the modifications the Italians made to their tanks, each FT 17 is
Place one 4-9-5 MG platoon and one AT gun with a Crew in hex 1908. considered to be a Fiat 3000, with two MGs in its turret, instead of the normal one,
Place one 4-9-5 MG and one 3-9-4 MG platoon plus a FO in hex 1907. with the same field of fire.
German Reinforcements: Victory Conditions: The Allies win by eliminating all theAustrian units and have at
On Tum 2: Three German Mk. IV male tanks (captured) enter at hexes 2701 and least 8 infantry/MG platoons move otT of the east map edge. Otherwise the Austri-
2802. Four A7V tanks enter at hexes 4015 and 4016. ans win.
On Tum 6: Three A7V tanks enter at hex 4015. Two 3-6-4 and one 4-6-5 infantry
Aftermath: For three days a battle raged and finally the British 23rd Division, along
plus two 3-9-3 MG platoons enter at hexes 4015, 4016 and 4017.
with other Allied units, succeeded in establishing three bridgeheads across the Piave
Special Rules: All German AT guns must face w~t during set up. The German River. By Oct. 28th, the three bridgeheads had joined and by the 30th, the Allies had
player must use the German Mk. IV tank counters to simulate his captured stock. seized Vittorio Veneto. From there the Austrian front crumbled as the Italians pur-
German tank crew rules are in effect (see Module 15.0). sued with armored cars, cavalry, tanks and aircraft.
All British tanks must expend all their entire movement allowance upon first en-
17.20 Scenar io: " Monsters In the Wire" (Hypothetical)
tering the map. Also all British tanks must end their initial move facing west or
Had the war gone on another year, the monster tanks planned by both sides might
north. British units can capture and use German Weapon Units.
well have appeared on the battlefield. These tanks were huge and each of the major
Victory Conditions: The British win if they solely control all hexes in the town of powers had plans and prototypes already made in 1918. The Germans had their
Tramelan and no mobile German tanks remain by the end of the scenario. Otherwise giant "K-Wagen" Vollmer tank, the French had the Char 2C and the British had the
the German player wins.

B >,
Mk. VIII"Liberty". These all would have clashed by Spring 1919. It makes for an
After math: The British destroyed two German tanks immediately. This had the interesting game,
predictable impact upon most of the remaining German crews to tum and run. How- Maps Used: 5 and 6
ever, a few brave German tanks did venture on, which in tum drew more British
tanks. The British succeeded in taking the town despite a few tense moments. Over-
all, another poor performance for the infant German tank force. A nice try but no
cigar.
17.19 Scenario: " Bridgeheads Across the Piave" Game Length: Keep playing until either side fulfills the Victory Conditions or a
In this last offensive designed to knock out Austria out of the war, three British, forced draw from lack of tanks occurs.
two French, and 30 Italian divisions of the 8th, IOth and 12th Armies, along with
one American regiment, attacked some 34 Austrian divisions on Oct 24th, 1918. British (1st Playe.r):
No units on map at start. The British player also has a total of six otT board artil-
Map Set Up: Use Maps I and 2 lery modules throughout the game available from the start. Two Spad 13 (F) and twO'
1 N Salmson 2 (CS) aircraft are available at start.
Game Length: 13 Turns. A British Reinforcements:
Austrians (1st Player) set up first: On Turn I: Nine 4-6-5 infantry platoons enter anywhere along the north edge of
On Map 1: 2 Map 5. Five Char 2C tanks enter north edge of either map. Also five Mk. VIII male
Place one 4-6-5 infantry platoon each in hexes 2404, 2406, 2407, 2409, 2411, "Liberty" tanks enter anywhere along the north edge of Map 6.
2414, 2314, 2217, 2805, 2708 and 2217. Germans (2nd Player):
Place one 4-9-5 MG platoon each in hexes 2904, 2808 and 2911. One AT gun with a Crew each in hexes 4905 and 50 I0 on Map 5.
Place one ART gun and a Crew in hex 3509. One 4-9-5 MG platoon each in hex 5427 on Map 6 and hex 6206 on Map 5.
On Map2: Four 4-6-5 infantry platoons in any town hex of Beaumont on Map 5.
Place one 4-6-5 infantry platoon each in hexes 4928, 5326, 4925, 5025, 5021, One Fokker 07 (F), one Junkers Jl (CS), and one Gotha GV (B) aircraft are
5022, 4628, 4727, and 5427. available at start.
Place one 3-9-3 MG platoon each in hexes 5628 and 4928.
Place one 2-9-4 MG platoon in hex 57 18.
Place one 3-9-4 MG platoon in hex 5821 .

s - 11
-------1Landships!-------
German Reinforcements: Britlsh Reinforcements:
On Tum I : Two Vollmer tanks enter anywhere along the south edge on either On Turn I: Five Medium D tanks, five Mk. VIII male "Liberty" tanks, and five
map. Also, four A7Vs enter anywhere along the west edge of Map 6, south of hex row Whippet tanks enter the east edge of Map 5 along the roads. Twelve 4-6-5 infantry
52xx. platoons enter anywhere along the east edge of Map 5.
Special Rules: German tank crew rules (see Module 15.0) are not in effect. They're On Tum 2: The British player receives another five Whippet tanks anywhere along
assumed to have their act together by now. the east edge of Map 2, north of hex 7021 .

Victory Conditions: The British Player must solely occupy the town of Beaumont German Rear Area Forces (2nd Player) sets up first:
on Map 5 and exit at least 5 tanks off the south edge to win. The German Player must Place six 4-6-5 infantry platoons with six AT rifles among them anywhere in the
woods hexes on Map 5.
maintain at least one platoon sized unit in Beaumont and exit 3 tanks off the north
map edge to win. Any other outcome is a draw. Place two AT guns with Crews and three 4-9-5 MG platoons in Beaumont or
strongpoint hexes on the hill on Map 5.
17.21 Scenario: " Plan 1919" (Hypothetical) Place three ART guns with Crews anywhere on Map 6.
Plan 1919 envisaged a huge attack along a 90 mile front with extensive use of the Place three 3-64 infantry, three 2-64 infantry, and two 3-9-3 MG platoons in
new Medium D tanks, tentatively some 800 of them. These fast tanks would break Frontenac on Map 2.
through the front lines and race to the rear areas some 20 miles away and wreak Place three 4-6-5 infantry platoons with three AT rifles amongst them in any
havoc. Behind the fast tanks, the ordinary heavier tanks would follow up. This sce- trench or woods hex on Map 2.
nario simulates a breakthrough into the rear area of the German front line, as envi- Place one AT gun with Crew in hex 4928 on Map 2.
sioned in the plan. Place two LK II tanks in Frontenac on Map 2.
N
Map Set Up: Use Maps 2, 5 and 6 One Fokker 07 (F) aircraft is available at start.
A Special Rules: The trench line in hex row 43xx on Map 2 does not exist. All rivers
. -2- - - - - - - - - - , 1 are fordable by FT units using Rule 7.lla.
Victory Conditions: To win, the British Player must solely occupy Frontenac on
Game Length: 14 Turns.
Map 2 and Beaumont on Map 5 by the end of the game, and have at least ten
British (1st Player): undestroyed tanks remaining (Broken Down is OK), otherwise the Germans win.
No units on map at start. The British player receives two Handley Page (B) type
Aftermath: While the scenario never did happen it does demonstrate the impact of
and one Salamander (CS) type aircraft available at start.
the newer, fast tanks.

ABBREVIATED SEQUENCE OF PLAY


4.1 First Player's Barrage Phase b. Resolve Air-to-Air combat between opposing F type Aircraft
a. Nominate target hexes and announce the type of Barrage/Ammo first, then the Second player's surviving F types may attack the
to be used. Check for being "in communications" and roll on the First player's B and/or CS types.
Fire Order Table (FOT) to see if the request is honored. Roll for c. The Second player conducts any AA Fire Attacks.
Scatter. Roll on the Barrage Combat Results Table to see if a Hit d. The First player's CS types flying Artillery Observation Mis-
has occurred. Resolve the effect of the Hit on all targets in the hex. sions may Observe target hexes and adjust Barrage Attack Target
4.2 First Player's Vehicle and Cavalry Movement (only) Phase markers.
a. Move all Vehicles up to the limit of their Movement Allow- e. The First player conducts any Bombing (CS and B types) and
ances (check Tanks for Break Downs at end of move). Strafing (CS types only) missions.
b. The Second player makes Morale Checks for Tank Fright (only 4.8 Joint Close Assault Combat Phase
in certain scenarios). a. During this Phase, if enemy and friendly units both occupy the
c. Choose the Trot or Charge movement mode for CT units and same hex, or when the Phasing player's non-vehicle units that are
move them up to the limit of their Movement Allowance. Mount/ adjacent to enemy occupied hexes declare they will initiate Close
Dismount any CT units at the start or end of this phase. Assault Combat and move into them (free move) a round of Close
d. The Second player makes Morale Checks for any Charged units Assault Combat occurs.
subject to Cavalry Fright. b. Resolve any Close Assault Combats.
4.3 Second Player's Defensive AT Fire Phase (vs. Vehicles only) 4.9 First Player 's Offensive Fire Phase
Only the First player's Vehicles may be fired at using any avail- a. All First player's units which did not engage in Close Assault
able Anti-Tank weapons. ART and AT guns may change facing to Combat conduct Anti-Tank and Small Arms Fire Attacks. No fac-
bring enemy Vehicles within their fire arc. ing changes are permitted.
4.4 First Player' s 1st Foot Troop Movement Phase 4.10 First Player's 2nd Foot Troop Movement Phase
All First player's non-pinned Foot Troop units (i nfantry and MG a. All First player's non-pinned Foot Troops move again except
platoons, Crews and Individuals) may move. those that engaged in Close Assault Combat.
4.5 Second Player 's Defensive Small Arms Fire Phase 4.11 First Player's Pin Removal Phase
The Second player's units perform Small Arms Fire Attacks at a. Any First player's Pinned units to normal status. Temporarily
enemy Soft Targets or at any Vehicles vulnerable to Small Arms Broken Down Vehicles that did not fire this turn may try to Repair
Fire Attacks. themselves.
4.6 Second Player's Pin Removal Phase b. Remove the Second player's Smokescreens and Gas markers.
a. Any Second player's Pinned units recover to normal status. 4.12 Second Player Thrn
4.7 Joint Aircraft Phase The Second player becomes the phasing player and repeats Sec-
a. The First player places all of his Aircraft types first, followed tions 4.1 through 4.11 reversing the roles of First and Second player.
by the Second player placing his F types to intercept. At the conclusion of this, one Game Turn is completed and play
reverts back to the original First Player.
Copyright 1994 Clash of Arms Games Printed in the USA
s - 12
- - - - - -- 1Landships!- - - - - - -
then is +2 (four minus two). However. the Tanlc also Ciose Assault on. The German receives no MG die roll a. When using a Flamethrower to conduct a SAFA,
provides a one column shift to the left when defending bonus. Had the German not been Pinned, the 0 column the attacker automatically uses the 30+ column on the
(see Rule 12.31 below) so the final column on the would be used with a +I die roll modifier. SACRT. If a Hit is achieved, any subsequent Morale
CACRTtouseis the "+1 ". The German rolls the die. A NOTE: All column shifts and die roll modifiers listed Check roll is adjusted by adding +I to the unit's die
throw ofa "3" becomes a "4" because ofthe British above are cumulative. These modifiers apply to either roll.
MG platoon (see Rule 12.32 below), so both players side during the Close Assault Combat. EXAMPLE: A German infantry platoon has two
lose I unit. The British player must lose the MG pla- Flamethrowers. Using one Flamethrower during the
toon, the German must lose one infantry platoon also, 13.0 WEAPON UNITS IN COMBAT Offensive Fire Phase, it fires once at an adjacent en-
The Weapon Units provided in the game offer pow-
leaving the British Tanlc and three German infantry pla- emy unit, in a Strongpoint causing a Pin. A second at-
toons in the hex. No further combat is allowed until the erful defenses against Tank attacks. WUs can be either tack using the other Flamethrower misses. Immediately
next Close Assault Phase. man portable ones, easily carried by platoons, or be afterward, the same infantry platoon and a nearby MG
heavy, specialized Crew served types.
platoon conduct a SAFA at the same enemy unit using
12.23 Vehicles Alone: When friendly Tanks or ACs their normal printed FS values. They score a lucky Hit,
13.1 Man Portable Weapons
enter an enemy hex containing only enemy FT or CT and cause a second Pin result, thus f orcing it to Re-
platoons (and no friendly FT or CT platoons are also AT rifles and Flamethrowers can be carried by pla-
toon sized Foot Troop units (but not Crews or Individu- treat as well.
present), then during the Close Assault Phase make a
als or CT units). b. When using Flamethrowers to conduct AFTAs
Morale Check for each defending enemy unit. !fit rolls against Vehicles, again only one shot per Fire Phase
less than or equal to its MR, the unit passes and be- 13.11 General Rule: AT rifles and Flamethrowers can may be fired. A six sided die roll of 1-3 is a "Hit" and
comes Pinned in the hex. Ifthe unit rolls over its MR, it only be carried and fired by German infantry and MG eliminates the Vehicle from play. No other modifiers
fails and must instead Retreat two hexes and then be- platoons. German CT units and Crews may not use these apply.
comes Pinned. two WUs, nor may lndividuals.Any number ofAT rifles,
EXAMPLE: During the Vehicle Movement Phase, a and up to a maximum number of three Flamethrowers, 13.14 MGs and Weakly Armored Tanks: Certain early
British Tank enters an enemy held hex containing one may be carried by a single platoon. A platoon can also model Tanks in the game with very thin armor are vul-
German infantry platoon. There is no Close Assault fire all of them each tum, during the appropriate Fire nerable to SAFAs by MG platoons. These Tanks are
Combat. In the Close Assault Phase simply roll a Mo- Phases in addition to using its normal Small Arms Fire marked with a " !" in the lower left hand comer. MG
rale Checkfor the infantry platoon and apply the pass Strength. platoons and Vehicles MGs may fire upon such Tanks.
or fail result. However. had a British infantry platoon EXAMPLE: A German infantry platoon has 3 AT Each MG platoon (and every two Vehicle MGs) may
entered the hex also, no Morale Check would have hap- rifles and I Flamethrower. During an Offensive Fire fire and score a Hit on a roll of 1-4 on a six-sided die.
pened. Instead Close Assault Combat would have oc- Phase, the platoon could make a Small Arms Fire At- No other modifiers apply. !fa Hit is scored, roll a sec-
curred. tack once using its normal FS value, fire each AT rifle ond six sided die. On a roll of I, the Tank suffers a
up to 3 times at enemy Vehicles (a total of nine shots). Break Down. Roll on theTypeofBreak Down Chart to
12.24 Restrictions: Trucks, Crews, TLs, and FOs may determine the severity as usual.
as well as use the Flamethrower once. all at different
not be used to satisfy losses suffered in Close Assault NOTE: All Trucks are printed with the "!" indicator
Combat. In essence, they contribute nothing and are
targets.
a. A Pinned platoon may still hold onto its Anti-Tank as well to show they are vulnerable to any type ofSAFA.
eliminated if alone in a hex with enemy units. whether by MG or infantry platoon. Vehicle MGs.
rifles and Flamethrowers with no restrictions. Should a
12.3 Close Assault Modifiers platoon be Eliminated while carrying either type, the 13.2 Cr ew Served Weapons
Both sides may claim a number of Close Assault WU counter remains in the hex. Only German platoons
All AT, AA, and ART guns must have a unpinned
modifiers when resolving the attack. These are listed which enter the hex can pick them up and use them.
Crew counter stacked with them in order to fire. Pinned
below. Should Allied units enter a hex containing AT rifles or Crews are unable to fire their weapons. The Crew's
Flamethrowers, the WUs are Eliminated. function in the game is to operate the gun.
12.3 1 Column Shift Modifiers: Using the following
r----=--:71
eolumn shift modifiers in any Close Assault: 13.12 AT Rifle Rules: AT rifles may fire 13.21 AT Guns: When firing at Vehicles A @ 10
up to three times during the Defensive AT
I) If Close Assault Combat occurs in a Town, shift
the final column one to the left. This could result in the Fire Phase or Offensive Fire Phase at en-
during the Offensive or Defensive Anti- j
Tank Fire Phase c:ach AT gun with a Crew 37mm AT
defender becoming the attacker if the initial column emy Vehicles. They have a range of I hex may fire up to 3 limes at Vehicles up to I0 ..___ __,
was"O". so they must be in or adjacent to the target hex to en- hexes away. When AT guns (not AA or ART guns, or
2) If at least one or more Tanks (but not ACs) are gage it. A platoon with more than one AT rifle may all AT rifles) conducts an ATFA and the range is 5 hexes
present in the hex with friendly platoons, shift the final fire at the same Vehicle. AT rifles are not subject to To or less, the die roll is additionally modified by -I . AT
column once (only) to the right (if attacking) or to the Hit modifiers, as are other WUs. Instead, when using guns may not conduct Barrage Attacks or SAFAs of
left (when defending) in addition to counting each Tank AT rifles, a simple roll of 1-2 on a six sided die indi- any sort.
(and AC) as a platoon. cates a "Hit". !fa Hit occurs, a subsequent roll of 1-2 NOTE: Historically, ATguns were very effective out
on a six sided die indicates the Vehicle has suffered a to 500 yards.
12.32 Die Roll Modifiers: Using the following die roll
Break Down. Any other series of rolls indicates there is
modifiers in any Close Assault: no effect. Roll on the Type of Break Down Chart to 13.22 ART G uns: When firing at Vehicles A.~0/68
I) For each attacking/defending MG platoon present determine the severity of the Break Down. AT rifles using on map ART guns, they fire exactly
in the hex, modify the die roll by -I /+ I. (Do not count may switch ta'l!ets once a hit has been scored, even if as if they were an AT gun. Each ART gun
mounted cavalry MG platoons fort his bonus however.) nothing happens from the hit. AT Rifles have no effect with a Crew may fire up to 3 times at en- 75 m Art
2) For each attacking/defending flamethrower present emy Vehicles. When conducting an ATFA at a Truck or
on Soft T311!et types.
in the hex, modify the die roll by -21+2. AC with an ART gun, add +2 to each roll, in addition to
NOTE: Use ofaflamethrower in Close Assault Com- 13. 13 Flame throwe r Rules: 30 1 any size modifiers, plus any other modifiers that apply.
bat does not use up a shot. Flamethrowers have both ATFA and ~~ ART guns may conduct indirect fire Barrage Attacks.
SAFA capability. Flamethrowers also have ~ and direct fire Barrage Attacks (see Module 5.0). An
12.33 Pinned Units in CloseAssault: Pinned units are a range of I hex and so must be in or adja- 2 ahota left
not counted when totaling up units present in the hex ART gun belonging to the phasing player could con-
cent to the target hex to fire. Units armed with
but may be used to satisfy losses. Pinned units may not duct both an indirect fire Barrage Attack during the Bar-
Flamethrowers can attack a hex twice during a Small
use any MG/Fiamethrower die roll modifiers they are rage Phase and then conduct ATFAs during the Defen-
Arms Fire Phase, once using the Flamethrower (a 2-3
otherwise eligible for. Also, if a Pinned defending unit sive Fire Phase (only) during the opposing player's tum.
man operation) and after resolving that attack, once
is present in a hex unde'l!oing Close Assault, the at- If it does not fire in the Barrage Phase, it could fire in
again using the unit(s) normal FS value at the hex ex-
tacking player may subtract -1 from the die roll per the player's Offensive Fire Phase instead.
ecuting a normal SAFA. A Flamethrower cannot fire
each Pinned enemy unit. A hex containing both a Pinned
twice in the same Anti-Tank or Small Arms Fire Phase, 13.23 AA G uns: AA guns have a special- •~101u
and unpinned enemy unit would suffer a -I to the die nor can it be combined with other units (or ized capability. Facing restrictions to not
roll, if both were Pinned, a -2.
Flamethrowers) when resolvi ng the attack. A apply to them but otherwise are treated
EXAMPLE: A British infantry platoon enters a hex Flamethrower can only be used twice overall in a game. like AT guns. Thus they have AA capa- 88 m AA
with a Pinned German MG platoon. During the Close After the first use, flip the counter over to refl ect this. bilities and they may conduct ATFAs in any direction
Assault Combat, the British player can subtract one After the second use, remove the counter. at Vehicles as well. Each AA gun with a Crew may fire
from the die roll and use the +I column to resolve the up to 3 times at Vehicles per Offensive or Defensive

R - 13
-------1Landshipsi-------
Fire Phase, up to a range of I0 hexes in either case. Ciose Assault Combat but if after resolving Close As- 2) If the roll of 4 or 5, the Crew hits the floor of the
They may conduct AA fire at Aircraft as well during sault Combat, no friendly platoons remain but the FO Tank. In this case, the Tank cannot move for one full
Joint Aircraft Phase. All AA guns are assumed to be does, the FO is also removed. FO units may never be turn. It may fire any weapon, but if firing it's main gun,
mounted on 360 degree bases. This means they may used to satisfy a CACRT result. add +2 to the To Hit roll, in addition to any other modi-
fire in any direction at any time and negates the +2 pen- fiers. This +2 main gun modifier applies any time there-
alty for changing facing during the Defensive Fire Phase
(but not the new target acquisition penalty}. AA guns
14.13 en~' A c- ~"'' w• fuo~ ~~ I
tion in the game is to operate WUs and
after during the scenario where the Tank fires it's main
gun, not just the turn the Crew failed its Morale Check.
certain Vehicle types. They have no FS , This penalty does not apply to MG fire by the Tank.
may not conduct BarrageAttacksorSAFAs ofany sort.
or WR values by themselves, and have a
1
NOTE: Most AA guns during this period were sim- 3) On a 6, there is no effect and the Tank may con-
universal MR of 4. Crews move like normal FT units. tinue freely on its mission (after turning back around
ply standard field artillery pieces mounted on special
Once set up, Crews may not move non-vehicle mounted of course!)
platforms to allow high angle fire against Aircraft. As
WUs to a new hex. They may however, change the WU's EXAMPLE: During the Vehicle Movement Phase a
such they were not equipped to engage in Barrage At-
facing in a hex during the Defensive Anti-Tank Fire German A7V is rumbling down the road. During the
tacks. Purists may wish to allow only the German towed
Phase. Defensive Small Arms Fire Phase. the British player
88mm gun an ATFA capability. All other AA guns may
a. Like other Soft Targets, they are subject to SAFAs has a MG platoon fire at it (he has to roll a 1-4 on a si:c
only engage Aircraft.
and Barrage Attacks and must make Morale Checks if sided die to score a Hit). Assume a Hit is scored. The
13.24 Untrained Unit Fire: AT, AA, and ART guns a Hit is achieved against them. They have no effect on Tank Crew must malre a Morale Check. Assume they
alone in a hex without any other friendly units present Close Assault Combat but if after resolving Close As- roll over their MR of 4. The Tank 's facing is immedi-
may be Eliminated simply by moving an enemy FT or sault Combat, no friendly platoons remain but the Crew ately turned to face the map edge to whence it came
CT platoon sized unit into the hex. They may also be does, the Crew is also removed. Crews units may never from. A second roll of "2" indicates the Crew Bails
captured and used by the opposing player for ATFAs be used to satisfy a CACRT result. Out and is placed in an adjacent hex. The Crew may
(only) if all enemy units are forced out of the hex. b. Crews derive no defensive combat benefit from move toward cover during the German player's Ist Foot
Should this occur, add an extra +2 to any To Hit roll in hiding "behind" their WUs. Troop Movement Phase.
addition to any other modifiers (to reflect the lack of a. If the German Tank has already suffered a Break
14.14 Overrun: TLs, FOs, and Crew units are removed
training on the weapon). This modification would like- Down, it does not rotate in place but the second die roll
if they alone occupy a hex and enemy FT or CT pla-
wise occur if a friendly platoon attempted to use the is modified by -I.
toon units or Vehicles enter the hex. lfthe hex contains
WU in place of a Crew (whether absent, Pinned or NOTE: Remember. MGfire against A/lied Tanks, un-
any friendly FT or CT platoon units or Vehicles, they
forced to Retreat). Thus, only Crews are considered ex- less weaJcly-armored or otherwise stated, never requires
remain in play.
perienced and trained at firing WUs and any other unit them to take a Morale Checlc.
which fires the WU will have the To Hit roll modified 15.0 SPECIAL GERMAN TANK RULES
by +2. This modification is in addition to any others, Unlike in WWII, the Germans in WWI tended to be 16.0 OPTIONAL RULES
i.e. changing targets or facing. This modifier is removed inept when using the tank. In all battles in which the Optional rules are just that, optional. Both players
once a friendly unpinned Crew returns to the WU. Germans used tanks to counterattack the British, the must agree to use them beforehand. Some optional rules
German crew's morale proved a bit too sensitive when highlight a specific fact about the connict, others re-
14.0 TLS, FOS AND CREWS flect the changing nature of the war more accurately.
bullets began to ping the metal.
Both sides have a number of unique Soft Target types
that perform specialized functions in the game. Rules 15.11 German Tank Crew Morale: While most Tanks 16.1 Optional Infantry Rules
governing their actions are given here. have no Crew counter per se, whenever German Tanks Each side's standards for infantry varied widely. The
are present in a scenario they should have a Crew following rules reflect those differences.
14.1 General Rule
counter stacked underneath the Tank. Due to German 16.111'raining: Infantry platoons were trained to wildly
All units in this section are Soft Target types and are
Tank Crew sensitivity, if the Tank comes under MG
vulnerable to SAFAs and Barrage Attacks (except TLs}. different standards and doctrines at the start of the Great
fire ofany sort (which normally has no effect on Tanks), War. To reflect this, alter the Weapons Ranges for in-
14.11 Tank Leaders (TLs): All TLs in Lt. Storey the Crew morale may fail. After the Tank receives a fantry platoons (only) by nationality using the chart
the game. are men noted for their histori- ~ " Hit" from any MG platoon (or any two Vehicle MGs)
below.
cal prowess while commanding a Tank fi ring (see Rule 13.14), make a Morale Check for the
1 Nationality Weapons Range
(only). Should theTL's initial Tank suffer ._·_ --"=--' Crew. If the roll is equal to or less than the Crew's MR British, ANZAC, Canadian 6
a Break Down and the TL transfer to another Tank, the (of 4}, there is no effect. The Tank itself can still fire all All other 4
TL effects only that new Tank. TLs have two effects in ofit's weapons or move with no penalty. If the Crew's French 3
the game: MR is exceeded, the Tank's facing is immediately turned
Double a unit's FS value at a range of I hex, and
I) The first effect any TL has is when firing the Tank's to face the map edge it entered on (this is a free turn halve it (round down) at ranges over one half the maxi-
main gun. The ATCRT die roll is modified by - I as per and must be done immediately) and a second die roll
mum range listed above.
the TL's printed value. must be made (see 15.12 below).
EXAMPLE: A British infantry platoon with a printed
2) Second, the TL may apply his printed - I modifier FSof5 would have a FSof/Oat range one, 5 a/ranges
15.12 Subsequent Penalties: If the Crew rolls over its
to any Initial Tank Break Down, Severity and Repair two and three, and 2 at ranges four through si:c.
MR. roll the die a second time and interpret the results
die rolls. So a Tank with a TL is less likely to Break EXCEPTION: MG platoons retain their 9 hex range
as follows:
Down and if it does, it is more likely to be only Tempo- and double their FS value at range one, using their
I) If the second roll is 1-3, the Tank Crew has Bailed
rary damage and if so, Repaired quicker. printed FS value at all other ranges. CT platoons still
Out. Place a Crew Bailed Out marker on the Tank. Place
a. If the Tank the TL is in is destroyed, so is the TL. cannotfire while mounted.
a Crew unit in any hex next to the Tank. This Crew
Outside their Tank, TLs behave as normal Soft Target a. Infantry skills declined drastically as the war
must move toward the nearest cover (defined as terrain
types moving like other FT units. They have no FS or dragged on. By 1916, most of the professional or highly
offering a positive die roll modifier against SAFAs or
WR values but need never need take Morale Checks. trained men were gone. To reflect this, decrease the
Barrage Attacks}. After reaching cover, the Crew may
They are immune to "Hits" on the SACRT or BCRT. Weapon Ranges ofall infantry platoons by one for each
attempt to recover their morale only by rolling a I or 2
They have no effect on Close Assault Combat but if year after 1915 (·I in any scenario taking place in 1916,
during their Pin Recovery Phase. Note that they are not
after resolving Close Assault Combat, no friendly pla- -2 in 1917, etc.). No unit may drop below a WR of2
in " Pinned" status during this time, although they may
toons remain but a TL does, the TL is also removed.
be Pinned by subsequent attacks. lfthey do recover their using this rule. MG platoons remain unaffected by this
TLs may never be used to satisfy a CACRT result.
morale, the Crew may move and even attempt to reoc- rule.

··~·"' ObH~"' ""~ I F~ I cupy the Tank on subsequent turns. If reoccupied, and b. The British Expeditionary Force in 1914 was
14.12
as normal Soft Target units and FO•
move like the hex with the Tank is not occupied by enemy units simply one of the best trained armies in history. Play-
other FT units. They have no FS or WR A or has enemy units within two hexes of it, the Crew can ers wishing to simulate this should treat any British
values. If alone in a hex, they use their ~ 1 "start it up" (otherwise they wait). From then on, the infantry platoon as a 5-6-5 in any 1914 scenario, re-
printed MR of 5. Otherwise, FOs always use the best Tank must take the most direct path to exit their friendly gardless of its printed values.
MR of any friendly unit they are stacked with. map edge that they entered on (calling it a "day'' so to
16.12 Morale: By 1918, everyone was feeling kind of
a. Like other Soft Targets, they are subject to SAFAs speak). No attacks by the Tank can be made.
war weary about the whole thing and largely just wanted
and Barrage Attacks and must make Morale Checks if to survive. To simulate this, in any 1918 scenario, no
a Hit is achieved against them. They have no effect on

R-14
-------1Ulndships!-------
unit may have a MR greater than "4" regardless of what rage Attacks (maximum WR of I0 hexes) against all 16.3 Optional Vehicle Rules
is printed on the counter except for units specifically targets. FOs and Aircraft cannot Observe for them. Un- Optional Vehicle rules add a touch of realism at a
identified as American, German Stosstruppen, or Ca- like nonnal ART guns, infantry guns stacked with a cost of slightly more complexity.
nadian/ANZAC troops. Crew unit have a Movement Allowance of I and may
be moved by their Crew counter during the 2nd Foot 16.31 Poor Tank Designs: The WRs printed on the
16.13 Rifle Grenades: This rule is best used in con- Vehicle counters do not represent the maximum range
Troop Movement Phase.
junction with 16. 11 above. In scenarios starting in 1917 of the weapon in question ofcourse, but rather an opti-
or later, for every three infantry platoons in the sce- 16.2 Optional Weapons and Terrain Rules mal effective maximum range. However, poor internal
nario (excluding MG platoons and Crews), each player The rules in this section modify some of the basic layout, widely separated crew stations, inadequate vi-
may designate one of his platoons as armed with rifle game mechanics. sion slits, and bad (or no) suspensions would all limita
grenades. These units may only use their rifle grenades Vehicle's range at which its weapons could be brought
16.21 Changing WU Facing: The restriction on chang-
when conducting a SAFA against an adjacent hex re· to bear. To simulate this aspect, reduce the WRs for the
ing a WU's facing only during the Defensive Fire Phase
gardless of the terrain. The units so designated conduct following Vehicle types:
SAFAs normally except the result is modified on the reflects that the Crew must also conduct related activi- Type Weapons Range
ties and adjust gun sightings. If players feel otherwise,
SACRT by .J per each rifle grenade equipped unit par- British "Mark Series" I- VJJJ : 7/4
allow WUs to change facing during the I st Foot Troop
ticipating. The modifiers for this rule and any others French Schneider: 2/4
Movement Phase also.
are cumulative. When conducting SAFAs at longer French St. Chamond: 6/4
• ranges, the unit uses it's normal FS value and WR when 16.22 Artillery Restrictions: Historically, before any GermanA7V: 815
firing. When resolving the attack, a roll of a unmodified The number to the left of the slash is the maximum

sg
battle began, both sides would plan their artillery fire
"I" on the SACRT is assumed to exhaust the grenade very rigidly. The flexibility of portable radios and fire WR forthe Vehicle's main gun(s), if any. The number
supply of the unit. From then on, it may only use it's control systems were simply undreamed of. To simu- to the right of the slash is the maximum WR for it's
normal FS value. late the way it really was, before any scenario begins, MGs, ifany. Tanks andACs not listed here have a maxi-
both sides may predesignate their Barrage Attacks (if mum WR of7 or 5 for any main gun/MG they possess.
16.14 MG Options: Some may feel the a. A TL on board will add one to all main gun ranges.
Morale Check die roll modifier for ~­ any). Players should, before the start of the game, write
SAFAs by MGs is too destructive but the ~
down the tum, the target hex, how much, and what type 16.32 Tank Doctrine: Tank doctrines during this pe-
of barrage and ammo will be used. To avoid Scatter riod required friendly Tanks to end their movement
rule reflects that MGs were more likely
checks, FOs (or Aircraft) must still be able to observe
to get a hit and thus kill or pin. If players think the within three intervening hexes of another friendly Tank
the target hex the turn th~ Barrage is scheduled to ar- (unless of course, it has suffered a Break Down).
standard game rules are excessive, do not modify the
rive and be "in communications", otherwise roll for NOTE: Tanks usually operated within a mutually
Morale Check roll for MG fire.
Scatter. The FOT is not used. Target hexes that are Au- supporting role ofother Tanks in their platoon/section.
a. Realistically, at the game's scale MG platoons
could affect more than one hex with their fire. To simu· tomatically Observed (see Rule 5.13) do not require
FOs or Aircraft nor is being "in communications" 16.4 Optional Aircraft Rules
late this, allow all MG platoons (but not Vehicle
checked for. These target hexes can be attacked with- These rules attempt to highlight the many roles and
mounted MGs) to attack up to two adjacent hexes with
out FOs (or Aircraft) throughout the game, and just not features of certain aircraft.
their printed Fire Value. Each attack against the two
on Tum I (see Rule 5.14). Still check for Scatter how-
hexes is resolved separately on the SACRT but the MG 16.41 Fighter Strafe Attacks: Most airmen detested
ever. Basically this represents firing by map at known
platoon(s) do not receive the -I die roll modifier for ground attack duties but were often called upon to do
target locations.
MG fire if they spread their fire over two hexes. The so in emergencies. To simulate this, allow any F type
tUJ o;~, Fin . ., gu<rh< spom;,g ~·~-~
Morale Check penalty if a Hit is scored remains. aircraft to conduct Strafing Missions in any scenario.
ranges, and direct fire WRs printed on Each such aircraft is assumed to have a Strafe Factor of
16.15 Stosstruppen: The German solution to the dead-
ART andAA guns, represent what might 2 for this purpose.
lock of the trenches was the development of
be reasonably expected given average 88 AA
stosstruppen tactics. This revolutionary approach to
infantry combat emphasized lots of firepower up front,
undulations in the terrain. If the scenario being played 16.42 CS A;rt,d< R" <d<H"" Th< ~~ ~
Sopwith Salamander and DH5 CS aircraft · ·
strikes players are being more flat than normal, double
surprise, speed, rehearsals and bypassing resistance. were single seaters so realistically, don't
the Spotting ranges for units in Clear terrain (only) and 4 6
Contrary to popular belief, very few units were actu- allow them to perform the Artillery Ob-
double the direct fire WR values printed on ART and
ally specially trained stoss units, typically only one bat- servation Mission during the game. Unlike other CS
AA guns to 20 hexes. Units which fire are still auto-
talion per division was fully trained. (Everyone else got types, they may abort their mission and intercept en-
matically Spotted no matter what terrain type they are
a "quick tips" sheet with the basics printed on it). Play- emy aircraft (treat them as an F-types from that point
in provided a LOS exists, but at up to double normal
ers who wish to experiment with stosstruppen units can on). The Bristol Fighter CS-type may also opt at any
Spotting range (20 hexes). FO observation ranges
use the following special rules: point to act as an F-type.

::""I
double as well (20 hexes). AT guns retain their maxi-
a. Increased Fire Value: Stosstruppen units represent
mum WR of 10.
an amalgamation of the older separate infantry and MG 16.43&mb<•O.r~•~F;re,M"I<;~- ~ ~
platoons. To reflect this, no stosstruppen MG platoons
a. In a similar manner, to show the advantage of el- gine B type aircraft were usually well ~
evation in the game, extend the direct fire WRs, Spot- armed. To reflect this allow all B type air- J.J.
are allowed, only infantry platoons. To account for the
large number of automatic weapons in a stoss unit, in- ting and Observation ranges by I 0 hexes for each el- craft to return fire once at each anack.ing 6
evation level up the unit is and vice versa. F type (i.e. the B type may fire at all enemy aircraft in
crease the printed Fire Values of all stosstruppen infan-
EXA MPLE: A FO on a level two hill could Observe its hex, but only once at each) using the 2-4 column on
try platoons present in any scenario by + I and each
stoss unit qualifies for the -I SACRT fire bonus and+ I
any hex he has an LOS to within 30 hexes ofhimself. A theSACRT.
Morale Check bonus granted MG platoons. In addi- Crew with an ART gun on a level two hill could con-
duct a directfire Barrage Attack against enemy CTunits 16.44 Superior German Armament: German aircraft
tion, each stoss platoon counts as MG armed in Close were usually better armed throughout the warthen their
in Clear terrain some 29 hexes away (if it has an indi-
Assault Combat. If playing with Rule 16.11 above, stoss opponents. To reflect this, in any scenario taking place
unit platoons retain their printed WR of6 reflecting the rect fire WR ofat least that length).
before July, 1917, Allied F type aircraft must fire on
large number of light machine guns in each unit. 16.24 Improving the Defenses: Fortification tech- the 2-4 column of the SACRT. German F types con-
b. Defensive Bonus: To reflect the abandonment of niques accelerated throughout the war as well. To simu- tinue to use the 5-8 column. In July 1917 onwards, Al-
linear tactics and the emphasis on the squad, rather than late the way troops got better at "digging in", in any lied F types may use the 5-8 column too.
the platoon as the unit of maneuver, all stoss infantry scenario starting in 1916 or later, increase the die roll
platoons may claim a +I die roll modifier against all modifiers for trenches and strongpoints by one against 16.5 Additional Units
SAFAs and Barrage Attacks when defending in Clear SAFAs and BarrageAttack.s. So a Trench hex in a 1917 Units with a""" printed on them are not used in the
terrain, in addition to any others they may be eligible scenario adds +2 to the SACRT roll, instead of the nor- scenarios provided in this game. Rules and scenarios
for. No extra defensive bonus is granted for other ter- mal + I and a Strongpoint would add +3. for their use will become available in the Clash ofArms
rain types, beyond the standard modi tiers. NOTE: The value offlamethrowers and other pow- newsletter. Be sure to send in the game's feedback card!
c. Infantry Gun Support: In order to provide direct
fire support, stosstruppen were equipped with infantry
erful weapons really becomes apparent using this op-
tional rule. Try it! AI:~ I~ 9A, il1~
~~~~rm u <!>
guns. These are treated identically like on map ART
guns except they may only engage in direct fire Bar- m
·1
416 .'1' n -1
• 314
-1 :
• 25

R - 15
-------1Landshipsi-------
t7.o IDSTORICAL COMMENTARYbyPenyA.Moore
I. The Evolution of the Tank end. The armor was 6mrn, the car was 28 ft. long and "bowing" the track with the lead wheels. He submitted
II was of all people, the Italians, who first proposed speed was around 9 mph. Again, the military expressed the plans to the War Office in London where it was
a war vehicle. A Guido del Vigevano ventured in 1335 no interest and it was scrapped. In this same year, the quickly turned down. (The design was later copied by
that a wheeled design, propelled by the wind was fea- Russians contracted with a French firm to produce an the Landships Committee and in 1919, he would re-
sible. Later, in 1472, Robeno Valturio proposed a rect- armored car. The car built by Girarot et Voigt Com- ceive an award for inventing the steering approach).
angular box supponed on four wheels and driven by pany, had an 16hp engine. The driver cupola was pro- It is interesting to note that in the binh of the tracked
wind vanes on each side. This idea was workable on tected and it was armed with two Hotchkiss 8mrn ma- vehicle all major powers initially turned it down. Aus-
paper except for the cooperation of the wind. But it chine guns. The Russians did not like the what was pro- tria, Germany, America and England all thought tracked
was Leonardo da Vinci's "baffle machine" which con- duced so the car was sold to the French Army and used vehicles were "nice ideas". Yet in each case, that major
tained ideas continued in use today. He introduced the with success in Morocco 1902. power would end up turning to the Landship tank to
concept of all round protection for the crew, the use of However, it was a Russian design for an armored achieve the decisive breakthrough.
gunpowder and a selfcontained propulsion system (men car which all future designs would follow. In 1902, the II. The Tank Comes of Maturity
operating cranks to drive the wheels by gearing). Even Russian military sent their specifications to the Charron By January 1915, the trench deadlock had set in. In
the shape of this early machine used sloped armor in a Company and ordered 36 machines. This car was four that same month a memorandum from the desk of one
highly angular fashion, which would defect cannon- wheeled box of steel plate with a revolving turret on Winston Churchill, who was in charge of the Royal
balls quite well. The shape of this tank was akin to a the roof in which a Maxim machine gun sat. Steel racks Naval Air Service and which operated an armored car
flying saucer. were placed above the wheels to allow a bridge to be squadron in France called auention to the idea of a
Time went on with little funher concern for armor thrown across ditches. The car was known as the landship "to cross withering fire and crush wire".
vehicles until the Holt Tractor Company of Stockton, "Charron" and weighed three tons and propelled by a Churchill went on to state that 40 to 50 of these ma-
California, produced the first steam driven tractor with 30 hp engine. The car was finally shipped to Russian in chines could advance in the face ofenemy fire and cross
caterpillar tracks in I 883. llowever, a steam engine is 1904 and used during the St. Petersburg riots. Only a the trenches. The memo went to Lord Kitchner, the Sec-
very cumbersome and it was Gottlieb Daimler in I 885 few were made because for some reason the Russian retary of State and was promptly tabled. Churchill pro-
who designed the first internal combustion engine. The canceled the contract. Following in the same vein was ceeded anyway and formed a commiuee to investigate.
first marriage of this new engine and a weapon was in the Austrian armored car produced by Austro-Daimler After seeing a tractor demonstration a month later, so
1898. A Mr. Simms produced a De Dion Bouton in 1906. The US Chief of Staff, General Miles, pro- impressed was he that he ordered 15 armored cars to
Quadeycle armed with a Maxim machine gun. The only posed convening five cavalry regiments to armored cars be fitted with tracks. The idea then passed through the
problem with this was that the machine gun required in 1905. The opposition was so loud he later withdrew Landships Comrniuee where the first actual modem
all the dnver's strength to aim, let alone to steer the his idea. tank was drawn up. The armored box was to be 38 ft.
cycle. II is idea was an excellent method of moving a As the airplane came into being, the armor car took long, 12.6 ft. wide and I0.6 ft. high. On top was a tur-
\\capon however. Also in that year, a Major Davidson another evolutionary step in 1909, when two German ret armed with a 12 pdr. gun. The tank would have
of the Naval Academy at Lake Geneva in America pro- gunmakers showed their first antiaircraft gun. The Ger- weighed 28 tons. This was not the only design, Com-
duced the first car which carried a Colt potato-digger man firm, Rheinische Metallwaren of Dusseldorf, pro- mander Hetherington of the Naval Car Squadron sub-
machine gun. The Duryea car had three wheels and the duced the Erhardt 50mm quick firing gun mounted on mitted a plan for a monster tank. This tank had three
co-driver could fire the MG while on the move since it an armored car and the Krupp firm, of Essen, displayed gigantic wheels each 4 ft. in diameter, three 4 inch guns
was mounted on its own tripod. Two other men were their 75mm high angle gun encased in an armor circu- in each turret and the tank was I00 ft. long. The engine
also carried so when the car stopped they could dis- lar shield. The gun was mounted on the back of an ar- was from a submarine and top speed was 4 mph. A
mount and redeploy. However, the U.S. War Depan- mored truck. prototype was built and once completed it was realized
ment did not seem to care. The first tracked gun carriage plan using the Holt that it would never work.
II was in England in 1900 that the idea of armor pro- Caterpillar was drawn up by an Austrian officer, a Lt. In May 1915, the Killen Strait armored tractor car
tection was raised. A Mr. Pennington proposed an ar- Gunther Bursryn. This was in 1911 , when he submit- was demonstrated. This machine was built in America
mor protected car to carry two shielded Maxim ma- ted his plans to theAustrian War Dcpanment. After three in Chicago and consisted of three tractor mounts in a
chine guns. This idea was dropped, but in 1902, a Mr. months, the depanment returned them with the com- tricycle format and was quite useless in crushing wire
Simms again produced the "war car". The engine was ment of"it's a clever idea" and suggested he built one. or crossing trenches. It did prove that it could be done.
protected by armor and the superstructure was open Instead, he sent the plans to the German War Depan- Also at this time was another shipment from America,
topped with mounted guns in swivel mountings. Five ment and the General Staff where he was turned down. the Creeping Grip tractor by Bullock Company. When
men operated the car: the driver was in the middle, two In Australia, an engineer, De Mole, created a tracked they arrived in England they were taken apan and told
men operated the Maxim I pdr. cannon at one end and vehicle with a sprung suspension. The steering was light to expand the track size.
two manned the Maxim machine gun at the opposite years ahead since the tracked vehicle was steered by

INSIDE THE TANK ENVIRONMENT


Being a member of a tank crew in WWI quickly ex- making the internal air temperature rise to 90 degrees In terms of performance, all tanks had to stop be-
hausted everyone inside within a shon period of time or more. The engine was smoky and fumes caused eyes fore the tank could make a tum or even fire effectively.
due to the internal working environment. Why was this to sting and water. (Curiously, the engine was found to Most tanks had severe difficulties in negotiating very
so? After all, by today's standards, the early tanks pro- run best on fuel made from a panicular oilfield in soft ground and could not enter a wooded area, swamps
vided a large amount of internal space. So much so the Borneo which had a high content of aromatics in it.) or cross streams. While tanks were thought nominally
British Mark series had an eight man crew (the Ger- There was no forced ventilation and fresh air simply immune to small arms fire, bullets hining the tank could
man A7V would average 18-22 men inside!). Of the crept through the several gaps in the fittings. Reading either liquidfy from the impact and spray hot lead
eight men, only four were gunners, the others were the this one wonders how "bullet proor' some ofthese early through chinks in the armor or cause spalling of the
commander, driver and two gearsmen. The engine it- tanks were. interior armor plate. Either case was just as fatal. Crews
selfin the Mark series stood upright in the forward half The inside of a tank was dark. No interior lights were were issued chain mesh face masks to avoid such inju-
of the floor wllh the gearbox behind it. To change gears, provided and only sunlight penetrating the driving and ries. Most found them so uncomfonable they left them
tht. gearsmen would physically shove their hands in- gunner slits relieved the gloom. Some light was pro- off and simply took their chances.
side the gearbox and replace them. Safety features were vided by the engine glowing from its heat, first red, the So while a tank could remain in continuous action
negligible. Once moving, the engine quickly heated up white hot. The noise was indescribable and made nor- for a maximum ofeight hours, this was seldom done as
mal voice communication impossible. Hand signals had the crew had met its physical limit much sooner. In fact,
to be used. (Strangely enough, a tank could move to any tank that travelled more than 20 miles without
within 250 yards of the enemy lines without producing breaking down performed both a significant feat and
enough noise to be noticed). In the British Mark series signalled the presence of a well-trained crew. As al-
of tanks, the only two men in the tank who knew where ways, the success or failure of a tank was governed
they were moving were the driver and commander. If more by the men inside the machine, than by the equip-
the commander wanted a gunner to engage a panicular ment itself.
target, he would have to physically move down to the
British Marie V m11lt gunner and point it out to him.

R- 16
-------1Landshipsi-------
It was not until September 6th, 1915, that the first TANK TACTICS
actual tank prototype that resembled the majority of After actually building a tank, the next problem en- big 75mm guns, sort of a WWJ "sturmgeschutze" So
WWJ tanks carne into existence. This was the Lincoln countered was how to use them. After much growth in orgaruzationally, tanks were formed like artillery units,
No. I or "Little Willie" designed by William Tritton the size of the Tank Corps and some experimentation, either a groupe of 16 vehicles, or subdivided into bat-
and U . Wilson of the Landships Committee. It was a the British settled on a tank battalion as the basic tank teries of4 vehicles. Tactically this meant the formation
metal rectangle perched on the American Holt tractor unit. There were 26 of them by the time the war ended. could operate as independent balleries or the overall
with a turret consisting of a 2 pdr. gun. It also had nu- A tank battalion consisted ofsix companies of25 tanks commander could form a massive artillery concentra-
merous firing ports. The I 05 hp engine gave it a speed each, subdivided into sections of 5 or 6 tanks each, with tion by taking control of the entire groupe. Three
of2 mph and the tracks were beneath the sides of the one headquarters company. Overall the unit had 184 Schneider or four St. Chamond groupes became a
superstructure. During the tests, it was found that the officers and I ,610 men. groupement, to which were attached regular supply and
metal tracks were too soft and came off the rollers, and The "standard" drill developed for using tanks was repair units. These groupements were given permanent
that the wheelbase of 4 ft. was too short. A month later, in place by the time ofCambrai and tried to follow the unit numbers (a Roman numeral) and were parceled
a wooden mock-up called the Centipede was shown. sequence below: out to Army Groups North and East. Under this scheme
This would carry a 6 pdr. gun and five light machine I. Half a tank battalion would be used in the initial of employment, the big French tanks spent much of the
guns. The Centipede had its debut as a real object on assault. The advance tanks in each section would crush next 18 months leading counterattacks against German
January 12th, 1916 at Hatfield Park under great secrecy. the outpost wire, creating a gap and then swing left to breakthroughs.
The park had been turned into a replica of the front rake the first trenchline with their main guns and MGs. Renault FT-17 equipped units were organized dif-
lines, replete with streams, shellholes, trenches and 2. This would then be followed by a second tank in ferently. From the start it was planned for large num-
wire. The Centipede successfully negotiated all the ob- each section which would drop a fascine (a bridge-like bers of these tanks to be produced. To accommodate
stacles. Next in the line to debut was prototype of the thing about 4.5 fl. wide) and cross the trenchline while these plans the French formed Bat/a/ions des Chars
Mk I, named "Big Willie". It's shape was rhomboidal firing it's guns. Legers (BCLs) of tanks, some 75 strong. Each battal-
and was 31 ft. long, 3.8 ft. wide and 8 ft. high, weigh- 3. The last tank of a section would pass over the ion was composed of three companies, each with 25
ing 31 tons. Armor plating around IOmm thick pro- fascine, crush the second wire barrier and pour fire into FT-17s. Each company had a headquarters tank (a TSF
tected the front and sides. The tank was armed with the second trench line. The rest ofthe tank section would model) and three sections of five tanks each (3 cannon
two long-barreled 6 pdr. guns, one on each side. For follow close behind and suppress enemy units in the armed and 2 w1th MGs) plus a reserve section of5 tanks
ammo, there were two shell types, explosive and later, second trench, drop fascines, and cross the trench. and a recovery unit with 3 tanks. Eventually the flood
case shot. This case shot was very effective as an anti- 4. All tanks of the section would then regroup (at a of FT-17s being produced required even larger organi-
personnel weapon. The I05 hp engine had two gears, predesignated objective). zations so Regiments D 'Artillerie Speciale (RAS) were
and as far as the steering went, it took 60 yards to make 5. Infantry units, usually consisting of four platoons formed from three BCLs. Wartime experiences quickly
a circle! per tank section, would then follow to clear out the led to the decision to strip the companies of their re-
Nevertheless the Mk I was deemed a success and trench lines working from right to left and further aided serve tank section and grouping them all together as a
the British High Command ordered some I00 tanks. by one or two tanks. spare, "ad hoc" company under central control of the
Two types were to be built, a male version with two 6 6. More infantry units would follow to secure the battalion. The idea behind the Renault was massive
pdr. and four machine guns, and a female version armed trenches (again, four platoons per tank section), set up numbers. The enemy would be presented with a swarm
with only six machine guns. So, finally the landship blocks and increase the gaps in the wire so the reserves of small bees that would dominate the battlefield. The
was a military reality. The various "Mark" series of could pass through. Renault was very good at this and the increasing loss
tanks could all move I00-120 yards a minute on flat 7. Once all this happened, a half of a tank battalion ofGerman strongpoints to Renault assaults in latter half
clear ground, over trenches this rate decreased to 30- would follow any troops that broke through to support of 1918 led the Germans to issue a specification for a
40 yards and while moving at night it dropped to 15 and exploit. FT-17 tank hunter (which eventually became the LK
yards a minute. (As a curious aside, because the first In general terms, there was a tank deployed every II).
"landships" were sponsored by the Admiralty Board, 300 yards depending on the battlefield environment. The essential difference between the British and
and not the army, tanks today possess "decks" and Usually, the initial assault force was I00 yards and 4 French approach to tank doctrine was that with heavier
"hatches" and not "hoods" and "doors"!) minutes ahead of the main body of tanks, the infantry tanks but fewer troops, Brillsh doctrine called for the
The first tank section of six tanks arrived in France support platoons would follow in two columns some tanks to lead the way and attempt to crush everything
on August 14th, 1916 at Yvrench, near Abbeville. The 25-50 yds. behind the main body of tanks. in their path, having the infantry mop up. The French,
tanks were not hidden from view but quite the oppo- The French pioneer, Col. Estienne originally envi- with lighter tanks and more men, had their tanks fol-
site. Instead of the crews practicing their skills, every sioned using towed, armored personnel carriers to cross low behind the leading wave of infantry to deal with
day between 9am-l Oam and 2pm-3pm the tanks wou.ld no-mans-land and have the troops debark in the rear of any strongpointslobstacles encountered.
be paraded around in a carnival fashion as an amuse- the enemy. Thankfully this idea was never tried. With The Germans, having few tanks to begin with, fielded
ment for the troops! So much for secrecy. the creation of tanks the next French idea was to use a fairly simple organization. The A7V tanks were
While the British were working on their landships, large numbers of them in 1917 to stage surprise mass formed into Sturmpanzerkraftwagen Abteilungs (As-
the French Schneider company in May 1915, experi- assaults and break through the trenches. Around half sault Tank Detachments) of about 5 tanks each, num-
mentally obtained two Holt tractors and encased them of them would then continue on to exploit while the bered ATD I, 2 and 3 respectively. Due to breakdowns,
in armor creating an unarmed "tank" so to speak. The rest would hang around to suppress any pesky German losses, etc., it was a rare abteilungthat had it's full com-
French Secretary of Inventions, J. M. Breton, had been infantry that remained. pliment after any action. Captured Allied Mk IV. tanks
trying to promote his own design - a circular saw car- Tactically, this idea wasn't bad. But much to French were similarly organized into ATDs, numbered II
rier to cut barbed wire so the Schneider firm mounted annoyance, the element of surprise was lost by the pre- through 16, each with a mix of male and female tanks.
these in front. It was not a success and ultimately, the mature commitment of British tanks at the Somme in German tactics envisioned using tanks strictly as in-
Secretary of Inventions thought the whole idea unnec- Sept. 1916. As a consequence, the Germans promptly fantry support weapons and only in conjunction with
essary. Instead, it was an artillery officer, Colonel widened and deepened their trenches. As neither the infantry. One annoying complaint soon surfaced while
Estienne, who got the tank idea going in France. He Schneider or St. Chamond was any great trench crosser using captured Allied tanks, they were too slow to keep.
first proposed that armored troop carriers towed by self to begin with, the French tanks were now even worse up with the fast-moving Stosstruppen infantry! Tanks
propelled tractors be used to effect a breakthrough in a off. The debacle at Chemin des Dames took the offen- were quickly withdrawn from the battlefield as soon as
memorandum to General Joffie (the supreme French sive steam out of the French for the rest of the year so the immediate objective was taken. Thoughts ofbreak-
commander) in December 1915. These carriers were their tanks had little to do. through and encirclement by tanks would await the ef-
to be 13 ft. long and weigh 13 tons and were armored Eventually the French carne up with the idea of us- forts of a certain young captain named Heinz Guderian
plated. Each had two machine guns and a 37mm can- ing them for close support. The tanks would directly in the next war.
non and able to move at 5.5 mph. More importantly suppress iflfantry strongpoints and resistance with their
they were able to cross a 6.5 ft. trench. Estienne's idea RenauiJ FT-17 (MG) RenauiJ FT-17 (TFS)
was revolutionary in that he proposed to carry 20 men
in each which would dismount behind enemy lines af-
ter crossing the trenches. Joffre was impressed and ap-
proved of the idea and authorization to begin construc-
tion was given. Estienne first went to the car company,
Renault, which showed no interest in the project.

R- 17
-------1Landships!--------
GERMAN INNOVATIONS He then went to Schneider where he found out they
While the Allies were light years ahead of the Ger- The Germans formed the first flamewaffen unit in had been working on something similar (the armor en-
mans in tank interest and production, it was the Ger- 1912. This was the 3rd Guards Pioneer Regiment and cased Holt tractors above) but was more like a tank to
mans who would be years ahead of the Allies in practi- consisted of 12 flamethrower companies under the com- begin with. Joffre liked the idea of these "tanks" so
cally every other type of weapon. mand of Major Redderman. It consisted of Battalions much he convinced General Headquarters to order some
Poison gas was first used by the Germans. The first 23, 24 and 25. It was first used at Hooge, which scared 400 of them in January 1916!
developments of the gas weapon occurred in October and shocked the British soldiers into a rout in July, 1915. The first Schneider prototypes were completed and
1914, in the Kaiser Wilhelm Institute in Berlin. Due to After the success at Hooge, flamethrowers were widely evaluated on February 26th, 1916. When the French
the shortage of steel, the German Anny had requested used as trench clearers and in reducing strongpoints. Army Technical Services saw the Schneider and how
an artillery shell made of cast iron which was weaker Improvements in design resulted in man-portable mod- they had been bypassed by Col. Estienne, jealousy set
than the steel shell. Since the shell had to be much els, but a flamethrower man remained very vulnerable in. They then began designing what would ultimately
thicker this would give less internal space for an explo- to any sort of bullet or shell fire. become the St. Chamond tank. They contracted for the
sive charge, in fact, the space was so small upon deto- After the Allied forces had introduced the tank to St. Chamond firm to build this design, a totally differ-
nation tt simply cracked the shell. Thus, the Germans the battlefield, the Germans produced the first antitank ent tank. Meanwhile, the French High Command was
needed to fill the shell with another substance. At first, weapons. The first of these was simply a special am- led to believe that both firms were building the same
the Germans tried filling the shell with irritants (partly munition for rifles known as "K" bullets. It was heavier model tank!
to avoid violating the Hague Convention which forbade than a normal bullet with a tungsten-carbide core. Origi- The Schneider tank which would finally enter upon
poison gasses, but not those with short term effects). nally, it was issued to units which sniped at metal en- the battlefield had a short barreled 75mm howitzer in
These were first used at Neuve Chapelle on October closed enemy strongpoints since it was accurate up to the right front of the hull and a Hotchkiss MG on the
27th, 1914. The shell did little and General Falkenhayn's 800 yards. At closer ranges it could penetrate the ar- left. The gun had a limited fire arc of ahead and about
bet ofa case of champagne that he could remain inside mor plating of the Mk I and II tanks. But the Germans 20 degrees to the right. Crewed by six men, the tank
the gas cloud for five minutes proved his point. had no idea of this until April I lth, 1917, when two was 19.8 ft. long and weighed 14.6 tons with a speed
A new shell with teargas was then produced and used Mk II tanks were captured and the bullet holes were of 3.7 mph. Armor was barely adequate at around
on a wide scale against the Russians at Bolymov (near found. From then on, all Gennan infantry were issued II.Smm.The St. Chamond tank was bigger (25 ft. long)
Lodz) on January 31st, 1915. The German troops were 5 rounds of "K" and machine gunners were given a and heavier (25 .5 tons) armed with a long barreled
given a simple mask consisting of a pad of cotton that whole belt. When the Allies introduced the Mk IV tank 75mm field gun and four MGs. The armor was thicker
tied in the front of the nose and mouth with tapes. It with thicker armor in June 1917, the K bullet was ob- than the Schneider, around 17mm. It required a crew
was moistened with a chemical solution. After the Ger- solete. This forced the Germans to design the first pur- of nine. Each track had a motor coupled with an elec-
mans had barraged the Russians with the new weapon pose built antitank rifle. This rifle weighed in at 35 lbs, tric steering drive which made it both fast (5.3 mph)
they advanced. It was expected that the going would be the barrel alone was 4.3 feet long with a muzzle veloc- and easy to maneuver, but overall the design had con-
easy. However, the Russians fought as if nothing new ity of2200 ftlsecond. It had an effective range of 120 siderable overhang in the front. It also broke down very
had hit them. The gas had done little. The gas was un- yards and shell was 13mm caliber. Produced by Mauser, easy. Around 400 St. Chamonds were produced but by
suited for the subzero weather and the tear gas droplets the rifle required a small tripod to fire it. The troops the end of the war the French only had 72 left (several
failed to evaporate and instead froze. The Germans lost hated it due to it's strong recoil upon firing. But at 120 were sold to the Lithuanians after the war). Both tanks
20,000 men. yards, it could penetrate even a Mk IV's armor plate if were poor trench crossers (the French did not ofcourse
Experiments continued. By April 1915, the German it struck at a right angle. If the bullet struck at a 45 call them landships or tanks, but instead "Artillerie
were able to release a hideous green cloud from cylin- degree angle it would not penetrate, even at 60 yards. d'Assaut'' or "Chars d'Assaut'').
ders (avoiding the Hague Convention prohibition The solution to the spotty effectiveness of the anti- After these two limited starts, the French went on to
against poisonous gas-filled projectiles!) upon the tank rifle was to enlarge it. This took the form ofa 37mm produce the most successful of all tank designs, the
French colonial troops near Ypres. It left a four mile gun produced by Rheinmetall which weighed 385 lbs. Renault FT-17. This tank inspired all future tanks by
wide gap in the lines, several miles deep, devoid oflife. in a firing position which included 24 roundsofarnmo. it's simplicity, and no less than six variants existed de-
Perhaps because the attack had been thought of as one In it's limbered state, it weighed 1,020 lbs. Each shell pending on the country which had it. The first proto-
with limited objectives, the German troops were too weighed I lb. and the barrel length was 21.5 calibers. type Renault tank appeared in November 1916. It was
timid to exploit their unexpected success. From that Muzzle veloctty was 1124 ft./sec. with a maximum a two man, 6 ton tank. It's length was 13.5 ft with a
day onward both sides raced to develop and use more range of 2,866 yards. Elevation was -6 to ~ 9 degrees sprung suspension and a revolving turret armed with a
deadly gasses (phosgene, chlorine, and mustard gas), and traverse to either side was 21 degrees. It required a Hotchkiss MG. It had a speed of 6 mph which was fast
more effective gas masks, and better delivery systems crew of three. Basically, the aimer would sit behind the for its day. The beauty ofit's design lay in its ease to
(Livens projectors and artillery shells). gun and aim through two sites perched on the barrel. manufacture. French industry could build five FT-17s
Next, the Germans introduced flamethrowers to sup- According to reports, the gun was very effective up to for every Schneider or St. Chamond. It was small
port infantry assaults. It was a German, Richard Fiedler, 500 yards and less accurate between 500- 1,000 yards. enough to maneuver places the big tanks could not and
a Berlin engineer who designed the first flamethrower Since the suppressive fire of tank machine guns was it was not a large target. It still wasn't a great trench
as a weapon m 1900. It was first tested in 1901. He limited to about 400 yards, the antitank gun could open crosser however, barely able to handle a 6ft. gap. Ea.rly
produced two types, a one man held version which had fire at the longer ranges without fear of the tank open- on the French realized the importance of cannons and
a range of20 yards and the larger canister type requir- ing up it's machine guns. over half the FT-17s produced were armed with a 37mm
ing a small crew which had a range of 40 yards and Finally, local artillery guns using direct fire were very gun. Finally, the French upgunned the Renault with a
could shoot a flame for 40 seconds. Both types pro- destructive as antitank weapons. Probably most tanks short 75mm howitzer and simply christened it "BS".
duced a large amount of smoke and the whole effect lost were due to these weapons. But it took a brave Another version, the TSF, was an unarmed command
lasted for two minutes. artilleryman to go up against tanks and many of them version equipped with a radio. All in all, over 3600 were
paid a steep price for their courage. made and it was widely used by other armies. The
Americans called their Renaults the M1917, the Sovi-
ets called theirs the Lenin tan.k, and the Italians called
German A7V-U theirs the Fiat 3000. Yet bureaucracy and dithering kept
this successful design from appearing on the battlefield
until June 1918.
As the British and the French were advancing the
rF~·. efforts oftank design, a German engineer named Gobel
.. · ~j'Q.:: had produced a small machine in 1914. The machine
. 1 . ·~~~·::......... i did have the capability to cross over rough terrain but
got stuck in wire. It was powered by a 4 hp engine and
used six spiked rails connected to elliptical wheels so
. -i·: :··: that fou.r of the six rails were always touching the
ground. The German War Department thought little of
il The heads of the German Army, Hindenburg and
Ludendorf, were not impressed with the poor perfor-
mance ofthe early Allied tanks but despite this, ordered

R- 18
-------1Landships!-------
the General War Department 7, Vehicle Division to be- THE EVOLUTION OF ARTILLERY TACfiCS IN THE GREAT WAR
gin development. The first A7V prototype was produced Artillery, the true Grim Reaper of the First World Missions
by lng. Vollmer in the Spring of 1917. It used two sepa- War, dealt even more death and destruction than the The m1ss1ons and importance of the artillery in-
rate sets of tracks and failed totally. The German High machine gun. Rapid fire artillery ruled the battlefield. creased dramallcally as the war progressed. Prepara-
Command was even more disgruntled. The newer A7V It accounted for at least 58% of the millions of casual- tory barrages became a necessary part of maJor assaults
came to be on May 14, 1917, when it was shown at ties. The destructive power of the guns forced armies to reduce the enemy defenses. Heavy and medium how-
Mainz. It was armed with one 57mm gun of Belgian to dig into the earth for protection. Ironically the artil- itzers pulvenzed enemy trenches and concrete fortifi-
make and six Maxim machine guns and powered by lery of the Great War, a key instigator of trench war- cations while suppressing enemy artillery with counter-
two I00 hp engines. It had a crew of 18. Because the fare, ultimately helped end the stalemate ofthe trenches. battery fire. Light field guns and howitzers performed
German High Command had never thought highly of jobs like wire-cutting and rolling barrages that required
Org•nlzatlon
the tank as a viable weapon few resources were given
Artillery was typically separated into two major or- close communication with the infantry. These light field
to produce it and only 20 actually were. Only after the
ganizations: Field Artillery and Foot Artillery. In the pieces also delivered most of the poison gas shells in
British demonstrated the potential of the tank at
German Army, field artillery included light 77mm field the war. Light field guns later tried the vital antitank
Cambrai, Nov. 1917 were tanks to become a priority
guns and light I05mm howitzers. One brigade of field role. Forward observers on the ground and artillery co-
with the Germans. Still it seems, they were thought of
artillery, comprising about 72 weapons, was attached operation aircraft spotted for the artillery. The British
as a counter to an Allied tank attack, not as a break-
to each infantry division. The foot artillery was made developed sophisticated flash and sound ranging tech-
through weapon in and of themselves. The first few
up of large 150mm and 21 Omm howitzers, with a bat- niq:~es to triangulate enemy batteries.
were actually available to the troops in late 1917, how- Drumfire barrages could last for days, the heavy guns
talion of each attached to every army corps. The foot
ever, they were first used in 191 8.TheA7V tank was in
artillery gave heavy support to the troops during as- churning up the defenses and weeding the enemy from
fac~ and unknown to the Germans, the best of the WWI their deep subterranean dugouts. A short paralyzing hur-
saults.
tank designs given some modifications. The tracks were ricane barrage immediately preceded the infantry as-
Numerous minor organizations of the artillery also
concealed under the hull, the suspension was sprung
took part in the war. Horse artillery batteries attached sault. The timing of the barrage was crucial. Its dura-
and each track was independently driven. The design
to the cavalry divisions used light field guns. Siege bat- tion had to be long enough to bury the barbed wire and
had a top speed of8 mph. Its faults lay in having a "low
teries assembled for attacks on fortifications, e.g. the destroy the defenses or the infantry would be hung up
nose" and poor ground clearance. It was not a good
420mm Big Berthas at Liege. Mountain troops required as soon as they went over-the-top. German Colonel
trench crosser and could tip over on uneven ground.
specialized units containing mountain guns which broke Georg "Breakthrough" Bruchmuller brought back the
Yet by the end of the war, reliability had increased to
down into sections for transport by mules. As the war element of surprise in 1917 by skipping preliminary
the point where an A7V could undertake a 50 krn ap-
progressed the number of artillery units increased five ranging and preparatory barrages and going directly to
proach march to the battlefield and attack for up to an-
times. The new units employed captured pieces, con- massive but brief hurricane barrages. The French in-
other 20 krn before "calling it a day."
verted naval guns, obsolescent pieces drafted into ser- troduced the "creeping barrage." ln this successful tech-
Italy, as previously noted, had always possessed an
vice for the static trench war, as well as new artillery nique the barrage would step forward at a constant rate
interest in the tank. Thus, the Fiat Company began to
weapons. The typical battery was reduced during the and the infantry would follow behind the wall of fire
design them in 1916. The Fiat Carro Armato 2000 was and destruction. The only problem was that the defend-
war from six to four guns for finer tactical control.
quite advanced by any standard. It was a 40 ton ma- ers were often more resilient than planned, and the bar-
chine powered by a 240 hp motor and armed with a Equipment rage would walk too far ahead.
37mm gun and six well placed machine guns. It had a The armies ofWWI used a wide variety of artillery Throughout the war, the artillery and infantry
crew of 10 men and it's armor was 15mm to 20mm types. Three standard classifications are: guns, howit- struggled to develop better tactical communication. The
thick. The tracks were very low and partly concealed zers, and mortars. Within each class there are three sizes timing of the barrage had to be perfectly coordinated
and the turret revolved. It had a speed of 4.5 mph. The relative to shell weight: light, medium, and heavy. Guns with the infantry line commanders' assault plans. Pre-
first demonstration of the tank was held in June 1917. are relatively long barreled weapons with low eleva- determined schedules collapsed in the reality of com-
Yet the Italian Army showed little interest in their home- tion capability. They fire shells in a "flat" trajectory. bat. The infantry went over-the-top on queue, but then
grown tank and the four tanks made were never used. Light horse drawn guns include the French 75, the Ger- were effectively on their own. Carrier pigeons and field
The strange thing was that the Italian Army was inter- man 77mm, the Russian 76.2mm, and the British IS- telephones were instrumental, but could be lost or bro-
ested in ordering many ofthe French tanks, which were pounder (84mm); while, heavy guns include the 340mm ken in the first grueling minutes of hand to hand com-
actually inferior in design. By the Fall of 1917, the army French railroad mounted guns and the German long bat The German Stoss tactics developed complex
had placed an order for I00 Renaults and 20 Schneiders. range (88 mile range) "Paris Gun." Howitzers have rocket flare signals so that the infantry could control
Upon receiving the Renault tanks, the Italians rede- shorter barrels and higher elevation than guns. They the rate of the creeping barrages. Overhead observa-
signed them in part and renamed them the Fiat 3000. fire high explosive shells over obstacles and hit targets
tion aircraft were vital to communication during the
The main difference being the revolving turret possess- protected behind hills or woods. Howitzers were the advance. The armies finall y broke the deadlock of the
ing two machine guns. AboutiOO of these were made. most useful and prolific kind of weapon in WWI trench trenches with better communication and tactical coop-
Not yet noted were the American tank designs. One warfare. Mortars have stubby barrels, fire at a high eration between the infantry and the artillery. True real
tank design was quite unique, the Skeleton Tank de- angle, and their shells drop nearly vertically on their time cooperation between the artillery and other arms
signed by the Pioneer Tractor Company. This tank had target. Mortars have a shorter range than howitzers of had to wait until WWII and the invention oflight two-
a tubular frame and was 25 ft. long. Within the frame equal size, but are easier to move. Mortars spanned the way radios.
sat an armored box for two men and a machine gun. range of sizes from the hand carried Stokes trench
- Eric and Jane Lawson
Powered by two 50 hp engines, it weighed only 9 tons. mortar to the giant Big Bertha.
Only a prototype was built because it was doubted When the war broke out, artillerymen expected to
whether the tubular frame made of malleable iron pipe fight in a war of mobility and maneuver. The French
fitted with standard plumbers connectors could survive. 75mm field gun is an excellent example. The French
The only other American tank was the two man Ford expressly designed this gun for rapid deployment and
three ton tank. It was designed by the US Army and its highly trained elite crew could move it into place,
used many of the same components that the Ford car set it up, and fire within minutes. A quick firing gun
did. It was powered by two Model T Ford engines and with the modern breech loading design, it had novel
had one transmission for each track which gave it a recoil and elevation mechanisms to fire 25 rounds per
speed of8 mph. Like most tanks, it only had one ma- minute over a 7,500 yard range. A shield on the front
chine gun. Ford estimated that the cost per unit would protected the gun crew from enemy bullets and counter-
only be $4,000 each. The Army, naturally ordered battery fire. The elite "75" destroyed the enemy infan-
15,000 of them, but only 15 were made by the end of uy on the open field with shrapnel, and its performance
the war. Ofthe fifteen, ten were actually used in France. at the 1914 Battle of the Marne made up for the dismal
During the years 1916-18, the British Mark series record of the French artillery in 1870. The onset ofstatic
continued to be improved and refined which accounts trench warfare demanded more siege guns and howit-
fora Mk 11, Mk III, Mk IV, MkV and MkVI (never got zers. Most armies were grossly under~uipped in this
beyond drawings). The Mk II was largely the same as category and spent 1915 playing catchup. Shell short-
the Mk I but primarily conceived as a training tank. ages also hampered both sides as industry slowly geared Gemum 77mm F k ld Gun
Thus it was made of milder steel (known as up to meet the bloody demands of each new offensive.

R- 19
-------1Landships!--------
NOTABLE TANK ACTIONS 1916-18
1916 Nov. 20th: 324 British tanks attack towards to halt the Germans at the Second Battle of the
Sept. 15th: 50 British tanks from "C" and Cambrai causing deep penetrations. In En- Marne.
"D" companies form up to attack Flers- gland, church bells ring for the first time at July 23rd: 36 British tanks attack in con-
Gueudencourt. 32 tanks depart, 9 immediately news of the victory. jun.ction with French troops at Moreuil (Mailly-
break down and 5 are disabled, 9 start late, but Nov. 21st: 49 British tanks attack near Rameval). 2,000 prisoners and 5 artillery pieces
the remainder take Flers. Cantiang (southwest of Cambrai) entering the are taken but 30 tanks are lost.
Sept. 26th: A single British female Mk I tank town. July 26th: 131 St. Chamonds spearhead a
commanded by 2nd Lt. Storey captures I ,500 1918 French counterattack near Reims.
yards of enemy trenchworks and 370 prison- March 21st: Debut of the German Aug. 8th: 425 British tanks used at
ers in a hour in front of Gueudencourt, at a panzertruppen. 5 captured Mk. IVs and 5A7Vs Marcel cave. Massive German surrenders along
cost of 6 wounded crewmen. spearhead attacks north and south respectively the line.
Oct.: British tanks are wasted in "penny- of St. Quentin. Three A7Vs break down but Aug. 21st: The British use 190 tanks at
packet" attacks along the line. Typical is a two the remaining two do sterling work. Bapaume.
tank attack on Oct. 18th against Beaumont- March 22nd: 30 British tanks used at Vaux. Au~. Jist: German infantry and artillery
Hamel in the snow. 17 are lost. workmg together disable two of their own
Nov. 13th-14th: 52 British tanks assembled April 24th: 13 German A7V tanks attack side's A7Vs during a battle at Fermicourt (by
to attack Beaumont-Hamel. Two tanks capture near Cachy. First tank to tank battle occurs. accident).
400 prisoners. May 27th: 19 captured Mk IVs lend sup- Sept. 12th: Lt. Col. Patton's 1st Tank Bde.
port to German attacks against the British over (144 American manned FT-17 tanks plus 24
1917 French Schneiders) along with Lt. Col. Pullen's
a I 0 km front at Juvincourt-et-Damaine. The
April 9th: 20 British tanks attack Arras in 3rd Tank Brigade (216 FT-17s and 35
attacks largely succeed thanks to the infantry,
the rain, taking Vimy Ridge. Schneiders and St Chamonds) advance through
masking the failure of the tanks to contribute
April lOth: II British tanks (of which 8 the mud capturing the St. Mihiel salient.
much.
breakdown) of "D" company conduct an at- Sept. 26th: The lstTank Brigade (344th and
May 31st: 5 German A7Vs from ATD 2
tack on Bullecourt in the snow, but fail. The 345th tank battalions) with 127 FT-17s led by
stage a hasty attack north of Reims. Two are
Germans capture two Mk lis for examination Lt. Col. Patton, along with 28 French
lost to French artillery fire, one breaks down
and are misled in thinking their current anti- Schneiders, spearhead attacks along the
and the remaining two retreat. Also on this date
tank bullets are effective against tanks. Meuse-Argonne. 43 tanks are lost the first day.
the FT- 17 made its combat debut near Ploissy-
April lith: 6 British Mk II tanks (of which Sept. 28th: 34 Mk IV. and Mk V. tanks are
Chazelle counterattacking German thrusts to-
3 break down) of"C" company attack Monchy- used by the American 30lst Tank Battalion at
wards the Foret de Retz.
le-Preux capturing it but are forced to retreat Ronssoy. I 0 tanks are lost.
June 1st: 5 German A7Vs from ATD I and
by a lack of infantry support. Oct. Sth: The American Meuse-Argonne at-
10 captured Mk IVs attack southeast ofReims.
April 16th: 80 French Schneiders attack tack resumes. Of the 89 tanks in the I st Tank
Two A7Vs break down before seeing action.
over the Aisne River near Berry-au-Sac and Brigade taking part, only 8 are still "runners"
Bad terrain and obstacles create lengthy de-
another 48 at Pontavert. Most are lost as re- by the end of the day.
lays for the remainder, spoiling the attack. Two
serve fuel cans carried outside the tanks are Oct. 8th: The American 30lst Tank Battal-
A7V s are lost (one recovered) and the surviv-
ignited by German fire, frying the crews. ion attacks at Brancourt. Of the 23 available
ing A7V retreats. Overall 9 tanks are lost.
April 23rd: 6 British tanks in conjunction Mk IVs and Vs, 20 leave the start line and 9
June 9th: The surviving German A7Vs of
with the 51st Division assault the chemical break down or are destroyed on the first day.
ATD I above along with ATD 3 attack at
works in the township ofRoeux but fail to take Never the less the attack is a success, advanc-
Ressons-sur-Matz. 3 A7Vs break down I falls
it. in a pond, and I is lost but significant ~round ing 12 miles over the next two weeks. Also on
May 3rd: 8 French tanks attack Bulletts. On is gained. this day 8 German A7Vs and captured Mk IVs
the same day I 0 British tanks renew the attack counterattack British breakthroughs at
June lith: 144 French tanks and five in-
on Bullecourt but are repulsed . Agwoint and luway (southeast of Cambrai).
fantry divisions counterattack the German
May Sth: First combat debut of the French breakthrough at Ressons-sur-Matz taking Oct. 14th: 24American FT-17 tanks (all that
St. Chamond tank. They attack Lauffaux in I ,000 prisoners and 19 guns. 70 tanks are lost. remain operational) from the I st Tank Brigade
conjunction with two groupes of Schneiders. form a provisional company and successfully
June 22nd: 5 British Mk IV female tanks
16 of 17 breakdown during the approach. attack towards the Barricourt Heights in the
con~uct the first ever armor attack at night,
June 17th: 72 British tanks attack at causmg numerous enemy casualties. Meuse-Argonne
Messines. First use of the new, bulletproofMk Oct. 16th: 19 tanks of the American 30lst
July 4th: 60 British tanks (first use of the
IV dismays the Germans. Tank Battalion attack over the Selle River. Two
new Mk V) are used at Hamel. None are lost
July 31st: Six British tank battalions with ~nd I ,500 prisoners are taken. The Royal Fly-
tanks are lost.
136 tanks are used at Ypres. Only 2 break down mg Corps conducts its first ammunition air- Oct. 23rd: All 12 remaining tanks of the
but the muddy terrain proves too tough going drop ever to resupply the tanks. 301st Tank Battalion form a provisional com-
for the machines. pany and spearhead attacks against Bazuel,
July 15th: 7 A7Vs have one last go at tak-
Aug. 18th: 12 British tanks eliminate five ing Reims attacking from the west, but fail Ors, and Catillion capturing all objectives.
German pillboxes along the Langemarck-St. contributing little to the attack. ' Nov. 1st: 5 captured Allied Mk IVs spear-
Julien road in a teJCtbook assault. head attacks by the German 28th Reserve Di-
July 18th: A mix of350 French Schneider
Oct. 23rd: 92 French tanks breakthrough at
Malmaison and attack artillery guns in the Ger-
St. Chamond, and Renault FT-17 tanks are used vision and successfully drive back the British
southeast of Valciennes.
man rear.

R- 20
- - - - - - -1Landships! - - - - - - -
''boilerplate''). The demands of war found them in the The French tank committees also planned their mon- 9) German Tanks in World War I, Schneider and
front lines at Arras in April 1917 however, where their ster tank, the Char de Rupture 2C. An early venion Strasheim, 1990
vulnerability to MG fire was amply demonstrated. was first tested in December 1917, and was armed with I0) Landships, David Fletcher, 1984
The Mk IV (1917) was the first large scale produc- a I 05mm howitzer in the turret. It was not successful, I I) Men Against Tanks, John Weeks, I975
tion model manufactured and featured a number of im- so the Char 2C was developed. This tank carried a 75mm 12) Military Operations, 1915, Vol 2. Official His-
provements over the earlier Mk I and lis. The armor gun in the turret and three machine guns. The size of tory of the War, 1928
was strengthened to 12mm which finally made the tank this tank was gigantic, some 43.2 ft. long, 12.8 ft. high 13) Story of Special Brigade, C. H. Foulkes, I934
bulletproof. Wider tracks were installed. The fuel tanks and I0 ft. wide and weighed in at 68 tons. Despite this 14) Tank Story, Edited by Andrew Kershaw, 1973
were both enlarged (increasing range) and armored and it was surprisingly fast. With a crew of 12, it carried I5) Tank Warfare, Frank Mitchell, I930
moved to a less vulnerable position. A fuel pump was 10,000 rounds of gun and MG ammo. It's armor was 16) Tank Versus Tank, Kenneth Macksey, 1988
installed replacing the gravity feed used on earlier mod- 13mm at minimum and 45mm at it's thickest. Six of 17) Tanks, Vol. I and 2, Liddell Hart, I 959
els (climbs or descents no longer interrupted the flow these tanks were still in use in the 1940 campaign, but 18) Tanks and Weapons ofWWI, Ure Smith, 1973
of fuel to the engine). Best ofall in the opinion of some, had no effect on events. 19) Tanks in the Great War, J.F.C. Fuller, 1920
were improvements to the escape hatches. Also the The last word of British tank design was the Mk Vlll 20) Tanks 1914-1918, Albert Stem, 1919
length of the 6 pdr. guns was cut down to make them tank, a joint American and British design. Known as 21 ) Treat 'Em Rough, Dale E. Wilson, 1989
handier in combat. Curiously, in what seemed a back- the "International" or"Liberty" tank, it weighed 37 tons, 22) War Cars, David Fletcher, 1987
ward step, the lightweight Hotchkiss machine guns were had a crew of8 men, had two 6 pdr. guns each with 208 18.0 DESIGNER'S NOTES
replaced with heavier Lewis models - which also had rounds and seven .3 inch Browning MGs. The armor Old timers will see a similarity in this game to an
the nasty habit of blowing cordite fumes directly in the varied from IOmm to 16mm. Powered by a 300 hp en- previous design ofmine entitled "Rip the Front'', which
gunner's face. Over a thousand Mk IVs were produced. gine, it's speed was 7 mph. It too was big at 34.5 ft only covered the first tank-to-tank battle at Villers-
This was the tank that failed miserably at Messine Ridge long, I0.3 ft. high and 12.5 ft. wide. It was the heaviest Bretenneaux. Released in I981, it received decent re-
and Passchendale (due to poor terrain and tactical de- tank placed into production during the war but only views despite it's unprofessional look. My own second
ployment) and succeeded brilliantly at Cambrai in No- four had been made by the time the war ended. edition of the game, retitled Landships, was produced
vember 1917. Prior to the end ofWWI, the British had a number in 199 I but still lacked die-cut counters and colorful
The Mk V (1918) had the same dimensions as the of fast tanks on the boards in anticipation of Plan 1919. maps. As always, my main purpose in designing these
Mk IV but had a bigger !50 hp engine and an epicycle This plan envisaged an attack on a 90 mile front with game kits remained the same, that is, to do games that
steering gear (eliminating the two gearsmen and allow- 800 Medium D tanks in two columns. Once the breach interested me as a designer and also hopefully catch
ing just one man to steer the beast). A second cab on was created, another 1,200 tanks would pour through the eye of a professional publisher. This new third edi-
the roof facing backward plus a reverse gear allowed it, wrecking havoc on the rear area, some 20 miles away. tion of the game, Landships! now produced by Clash
the tank to be driven backwards. The Mk V was to be This is not to mention another 2,500 heavy tanks at- of Arms, is a vast improvement over my own earlier
the principal breakthrough tank of 1918. The Mk V tacking as well. Overall the plan called for 5,000 tanks, efforts and was well worth the wait.
"Star'' was a lengthened version of the regular Mk V and I7,000 trained men to operate the tanks were When I design a game, first I look at the facts of the
with room to carry troops (the first armored personnel needed! Yet this plan was considered perfectly feasible battle, i.e., is there a game there? After that, what is it I
carrier so to speak). None ever were as anyone in the and the final touches were being added by the end of want to portray? Most games I design are moderately
passenger compartment always got sick from the en- the war. The new Medium D tank weighed 20 tons and complex since I have no time to spare for cumbersome
gine fumes. was armed with a 6 pdr. and two MGs and more impor- game mechanics. However, I always attempt to remain
The British Army still wanted a fast tank and the tantly, had a speed of25 mph and a range of I 00 miles. faithful to history even if it makes for some complica-
first experimental model, called the "Chaser" or Me- The tank was designed by Lt. Col. Johnson and overall tions. In Landships! I wanted to show the first tanks'
dium A was exhibited and tested on March 3rd, 191 7. shape was wedge-like. The tracks were low to the uses and handicaps, along with the introduction of the
It weighed 12 tons, had a speed of 8mph and 8mm ar- ground and different from previous tanks in that each other"wonder weapons". While not entirely true to lif~
mor. This tank was 20 ft. long and 8 ft. wide. It had.a track was a plate shoe held on a wire rope support. It the design does simulate the essential elements orw~
revolving turret with a machine gun. By the time the was a successful design but never built in any numbers. battles the early tanks were used in. The reseaJ'C.\\ IS,
Medium A reached production in October I917, it had Finally, in 1921, the Vickers gun company produced for the most part, quite good. Nearly all the scenarios
lost the turret but featured 14mm armor and 4 Hotchkiss the Light Infantry Tank No. I. The tank still had the depicted in the game carne from several books. \he
MGs offering all around fire. This tank was fast for rhomboidal track resembling the early tanks but had a tank movement rates on roads and over open terrail'(
WWI standards and was thus christened, "Whippet". revolving turret on top with a small cupola on top. The came from a few mathematical calculations based upo9
Some 200 were made but it did not reach the front until tank had either a 3 pdr. gun or three MGs in the revolv- the book, Tank Warfare by Lt. Mitchell, wl:\o was a tank
Spring of 1918. ing turret. Powered by a 85 hp engine it had a speed of commander in WWI. In his book, he stated that the Mk
Ill. The Might Have Beens 15mph with a five man crew. Although the tank itself IV moved over I00-120 yards per minute on rlat groun<_!;
After the battle of Carnbrai, the Germans attempted was well protected, during demonstrations there were 30-40 yards a minute over trenches. Purists may note
to copy the British tank designs by producing their own so many problems that the design was discarded. that some of the units, trucks and armored cars princi-
A7VIU. Looking much like a British Mk IV, and with IV. Bibliography pally, are moving slower than their listed maximum
all its faults, only one was ever produced. By the last Much primary source material written by the origi- speeds. Remember that paved roads are rare in the front-
year of the war, the German tank committee group be- nal participants was published in the 1920s and I930s line areas depicted in the scenarios and no one wa'\\S\O
gan to design bigger tanks to achieve a breakthrough in and has not, to my knowledge, been reprinted. Such lose a wheel in some shellhole. Just so you kn,o:tr, a
19 I9. Ing. Vollmer and Capt. Wegner designed a 42 ft., references are now very expensive to obtain and a large well-tuned Rolls Royce armored car on pavement go-
I48 ton monster. It was powered by a 650 hp aircraft metropolitan library remains the best bet. A number of ing flat out would have a speed of around 65 bexes a
engine giving it a speed of5 mph. Armament consisted interesting primary and secondary French works on tum.
of four 77mm guns and seven machine guns. It carried their operations remain untranslated to date. Fortunately, The artillery rules have been expanded anq changed
a crew of22. The tank was designed for easy disman- literature dealing with tank operations in the Great War from my earlier editions. Mos1 artiljery P,~ ~ ~
tling into four sections for rail transport. (Curiously, has been steadily increasing over time. Many of the was pre-planned and tactical flexibiU~ si~~~ wasn'\
this design foreshadows the German effort in WWII to books listed below are still available with a little dig- in the cards. Forward Observers techmea~ dl~ no have
design other impractical "monster" tanks). Only two ging. the right to call in artillery barrages on targets o( op-
were built before the war ended. The last German tank I) A New Excalibur, A.J. Smithers, 1986 portunity, rather they were there \0 '"'observe'' and cor-
to be produced, but only after the war, was the LK II. 2) AFVs ofWWI, Crow, 1970 rect the fall of shots aimeq a1 pre-~rnneq ~C\S. ~e
Developed as a counter to the success of the French 3) Big Guns, Edited by Bernard Fitzsimons, 1974 rules attempt 0 model these 1-buthes. ~~sJ rcause a
FT-I7 against German infantry, the LK II resembled 4) The Boiler-Plate War, John Foley, 1963 hex has been ~go~ffi ~oes not mean 'f6 l~e can call in
the British Whippet light tank. The MG version had a 5) Eyewitness, Maj. Gen. E. Swinton, 1933 a barrage on l~ellh. 1hhe ro~~~~· s\Tulates !he
h
fully revolving turret while the cannon armed model 6) Fighting Tanks, Ian Hogg, 1977 rear area arllJieQ' comman~er SimP. y ree1m~ (\Ia no{
had a limited traverse 37mm gun firing ahead and two 7) German A7V Tank, Hundleby and Strasheim, enough reslsW,Jc'e 'has <>ccu~ al t t si(e !o jusllcy a
Maxim machine guns firing out the sides. It weighed 8 1990 garrage. )(a Ftr, Aftack resu1ftc:\ in a Elimlnalion or
tons and it's speed was 9 mph. All the finished models 8) German Tanks and Armored Vehicles 1914-1945, ~etrea , ~en \Pe artl\ e~ commande~ deeme~ the
were sold to Sweden as part of the disarmament clauses B.T. White, 1968 ' rou~ a a& a s ccess an~ arli cry ~re 1s no n~ed.
in the Treaty of Versailles.
P'ntlnued on Page 2~

R - 21
-------1Ulndships!-------
THE EVOLUTION OF AIR POWER IN THE GREAT WAR
Allied Supreme Commander, General Ferdinand the observer, better design for crew cooperation, im- French pilot, Roland Garros, became frustrated with
Foch, once dubbed military aviation "good sport, but proved speed and maneuverability. Contrast the B.E.2c the tediousness of maneuvering his plane close enough
for the Army it is useless." Thus did many eyewitnesses from early in the war with the LVG C.VI of late in the to give his observer a good shot. He was given a
to the birth of air power fail to recognize the magni- war. The B.E.2 had its observer seated several feet in Morane-Saulnier monoplane exhibiting a unique con-
tude of the event. Such anitudes crippled early aircraft front of the pilot with his machine gun arcs restricted cept: a machine gun rigidly mounled in front of the
more than the enemy. During the First World War, barely by the wings and the pilot's head. It new at 72 m.p.h. pilot. Special armor wedges were boiled to the propel-
II yean after Orville Wright first new, aircraft devel- and could only reach 10,000 ft. The LVG C. VI how- ler blades to protect them from being shot away by the
oped from a rickety pioneering experiment to a high ever had the observer seated immediately behind the stream of bullets. Garros took the plane up in April of
performance technology, and air forces developed from pilot with a greater field of tire, and it new at speeds 1915 and proved the idea a success. He started shoot-
misunderstood peripheral units into complex combat over I05 m.p.h. and altitudes over 21 ,000 ft. ing down almost every plane he met, until he himself
forces. The lessons learned in this war became the ba- Experimental aerial bombardment began early in the was hit by ground tire two weeks later. He landed in
sic dogma of air fighting. war and ended with a high level of development pre- enemy territory where he and his machine gun concept
When the First World War erupted in August 1914, saging future blitzkriegs and air offensives. The Ger- were confiscated by the Germans.
the organization, technology, and tactics of aerial units man Army first anempted to use their airships (mostly Anthony Fokker, a Dutch aircraft entrepreneur, saw
were prunitive. The first nying squadrons were attached of the Zeppelin type) in tactical aerial bombing, but the contraption and took the design one step further.
to the signals secuons of their nation's armies for the they proved too vulnerable in the deadly environment Fokker made an "interrupter gear" to synchronize the
purposes ofobtaining information about enemy ground of the Western Front. Airships were soon reserved for machine gun so it would not fire whenever the propel-
forces. They were small units of a half dozen planes, a strategic raids on England. Light bombs were experi- ler blade passed the gun barrel. This was the trick! The
mixture of prewar civilian types - the birdlike Ger- mentally anached to any plane that could carry them "Fokker Scourge" ushered in a new phase aerial war-
man Taube, the wire braced French Farnam, or the early in the war, usually a two-seater with its observer fare and a new class of warriors- the "aces." The Al-
jaunty Bntish Sopwith Tabloid. These unarmed nying left at home. Specialized designs with greater load lift- lies had linle to counter this technological breakthrough.
machines performed visual aerial reconnaissances just ing capability began to reach the front in early 1917. Unsynchronized machine guns were mounled on pusher
above the heads of enemy soldiers. Such observations Aircraft like the D.H . 4 were used as "day bombers" to aircraft designs that have the engine and propeller out
proved valuable during the opening war of movement attack enemy positions in the rear. Giant multi-engined of the way behind the pilot. The Vickers "gunbus" was
- especially considering that the traditional reconnais- bombers like the British Handley-Page, the German joined by other pusher designs such as the F. E. 2b and
sance arm, the cavalry, was massacred. Gotha, the Italian Caproni, and the Russian Sikorsky D. H. 2.ln 1916 the French placed light machine guns
New Roles Hya Mourometz were used for more strategic bomb- on the top wing of the Nieuport II to tire over the top
With the digging of the trench lines, new roles arose ing deep in the enemy's home territory. Britain's Gen- of the spinning propeller. These stopgap measures
for the airmen. First among these was artillery coop- eral Hugh Trenchard placed the greatest emphasis on bought time for the Allies to develop their own syn-
eration. The combatants soon assigned one squadron strategic bombing by forming the Independent Air Force chronization devices.
to each army corps for the purpose of ranging and spot- (IAF). This was analogous to the Strategic Air Com- Dynamic: Fighter Developments
tmg the artillery. Observalton aircraft like the stable Brit- mand and was a distinct organization within the already The air war proceeded with dynamic rapid develop-
ish B.E. 2 or the GermanAviatik C.l would circle above independent Royal Air Force (RAF). In 1918 these ments by each side to gain an edge on the other. Aerial
a target while the guns tired ranging shots. With no bombers interdicted German rail movement and com- superiority on the Western Front seesawed from the
radios small enough for aircraft yet available, the plane munications and destroyed industrial facilities on the Germans to the Allies and back with each new break-
would periodically return to its own lines to drop a note Rhine. through. By late 1916 the Allies had a synchronized
for the artillery commander. As technology caught up Expertise in close infantry support increased dramati- machine gun on planes that outperformed the Fokker
with the needs of war, one-way wireless radio telegra- cally during the war. Dropping steel darts on enemy Eindekkers. Then the Germans retaliated by grouping
phy became commonly used. Later, concise "clock troops in 1914 progressed to stick grenades and bombs their maneuverable single-seat fighters into jagdstaffeln
code" repons were radioed back to the artillery. These by 1917. When the ground offensives started making (tighter squadrons) that preyed on vulnerable Allied
used concentric rings of predetermined width (desig- headway again later in the war, the aircraft became a two- seaters. This stimulated development of better es-
z.
nated Y, A, B, C, D, etc.) around the target (X) to necessary support to the infantry. Ground attack and
trench strafing was a key role for aircraft and required
cort tactics and formation flying . Great aces like
indicate the distance from the target, and a clock face Manfred von Richthofen, George Guynerner and Albert
aligned with true north to indicate where the shell landed specialized designs. The first effective armored aircraft Ball brought public anention to the air war. The Ger-
in relation to the target. For example: a message "B 6" appeared in mid 1917 as the German Junkers J I. The mans mass produced the sleekAibatros tighten armed
means that the last shell landed I00 yards away (zone mfantry cooperation aircraft would serve to spot and with two machine guns in 1917. The Allies responded
B) and directly south (six-o-clock) of the bull's-eye. reduce targets in the infantry's path, interdict enemy with even more maneuverable twin gun fighters like
However, communicating to a plane in night from the reinforcements, and report the status ofadvancing units the Sopwith Camel, the S.E. Sa, and the speedy SPAD
ground continued to rely on large panels placed in pat- to commanders in the rear. Terms like "close support" 13. Fokker returned to the scene first with his infamous
terns on the ground. and "contour nying" date from the First World War. triplane and finally the Fokker D. VII in 1918. Aircraft
Photographic reconnaissance also grew in impor- Rile of the Fighter designs became obsolete every few months under the
tance during the war. Millions of aerial photographs All this aerial activity performed mostly by the slow stresses of war. To compare the high performance fight-
were taken for tactical and strategic intelligence. Over- and stable two-seaters stimulated a counter threat - ers of 1918 with their predecessors of 1914 would be
lapping stereographic photos revolutionized the science the fighter plane. Ever since the war began the escala- to liken today's F-18 to the Spitfire ofWWII.
of observation and magnified important details. Aerial tion of armaments, aggressiveness, and deadliness car- T he Aerial Revolution
mapping gave infantry commanders information of the ried into the air. The first victory in the air occurred During the Great War, not only was the airplane revo-
ground that lay ahead of them. The aircraft were first within the first few weeks of war when an unarmed lutionized, but more importantly the airplane revolu-
designed for stability, but this quality proved to he a plane literally forced down another plane by making tionized war. More maneuverable fighters, better armed
drawback during the inevitable dogfights. Later the threatening feints as if to ram its foe. Soon rines and observation planes, heavier bombers, stronger engines,
important characteristic was defensibility which in- carbines were carried aloft and many flying crews be- smarter tactics, more efficient organization, better train-
cluded higher service ceilings, bener field of tire for came quite good at ruffling their enemy's feathers. One ing, new ammunition all made the war in the air that
much more complex and deadly. Airspeeds, maximum
altitudes and climb rates doubled, typical engine horse-
power increased fourfold, machine gun tire rates went
up ten times, and bomb loads increased even more!
What began as an adjunct to the signals sections of
armies became mighty independently responsible
armed services like the Royal Air Force. The concepts
and applications ofair power developed during the First
World War remain the basis of air power strategies to-
day.
- Eric and JtJM Lawson

R- 22
-------1Landships!-------
INFANTRY TACTICS DURING THE FIRST WORLD WAR
The Infantry, more than any other group, suffered World War One infantry adopted the first widespread Life in the trenches was miserable. Bombardment,
the horrors of the Great War. They fought across battle- use of camouflage. The red pants, Tartan kilts, shiny sniper fire, poison gas, flooding, disease, frostbite, hun-
field after battlefield. The Somme, the Argonne, the buttons, and silver breastplates leftover from the ger, and trenchfoot were endless. Battalions typically
Piave, Riga, and Verdun " ... transformed men's souls. Napoleonic era soon gave way to drab earth tones and rotated in and out of the trenches every two weeks.
Whoever floundered through this morass full of the broken pattern camouflage uniforms. Maintenance of these trench systems under the strain
shrieking and the dying, whoever shivered in those Trench Warfare of constant bombardment and raiding was most diffi-
nights, had passed the last frontier of life, and hence- After the battle of the Marne, both sides raced to cult. The Germans in early 1917 retreated many miles
forth bore deep within him the leaden memory of a form a line which the other could not outflank and dug- to the Hindenburg Line, a complex of concrete rein-
place that lies between Life and Death, or perhaps be- in to defend it. On the western front, opposing forced fortifications built in relative peace, partly to stay
yond either." (Werner Beumelburg, Reichsarchiv Vol. trench lines extended unbroken and fully manned from ahead of the Allies in trench quality.
1). the Swiss border to the English Channel. This unprec- The western front was never "all quiet." During the
OrJanlzation and Equipment edented phenomenon of war was caused by numerous day artillery churned up the trenches and each night
In 1914 the infantry was organized for a war of ma- reasons, including the following few points: the clash patrols went into No-Man's-Land. Small squads
neuver on a massive scale. The main unit was the corps of traditional and modern tactics, the impact of mod- crawled forward armed with wire-cutters, hand gre-
comprising 40,000 men. A corps had two infantry divi- ern technology, and the sheer number of combatants nades, rifles, spades sharpened for close combat, and
sions, each containing four regiments of three 1,000 present. The war of maneuver required an enemy with sometimes a light machine gun. They repaired the wire
man battalions. The corps was a rigid organization and a flank, which contiguous trenchlines denied. Armies entanglements before their own trench, cut those in front
units did not transfer between corps. The typical infan- found the trench to be the best defense against tradi- of the enemy trench, and raided enemy posts for intel-
try company in 1914 contained 250 men divided into tional linear assault tactics. The new age of rapid fire ligence. Fierce fire fights erupted when unfriendly pa-
three platoons. Machine guns were grouped into sepa- rifles, machine guns, and quick firing artillery made trols met. Body armor was adopted by some troops to
rate sections of two to six guns. They were not directly the open battlefield so deadly that all infantrymen were protect the snipers and for hand-to-hand combat. Im-
attached to the rifle companies. issued entrenching tools as standard equipment. Erwin ages of club wielding, armor clad, gas masked soldiers
The rifles the infantry carried were rapid fire bolt Rommel wrote as an infantry lieutenant in 191 5 that were somewhere between medieval and surreal.
action types with a 5 to 10 bullet magazine. The Ameri- "even in the attack the spade is as important as the rifle." Cracking the trenches was insurmountable. In as-
can .30 caliber Springfield model 1903, British Lee- France mobilized 4 million troops in August 1914, Ger- saults, row after row of infantry would go over- the-top
many 4.5 million, and Russia 6 million troops. Such on queue as soon as the artillery barrage lifted. If the
Enfield, and German 7.92mm Mauser 1898 all weighed
about 9 pounds, were about 4 feet long, and sported forces could form a line standing shoulder to shoulder barrage lifted too late the troops were caught by their
bayonets about 18 inches long. The heavy machine from the Alps to the beaches of Belgium ... and they own shells- too early and the enemy would have time
did. to come out of their bunkers and reestablish their ma-
guns, Vickers and Spandau, were based on the Maxim
with water cooled barrels and heavy mountings. Light The infantryman's lot declined from there. He had chine gun posts. In either case, the Poor Bloody Infan-
machine guns (LMG) like the British Lewis, the French to dig deeper fortifications as the enemy brought up try was caught in someone's crossfire. On the first day
heavier and more numerous artillery pieces. Opposing of the Somme Offensive (July I, 1916) I00,000 British
Hotchkiss, and the German Parabellum became more
frontline trenches were only a football field apart, some- troops attacked the German trenches. Within a few hours
abundant as the war progressed. By the end of the war
each rifle company was supplied with several LMG. times not even that. An American rifleman defined the almost 19,000 of them were dead and half of the rest
Next, the Germans introduced flamethrowers to sup- front as "when there is not another damn man between were wounded.
port infantry assaults. The Allied Stokes trench monar you and the enemy." Communication trenches, zigzag- Closing Maneuvers
and German Minenwerfer contributed greater combined ging to protect against sniper fire, connected the front While the Allies had wisely pinned their ~ oa
arms support. New hand grenades and rifle-launched to many tiers ofsandbagged support trenches and even- developing the tank, the Germans worked to perfect
grenades also became standard equipment for assault- tually to the reserve trench and rear areas. Machine gun and stretch infantry tactics to their limit. The columns
ing infantry. Pioneer, engineer, and technical sections emplacements with interlocking fields of fire, monar and skirmish lines of 1914 were replaced by loose-for-
grew dramatically in proportion during the war and pits, light artillery emplacements, and even searchlights mation infiltration tactics. Sturmbataillone were inte-
formed the nucleus of the assault squads. dotted the lines. Barbed wire, another recent invention, grated self-supporting platoons of light machine guns
Later in the war due to manpower shortages and the was maintained in front and around the main trenches. (LMG), grenade-launchers, riflemen, and stormtroops.
need for closer command integration, divisions became Temporary firing pits were dug forward from the front The LMG suppressed enemy fire and covered the rifle
the main parent organization and were convened to three trench for grenade throwing parties and as jumping off and stormtroop "stosstrupp" squads as they maneuvered
regiments. A corps became more of a geographical points for nightly trench raiding. Underground were into position. Immediate artillery support was provided
"area" along the front, and any unit stationed there be- bunkers for sleeping, storing ammunition, and tunnel- by modified light Russian 7.62 em guns (captured on
came pan of that corps. ing under the enemy trenches to place large explosives. the eastern front) and minenwerfers rolled forward by
the assault troops. Their objectives were to bypass
Designer's Notes Continued strongpoints in the first wave, create local fire superi-
The whole idea behind the artillery rules is that artil- ority, and produce many small breakthroughs. The stoss
lery was directed at points where the resistance was units extensively rehearsed their maneuvers. The al-
strongest. Thus, if a position were attacked unsuccess- 19.0 CREDITS AND ACKNOWLEDGMENTS lies later developed similar measures. In addition to
fully over a period of time, odds are that a request for close training with tanks, the French and American in-
Game Design: Perry Moore
anillery fire on that position would be responded to fantry in the Meuse-Argonne offensive carried mortars,
rather than an enemy position which was fired on only Game Development: Stephen Rawling light Chauchat LMG, and the quick firing hand-por-
a few times. Historical Commentary: Perry Moore, with Eric and table 37mm field gun. The Allies found combined as-
While Landships! is oriented around the uses of Jane Lawson sault tactics employing infantry with handfuls of tanks,
tanks, players can still have an enjoyable game using artillery, and overhead air support to yield the best re-
Rules Editing: Stephen Rawling
only the infantry and artillery rules. Try to find a way sults. The tank was so successful that the Germans re-
around the trenches using conventional tactics. Then Layout and Typesetting: Paul Dangel sponded with a Mauser 13mm antitank rifle weighing
try a few scenarios with the tanks and see the differ- Production Coordination: Stephen Rawling 35 lbs., and employed light artillery pieces as antitank
ence (and confidence) a tank or two can make. guns.
So I hope you enjoy it. My intent was to give you a Box Art: John Rota
Through four and a half years of war, infilntry tac-
bird'seye view of tank use in the Great War plus a peek Map: Rick Barber tics evolved from the formal rank and file of the nine-
at the other "war winners" both sides came up with. I teenth century to the small unit combined arms squads
Counters: Paul Dangel and Rick Barber
think I've succeeded in as much as any game could of the twentieth. The assault tactics, the applications of
possibly recreate any battle. I mean, can one really simu- Playtesting and Collation: Walter Dippel, Fran Kiger, modem technology to the battlefield, and the concepts
late the 100 degree heat inside the tanks, the deafening Bill Koff, Eric Lawson, John Leonard, Perry Moore, derived from the agonies of the trenches led the way
noise, the fright within the men as these monsters ap- Geoffrey Rawling, George Rawling, Stephen Rawling, for the blitzkriegs of the future. But in the end it was
proached, the shock of armor piercing shells entering Tim Tynan, Jim Werbaneth, and Ed Wimble the infantry who took the ground, bore the casualties,
the tank spHntering metal, or simply even the terror of Special Thanks To: David Isby, who pioneered the first and won the war.
infantry crossing no-mans-land in face of MG fire? WWI tactical game, Soldiers, way back in 1972! - Eric and Jane Lawson

R- 23
-------1Landships!-------
contents
1.0 INTRODUCTION.. I 6.14 Hard to Steer Vehicles. .6 11.11 Bringing Aircraft Into Play.• 11
1.11 Game Scale•• I 6.15 Movement Restrictions.•6 11.12 Dogfights•• 11
2.0 GAME COMPONENTS. . I 6.16 Tank Breakdowns..7 11.2 Anti-Aircraft Fire..12
2.1 The Map. . I 6.2 Vehicle Movement• . 7 11.21 AA Gun Fire Procedure. .12
2.2 Soft Tar&et Units• . I 6.21 Wire Hexes..7 11.22 Ground Fire Procedure. .12
2.21 Foot Troops (FTs). . I 6.22 Thench Hexes•• 7 11.3 Close Support Minions•• 12
2.22 Crews. .l 6.23 Rough Terrain••7 11.31 Artillery Observation.• 12
2.23 Individuals. .l 6.24 Mlneflelds . .7 11.32 Bombing Missions..12
2.24 Cavalry Troops (CTs).•2 6.3 Cavalry Movement• •7 11.33 Straftng Mission.• 12
2.3 Weapon Units• .2 6.31 Cavalry Modes. .7 12.0 CLOSE ASSAULT PHASE . .12
2.4 Vehicles. .2 6.32 Cavalry Speeds.. 7 12.1 General Rule• .12
2.41 Vehicle Types. .2 6.33 Char&e Attacks•• 7 12.11 Bonus Move• •12
2.42 Vehicle Weapons and Ranges. •2 6.34 Cavalry Fright. . 7 12.12 Who Is Affected. •12
2.43 Vehicle Mobility..2 6.35 Movement Restrictions. .7 12.2 Close Auault Procedures.• 12
2.44 Vehicle Size..2 7.0 FOOT TROOP MOVEMENT PHASES..7 12.21 No Vehicles Present •. 12
2.45 Vehicle Indicators. .3 7.1 General Rule. .8 12.22 Vehicles Present•• 12
2.46 Vehlde Crews• .3 7.11 Terrain Costs•.8 12.23 Vehicles Alone. •13
2.5 Aircraft Units. .3 7.12 Enemy Occupied Hexes..8 12.24 Restrictions•. 13
2.51 Ain:raft Type. .3 7.13 Wire Hexes. .8 12.3 Close Assault Modifiers.• 13
2.52 Strafe Value. .3 7.14 Mlneflelds..8 12.31 Column Shift Modifiers . . 13
2.53 Bombing Factor• .3 7.15 Moving Weapon Units• .8 12.32 Die Roll Modifiers. .13
2.54 Air Combat Bonus••3 8.0 FIRE ATTACKS •.8 12.33 Pinned Units In Close Assault. •13
2.55 Immunity to Ground Fire•. 3 8.1 Facing and Fire Arcs ..8 13.0 WEAPON UNITS IN COMBAT..13
2.56 Aircraft Movement Allowances.•3 8.11 Definitions• •8 13.1 Man Portable Weapons..13
3.0 IMPORTANT CONCEPTS BEFORE YOU 8.12 The Fire Arc•. 8 13.11 General Rule. .13
BEGIN . .3 8.2 Spotting and Lines of Sight (LOS) . .8 13.12 AT Rifle Rules•. 13
3.1 Stacklng. .3 8.21 Spotting Ranges. .8 13.13 Flamethrower Rules . .13
3.11 General Rule. .3 8.22 Automatic Spotting.•8 13.14 MGs and Weakly Armored Tanks. .13
3.12 Stacklng Limits. .3 8.23 Lines of Sight (LOS)•.8 13.2 Crew Served Weapons..13
3.13 Oose Assault Stacklng• .3 8.24 Becoming Unspotted• .8 13.21 AT Guns..13
3.14 Stacklng and Retreats••3 8.3 The Defensive Fire Phases• .8 13.22 ART Guns..13
3.2 Zones of Control. .3 8.31 Rates of Fire• •8 13.23 AA Guns ..13
3.3 Supply Rules. .3 8.32 Changing Facing..9 13.24 Untrained Unit Fire. .14
4.0 THE SEQUENCE OF PLAY.•3 8.4 The Offensive Fire Phase••9 14.0 TLs, FOs AND CREWS .• 14
5.0 THE BARRAGE PHASE. .4 8.41 Rates of Fire• . 9 14.1 General Rule..14
5.1 Role of the Forward Observer (FO). .4 8.42 Changing Facing. •9 14.11 Tank Leaders (TLs)..14
5.1I FO Procedure..4 8.43 Vehicle Fire Sequencing• •9 14.12 Forward Observers •. 14
5.12 Aircraft As FOs. .4 8.5 Anti-Tank Fire Attacks (ATFAs)• .9 14.13 Crews..14
5.13 Automatic Observation ..4 8.51 Tar&et Designation..9 14.14 Overrun ..14
5.14 First 1\Jrn Ban-ages ••4 8.52 Combining Fire. .9 15.0 SPECIAL GERMAN TANK RULES . . 14
5.2 Types of Artillery Barrages•.4 8.53 AT Fire Procedure. •9 15.11 German Tank Crew Morale. .14
5.21 Drumfire Barrage..5 8.54 Multl.Shot AT Weapons ..9 15.12 Subsequent Penalties . .14
5.22 Hurricane Barrage. . 5 8.55 ATFA Restrictions . . 9 16.0 OPTIONAL RULES. •14
5.3 Ammo Selection.. 5 8.56 Target Acquisition .•9 16.1 Optional Infantry Rules•• 14
5.3 I High Explosive..5 8.57 Terrain and Size Modifiers••9 16.11 Training• .14
5.32 Shrapnel..5 8.58 AT Gun Close In Bonus. .9 16.12 Morale. .14
5.33 Smokescreen .•5 8.59 ART Guns vs. Armored Cars/Trucks.IO 16.13 Rifle Grenades. .1 5
5.34 Gas..5 8.6 Small Arms Fire Attacks (SAFAs) .. 10 16.14 MG Options. . 15
5.4 Resolving Indirect Fire Barrage Attacks. . 5 8.61 Tar&et Designation ..10 16.15 Stosstruppen ..15
5.41 Scatter Check. .5 8.62 Combining Fire..10 16.2 Optional Weapons and Terrain .. IS
5.42 Barrage Fire Strengths..S 8.63 SAFA Procedure..10 16.21 Changing WU Facing. . 15
5.43 Determining the Result•. S 8.64 Terrain Effects•. 10 16.22 Artillery Restrictions.. 15
5.5 Indirect Fire Barrage Results.•S 8.65 MG Fire Bonuses . . 10 16.23 Direct Fire Ranges. .IS
5.51 Hits on Foot Troops• . 5 8.66 SAFAs and Cavalry. •10 16.24 Improving the Defenses..15
5.52 Hits on Cavalry Troops ..5 8.67 SAFAs Against Vehicles.. II 16.3 Optional Vehicle Rules•• 15
5.53 Hits on Weapon Units .•5 8.68 SAFAs and Trucks . . 11 16.31 Poor Tank Designs. . IS
5.54 Hits on Vehicles. .5 8.7 Mixed Tar&et Types. . 11 16.32 Tank Doctrine•• IS
5.55 Hits on Wire Markers•.6 9.0 APPLYING SACRT RESULTS. . II 16.4 Optional Aircraft Rules..15
5.56 Gas Attack Results .•6 9.1 Morale Checks .• II 16.41 Fighter Strafe Attacks .• 15
5.6 I ndlrect Fire Restrictions . .6 9.11 Procedure• . Jl 16.42 CS Aircraft Restrictions. . 15
5.7 Direct Fire Attacks..6 9.12 Morale Rating Modifiers. . 11 16.43 Bomber Defensive Fire. •IS
6.0 VEHICLE AND CAVALRY MOVEMENT 9.2 Pins. . II 16.44 Superior German Armament•• 15
PHASE..6 9.3 Retreats• •II 16.5 Additional Units•• 15
6.1 Vehicle Movement.•6 9.4 Advance After Combat. .11 17.0 HISTORICAL COMMENTARY• . 16
6.11 Movement Procedure•.6 10.0 THE PIN REMOVAL PHASES. . II 18.0 DESIGNER'S NOTES. .21
6.12 Road Mode. . 6 11.0 THE AIR PHASE. . II 19.0 CREDITS & ACKNOWLEDGEMENTS . .23
6.13 Changing Vehicle Facing. . 6 11.1 Mission Procedure.. 11

Copyright 1994 Clash of Arms Games


Printed in the USA

R- 24
.
Errata and Clarifications (as of 12-01 -94)
by Perry Moore

The Box
Yes, the date on the back of the box is wrong! The first trench hex in front of the firing unit(s).
tank attack occurred Sept 15th, 1916. The date is noted NOTE: This restriction is in ihe game to encourage proper
correctly in the scenarios and historical commentary. tactics regarding flank attacks. Imagine a line of four enemy
units along a row of hexes. If they were allowed to project as
The Map much fire to the flank as to their front, no flank attack could
On Map #1 , the trench line from hexes 3607 to 4005 are ever succeed. Player who wish to simulate British 1ndirect
missing their brown overprint. These are considered trench fire MG tactics may allow British MG platoons (only) to fire
hexes for all intents and purposes. through friendly units but the MG SACRT bonus (-1) is lost
The morale penalty still applies for coming under MG fire.
The Charts Case 6 (Addition) Players may not trace a LOS through a
The -1 on the FOT for the French in 191 4-15 is not a hex (and thus may not fire through) that is undergoing an
misprint Instead it symbolizes the elan of the French 75mm indirect barrage attack that turn.
("Miss 75"} gun crews who were trained to literally start NOTE: This addition will allow players with lots of artillery
fi ring before they deployed. Naturally these crews were all to recreate the famous "Barrage Box" artillery tactic, shielding
deaa (or at least less enthusiastic by 1916). their units from enemy observation as they slog through no
man 's /and.
The Rules Case 7 (Addition) Units in a trench hex w ishing to fire on
6.14(a) (Addition) To place a more meaningful penalty on enemy units in the same trench line may only do so if the
Whippets that go out of control, add + 2 to any SAFA enemy units are adjacent Units outside the trench may of
attacks conducted by an out of control Whippet later that course be attacked as usual.
turn during the Offensive Fire Phase. NOTE: Trenches were dug with numerous twists and turns
every 7 meters or so. It is unlikely units could spot or fire on
6.16 (Addition) Increase the German A7V's breakdown enemy units in the same trench more than one hex away.
modifier to +0 in any scenario taking place in Sept 1918 or
later. This reflects increased reliability of the tank once 9.2 and 9.3 (Clarification) If a unit suffers a second Pin
certain modifications were made. result and cannot retreat (for any reason), it is Eliminated
instead.
6.34 (Clarification) There is no minimum distance a cavalry
unit may charge at A charge may begin from a hex 10.0 (Reiteration) Units do not unpin automatically if they
adjacent to the enemy. are inside the three hex radius of a Gas marker.

6.35 (Addition) This rule applies when at least two cavalry 12.1 (Clarification) Players may not deliberately target or
troops exist to form a group conduct Barrage Attacks or SAFAs into or out of a hex that is
locked in Close Assault Combat Note that an indirect fire
7.13 (Clarification) Player may deploy Wire markers on top Barrage Attack may accidently scatter into such a hex.
of their own trench hexes. In this case, Wire penalties are Vehicles alone in a hex with enemy FTs, CTs or Vehicles
cumulative with Trench benefits. may conduct SAFAs or ATFAs (at range 0) against them in
NOTE: Players may wish to adopt this tactic to deny the place of the Close Assault Combat procedure.
enemy the full benefit of capturing a friendly trench line.
When this tactic is chosen, the wire is assumed to be on both The Scena rios
sides of the trench line, hence the penalty (those inside feel 17.5 (Addition) Tank Fright is checked for in the German
trapped!). player's half of the turn as well as for any German units that
remain in the tank's hex.
8.21 (Clarification) Spotting Ranges represent the distance
that one unit may see another unit occupying a particular 17.7 (Change) The scenario length is 14 turns, not 12.
terrain type, not the range at which a unit may see out of a Also reinforcements cannot be delayed as to when they
particular terrain type. arrive, they must enter on the designated turn or they do
not arrive at all.
8.23 (Clarification) If either the firing or target unit is
occupying the blocking terrain, the LOS is not blocked 1 7.1 2 (Change) Increase the scenario length to 12 turns.
(assuming no other intervening blocking terrain between
them). The LOS may be tracea along the line forming the 17.1 4 (Correction) The two British 4-9-5· infantry platoons
side of the of a single blocking terrain hex, but no along two ent~ring on Turn 1 should, of course, be 4-6-5s.
or more or between two adjacent blocking terrain hexes.
Case 1 (Clarification) The restrictions on tracing a LOS 17.21 (Clarification) The German LK lis are cannon armed
through friend ly units applies even if they are occupying a in this scenario.
1Iandshipsr
TERRAIN EFFECTS CHART SPOTI1NG RANGE CHART
Type of Unit Moving NOTES Unit Type
TERRAIN TYPE (a) Use Road Movement Rate. Terrain the
TLsiFOsl ACs/ FI'sl
CTs Tanks Trucks Sblps (b) Some scenarios designate Unit Is In AA,ART CTs Tanks Other Ships
FI's Vehicles
some or all Clear terrain as AT Guns
'""'':'--"~ Rough. Tanks moving Clear or
~""'"'~ Yt Road 1/lMP IMP IMP IMP PRO through Rough terrain add Rough 8 9 10 9 NA
~Bridge (a) (a) + 1 to the die roll when Swamp or
rolling for breakdowns. Wood
3 4 NA(a) NA NA
(c) May not use Charge Town 1 2 2 I NA

lfi\1
.....
~ ~
Trench 1/lMP 3MPs IMP PRO PRO
movement rate up out of a
depression or up a hill.
(d) May do so along a road
Trench or
Strongpolnt
Hill or
2 OT OT OT NA

only. 2 3 4 3 NA
~f·3:'
Depression

,._.,.,. · AClear IMP IMP IMP IMP PRO


(e) Fife Value halved and MR
reduced to ''3".
River 4 s NA NA 10

\ ''• ' (f) Roll for unit elimination


for each hex entered as per
Road or
Wire or OT OT OT OT NA
Minefield
See scenario instructions.
Clear #1: Number of hexes target hex must be within of spot-
Rough IMP IMP IMP 2MPs PRO (g) fT-17 and variants may
above (b) ting units to be spotted. However, if a unit conducts a
enter Woods at a 1MP cost.
Fife Attack, it is spotted by any opposing unit within
(b) Must use Trot speed 10 hexes with a LOS to the hex it occupies.

II~T•••
throughout move if OT: Use Other Terrain in hex. NA: Not Allowed
IMP IMP IMP IMP PRO crossing a River. (a) fT-17 and variants that enter Woods are spotted
(I) Hard to Steer tanks pay +2 up to 5 hexes away.
~ _.. MPs to change facing

-~~-
except along a road.
TANK II or Hexes Poor
IMP IMP IMP IMP PRO BREAKDOWN ._---TM..:.o:...v..:.ed,_---1 Trench
SJOn (c) (d) MP: Movement Point.
CHART 1-3 1 4-7 1 8+ Crosser
OT: Use Other Terrain in hex
to detennine terrain cost. Breakdown #I 10 19-loTs.1o 7-10
.~J
, . ' Hil PRO: Prohibited terrain for Note: After moving the tank, roll one 10-sided
IMP IMP IMP IMP PRO that unit type. die and add/subtract the Tank Breakdown Modi-
(c) (d) fier. If the final adjusted die roll is greater than or
NA: Not Applicable

·w-
equal to the above range, the tank breaks down.
TLs: Tank Leaders.
Specific Tank Type Die Roll Modifiers
FOs: Forward Observers. +2 Schneider, Vickers U.Tank
IMP IMP PRO PRO PRO
(g) FI's: Foot Troops. +1 British Mk.I, Carro Armato,
en: Cavalry Troops. St.Charnond, Char2C, A7V, LKJI

•~s-•
ACs: Annored Cars . 0 British Mlcs.IV. V, and VIn, all other
tanks
•.. River IMP 3MPs PRO PRO IMP NOTE: Half hexes formed by -I Whippet, Renault fT-17 varian!5
,,., .. '.~·.'t: (b) Generic Die Roll Modifiers
.;,..~~ the grid along the map edges
are fully playable and treated as -1 Tank Leader onboard
complete hexes in every way. In +I Any tank moving through "Rough"
addition, "Clear" terrain hexes Terrain
IMP IMP PRO PRO PRO +I fT-17 and variants moving through
include those with any number
Woods
of shellholes, or solitary trees
or buildings. In short, Clear ter- Note: Any tank that is a poor trench crosser rolls
rain hexes are all those not spe- on that column instead, regardless of the number
• Strong- OT OT OT OT PRO cifically labeled some other ter- of hexes moved each time it enters an enemy
point trench hex, using only the Tank Leader (if one is
rain type. Town hexes consist
on board) and Rough terrain modifiers (do not
of only those hexes containing
use the specific tank type modifiers).
!ill) Wire OT SMPs OT PRO PRO
buildings that have a proper
name printed near them, i.e.
(e) (e) "Martel" on Map 3. TYPE OF Die Roll Modifier
Wire BREAKDOWN -1 if a Tank Leader on board
CHART Note: Roll immediately upon
0 0 • go0 Mine-
IMP IMP IMP IMP PRO
Die Breakdown
Roll Type
breaking down to determine
0 ooo field seriousness of problem.
o•• (f) 1,2 Temporary Temporary Breakdowns can be
repaired, see the Tank Repair
+IMP 3,4,5,6 Permanent Chart.
Changing Facing NA NA (I) +IMP +IMP

AA F1RE CHART (AA Guns Only) TANK REPAIR Die Roll Modifier
Roll three times vs. any one Aircraft in range per phase. A "1" is a hit. CHART -1 if a Tank Leader on
Score 1 Hit: The Aircraft may not Observe that turn, or adds +I to any Bomb or Strafe attacks Die Breakdown board
conducted that tum. Roll Status Note: Roll during each
Score 2 Hits: The Aircraft aborts mission altogether. Remove from play. Does not count for victory Pin removal Phase. Tanks
1,2 Fixed that are fixed may resume
purposes.
Score J IDts: Aircraft shot down. Does count for victory purposes. 3,4,5,6 Still Broken moving next tum.

CHARTS
--------1Candships! - - - - -- - -
SMALL ARMS COMBAT RESULTS
TABLE (SACR'I)
CLOSE ASSAULT
COMBAT RESULTS 0 COMMUNICATION CHECK
Roll a die for each hex targeted. On a roll of 1-3, the FO is "in
TABLE (CACR'I) Communications" with the rear. Go to the Fire Order Table below.
Die Fire Strength Hitting Hex
Roll 2-4 5·8 9-15 16-22 23-29 30+ Number of Units Aircraft are always assumed to be in communications.
Die Differential
Rcll
1• or H
less
H H H H H 0 +1 +2 +3 4+ f) FIRE ORDER TABLE (FO'I)
0 or ']J. Number of turns tbe Die Roll Modifiers (use all that
2 H H H H H H less 31- 31- DI?J· DI?J·
Die hex as been attacked apply):
3 . H H H H H 1 11· 21· 31- 31- DI?J- Roll to no effect: -1 if an aircraft in 1915-16 is
requesting the Fire Order.
4 . . H H H H 2 11· 21· 21· 21· 31- 0 1 2 3 4+
-2 if an aircraft in 19 17+ is
5 . . . H H H 3 -/1 11- 1/- 21· 21· 1 F F F F F requesting the Fire Order.

6 . . . . H H 4 -/1 111 111 112 21- 2 . F F F F


-I if French ground units are
requesting a Fire Order in any
7 . . . . . H 5 -12 112 2/2 211 21- 3 . - F F F 19 14-1 S scenario.
- I if German ground units are
. . . . . . 6 ·12 -/1 213 212 211 4 . . - F F requesting a Fire Order in any
8+
* When firing at cavalry, a second throw of 7+ -13 ·12 112 212 211 5 . . . . F +I 1918-19 scenario.
if Russian ground units are
a "I" results in the horses being lost.
NIN: Defender's Losses/ 6 . . . . . requesting a Fire Order in any
Deploy the equivalent infantry or MG Attacker's Losses with N scenario.
platoon in its place. ACs suffer wheel Results:
damage on a second throw of a " I". equal to the number of - : Request for Barrage Attack is ignored. No Effect.
platoons removed. F : Rear area artillery commander agrees to the request. The
Die Roll Modifiers: DE: All defending platoons nominated on board artillery units or off board modules
-I per each MG platoon or every two removed. may Barrage Attack th~ target hex.
Vehicle MGs firing.
-I if this is SAFA against Mounted cavalry.
-I if the target units are in a River hex.
Column Shift Modifiers:
Shift I column left if Close
Assault occurs in a Town
e NOTE: Roll
SCATTER TABLE
+I if the vehicle conducting the SAFA
hex. before Die Roll Drumfire, Gas, Hurricane
moved during the Vehicle Movement Smoke Barrage Barrage
Phase. Shift I column left if any determining
enemy tanks are in the hex. 1,2,3 On Target On Target
+I if the target units are in a Swamp, effects of
Woods or Trench hex. Shift I column right if any
friendly tanks are in the Barrage 4 On Target Scatters
+2 if the target units are in a Town or
Strongpoint hex. hex. 5,6 Scatters Scatters
+2 if firing at aircmft. Die Roll Modifiers:
Note: Cavalry units may only receive the -I for each Pinned defending
River, Swamp, Woods and Town benefits. enemy platoon in the hex. 0 BARRAGE COMBAT
RESULTS TABLE (BCR'I)
Die Roll Modifiers:
+I if the units are in a
Vehicles may only receive the Town -1/+1 for each friendly/enemy Trench or Woods hex.
benefit. MG platoon in the hex. Fire Strength Hitting
Die Hex +2 if the units are in a
H: Unit(s) in the target hex are Hit. Each -21+2 for each friendly/enemy Roll Town or Strongpoint
unit must undergo a separate Morale flamethrower in the hex 10 20 30 40+ hex.
Check. Units which pass are Pinned. (does not use up a shot). -I if cr units are in the
1-2 H+1 H+2 H+2• H+2• target hex.
Already Pinned units which pass instead Note: Pinned units do not
Retreat 2 hexes and remain Pinned. Units count towards calculating the 3 H+1 H+l H+2 H+2 -I if unit is in a River hex.
which fail (whether already Pinned or not) differential, but may be used
are Eliminated. Add +I to the Morale 4 H H+1 H+2 H+2 Note: Cavalry units may
to satisfy losses. Each tank
Check die roll if any (but not for each) MG and armored car counts as a 5 - H H+1 H+2 only receive Woods, River
platoons (or at least two Vehicle MGs) platoon towards the owning and Town benefits.
were firing. Aircraft are shot down on a side's number of units present. 6 . . H H+1 Vehicles may only receive
"H" result. 7+ . . . . Town benefit.
MG, AT RIFLE, FLAMETIIROWER * Possible only against poorly armored Tanks (those Results:
ATTACKS VS TANKS marked with an " !"). Requires an MG platoon or • : Miss. No Effect.
at least two Vehicle MGs. • : Any Wire Marker in the hex is eliminated on a "I" only.
To Hit Number H : Hit. All Soft Targets (including trucks and Crews) are
Target Number of Shots If the roll exceeds the Hit Number:
Range (D6) per Phase Hit and must undergo a Momle Check. Roll once to
Target missed • No Effect. check momle for all units in the hex. Apply a +I or +2
If the roll is less than or equal to the Hit Number: modifier if a H+l or H+2 result occurred. Use the
AT RiJle 0-1 1-2 3 Target Breaks Down on a subsequent roll of a " I" following results:
Flamethrower 0-1 1-3 1 for MG fire, a " I" or "2" for ATR fire. Roll for I) Soft Targets and Trucks (plus their Crews) which pass
the Breakdown Type. A Flamethrower hit the Morale Check are Pinned. Units which fail are
MGFire• 0-9 1-4 1 eliminates the Vehicle outright. Eliminated. Cfs are permanently Dismounted on a
second throw of " I".
2) Weapons Units in a hex that are Hit do not check
ANTI-TANK Die Roll Modifiers:
COMBAT momle (an) Crew does) but are destroyed on a
+2 if this is the first shot at a new target. second roll of " I" or "2".
RESULTS +I if this is the second shot at the same target.
TABLE (ATCR'I) 3) Tanks and Armored Cars in a hex that is Hit do not
+0 if this is the third or subsequent shot at the same target. check morale but are destroyed on a second roll of I
To Hit +2 if an ART or AT gun pivoted to fire outside its covered Note: Increase all "H" results by +I if firi ng Shrapnel
Target arc during the Defensive Fire Phase.
Range Number ammo. But a miss is still a miss.
(D10) +2 if a non-Crew unit is firing an AA, AT or ART gun.
+2 if a German tank is firing and the crew has broken AIR Note: Roll for each unit in the hex.
0-1 9 or less morale. BOMBARDMENT Die Roll Modifiers
+2 if an ART gun (only) is firing at a truck or armored car. COMBAT RESULTS
2 8 +I if the target is in a Town hex. Soft Targets and Weapon Units (only) receive the fol-
TABLE lowing die roll modifiers listed below for the terrain
3 7 -I if a Tank Leader is present in the firing tank.
-I if an AT gun (only) is firing at S hexes or less. Total Bombing type they occupy:
4 6 +1-N for the Size Modifier printed on the vehicle. Die Factors -I if units are in a Town hex.
Roll +I if units are in a Trench, Swamp or Woods hex.
5 5 If the roll exceeds the To Hit number: Target Missed- No 4-5 6-10 11+
Effect. +2 if units are in a Strongpoint hex.
6 4 1 p p E
If the roll is less than or equal to the To Hit number: Target P : Soft Targets and Trucks are Pinned. Weapons linits
7 3 Destroyed. 2 . p p are destroyed on a second roll of 1 - 2.
. . E : Ur.it (any type) is Eliminated.
8 2 Note: A natural roll of a " I" is always a hit so long as the 3 p
weapon is within range. Note:CT units may not claimTrench or Strongpoint benefits.
9-10 I 4+ - . . Vehicles may only claim the Town penalty.

Printed in the USA


TABLES Copyright 1994 Clash ofArms Games
As the stench and
horror of World War I
trench warfare increase,
both sides seek the
breakthrough weapon;
immense barrages, air
power, flamethrowers,
even poison gas. All are
tried and found wanting.
At last the most awesome
machine of all is made
ready - the Landship!
Landships! Tactical
Weapons Innovations
1914-1918 covers the
Great War at its lowest
level. The 420 playing
pieces represent infan-
try platoons and cavalry
squadrons, or a single
tank or gun. Each tum
is around 5 minutes and
a hex on the eight geo-
morphic map sections is
about 100 meters.
Easy to play rules with
over 20 scenarios get you
started right away. Trace
the story of combat dur-
ing the war; from the sim-
ple slaughters of 1914 to
the sophisticated com-
bined arms offensives of
1918.

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