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1.
Introduction
These rules are for a company or battalion level game set in World War II. They are based
on the principle of a unit having three states: active, pinned or suppressed. The game
sequence is a straight forward alternate move scheme. In his turn, each player may rally, fire
and move each of his units. Rallying must be conducted first, then unsuppressed units may
fire at observed targets and lastly active units may move.
The ground scale is (very roughly) 3in to 100yds.
The game is designed for 20mm (1/72 or 1/76 scale) models. A group of three infantry
figures represents a platoon. Three such platoons, a machine gun platoon (of one machine
gun model) and a command figure is a company. A single truck or half track represents
sufficient transport for a company. A tank or armoured car model represents a platoon or
troop of four or five vehicles. Three models are therefore a squadron or company. A single
anti-tank gun model represent a section of two guns. A single artillery model represents a
battery.
The popular 1/300 scale models may also be used with these rules. It is suggested that a
infantry platoon be represented by three bases each having three or four figures. The same
ground scale can be used or alternatively, all distances can be halved (i.e. reducing the
ground scale to 1 1/2in to 100yds)
On an average sized table (say 6' by 4') there will not be room to deploy more than one or
two battalions of infantry with maybe a tank battalion in support plus other supporting arms.
Artillery may be "off-table" or may be placed on or near the edge of the table for effect. The
temptation to place a lot of figures and models on the table should be avoided.
It will be found that frontal attacks quickly bog down with lots of units under pinning or
suppression, so it is wise to keep some reserves. For example, an infantry battalion can be
deployed with two companies in line and the third held in reserve. Use the front line
companies to fix the enemy in position and then use the reserve company to find and turn the
flank.
Credits:
Jim Wallman for the idea of unit action states (used in his game STONK)
Don Featherstone for the original concept behind the firing mechanism, in his seminal book
"Wargames" (sadly now long out of print).
2.
The player may attempt to observe opposing units that are concealed. All
unsuppressed units may fire at targets that they have observed. Units that
were observed in previous turns and that have not moved remain observed
and may be fired upon.
Move phase - The player may move all currently active units and conduct any close
assaults. The OPPOSING player may challenge and fire at moving units.
3.
3.1
3.2
Rallying
To rally a unit (that is, attempt to remove pinning or suppression), roll 2D6 to equal or
exceed a target of 8, with the following die roll modifiers (DRMs):
+2
+1
+0
-1
Good leader
Average leader
Poor leader
Leader not within 6in. (applies to infantry only)
Firing
4.1
Observation
Any target must first be observed by the firing unit, or by a designated Forward Observation
Officer (FOO) in the case of indirect fire weapons.
Targets in the open are automatically observed. Cover is recognised as offering either partial
or good concealment. To observe a target in cover, the firing unit rolls 2D6 to equal or
exceed the score shown in the table below. Cover of any kind constitutes a visibility break
(that is, you cannot see beyond it). Elements at the edge of cover may however, see out with
no restriction. A unit may attempt to observe no more than 3 target units each turn.
Partial
Good
10
11
6
7
8
9
4.2
-1
-1
+1
Weapon Ranges
Small arms
Machine gun
Infantry anti-tank
Tank gun
Anti-tank gun
Light mortar
Heavy mortar
Artillery
4.3
12in.
18in.
3in.
36in.
30in.
24in.
36in.
unlimited
DRMs:
4.4
-1
-1
-1
-2
+2
+1
DRMs:
4.5
10
9
8
Target destroyed
Suppressed
Pinned
-1
-1
+1
+1
DRMs:
10
9
8
Target destroyed
Suppressed
Pinned
-1
-1
-1
-1
+1
+1
+2
-2
Tanks firing at infantry or soft vehicles at ranges of 18in. or less do so as for machine guns.
Optional rule: When firing at infantry or soft vehicles over 18in. range, first roll 1D6 to
check for the availability of HE ammunition - the unit has no HE on a roll of 1 or 2 and
cannot fire.
4.6
that has been observed by a Forward Observer. Roll 2D6 to equal or exceed 8 for the
Forward Observer to contact the battery (-2 if the Forward Observer is suppressed). Roll
1D6 and 1D12. The D12 shows direction (using the clockface method). The D6 shows the
deviation distance in 1/2in. increments for mortars and 1in. increments for artillery. Adjust
the position of the marker according to the dice scores.
Mortars affect targets within 1in. of the impact point. Artillery affects targets within 2in. of
the impact point
Indirect fire against unarmoured targets:
Roll 2D6 for each target affected:
10
5
4
Target destroyed
Suppressed
Pinned
DRMs:
-1
-1
-2
4.7
12
11
9
Target destroyed
Suppressed
Pinned
DRMs:
-1
-1
-3
+1
5.
Movement
Three types of ground are recognised. Hard going is any hard flat surface, such as a road.
Normal going is any other surface that is not classed as difficult going. Difficult going is any
surface that is difficult to move across, such as steep hills, dense woods, built up areas (other
than on a road). Areas of difficult going may be traversed at half the normal going rate. In
addition, some areas may be classed as impassable to some or all troop or vehicle types.
Infantry
Jeep or light truck
Armoured car or light tank
Truck
Half track
Medium tank
Heavy tank
Hard going
Normal going
4
24
15
15
12
12
9
4
6
15
6
9
9
5
When infantry mount or dismount vehicles, both the vehicle and the infantry move at half
rate and the infantry may not fire.
6.
Challenge Fire
Any element, that during its movement crosses the field of fire of an opposing element and
is not in cover, may be challenged by the opposing element. When this occurs, the player
moving the challenged element must stop moving it at the point desired by the challenger.
The challenger may now fire at the challenged element. If the challenged element is
unaffected by this fire then it may complete its movement. Regardless of the result, the
challenging element receives a "Challenge Fire" (CF) marker. The CF marker is removed
during its unit's next fire phase and this must be done instead of firing the element. An
element may not fire again until the CF marker has been removed.
7.
Leadership
For each tank unit within 6in.
Supported by MG within 6in.
For each casualty
Defender's DRMs
+?
+1
+2
+1
-1
-1
-2
Leadership
In cover
In hard cover or dug in
Supported by MG within 6in.
For each casualty
Pinned
Suppressed
Each tank or machine gun may only support one infantry unit. The highest score wins. The
loser withdraws 4in. If the difference between the scores is:
2
3+
In the event of a draw, the close combat will continue in the opposing player's own
movement phase.
8.
Smoke
Smoke may be fired by mortars or artillery, or discharged by tanks. When fired by mortars or
artillery, a 2in. diameter "blob" appears at the impact point. When discharged by tanks a
similar "blob" appears directly in front of the tank. Smoke "blobs" remain until dispersed by
a roll of 1 on a D6 (roll in the Rally phase of each turn). Units behind smoke count as
partially concealed for purposes of observation.
Smoke moves downwind (decide the wind direction randomly) at a speed of 3in. per turn.