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Version 6
Jeff Fletcher 2011 16
Combat
There are two main types of combat, ranged fire and close combat. There is also a
separate section for air/air and air/ground combat.
Ranged fire
All units except AA artillery have an arc of fire up to 45 degrees either side of the front
corner of their base. Units firing in support have exactly the same arc of fire as the
base unit they are supporting. AA artillery has a 360 degree arc of fire. All units except
field and heavy artillery must target the nearest enemy unit. All firing on a unit must be
worked out as a single attack (except fire from heavy artillery or aircraft).
MG and Field Artillery units that are positioned so that their front edge is in contact with
the rear edge of an infantry or cavalry unit may fire in support of that unit (but not of
any other unit). They add to the fire effect of the original unit.
MGs and Field artillery that are positioned in the front line fire directly using their factors
in the table. Heavy artillery does not fire in support but fires on targets either in their
direct line of sight or that of their observer unit. Each heavy artillery batterys fire is
calculated separately. This and air attacks is the only case in which an enemy unit may
be targeted more than once. Heavy artillery and aircraft may not target any unit within 4
of friendly units.
Units (except MGs and Field Artillery in support) may not fire through either friendly or
enemy units. To check if units are in the way then draw a line from the front centre of the
firing unit to the front centre of the target unit. If this passes through a friendly unit then
no firing is possible, if it passes through an enemy unit then that enemy unit must be
targeted. Units are in cover as long as the front centre point of the unit is within the
cover, even if part of the unit is outside the actual cover. If a unit is partially behind
concealing terrain then again it is the front centre point that matters.
Overhead Fire
Any troops on a hill may fire over friendly units at a lower level as long as there is at
least a 2 gap between the front of the friendly unit and the target. On level ground
artillery can fire over any friendly unit as long as there is at least a 2 gap both between
the artillery and the friendly unit and between the friendly unit and the target.
Procedure for firing.
The firing player takes the Fire factor from the Troop Type table, adds or subtracts the
other factors and throws 1 D6. The defender takes the Target factor from the table,
and throws 1 D6.
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Jeff Fletcher 2011 17
Firing factors
+1 for each MG or Field artillery unit in
support.
+1 for each additional unit firing directly on
target
+1 firing from higher ground
-1 if firer is currently disrupted
-1 if target in cover
-1 if target in trenches, artillery position or
built up area
-2 if target in a strongpoint
-1 for Horse, Pack or Mountain Artillery
firing on target in cover, defences or
buildings. (These guns fired a lighter less
effective shell)
Combat results
Firers score equal to or less than targets score: No effect
Firers score 1 more than targets score: Target is disrupted
Firers score 2 or more than target but not doubled
Units in buildings, trenches or strongpoints: Target is disrupted
Otherwise
Regular troops: Fall back one base depth facing same way and are disrupted.
Irregular troops: Flee one full move facing same way and are disrupted.
Firers score double or more targets score: Target destroyed.
Note that, unlike in some other rules only the target can be affected, not the firer.
Effect of being disrupted: A disrupted unit may not move in its next movement phase
but automatically removes the disrupted marker at the end of that phase. While it is
disrupted it has an additional -1 factor in ranged or close combat. Disrupted units may
not destroy barbed wire while they are disrupted nor may they provide support in a
melee.
Units that are being directly assaulted may fire on any unit assaulting them, receiving
fire support as normal. A successful attack may disrupt or force back the attacking unit.
Close combat
A melee occurs when two units make direct contact. Units should be lined up directly
even, this may mean that the attacker has to incline to make contact.
The attacker chooses the order in which melees are fought, each melee can consist of
two rounds of fighting, if the first one is a draw and each melee is fought to a conclusion
before moving on to the next one.
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Jeff Fletcher 2011 18
Flank and rear attacks: In order to count as attacking a flank then the attacking unit must
start its move entirely behind the front edge of the enemy unit. To count as a rear attack
then the attacking unit must start its move entirely behind the rear edge of the enemy
unit. Remember that strongpoints are organised for all round defence and therefore
have no flanks or rear.
Units hit from two directions: sometimes it may happen that a unit is contacted on two
unit edges, e.g. at the front and on one flank. In this case the unit fights a single melee
counting an additional -1 factor. If the result of the melee is that an attacker is defeated
or destroyed then this happens and the result is applied to both attacking units. However
if the defender loses by any margin then he is destroyed. With this type of melee neither
side follows up a victory. N.B. An attacker may not manoeuvre so as to hit a single unit
with two units on the same base edge, instead he must incline to meet the enemy unit.
Support: Units in melee can receive support from infantry, cavalry or armoured units
(who are not also engaged in another melee) if those units are either directly to their
flank and in line with them, or directly to the rear and in contact with the rear of their unit
and not disrupted (See diagrams). Defending units can also receive support from Field
Artillery and MG units directly to their rear and in contact. N.B. attacking units do not
receive rear support in melee from Field Artillery or MGs.
Charge bonus: Units that move into contact with the enemy will normally receive a
charge bonus in the first round of the melee. However they do not receive this if they
move over barbed wire, linear obstacles, streams or wadis, or difficult ground.
Each player takes the melee factor from the table, adds or subtracts the other factors
and then adds the score of 1 D6.
Melee factors
+1 defender in defences or built up area*
+1 infantry, regular camelry or armour
charging
+1 uphill of opponent
+1 if infantry, cavalry or armour in rear
support
+1 to defending unit for a MG or field
artillery unit in rear support
+2 defender in strongpoint
+2 Cavalry or irregular camelry charging
+2 for any MG or artillery unit assaulted
directly, counts in first round only.
+2 infantry unit against charging
cavalry/camelry in first round only.
-1 for each flank support to enemy unit
-1 if fighting 2 or more attackers in same
melee
-1 if attacked in flank or rear.
-1 in second round for any MG or artillery
unit assaulted directly.
-1 if disrupted
-1 if part of a shattered division.
* The +1 is not applied if both the attacker and the defender are within a built up area.
Version 6
Jeff Fletcher 2011 19
Results of melees
First round of melee (Except for assault on trenches or strongpoints)
Draw: Infantry and armour fight a second round immediately but attacker does not get a
charge bonus. Cavalry/camelry fall back one full move facing enemy and are disrupted
Attacker wins but does not double defenders score: defender disrupted, defender and all
supports pushed back one base depth, attacker and all supports must follow up. Second
round then fought.
Defender wins but does not double attackers score: attacker and all supports fall back
one base depth. Regular units and supports (except MGs and Field Artillery) may follow
up, Irregulars must follow up. If there is a follow up then a second round is fought
immediately.
Score doubled: loser destroyed, Regular units and supports (except MGs and Field
Artillery) may follow up, Irregulars must follow up one base depth.
Second round of melee (Except for assault on trenches or strongpoints)
No charge bonus but a unit that pushed back its opponent in round 1 receives a +1
bonus.
Draw: both sides and all supports fall back one base depth. The actual melee units are
disrupted.
One side wins but does not double opponent.
Losing Regular units fall back one full move facing enemy and are disrupted. All
supports also fall back a full move but are not disrupted.
Losing Irregular units fall back two full moves and are disrupted. They take all supports
(including regulars) with them and end up facing the enemy.
One side doubles opponents score: losing unit destroyed, all supports fall back one full
move facing enemy.
Falling back: A unit that has to fall back goes a full move (or 2) straight back ignoring all
terrain effects, except that a unit that hits impassable terrain will stop there. If the terrain
is passable to other units then they will continue on. Units falling back may pass through
friendly units but are destroyed if they make contact with an enemy unit. If a fall back
would result in a unit ending up on top of another unit then it must fall back further until it
has fully cleared that unit. The unit that has been passed through must throw a 1-6 die.
Irregulars are disrupted on a 4-6, Regulars on 5-6.
New contact
Sometimes a unit that provided flank support may make contact with a new enemy unit
as it follows up. This is fought as a second round of melee only. Defending infantry,
MGs and artillery units do not get their +2 bonus
Version 6
Jeff Fletcher 2011 20
Melees with units in trenches and strongpoints.
If the attacker loses or draws the first round he is disrupted and withdraws one full base
depth having failed to gain a toehold. Melee ends and there is no second round, the
defender does not follow up.
If one side doubles the others score then the losing unit is eliminated and the winner
may follow up. If it is the attacker who is eliminated then all his supporting units fall back
a full move.
If the attacker wins but does not double the defender he has gained a toehold in the
defences. All units remain where they are and a second round is fought immediately.
The attacker does not get a charge bonus, nor does the defender get his bonus for
being in defences.
Calculate factors again and throw dice.
Attacker loses or draws this round: Attacker disrupted and all supports fall back one full
move, he has been thrown out of the defences.
Attacker wins but does not double defender: Defender disrupted, he and and all
supports move back one base depth or out of strongpoint, attacker and all supports
must follow up one base depth or into strongpoint.
One side doubles opponents score: losing unit destroyed, all supports fall back one full
move facing enemy. Attacker and all supports move forward one base depth, defender
remains in place.
N.B. one exception to all the above results is where MGs or any type of artillery is
meleed directly (i.e. not when they are acting as support to another unit). In this case
any push back result results in the destruction of the unit
Combats involving aircraft
These may be of three types, air to air combat, air to ground combat and anti aircraft
fire.
Air to air combat takes place only if units are in direct contact. This is a dogfight. Each
aircraft faces off directly against an individual enemy aircraft. If one side more aircraft
than the other then the surplus may be added to particular combats. Each additional
aircraft in a dogfight adds +1 to the owning players score. This is the only additional
factor in a dogfight. Each player throws a D6 and adds the melee factor of his aircraft.
Version 6
Jeff Fletcher 2011 21
Results
Draw, no effect, aircraft remain in a dogfight, unless both players throw a 1 in which
case the aircraft are assumed to have collided and both are destroyed.
One player doubles opponents score, loser destroyed.
Otherwise loser falls back one full move.
Anti aircraft fire
Specialist anti aircraft guns and small arms may fire on any enemy aircraft in range,
unless that aircraft is in a dogfight. Work this out just like any other ranged fire attack.
Air to ground and Anti Aircraft
In order to make a ground attack a fighter must be designated at the end of a move as
being at low level. Bombers may attack at low level or high level. If they attack from
high level they cannot be targeted by small arms but have an additional -1 to their divce
throw. An aircraft at low level may be fired on by Infantry and Cavalry that are in range
as well as AA guns. Designate a firing unit and add +1 for each other unit capable of
firing, up to a maximum of 3 units. (If more than 3 units can fire then the rest must form a
second firing group). Normally an AA gun will be the firing unit if there is one in range. If
infantry or cavalry are the firing unit then deduct -1 from their normal firing factor for
firing at an aircraft target. Throw one dice each, add or subtract the factors above and
the firing/target factors.
Results
Draw or aircraft wins: no effect
AA result doubles that of aircraft: aircraft shot down
AA wins but does not double aircraft; aircraft driven off, falls back one full move
If an aircraft is not destroyed or driven off it will be able to make its attack immediately
after the enemy firing phase. This is worked out exactly like any other ranged fire attack.
Fighter aircraft may attack any ground targets within 180 degrees of the front of their
base. Bomber aircraft may attack any target within 4 of any point on their base
Note that this means aircraft fire at a different point in the sequence than the rest of a
players units. This is to prevent a player whose units are being lined up for an air attack
moving them out of range or arc before the aircraft can fire.
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Jeff Fletcher 2011 22
MORALE AND VICTORY
This is worked out by divisions (or detached task forces under staff officers or the C in
C). Heavy artillery, gunboats and aircraft are not included in these calculations.
When a division has 1/3 (round up) or more of its units (including any attached such as
MGs Field artillery or armour) destroyed or out of command radius of the divisional
commander then it is Weakened. A weakened division may not make any strategic
moves, except if it moves directly back towards its start line and all its units may only
make cautious advances i.e. they may not move more than half their normal move in
any direction. Any attempt to move into melee costs two PIPs
As being weakened includes the impact of any units that are out of command radius
then a division can recover if units are brought back into that radius e.g. by a staff officer
or by the rest of the division falling back. The division can then carry on as normal.
A division that has 2/3 of its units destroyed or out of command range is shattered. It
cannot make any strategic moves at all, all units move at half speed and no unit can
move nearer to the enemy or move into melee. Units in a shattered division have an
additional -1 factor in close combat. Again a division can recover if units are brought
back into command range.
An army that has all its divisions either weakened or shattered has lost the game.
Armies may also lose a scenario or objective based game if these are not achieved by a
specific time limit or number of tactical moves.
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Jeff Fletcher 2011 23
Designers Ramblings
This set of rules is, Id like to think, the result of over 40 years of playing wargames and
using other peoples rules and often ripping them to bits and rewriting them. Other
people may be reminded of one of Frederick the Greats mules. Reputedly someone
asked Frederick If experience made a good general? His reply was that I have two
mules in my army who have been on twenty campaigns but they are still mules.
Some people may wonder why theres no move or penalty for cavalry dismounting or
MGs and field guns setting up. This was deliberate. Given the effective time scale of the
rules is one in which a battalion or cavalry regiment can be destroyed in a single move
then the amount of time to dismount, remount or come into action. Heavy artillery is
different so they cannot move and fire.
The air to air rules are deliberately simple with very limited factors and no deflection
shots, who can fire on whom etc. This is because these are primarily a set of ground
rules and all that is needed is to allow ground attacks, basic fighter protection and the
chance of infantry repelling or shooting down enemy ground attack aircraft.
Field Artillery and MGs firing in support is designed to represent the situation where
extra firepower was deployed directly in support of a particular battalion or cavalry
regiment. It represents those weapons being placed within the battalion positions and
operating under its command. Using them like that or positioning them separately is a
commanders choice.
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Jeff Fletcher 2011 24
Additional unit types
Tanks The British deployed only a small number of tanks and only for the
battles round Gaza. There were no German or other tanks in the
theatre at all. Therefore the British may deploy 1 unit only of tanks.
They may make an initial strategic move only, but may not form part
of any later strategic movements even if the division to which they
are attached does so. If they are left behind they do not count in the
calculations for that Divisions morale.
Stormtroops The Turks deployed a small number of battalions trained by German
advisers in stormtroop tactics. These appeared only late in the war
and I would suggest that no more than 2 or 3 units be permitted.
Arab Regular Army A small regular force was formed to work with the Arab Revolt. This
included infantry and cavalry (and camels?). Treat them as regular
troops for points, movement, firing and in melee combat, but they
react to losing a melee as irregulars.
Gunboats Used only in river scenarios. Gunboats mounted a range of
weapons and were also able to carry troops. A base of gunboats
represents a small flotilla and can carry one infantry battalion or 2
MG units. These units cannot fire while on the gunboat and require
1PIP and a full move to disembark.
Naval gunfire In operations very close to the coast naval gunfire from cruisers, old
battleships or specialised monitors was sometimes used. This must
be directed by an on shore observer. The support is assumed to be
firing from a fixed point on the table edge, nominated at the start of
the game and can hit any point on the table up to 36 range. It has a
firing factor of 5 but has a -1 factor if the target unit moved this turn.
Naval gunfire cannot be attacked by the enemy. Id suggest you put
a limit on the number of rounds of naval gunfire that can be used.
German Pasha The Germans, as well as sending specialist support also sent 3
special infantry battalions. These had extra machine guns, light
artillery and mortars to increase their hitting power. To allow for this
they have the following factors.
Move: 4 Ranged fire 2 @ 9. 4@ 6 and cost 5 points.
Version 6
Jeff Fletcher 2011 25
Defences and Commands
The following are the points values for particular types of command unit and for
defences:
C in C 20 points
Corps commander 15 points (may actually be Army commanders in Turkish forces)
Division 10 points
Staff Officer 5 points
Artillery observer 5 points
One base width of trench for one base depth of troops 1point
One base width of trench for two base depths of troops 2 points
Field artillery or MG position 2 points
One base width of barbed wire 1 point
Heavy artillery position 3 points
Strongpoint 5 points
Version 6
Jeff Fletcher 2011 26
Tactical sequence
British Dice for PIPs for each commander.
British Move all eligible units, then remove
disruption markers..
Turkish Make ranged attacks with all eligible
units.
British Fight melees. Attacks with aircraft.
Turkish Dice for PIPs for each commander
Turkish Move all eligible units, then remove
disruption markers.
British Make ranged attacks with all eligible
units.
Turkish Fight melees. Attacks with aircraft.
Both players: Check divisional morale status
and then the overall army morale. Declare and
make strategic moves.
Version 6
Jeff Fletcher 2011 27
Tactical sequence
Turkish Dice for PIPs for each commander.
Turkish Move all eligible units then remove
disruption markers.
British Make ranged attacks with all eligible
units.
Turkish Fight melees. Attacks with aircraft.
British Dice for PIPs for each commander
British Move all eligible units, then remove
disruption markers.
Turkish Make ranged attacks with all eligible
units.
British Fight melees. Attacks with aircraft.
Both players Check divisional morale status
and then the overall army morale. Declare and
make strategic moves.
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