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Battleground
World War II
Created By:
Brad Sanders Devin Cooley Bob Brodeur
Jim Bland & Kurt Coyle
All rights reserved. No part of this publication unless otherwise marked may be reproduced, stored in a retrieval system or transmitted
in any form by means electrical, mechanical or otherwise, without written permission of the publisher.
Printed in the United States of America
forward
Ground combat is no place for wimps,
and Battleground is not for the weak at heart.
A bold statement? Well, perhaps. But, like these rules, it does capture the flavor of the
feeling and excitement generated by Easy Eights Battleground World War II.
For those who have dabbled in wargaming for any appreciable period of time, you
know that there are very few sets of rules out there that are able to bring to the wargame
table the spirit of individual, man against man, ground combat. At one extreme, the
gamer, and the game itself, quickly becomes mired in charts, rules, and procedures
designed to replicate every single detail of combat but instead, move along at a pace
akin to paint drying. Instead of watching his figures and vehicles sally forth into simu-
lated combat, the gamer finds himself an unwilling participant in the true Bore Wars. At
the other extreme, we find rule sets that are so superficial that any resemblance between
your actions on the gaming table and real combat appear to be totally accidental.
Of course, anyone who has been involved in combat, or even simulated combat,
appreciates the fact that it is impossible to reduce the fear, the terror, the exhilaration,
the sheer adrenaline rush that such an experience brings to each and every participant to
a set of game rules. The best rules can do is to capture the spirit of ground combat. The
following set of rules, Easy Eights Battleground World War II does just that. They
capture the feel and spirit of the ground combat in World War II. They provide you, the
hobbyist, with an opportunity to recreate, however vicariously, life at the sharp end of
the stick, where individual soldiers and tank commanders bring success to their com-
manders well laid plans, or utter ruin and defeat down upon themselves and their com-
rades.
Easy Eights Battleground World War II is a set of rules that nicely blends
technical details of weapons and machines with the elusive quality of playability. It pro-
vides the gamer with an opportunity to enjoy an evening of quick moving wargaming
while, at the same time, they give the historical purist an appreciation of small unit com-
bat in World War II. In over three decades of wargaming experience, I have found few
rule systems that have achieved this as well as these do.
So, don your steel pot, check the function of your weapon, give the order for your
troops to saddle up, and follow me onto the Battleground.
Table of Contents
Scales
Time . . . . . . . . . . . . . . . . . . . . . . . 2
Ground . . . . . . . . . . . . . . . . . . . . . 2
Miniatures . . . . . . . . . . . . . . . . . . . 2
Unit . . . . . . . . . . . . . . . . . . . . . . . . 2
Dice . . . . . . . . . . . . . . . . . . . . . . . 2
Game Play
Turn Sequence . . . . . . . . . . . . . . . . 3
Card Initiative System . . . . . . . . . . 3
Taking Actions . . . . . . . . . . . . . . . 4
Sighting Checks
Sighting Procedure . . . . . . . . . . . . 4
Sighting Modifiers . . . . . . . . . . . . 5
Sighting Example . . . . . . . . . . . . . 5
OF
new range band is the actual d20 chance or below to see the
target. Roll a d20: if the number is equal or less than the PRONE
Sighting modifiers
Cover and Camouflage
Hasty Applies to pieces in a concealing terrain but not set up
in any way. UB
HE
Improved Applies to pieces that have taken some time to
conceal themselves and is determined by scenario. A U.S. bazooka team is on Op-Fire covering a road bend. A German MKIV H moves
around the bend on its first action. As soon as the tank moves around the bend, the
Constructed Applies to pieces that have had days to conceal bazooka team makes a sighting check. The tank on the road is an open moving medium
themselves and is determined by scenario. sized vehicle at 15 inch range. This places it on the 15 column of the sighting chart and
an AQ indicates that the target is automatically acquired. At the top of the tanks
Vehicle second action, the tank commander makes a sighting check for the woods. The bazooka
Target size Determined by the vehicle and is included on the team hidden there is judged to be hastily concealed and prone and at a 15 inch range.
This places the Americans on the 15 column to start. Being hasty shifts them to the 10
vehicle data charts. inch column, and prone shifts them to the 15 inch column. The tank is in motion
Infantry which shifts to the 20 column. The tank commander needs a 6 or less on d20 to see
them.
Full Automatic Applies to squads that are firing weapons
with a ROF (Rate of Fire) of 3 or more per action.
Single shot Applies to individual soldiers using an aimed
shot.
Prone Applies to figures that are marked prone on the game
board.
Viewer
Binoculars Apply even if only the squad leader or tank com-
mander has a pair. Generally, all squad leaders and tank com-
manders have a set. Binoculars may only be used by figures
that are not moving. You are not allowed to move in an action
that a figure uses the binoculars modifier.
Open AQ AQ AQ AQ AQ AQ AQ AQ 19 18 16 14 12 10 8 6 - - - -
Open Moving AQ AQ AQ AQ AQ AQ AQ AQ AQ 19 18 16 14 12 10 8 6 - - -
Open Firing AQ AQ AQ AQ AQ AQ AQ AQ AQ AQ 19 18 16 14 12 10 8 6 - -
Open Moving/Firing AQ AQ AQ AQ AQ AQ AQ AQ AQ AQ AQ 19 18 16 14 12 10 8 6 -
INFANTRY INCHES
3 5 10 15 20 25 30 38 45 53 60 68 75 83 90 105 120 135 150 165
Concealed 14 12 10 8 6 - - - - - - - - - - - - - - -
Concealed Moving 18 16 14 12 10 8 6 - - - - - - - - - - - - -
Concealed Firing AQ AQ 19 18 16 14 12 10 8 6 - - - - - - - - - -
Open AQ AQ AQ AQ AQ 19 18 16 14 12 10 8 6 - - - - - - -
Open Moving AQ AQ AQ AQ AQ AQ 19 18 16 14 12 10 8 6 - - - - - -
Open Firing AQ AQ AQ AQ AQ AQ AQ 19 18 16 14 12 10 8 6 - - - - -
Modifiers
Note: Modifiers are NOT applied to the die roll, instead Sighting Modifiers indicate the number of columns to shift. Negative
Modifiers shift to the left and positive Modifiers shift to the right.
Infantry
Table of Contents
Regular 10 8 12 -1 10
Veteran 12 10 14 -1 12
Elite 14 12 16 -2 14
11-20 Common Hero Becomes Elite. 1 free action immediately. No Quarter Chart
Nationality Own Enemy Modifier
Note to become a Hero or a Craven Coward the die roll must American N/A 1/2 Morale
be a natural 1 or 20, must come from a Morale Check, not a Russian 1/2 Morale Morale +4 vs. Germans
Rally or Gut Check, and the Morale Check must be the direct Commissar Morale Morale
result of enemy fire.
German 1/2 Morale Morale +4 vs. Russian
German SS Morale Morale +4 vs. Russian
Broken figures
A figure that fails a Morale Check or a Squad Morale Check
becomes Broken. A Broken figure runs two actions of move- Any figure that is a Fanatic cannot be Broken or suppressed.
ment toward the nearest cover and away from the enemy Fanatics must charge any known enemy figure within two
immediately. This movement conforms to all normal move- actions of movement. Cases where a figure goes Fanatic are
ment rules. Once a Broken figure reaches cover he stops and covered under Surrender and Squad Morale rules. In addition
drops prone. If he cannot reach cover in 2 actions the figure the Fanatic rule can be designated as in effect as a special rule
will continue to move 2 actions in every Rally Phase until during a scenario.
cover is found. If a figure is in cover and fails a Morale
Check the controlling player can choose to have the figure Rally
drop prone and stay; however the figure is still Broken and All Broken figures attempt to rally during the Rally Phase of
will not rise up until Rallied. If a figure is prone and behind the game turn. There are two types of Rally: Self Rally and
cover when he fails a Morale Check he no longer has the Leader Rally.
choice to stay under that cover. The figure will break and run. Self Rally To be eligible for Self Rally the figure must start
Cover must offer a +3 modifier before the prone bonus to the turn in cover and prone. During the Rally phase of the
count as cover for Broken figures. game roll a d20 equal to or less then half of the figures
morale to become rallied. To determine the half Morale
Surrender Check, subtract or add any modifiers before halving. If the
When a surrounded figure breaks and has no cover within 2 figure passes the check then the figure is treated normally
actions the figure will surrender. The figure will automatical- when his card is pulled.
ly approach the closest enemy figure with his hands up. It Leader Rally To be eligible for Leader Rally a figure must
takes one figure to guard any surrendering figures. start the turn in the Command Range and Line of Sight of a
Surrounded means that there is not an open avenue of escape Leader. During the Rally Phase of the game roll a d20 equal
that is not covered by possible enemy fire. Because this is to or less than the figures morale. To determine the Morale
open to interpretation, disputes will be settled by the Check subtract or add any modifiers, including any
Gamemaster or by a die roll. Leadership Modifiers. If the figure passes the check then the
Refused Surrender Refusing surrender is when figures strip figure is Rallied and treated normally when his card is pulled.
the surrendering infantrymen of any weapons and then order Note: Leaders may Leader Rally themselves.
them to the rear. When a player decides to refuse surrender
Broken figure.
Directed Fire If a leader personally directs an action of Fanatic Squads If the surviving leader rolls an unmodified 1
infantry fire then the Leadership Modifier is applied to the die on any Squad Morale Check all surviving squad members
roll. For a figure to gain this bonus the Leader figure must be immediately become fanatics and all Fanatic rules apply.
in base to base contact with the figure he is effecting. Coward Squads If the surviving leader rolls an unmodified
Example: If a 16-2 leader is directing a machine gun team 20 on any Squad Morale Check all surviving squad members
then a -2 is applied to the To Hit dice rolled. immediately become Craven Cowards and are removed from
Directed Actions If a leader personally directs any action that play.
requires a Skill Check or Gut Check then the figure making Ripple Effect Whenever a squad has a number of friendly
the die roll will gain the Leadership Modifier for that roll. figures equal to or more than half of its own number break
Example: A 12-1 leader is directing movement through wire; and run within Command Range and Line of Sight it must
each figure that is in base to base contact with the leader at take a Squad Morale Check.
the time of making the Skill Check for crossing wire will
receive a -1 on their die roll. skill checks and gut Checks
Leader Loss The loss of a leader in combat adversely effects Situations will arise when a figures determination and abili-
the men under his command. Any time that a leader is ties are in question but life is not immediately in danger.
Broken, receives a Heavy Wound (HW) or gets Killed In These situations are covered by Skill Checks and Gut Checks.
Action (KIA) the figures under his command and in Line of Some actions will require both a Skill Check and a Gut
Sight must take a Morale Check with a modifier that is oppo- Check.
site the Leadership Modifier. Skill Checks Whenever there is a question as to whether a
Example: A 16-2 leader is KIAed, the figures in his unit must figure can complete an action, a Skill Check is used to deter-
take a +2 morale check. This Morale Check is taken immedi- mine success or failure. Skill Checks are made using the
atly and is treated as if a Morale Check was generated from a morale of the figure and takes all modifiers into account.
direct result of fire. However, failure of a Skill Check never leads to a Broken fig-
ure. Failure of a Skill Check results in the failure of the
Squad MORALE attempted action and that action being wasted. Success of a
Squads have a group personality not unlike that of ordinary Skill Check means the action was completed. The failure of
soldiers. After a certain amount of abuse the entire squad may some Skill Checks, can be fatal.
Springfield M1903A1 R 1 1 R R 20 NA
M1 Garand Rifle SLR 2 1 R R 20 NA
TT33 Tokarev P 2 1 P P 20 NA
Mosin-Nagant Carbine M1938 R 1 1 R R 20 NA
AVT-40 SLR 1 1 R R 20 NA
PPSh-41 SMG 3 1 SMG SMG 20 NA
P-38 Walther P 2 1 P P 20 NA
Kar 98k R 1 1 R R 20 NA
Gew-43 SLR 2 1 R R 20 NA
MP-43 AR 3 1 R R 20 NA
MP-44 AR 3 1 R R 20 NA
StG44 AR 3 1 R R 20 NA
1. Find the range between the figure firing and the target in 6. Add or subtract any Cover Modifiers from the die roll.
inches.
7. Look up the correct row with the final modified die roll to
2. Determine the type of weapon the figure is using. find the result.
3. Look up the weapon on the To Hit section of the Effects To Hit Modifiers
Chart located in the upper left hand corner. This chart deter- Lightly Wounded When a soldier has a Light Wound, the
mines what die roll is needed to score a hit acording to range. pain of the wound prevents him from firing effectively, so he
Apply any To Hit modifiers to the die roll. gains a +5 to any To Hit dice roll.
Example: A rifle needs an 8 or less at a range of 16 inches. Green Infantrymen that have not seen battle react poorly
An Elite figure would subtract 2 from the die roll. when in a fight. All Green infantrymen receive +2 to the To
Hit die.
4. Roll the number of d20s according to the ROF indicated Non Qualified Infantrymen that pick up a crew served
on the Effects Chart. Determine the total number of hits. weapon that they did not start the game with, or as part of that
weapons crew, are considered non qualified. +2 To Hit for
Point Blank Effective Long Extream Cover Modifyers Pistol SMG Rifle LMG MMG HMG LCMG
D20 To Hit: 16 12 8 4
Open Ground .....0 H G F E D C B A
Pistol 4" 5" 8" 15" Road .....-1 1 LtW KIA KIA KIA GD GD GD GD
SMG 4" 8" 15" 30" In Deep Water .....-2 2 MC HW HW KIA KIA GD GD GD
Aimed Shot .....-2 3 MC LtW HW KIA KIA KIA KIA GD
Rifle 5" 15" 40" 75" Point Blank .....-2 4 MC LtW LtW HW KIA KIA KIA KIA
LMG 5" 30" 45" 75" Sniper .....-5 5 MC MC LtW HW HW KIA KIA KIA
Brush .....+1 6 MC MC LtW LtW HW HW HW KIA
MMG 5" 40" 90" 188"
Hedge .....+2 7 SUP MC MC LtW LtW HW HW HW
HMG 6" 45" 102" 218" Prone .....+2
8 SUP MC MC LtW LtW LtW HW HW
ShellHoles .....+3
9 SUP MC MC MC LtW LtW HW HW
Bocage .....+3
ROF 10 SUP SUP MC MC MC LtW LtW HW
Light Woods .....+3
11 SUP SUP MC MC LtW LtW LtW
Pistol 1 To Hit Modifyers Graveyard .....+3
12 SUP SUP SUP MC MC LtW LtW
SMG 3 Lightly Wounded..... +5 Rubble .....+4
13 SUP SUP MC MC LtW LtW
Green..... +2 Roadblock .....+4
Rifle 1 Heavy Woods .....+4 14 SUP SUP MC MC LtW
Non Qualifyed.....+2
SLR 2 Captured Use.....+3 Partial Tank Cover .....+5 15 SUP MC MC LtW
Effects Chart
Ambush
Ambush is a Special Fire mode that allows a figure to wait
until an enemy piece comes in close before firing. A figure
may not set Op-Fire if there are legal targets within Line of
Sight. In some circumstances it may be beneficial to wait
until the enemy comes within a lethal range. Ambush reflects
this by allowing a figure to go on a special Op-Fire mode that
will allow the enemy to get closer even though they have
been spotted. To be able to set Ambush a figure must fit the
following criteria:
,,
squad is free to act during the turn. A figure still on Ambush
at the end of a turn may voluntarily remove that Ambush in
the Mark Special Fire modes phase of the next turn.
,,
Max Range = Long Range
The figure loses one action. Once a target comes into sight Max Width
,,
only one action of fire is allowed. This is to represent the time LMG = 5 inches
MMG = 6 inches
spent waiting and the effect of firing on a target that sudden- HMG = 8 inches
LCMG = 8 inches
ly moved into sight.
Max Depth
The figure may never shoot at a target farther than 15 Gun Emplacement
LMG = 2 inches
MMG = 3 inches
HMG = 3 inches
LCMG = 3 inches
Pinning fire
Pinning fire is a special fire modes that assumes the weapon
is continuously shooting during the entire turn. Although this
volume of fire is inaccurate it is concentrated into a deadly Plunging Fire This type of Pinning Fire is used at longer
cone that will deny an area to the enemy. There are three ranges than the Raking Fire. Plunging fire can only take place
types of Pinning fire: Raking, Plunging and Spraying. at ranges longer then effective and shorter then extreme. The
machine gun is elevated up and the ammunition is arced into
,,,,
the target zone. If any figure takes an action within this zone
Raking Fire then they are subject to a single roll To Hit by the firing
weapon for each action taken. This roll To Hit takes all To Hit
,,,,
Max Range = Effective Range and cover modifiers, except prone, into account. Figures are
not forced prone by Plunging Fire, and because of the arch-
ing bullets, figures get no cover bonus for being prone.
,,,,
Plunging Fire can arch over terrain features of 1 level of
Max Width
LMG = 5 inches
height. Higher terrain will block Plunging Fire.
,,,,
MMG = 6 inches
,,,,
HMG = 8 inches
LCMG = 8 inches
Spraying Fire
Gun Emplacement
,,,,
Max Range = Effective Range
Max Width
,,,,
4 inches
Automatic Weapon
Raking Fire This type of Pinning Fire is the most common.
The machine gun sprays bullets approximately two feet off
the ground at a steady rate. This type of fire is designed to Spraying Fire Small Arms that are capable of full automat-
deny the enemy an avenue of approach. This form of Pinning ic fire are eligible for Spraying Fire. Spraying Fire is using
,,,,,
,,,,,
Note: This exception applies only to Raking and Plunging
fire not to Spraying fire.
,,,,,
,,,,,
Gun Duel Machine gun Types
There was a wide variety of automatic weapons in service
during World War II. These ranged from gigantic machine
,,,,,
,,,,,
guns to up-scaled automatic rifles. For gaming purposes these
have been broken down into 5 catagories. These catagories
,,,,,
,,,,,
help define the basic capabilities of the weapon in question.
Dieter saw in the distance two Americans laying one of their Medum Machine Gun (MMG) The Medium Machine Gun
large .50 cals on its tripod. With no cover near at hand is defined as a full rate of fire air cooled machine gun. To be
Dieter watched with horror as a third American opened an considered setup the Medium Machine Gun must be
ammo can and loaded the weapon. deployed with the tripod in use. The gunner is considered to
be sitting behind the gun firing. This catagory of weapon may
duds
Whenever an unmodified 20 is rolled To Hit with any type of
grenade a mishap occurs. This mishap is generally that the
grenade is a dud and has no effect. Gamemasters are encour-
aged to use more interesting mishaps, appropriate to the
activities of the thrower, whenever possible.
When the going gets tough, sometimes the tough have to run
at the enemy and beat them to death with a rifle butt.
Satchel charge
A satchel charge is a bag of explosives that can be used for
small demolitions. An engineer can spend two actions to set
a satchel charge against an object and destroy it. A set satchel
charge can knock down a tree, open a locked wooden door or
other small demolition projects. Only engineers can use a
satchel charge as a demolition. Satchel charges can also be
thrown exactly like a grenade with a +2 To Hit penalty. A
satchel charge will detonate 2 actions after the action it is
thrown or set. These actions are based off the figure who set
or threw the charge. Thus the charge will explode on the first
or second action of the throwing figures next turn. Satchel
charges explode using the small HE template, with the center
point on the charge.
Throwing back When a satchel charge is thrown near enemy
figures, it behooves those figures to return the favor. It takes
one action to throw back a satchel charge. To do so the fig-
Assault Engineers
ure must be in base contact with the charge and must pass a
Wisch approached the building using rubble as cover, the half Gut Check. Only one figure can be in base contact with
weight of his weapon forcing him to use extra caution. a satchel charge at any one time. Figures stuck in an enclosed
Raising his flamethrower he let out a long burst and saw sev- space, such as a pillbox, will have a -5 on this check. This
eral of the Russians expire horribly. The ruin was now defi- check represents both the willingness of a figure to throw the
nitely in German hands. charge and whether the figure can complete the task both in
one roll. A thrown back satchel charge is thrown exactly like
Green +2
Entrenched / Cover -5
Front of vehicle +3
Man Vs. Tank
Vehicle unbuttoned +3
Corpral Hicks could not help but grin as the Mk IV moved
by, seemingly oblivious to the danger. Keeping cool, he wait- Engineer -4
ed for the tank to show its rear. Hicks fired the bazooka. He
saw the rocket strike the rear hull and then ducked shrapnel Vehicle in Smoke -3
as the tank brewed up with multiple secondaries.
Immobilized -3
During World War II the tank dominated the battlefield. In an
effort to provide infantry with a way to destroy these mon-
sters they were given specialized equipment and training. For Close Assault
game purposes a Tank is defined as any fully tracked armored Infantry close assault vs. AFV or Tank takes an action to com-
vehicle with an enclosed fighing compartment, including a plete. The infantry must be in base to base contact with the
top and a main gun. An AFV (armored fighting vehicle) is vehicle at the start of this action. Infantry can never close
defined as any armored vehicle that is not a tank. See the assault from Op-Fire or Ambush.
Armor section for specific vehicle classifications. Grenade Attack It is possible that a grenade placed in the
AFV Effects on Infantry correct spot on the rear deck or tracks of an AFV or Tank may
At any time a AFV or Tank comes within 5 inches of an cause damage. To make such an attack the figure attacking
infantry figure, that figure must pass a Gut Check using the must be in base contact with the vehicle and possess a
modifications provided in the chart. If the Gut Check is grenade. The controlling player must state whether a rear
5. Upon detonation roll for penetration using the mines Magnetic Mine 12 12 14 16 16
Penetration number. Satchel Charge 14 12 10 8 8
6. Subtract the targets armor from the Penetration number,
this is the final Penetration number. Modifiers
7. If the d20 roll is less than or equal than the final Elite -2
Penetatration number, roll on the Penetration Effects Chart. If Green +2
no penetration apply any Non-Penetration effect from the Hit
Light Wound +5
Location Chart.
Satchel Charge Satchel charges were sometimes used as Engineers -2
expedient anti-tank weapons. In order for a satchel charge to Thrown Satchel Charge +5
be effective it must be "placed" on the tank. Satchel charges
Anti Magnetic Paste (Magnetic Mines Only) +10
may also be thrown at an AFV and may Hook on the vehicle
and cause damage. Demo packs may be placed like satchel
charges. A thrown demo pack will never Hook on an AFV. Projectile Attack
Placed During World War II several weapons were developed to
1. Use the rules to move the figure into close combat with the allow the infantryman to attack tanks at a distance. These
AFV or Tank. weapons are allowed to take advantage of Op-Fire and
2. Roll for an attempt to place the Sachel Charge. If the Ambush.
Mine & Explosives Penetration Chart Molitov Open Top Effects Chart
Die Effect
Weapon Penetration Flame explodes through the fighting compartment. The vehicle is caught on fire.
1-4 Anyone failing a morale check is considered KIA everyone else must bail out. Any
heavy weapons must be left behind and are destroyed along with the vehicle.
Magnetic Mine 30 The cocktail has burst inside the vehicle causing panic and damage. The driving
5-8 compartment is completely knocked out killing the driver. All radios and inherent
vehicle weapons are destroyed. All crew members must bail-out, vehicle is on fire.
Satchel Charge 20 Flame and gas burst inside the vehicle. Wide spread panic hits the crew as the flames
inch closer to the ammunition and fuel supply. All crew members failing a morale check
9-12 must bail-out, vehicle is on fire. The vehicle is out for 2 turns while the fire is
extinguished.
Demo Pack 25 Flame and Gas cover the vehicle and cause concern to the crew. Any crew member not
passing their morale check will be unable to take any action for their next turn.
13-16
The cocktail has burst inside the vehicle causing more panic then damage. While most
Grenade Vs Tracks / Wheels Effects Chart 17-20 of the supplies and packs in the vehicle are caught on fire no real damage is caused
Die Effect
Grenade explodes within the tracks. Track pieces and links are
Modifiers
1-4 blown apart. The track is permanently destroyed.
Grenade explodes within the tracks. Track pieces and links are
Unbuttoned -4
5-8 twisted off the rollers. The tank is immobilized until 8 man actions
are spent on the tracks by the crew members for repairs.
Shrapnel and concussion rock the side of the tank . The effects are
Flamethrower -5
9-12 sufficient to slow the vehicle to half speed until the crew spends 6
man actions on the tracks to repair them.
The explosion has caused slight track damage. The vehicle will lose
Rain / Snow +4
13-16 2 inches from its speed until the crew spends 4 man actions on the
tracks to repair them.
The shrapnel and explosion have been directed away from the tank.
17-20 No damage has resulted from the attack. Molitov Effects Chart
Modifiers Die Effect
Flame seeps into the fighting compartment of the vehicle. Wide spread panic hits the
1-4 crew as the flames inch closer to the ammunition and fuel supply. All crew members
passing a morale check must bail-out, otherwise they are KIA. Vehicle is on fire.
Cluster Grenade -5 As Flame and gas spread across the vehicle, some finds its way inside the fighting
compartment and causes havoc. Any crew member failing his morale check must
5-8 bail-out. The vehicle will lose a turn while the crew is dealing with the damage and
Vehicle In Motion +4 fire.
As the fireball covers the target vehicle it flashes past the vision ports. This makes it
very hard to see out of the vehicle and fight effectively. Panic sets in the crew from the
9-12 attack. Any crew member not passing their morale check will be unable to take any
action for their next turn. Any actions taken by the crew will receive a +2 modifier as well
Grenade Vs Engine Deck Effects Chart Flame and gas cover the vehicle and cause concern to the crew. Any crew member not
passing their morale check will be unable to take any action for their next turn.
13-16
Die Effect The Cocktail hits the vehicle and erupts in a ball of flame. Although hitting the vehicle
Grenade explodes and catches the fuel within the engine. This
17-20 and igniting, most of the gas splashes off the target into the surrounding terrain. Check
for fire.
1-4 causes an explosion as the engine is destroyed vehicle is
immobilized. Vehicles engine is on fire.
The explosion's concussion rips through the engine decking
5-8 causing engine damage. The vehicle is immobilized until the crew Modifiers
spends 8 man actions on the engine to repair damage.
The explosion's concussion rips through the engine decking causing
Unbuttoned -4
9-12 engine damage. The vehicle is immobilized until the crew spends 4
man actions on the engine to repair damage.
The shrapnel from the grenade is lodged itself in the engine
Flamethrower -5
13-16 compartment. The engine is prevented from gaining full throttle. Half
speed until the crew spends 4 man actions on the engine to repair it.
The shrapnel and explosion have been directed away from the tank. Rain / Snow +4
17-20 No damage has resulted from the attack.
Modifiers
Cluster Grenade -5
Veteran 60%
Veteran 12 10 14 -1 12
Elite 70%
Elite 14 12 16 -2 14
Hand To Hand Modifiers Chart Grenade To Hit Chart
Condition Modifier Range To Hit
Over Obstacle +2 0 inches 18
Prone +3
up to 3 inches 12
Crew Weapon +5
3 to 6 inches 8
LtW +5
Condition Modifier
Green +2
Window / Door +3
Elite -2
Surprise -2 Foxhole +4
Thrower LtW +5
Magnetic Mine
14
12
11
12
9
14
7
16
5
16
Grenade explodes within the tracks. Track pieces and links are Satchel Charge 14 12 10 8 8
1-4 blown apart. The track is permanently destroyed.
Modifiers
Elite -2
Grenade explodes within the tracks. Track pieces and links are
Green +2
5-8 twisted off the rollers. The tank is immobilized until 8 man actions
are spent on the tracks by the crew members for repairs. Light Wound +5
Shrapnel and concussion rock the side of the tank . The effects are Engineers -2
9-12 sufficient to slow the vehicle to half speed until the crew spends 6
man actions on the tracks to repair them.
Thrown Satchel Charge
+10
The explosion has caused slight track damage. The vehicle will lose
13-16 2 inches from its speed until the crew spends 4 man actions on the
tracks to repair them.
Advancing into AFV Modifiers
The shrapnel and explosion have been directed away from the tank.
17-20 No damage has resulted from the attack. Condition Modifier
Elite -2
Modifiers Green +2
Entrenched / Cover -5
Cluster Grenade -5 Front of vehicle +3
Vehicle unbuttoned +3
Vehicle In Motion +4 Engineer -4
Vehicle in Smoke -3
Grenade Vs Engine Deck Effects Chart Immobilized -3
Modifiers
Cluster Grenade -5
Infantry quick play charts
Special fire modes
Molitov Effects Chart
Opportunity Fire
Die Effect Ambush Fire
Flame seeps into the fighting compartment of the vehicle. Wide spread panic hits the
1-4 crew as the flames inch closer to the ammunition and fuel supply. All crew members
passing a morale check must bail-out, otherwise they are KIA. Vehicle is on fire.
Pinning Fire
Max Width
As Flame and gas spread across the vehicle, some finds its way inside the fighting
compartment and causes havoc. Any crew member failing his morale check must LMG = 5 inches
5-8 bail-out. The vehicle will lose a turn while the crew is dealing with the damage and
fire. MMG = 6 inches
As the fireball covers the target vehicle it flashes past the vision ports. This makes it
very hard to see out of the vehicle and fight effectively. Panic sets in the crew from the HMG = 8 inches
9-12 attack. Any crew member not passing their morale check will be unable to take any
action for their next turn. Any actions taken by the crew will receive a +2 modifier as well LCMG = 8 inches
Flame and gas cover the vehicle and cause concern to the crew. Any crew member not
13-16
passing their morale check will be unable to take any action for their next turn.
Plunging Fire
The Cocktail hits the vehicle and erupts in a ball of flame. Although hitting the vehicle
Max Width
17-20 and igniting, most of the gas splashes off the target into the surrounding terrain. Check
for fire.
LMG = 5 inches
MMG = 6 inches
Modifiers HMG = 8 inches
LCMG = 8 inches
Unbuttoned -4 Max Depth
LMG = 2 inches
Flamethrower -5 MMG = 3 inches
HMG = 3 inches
Rain / Snow +4 LCMG = 3 inches
Spraying Fire
Max Range
Molitov Open Top Effects Chart Effective Range
Die Effect Max Width
Flame explodes through the fighting compartment. The vehicle is caught on fire.
4 inches
1-4 Anyone failing a morale check is considered KIA everyone else must bail out. Any
heavy weapons must be left behind and are destroyed along with the vehicle.
The cocktail has burst inside the vehicle causing panic and damage. The driving
5-8 compartment is completely knocked out killing the driver. All radios and inherent
vehicle weapons are destroyed. All crew members must bail-out, vehicle is on fire.
Flame and gas burst inside the vehicle. Wide spread panic hits the crew as the flames
inch closer to the ammunition and fuel supply. All crew members failing a morale check
9-12 must bail-out, vehicle is on fire. The vehicle is out for 2 turns while the fire is
extinguished.
Flame and Gas cover the vehicle and cause concern to the crew. Any crew member not
passing their morale check will be unable to take any action for their next turn.
13-16
The cocktail has burst inside the vehicle causing more panic then damage. While most
17-20 of the supplies and packs in the vehicle are caught on fire no real damage is caused
Modifiers
Unbuttoned -4
Flamethrower -5
Rain / Snow +4
infantry qucik play charts
ATR Penetration 13 10 7 3
MMG to Hit 16 12 12 12
MMG Penetration 5 4 - -
HMG to Hit 16 12 12 12
HMG Penetration 7 6 3 -
LCMG to Hit 16 12 12 12
LCMG Penetration 13 10 7 3
Armored Combat
Table of Contents
These morale rules apply only to fully Armored Fighting 4-5 Hero
+1 Morale. Becomes Elite.
1 free action immediately. Never forced to button-up.
Vehicles: Tanks, Assault Guns, Tank Destroyers, Armored
6-10 Normal Hero +1 Morale. Becomes Elite. 1 free action immediately.
Cars and Self Propelled Guns. Armored vehicles that are
infantry oriented, halftracks, jeeps and trucks, do not follow 11-20 Common Hero Becomes Elite. 1 free action immediately.
Reverse Buttoned-Up
Any vehicle may move in reverse at half of forward speed. A vehicle is considered Buttoned-Up when all of the hatches
on the tank are closed. If there are no markers on a tank that
indicate otherwise, this is the state the tank is in. Because of
the limitations of being Buttoned-Up there are several restric-
tions. Buttoning-Up may be done as part of any action for
free. Buttoned-Up crews are immune to small arms fire and
non-penetrating artillery.
Sighting A Buttoned-Up vehicle will have a number of blind
spots. A spotting modifier is always used in this mode.
Movement Vehicle cannot use road bonus. Vehicle receives
+2 on all Bog Checks.
Shooting The vehicle will receive a penalty on all main gun
shots.
Unbuttoned
The state of being Unbuttoned is when all of the hatches are
GuN Rules
It had taken Woll a few shots to get used to how little he had
to lead his targets. But he certainly appreciated the accuracy.
Commander Exposed He appreciated even more the thick black smoke and flying
In this state the only hatch that is open is for the commander turret his new 88 brought out of every target.
of the tank. Typically in combat the rest of the crew would
remain Buttoned-Up while the commander would have his Gun Types
head exposed, looking for targets. The advantage is that the Throughout the war there many types of guns. Continual
commander could gain the advantage of spotting and direct- improvement in technology and design led to the develop-
ing the tank while the rest of the crew is protected. An ment of several guns even for the same vehicle. In game
armored vehicle in play that is in this mode must place a COE terms there are 4 types of guns, based on the length of the bar-
marker on the tank. A vehicle may become Commander rel. The barrel length greatly effects the performance of the
Exposed at the beginning or end of any action at no cost. round being fired.
Note: A vehicle where the commander always exposes him- Short (S) This stubby looking barrel size appeared quite fre-
self at the beginning of first action and always Buttons-Up at quently in the beginning of the war, but was found through-
the end of second action is allowable but there is a cost. The out. The disadvantage to the short barreled gun was its inabil-
gamemaster should consider that the commanders hatch is ity to produce sufficient amount of velocity for the round
left open while the commander is down waiting for his next being fired. Velocity directly relates to accuracy, especially
action. An astute enemy could take advantage of this. If a over distance. There is a modifier for penetration for short
player wants to specifically close the hatch he may. However barrel guns. These modifiers reflect the performance of the
it will take an entire action to expose the commander. short barreled gun. The advantage of a short gun is that it was
Ammunition Types
There were several ammunition types developed for guns
Standard This is the typical length gun that appeared during World War II. The most common of these was Armor
throughout the war. The Shermans 75mm gun is a perfect Piercing (AP) and High Explosive (HE). As the war pro-
example of this gun. This is considered the base line for all of gressed there became a high demand to develop rounds that
the gun rules. could effectively deal with heavy armor. A whole range of
Long (L) In order to produce a higher muzzle velocity, gun shells were available to the average tanker by the wars end.
designers produced long versions of guns. These long ver- The type of round can effect both the To Hit process and
sions produced better muzzle velocities then normal length Penetration ability.
guns and therefore increased accuracy and penetration. Armor Piercing (AP) The Armor Piercing round is the aver-
age anti-tank round found in World War II. The round was
hard tipped and the idea was that the round was forced
through the armor of the target. Armor Piercing Capped
(APC) Armor Piercing Capped Ballistic Capped (APCBC)
were developed to take adavantage of a smaller penetrator
that was buried inside the tip of the Armor Piercing round.
Extra-Long (XL) A few guns in World War II were These rounds could better defeat the targets armor. These
designed to be extra-long. These guns were rare and power- rounds were soon developed and distributed in the field. The
ful. Extra-long guns increased hitting power and accuracy AP Penetration number refects the use of these types of
even more than the long barreled guns of the time. rounds.
High Explosive (HE) High Explosive was developed to be a
gun mounts soft target round. It was very effective in attacking men and
There where two basic kinds of gun mounts in tanks during material, but only slightly useful against armored targets.
World War II: turret mounted guns and hull mounted guns. This particular round is resolved against soft targets like
Turret Mounted The gun is mounted in a revolving turret artillery. See Tank vs Man and Artillery.
that is mechanically or manually rotated. Turrets can be nor- High Explosive Anti Tank (HEAT) This round was discov-
mal speed or slow depending on the tank and how the turret ered early in the war. It used a shaped-charge warhead to
is manned and powered. When the turret is turned and fired shoot hot gas when it hit the target. This hot gas penetrated
in the same action the tank receives a penalty To Hit based on the armor like a shot. The advantage was that, because the
the chart below. Turrets can be turned and fired in the same penetration was based on chemical energy and not kinetic
action as long as they are not turned more than 90 for a stan- energy, it could be delivered by a low velocity weapon. The
dard turret or 45 for a slow turret. disadvantage was that HEAT rounds had a slower muzzle
Slow Turret Turrets that are slow in revolving due to lack of velocity and were therefore less accurate.
power or the weight of the turret. High Velocity Armor Piercing (HVAP & APCR) This
One and Two Man Turrets Several early war tanks had one round was developed to give even better penetration capabil-
or two man turrets. These severly effected the ability of the ity than ordinary AP rounds. The American army called this
crew to perform the several functions required of them. round the Silver Bullet. This type of ammunition was typi-
Whenever the commander is required to operate the main gun cally produced in limited numbers and therefore was scarce
that action of fire suffers the No Commander penalty. In addi- on the battlefield. Not every gun that shot this type of ammu-
tion when the commander is down operating the gun for an nition should be played as if it had an unlimited supply. The
action of fire he also receives the Buttoned Up modifier. penetration value of this round is listed separately on the tank
Furthermore, when the gunner is the only person in the turret chart.
he must reload the gun for himself. All reloading times are Smoke (SM) This round was developed to allow vehicles to
doubled. mark targets and obscure lines of sight. Smoke has no effect
Gun to hit
5. If there was no Penetration and the hit was from a 37mm time period. Most tankers had to come to a stop before shoot-
or larger shell, apply any Non-Penetrating Effects to the tar- ing their main gun. The rocking motion of the tank threw off
get. These effects are specific to the Hit Location and taken the shot. If a tank fires in the same action that it moves then
from the Hit Location chart. there is a +12 To Hit modifier. The US developed a gyro-sta-
bilizer that helped with this situation so US tanks that are fit-
Penetration Results ted with this device only receive a +6. See the special rules on
1. If Penetration is successful then roll a d20 on the the M4 Sherman sheet.
Penetration Effects chart to determine the extent of the dam- Moved in Previous Action Phase The rocking motion of a
age created. tank that has just stopped tends to throw off the shot of the
main gun. Therefore the shooting unit receives a +5 To Hit.
2. Apply any result to the target unit. Again the US gyro-stabilized tanks only gain a +3 To Hit.
Buttoned Up It is very hard to see and effectively engage a
3. Apply any location specific results obtained from the Hit target while the tank is Buttoned-Up. A +2 for vehicles that
Location chart to the target. are Buttoned-Up.
Non-Qualifyed When tank crew members rearrange them-
To Hit Modifiers selves to man the main gun there is a +2 die roll modifier.
Fire Based Modifiers HEAT Round The HEAT round was a low velocity ammu-
In Motion In World War II tanks had very primitive gun fire- nition and needed to be lobbed at the target. Therefore when
ing mechanisms compared to modern day equivalents. shooting a HEAT, HE, or Smoke round you gain a +2 Die
Hitting a target while in motion was very difficult during this Roll Modifier. This modifier only applies to main guns firing
Hit Location
Once a hit has been scored it is necessary to establish where
the target tank has been hit. To determine Hit Location roll a
d20 and refer to the Hit Location Chart appropriate to the fac-
ing of the target. This chart will indicate any specific damage
Target Based DRM done by a Non-Penetrating round, and any additional effects
Motion When the target has moved in its last action phase it of a penetrating round. Note that Non-Penetration Effects
is considered still in motion. apply only to weapons of 37mm or larger caliber. Any size
Moving Front The target gains a +1 whenever the target is gun will receive Automatic Penetration when striking the 1
moving and the shot is to the front or rear. location from front or rear.
Moving Side The target gains a +1 for every 3 of movement. Automatic Penetration The round has struck the ground and
The faster a target is moving the harder it is To Hit. This only richocheted upward into the underbody of the tank or has
applies to targets that are not moving directly at the shooter. passed through a vision slit or similar aperture. Regardless
Target Size The size of the target makes it harder or easier To the round does not roll to penetrate but immediatly rolls on
Hit. There are 5 sizes and each has a modifier associated with the Penetration Effects chart, using all modifiers.
it. Each tank has a Target Size listed in the Tank Chart. Immobilized The round has destroyed the vehicles tracks/
Very Small +2 This is for small jeeps and motorcycles and the suspension or has knocked out the engine. Fully tracked vehi-
like. All anti-tank guns are considered very small targets. cles that are immobilized by a track hit may take advantage
Small +1 This category is for small tanks and cars and other of the Dead Tracks rule.
vehicles with very low silhouettes. They gain a +1 To Hit Crew -1 action This Non-Penetrating effect represents the
modifier. stunning effect of a round bouncing off the location of a crew
Medium The normal size for a target is the typical mid-war members seat. The effected crewman loses one action on his
tank like the German PzKw IV. There is no modifier for this next card. Any crew member who is Unbuttoned or exposed
target size. will be KIA /MC instead, but the round still does not pene-
The incoming round has scored a hit on the ammunition racks. All crew is
2-4 Total Destruction instantly killed and any unprotected personnel next to (1) the vehicle
sustains a Morale Check.
The incoming round has destroyed the tank. All internal systems are
destroyed while a heavy fire is started from the punctured fuel system.
5-10 Fatal Internal Each man failing a 1/2 Morale Check will be KIA, otherwise all crew must
Damage bail out. The bailed out crew is considered Broken and must seek cover
in their next turn if not rallied.
The incoming round has easily penetrated the armor before it and
damaged the interior and crew. Each crew member must take a morale
Heavy Internal
11-15 check, failing the Morale Check will indicate a KIA on the member. The
Damage vehicle is out of play for 3 turns while the crew deals with the damage. All
further actions the vehicle takes are at +2 to any die roll.
The incoming round has slammed hard against the armor it just
penetrated, weakened but not yet finished the inside of the vehicle has
taken damage. Shrapnel is sprayed through the interior reeking havoc.
16-18 Internal Damage The vehicle is out of play for 2 turns while the crew deals with the
damage. Furthermore the vehicles radio is knocked out. To all further
actions the vehicle takes a +1 to its die rolls.
The armor of the vehicle absorbed most of the impact from the round.
19-20 Slight Internal The vehicle is out for 1 turn. The unit sustained no further damage.
Damage
Modifiers
Any gun smaller than 37mm +3
Add a -1 to the result die roll for every 10 points over the armor value you have penetrated. For
example, if the armor of the target vehicle is a 6 and the penetration of the round is a 30 then you
would subtract 2 from the dice roll for the above chart (30-6=24, and a -1 for each point over the
armor value=-2).
The crew member loses one action. Once a target comes The model loses one action. Once a target comes into sight
into sight only one action of fire is allowed. This is to repre- only one action of fire is allowed. This is to represent the time
sent the time spent waiting and the effect of firing on a target spent waiting and the effect of firing on a target that sudden-
Abandoned Tanks
Abandoned Tanks on the field can be very advantageous
cover for infantry men or a treasure trove of equipment. Any
infantry who come upon an abandoned tank will never
crew the tank but they may scrounge any machine guns
Vehicle Combat available. A tank may not be scrounged if it is on fire or ever
had a brew up result. Only two machine guns can be
Wittmann saw a fifth Sherman come over the hedge. Fire he removed during the scope of this game; the hull machinegun
called. CLICK. Gun Jam, Reload the gunner yelled. Fast and the anti-aircraft machinegun. It takes one action to
and steady he could hear his boys respond to the new crisis. remove the AAMG and two actions to remove the hull
Quickly surveying the situation Wittmann ducked his head machine gun. Abandoned tanks can also yield other items that
and punched the trigger on his external smoke canisters. might be useful during a scenario. Gas, ammunition and pio-
neer tools are all items that could prove useful to infantry
Ramming fighting in a battle.
When a vehicle rams another vehicle in combat there is a
chance that damage could be done to the target vehicle. In Tank Crews in Battle
order for a crew of a vehicle to ram the crew must pass a half Tank crews that are not present in tanks and are not broken
Gut Check. This Gut Check is not required if the target vehi- may participate in battle however the player sees fit. A tank
cle is unarmored or two sizes smaller. Unarmored vehicles crew is normally armed with SMGs except for the tank com-
can never ram armored vehicles and are required to pass a mander who will have a pistol. The crew will have a total of
half Gut Check versus any size of Unarmored vehicle. You d6 grenades available to them. They may take over a tank that
must begin at least half of your movement rate away from the has not been destroyed.
target in order to generate enough momentum to damage the
target. Determine the size of your vehicle then determine Anti-tank mines
your targets size. Index the Ramming Chart to determine the Any vehicle that moves over an anti-tank mine or minefield
number you must roll to damage the target vehicle. The play- will have a chance of striking a mine. The chance of striking
er of the target vehicle then also indexes the chart as if he was a mine is based on movement rate and listed on the Anti-Tank
ramming in return. He would roll as well to determine if the Mine chart below. Any vehicle that strikes a mine will roll on
ramming tank takes damage. After determining who receives the Anti-Tank Mine Effects Chart. Anti-tank mines are sight-
damage troll on the Ramming Damage Chart and apply the ed just like anti-personnel mines as described under Assault
results. Engineers. Vehicles that are Crew Covered or Buttoned-Up
will never sight a minefield.
The Mine explodes within the tracks. Track pieces and links are
5-8 blown apart. The track is permanently destroyed. 3. If a hit is scored place the HE effects template over the
The Mine explodes within the tracks. Track pieces and links are marker and roll for each figure that is under each ring. Each
9-12 twisted off the rollers. The tank is immobilized until 8 man actions
are spent on the tracks by the crew members for repairs. ring corresponds to a letter on the Effects Chart. All cover
Shrapnel and concussion rock the side of the tank . The effects are modifiers will apply if the cover is between the marker and
13-16 sufficient to slow the vehicle to half speed until the crew spends 6
man actions on the tracks to repair them. the target figure. The gun caliber will also have a modifier.
The explosion has caused slight track damage. The vehicle will lose
17-20 2 inches from its speed until the crew spends 4 man actions on the
tracks to repair them. 4. If the roll missed the HE round will deviate. Place the HE
effects template down over the marker. Roll a d8 and a d6.
Move the marker d6 inches in the direction indicated by the
Tank Vs. Man d8 on the HE effect template. See the HE size chart.
Sager watched impotently as the T34 pulled to a stop direct- Entrenchments Whenever firing a main gun directly at an
ly over his partners foxhole. The tank was clearly out of Entrenchment there is no chance for the HE round to actual-
range of his Panzerfaust. Sager could do nothing as the tank ly hit inside a foxhole or trench. Anyone that is not prone in
slowly shifted back and forth in place, then pulled away. the entrenchment will take damage as normal, with all cover
Seeing the deep depression the tank had left, Sager knew his modifiers, but any prone figure will be immune to damage.
friend must be dead. Equipment Any small equipment is considered destroyed if
within the A ring of an HE shell, while AT Guns and Artillery
Despite the invulnerability against the infantryman vehicle must make a roll on the HE Effect chart for whatever ring
crews where frequently required to protect their vehicle from they lie under. If a KIA or HW is rolled then the gun is out of
infantry using all kinds of tactics. In addition AFVs could be action for the game.
useful in knocking out strongpoints that friendly infantry Terrain Check the Terrain rules for special cases to this pro-
could not do alone. All of these missions required that the cedure.
tank move into close proximity of the infantry and engage HEAT vs Soft Targets Any HEAT round can be used against
them. a soft target instead in an anti-tank role. Roll To Hit just as for
HE shells. HEAT rounds do not deviate however, any HEAT
AFV Effects on Infantry round that misses will be ignored. This is because the shaped
At any time an AFV or Tank comes within 4 inches of an charge of a HEAT round will only produce effective explo-
infantry figure that figure must pass a Gut Check using the sive results if placed in the exact right spot. A HEAT round
modifications provided on the AFV effect on Infantry chart. that hits its target will explode exactly like an HE shell of the
If the Gut Check is passed the figure may remain in the loca- same size but will be one ring smaller.
tion occupied. If the figure fails the Gut Check then the fig-
ure must expend 4" and up to 8" of movement toward cover Vehicle Mounted Machineguns
to escape the AFV or Tank. The figure is not considered Most Armored Vehicles will have one or more machine guns
Broken only moving away from the vehicle. If the figure listed on their chart. It was vital in combat to keep infantry at
Crews
Any anti-tank gun is crewed by a particular number of fig-
ures. It takes all of these figures to man the gun effectively. If
any of the crew members are out of action or spending their
actions doing something else the gun will not be as effective
and used as expedient fighting platforms. The wheeled vehi- 1-4 vehicle makes a sharp left turn moving one full action immediately. At the
end of the action the vehicle overturns. E column hit on all passengers
The driver slumps over the wheel pulling it to the left. The vehicle
cle was the most prevelent type of vehicle during the war. 5-8 makes a left turn moving one full action immediately. The vehicle
comes to a rest at the end of this movement.
The driver slumps forward as he gets hit. The vehicle is kept in a
Carryiing Capacity and Drivers 9-12 straight line moving one full action immediately.
Each vehicle type is allowed to carry the particular number of The driver slumps over the wheel pulling it to the right. The vehicle
figures indicated on the vehicle chart. The driver of the truck, 13-16 makes a right turn moving one full action immediately. The vehicle
comes to a rest at the end of this movement.
jeep or motorcycle must come from the unit being transport- The driver tumbles out of the vehicle pulling the wheel to theright. The
ed. 17-20 vehicle makes a sharp right turn moving one full action immediately. At
the end of the action the vehicle overturns. E column hit on all
Location Charts
The rule set includes detailed Hit Location Charts for 3 of the
most common tanks of World War II. The M4 Sherman, the
PzKpfw IV H, and the T-34 Model 1941 are all included.
BA-20 3 S 2 2 1 1 1 1 15 - S AC - - - - LCMG - - - - -
German
Kuebelwagen Kfz 1 1 VS
M 15 J LMG-5 4 The German Standard Jeep
Schwimmwagen Kfz1/20 1.5 VS 15/5 J LMG-5 4 Amphibious Jeep. 4 inch movement in water
Horch Kfz 17 6 M 15 TR - 12
Ford Maultier 6.5 M 12 TR - 20 Halftracked Truck
Russian
GAZ-67B 1.5 VS 15 J LMG-5 4 The Russian Jeep
GAZ-MM 6 M
S 12 TR - 20
Ford, Russian 8 M 12 TR - 20
American
Jeep 1.5 VS 15 J LCMG-12 4
3/4 Ton Truck 3.5 M
S 12 TR - 10
Front
20 Vehicle Passenger
1. Fuel Tank / Explosion 1. All roll on A column
2. Immobilized / Crash Check 2. Morale Check
17 18 19 3. Immobilized / Smoke
4. Immobilized / Smoke
3. Morale Check
4. Morale Check
5. Immobilized / Smoke 5. Morale Check
6. Immobilized / Crash Check 6. Morale Check
12 13 14 15 16 7. No Effect 7. d3 HW
8. Immobilized / Smoke 8. Morale Check
9. Immobilized / Smoke 9. Morale Check
7 8 9 10 11 10. Immobilized / Smoke
11. No Effect
10. Morale Check
11. d3 HW
12. No Effect 12. 1 HW
13. Immobilized 13. 1 HW / Morale Check
3 4 5 14. Immobilized
15. Driver KIA / Crash Check / Immobilized
14. Morale Check
15. Morale Check
16. No Effect 16. 1 HW
17. No Effect 17. 1 HW
2 1 6 18. No Effect
19. Driver KIA / Crash Check
18. 1 HW
19. Morale Check
20. No Effect 20. 1 HW
Front
20 No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. MG Destroyed / Radio Man -1 Action 13. Radio KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Loader KIA / MC
18. Main Gun Destroyed 18. Main Gun Destroyed
1 19. No Effect 19. Gunner KIA / MC
20. Commander -1 Action 20. Commander KIA / MC
The Mark IV was the most common German tank produced during Schurzen Almost all PzKpfw IV ausf H had fitted spaced armor
skirts called Schurzen. These were designed to protect the side hull
the war. The H version was in service from Spring, 1943 to the
and turret from shape charged (HEAT) weapons. The side skirts are
end of the war. removable and were often damaged in combat. The turret skirts
were permanent and could not be removed. Turret Schurzen cover
Introduced: Spring, 1943 Crew: 5 all turret side and rear locations. Schurzen halve the Penetration
Weight: 23.5 tons Number of any magnetic mines, bazookas, grenades, or other HEAT
Length: 18 8.5 rounds.
Width: 9 4 Side Hull Schurzen covers Availability: 14
Height: 8 7 Locations 1 -15
Ground Clearance: 1 3.5 Side/Rear Turret Schurzen covers Availability: 19
Track Width: 1 3 Locations 17-19
Main Gun: 7.5cm KwK L/48
Max Elevation: 20 Zimmerit A cement coating was also introduced with the ausf H
Ammunition: 2700 MG rounds / 87 Main Gun rounds model of the PzKpfw IV. The cement was known as Zimmerit. Its
cement makeup and rough texture significantly reduced the ability
Speed: 23.6 mph
of magnetic mines and sticky bombs to attach to a tank. Any tank
Range: 93 miles that is covered in Zimmerit will receive a +10 to the Close Assault
Trench Crossing: 7 6 Placement Chart with a magnetic mine. Availability: 14
Fording Depth: 2 9
Platoon A platoon of
Tank Crew Positions PzKpfw IVH was 5
Loader tanks on paper but
Radio Operator / Hull Gunner because of war time
limitations a platoon
generally consisted of
only 4 tanks.
VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
PzKfw IV ausf H 25 M 14 12 5 7 3 3 9 1 N T 8 LMG LMG LMG-10 75L 30 35 23 13 Med.
Rear
20 No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized /MC /Smoke
17 18 19 4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect
8. No Effect
7. Immobilized / MC
8. Immobilized /MC /Smoke
9. Exhaust Hit Smoke 9. Immobilized /MC /Smoke
10. No Effect 10. Immobilized /MC /Smoke
7 8 9 10 11 11. No Effect 11. Immobilized / MC
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
14. No Effect 14. Immobilized /MC /Smoke
3 4 5 15. No Effect 15. Immobilized /MC /Smoke
2 6 16. No Effect
17. No Effect
16. Normal Damage
17. Gunner KIA / MC
18. No Effect 18. No Damage / cargo bin
1 19. No Effect 19. Loader KIA / MC
20. Commander -1 Action 20. Commander KIA / MC
R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Main Gun Destroyed / MC
2 3 4 5 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
7 8 9 5. No Effect 5. Immobilized / MC
6 10 6. No Effect
7. Radio -1 Action
6. Immobilized / MC
7. Radio Man KIA / MC
8. Loader -1 Action
1 20 9. Half Move Smoke
8. Loader KIA / MC
9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
11 13 15 11. No Effect 11. Immobilized / MC
12 12. Driver -1 Action 12. Driver KIA / MC
14 13. Gunner -1 Action 13. Gunner KIA / MC
14. Half Move / Smoke 14. Immobilized Smoke / MC
15. Half Move / Smoke 15. Immobilized Smoke / MC
16 17 18 19 16. No Effect 16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action 20. Commander KIA / MC
Front
20 No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2.Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. MG Destroyed / Hull Gunner -1 Action 13. Hull Gunner KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Loader KIA /MC
18. Main Gun Destroyed 18. Main Gun Destroyed
1 19. No Effect 19. Gunner KIA / MC
20. Commander -1 Action 20. Commander KIA / MC
VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
T-34 Model 1941 28 M 19 18 11 9 3 3 11 1 S T - LMG LMG LCMG-5 76L 23 - - 12 Med.
Rear
20 No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized /MC /Smoke
17 18 19 4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect
8. No Effect
7. Immobilized / MC
8. Immobilized /MC /Smoke
9. Engine Hit - Tank Half Speed, Smoke 9. Immobilized /MC /Smoke
10. No Effect 10. Immobilized /MC /Smoke
7 8 9 10 11 11. No Effect 11. Immobilized / MC
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
14. No Effect 14. Immobilized /MC /Smoke
3 4 5 15. No Effect 15. Immobilized /MC /Smoke
2 6 16. No Effect
17. No Effect
16. Normal Damage
17. Normal Damage
18. No Effect 18. Normal Damage
1 19. No Effect 19. No Effect
20. Commander -1 Action 20. Commander KIA / MC
R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Main Gun Destroyed / MC
2 3 4 5 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
6 7 8 9 5. No Effect 5. Immobilized / MC
10 6. Hull MG -1 Action 6. Hull Gunner KIA / MC
7. No Effect 7. Normal Damage
1 20 8. No Effect 8. Turret Overhang - see special rule
9. Half Move Smoke 9. Immobilized / Smoke / MC
11 12 15 10. No Effect 10. Immobilized / Smoke / MC
13 14 11. Driver -1 Action 11. Driver KIA / MC
12. Loader -1 Action 12. Loader KIA / MC
13. No Effect 13. Turret Overhang - see special rule
16 17 18 19 14. Half Move / Smoke
15. No Effect
14. Immobilized Smoke / MC
15. Immobilized Smoke / MC
16. No Effect 16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action 20. Commander KIA / MC
20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2.Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Imobilization / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. MG Destroyed / Radio Man -1 Action 13. Radio Man KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Gunner KIA / MC
18. Main Gun Destroyed 18. Main Gun Destroyed
1 19. No Effect 19. Loader KIA / MC
20. Commander -1 Action 20. Commander KIA / MC
20 Rear
No Penetration Penetration
17 18 19 1. Automatic Penetration
2. Immobilized / MC
1. Normal Damage
2. Immobilized / MC
3. No Effect 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Immobilized / MC
8. No Effect 8. Immobilized /MC /Smoke
9. Exhaust Hit /Smoke 9. Immobilized /MC /Smoke
10. No Effect 10. Immobilized /MC /Smoke
7 8 9 10 11 11. No Effect 11. Immobilized / MC
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
14. No Effect 14. Immobilized /MC /Smoke
3 4 5 15. No Effect 15. Immobilized /MC /Smoke
2 6 16. No Effect
17. No Effect
16. Normal Damage
17. Loader KIA / MC
18. No Effect 18. Normal Damage
1 19. No Effect 19. Gunner KIA / MC
20. Commander -1 Action 20. Commander KIA / MC
R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Main Gun Destroyed / MC
2 3 4 5 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
7 8 9 5. No Effect 5. Immobilized / MC
6 10 6. Radio -1 Action
7. Gunner -1 Action
6. Radio Man KIA / MC
7. Gunner KIA / MC
8. Commander -1 action
1 20 9. Half Move / Smoke
8. Commander KIA / MC
9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
11 13 15 11. Driver -1 Action 11. Driver KIA / MC
12 12. No Effect 12. Normal Damage
14 13. Loader -1 Action 13. Loader KIA / MC
14. Half Move / Smoke 14. Immobilized Smoke / MC
15. Half Move / Smoke 15. Immobilized Smoke / MC
16 17 18 19 16. No Effect 16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. No Effect 20. Normal Damage
2 5
M3A1 Halftrack
20 Front
No Penetration Penetration
1. Automatic Penetration 1.Normal Damage
17 18 19 2.Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC / SMoke
4. No Effect 4. Immobilized / MC / SMoke
5. No Effect 5. Immobilized / MC / SMoke
6. Imobilization / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Immobilized / MC / SMoke
9. Engine Hit Half speed / Smoke 9. Immobilized / MC / SMoke
10. No Effect 10. Immobilized / MC / SMoke
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. Radio Man -1 Action 13. Radio KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. AAMG gunner KIA / MC
18. No Effect 18. Normal Damage
1 19. No Effect 19. Driver KIA / MC
20. AAMG knocked out 20. AAMG gunner KIA / MC
10 Passengers
Driver
VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP HVAP HEAT HE Size
M3A1 Halftrack 8 M 0 0 0 0 0 0 12 - - HT - - - LCMG-15 - - - - - -
2 5
20 Rear
No Penetration Penetration
17 18 19 1. Automatic Penetration
2. Immobilized / MC
1.Normal Damage
2. Immobilized / MC
3. No Effect 3. Immobilized /MC
4. No Effect 4. Immobilized /MC
5. No Effect 5. Immobilized /MC
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Immobilized / MC
8. No Effect 8. d3 HW / Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. d3 HW / Normal Damage
7 8 9 10 11 11. No Effect 11.Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. 1HW / Normal Damage
14. No Effect 14. Normal Damage
3 4 5 15. No Effect 15. 1 HW / Normal Damage
2 6 16. No Effect
17. No Effect
16. Normal Damage
17.AAMG gunner KIA / MC
18. No Effect 18. Normal Damage
1 19. No Effect 19. Normal Damage
20. AAMG knocked out 20. AAMG gunner KIA / MC
R top
No Penetration Penetration
1.Immobilized / MC 1. Immobilized / MC
2. Engine Hit Half speed / Smoke 2. Immobilized / MC / Smoke
3. Immobilized / MC 3. Imobilized / MC
1 4. Engine Hit Half speed / Smoke 4. Immobilized / MC / Smoke
6 20 9 10 11 5. Engine Hit Half speed / Smoke 5. Immobilized / MC / Smoke
4 6. No Effect
7. No Effect
6. Normal Damage
7. Normal Damage
8. Driver -1 Action 8. Normal Damage
2 7 12 13 14 15 9. d3 HW / MC 9. d3 HW / MC / Immobilized
10. d3 HW / MC 10. d3 HW / MC / Immobilized
5 11. d3 HW / MC 11. d3 HW / MC / Immobilized
12. d3 HW / MC 12. d3 HW / MC / Immobilized
8 16 17 18 19 13. No Effect
3 14. No Effect
13. Immobilized / MC
14. Immobilized / MC
15. No Effect 15. Immobilized / MC
16. Driver KIA / MC 16. Driver KIA / MC
17. d3 HW / MC 17. d3 HW / MC / Immobilized
18. d3 HW / MC 18. d3 HW / MC / Immobilized
19. d3 HW / MC 19. d3 HW / MC / Immobilized
L 20. AAMG gunner KIA / MC 20. AAMG gunner KIA / MC
20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2.Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC / Smoke
4. No Effect 4. Immobilized / MC / Smoke
5. No Effect 5. Immobilized / MC / Smoke
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Immobilized / MC / Smoke
9. Engine Hit Half speed / Smoke 9. Immobilized / MC / Smoke
10. No Effect 10.Immobilized / MC / Smoke
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. Radio Man -1 Action 13. Radio Man KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Normal Damage
18. No Effect 18. Normal Damage
1 19. No Effect 19. Driver KIA / MC
20. Hull MG gunner -1 Action 20. Hull MG gunner KIA / MC
10 Passengers
Driver
VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Sdfk 251/1 Hanomag 9 M 2 2 2 2 2 2 10 - - HT - LMG-5 - LMG-5 - - - - - -
20 Rear
No Penetration Penetration
17 18 19 1. Automatic Penetration
2. Immobilized / MC
1. Normal Damage
2. Immobilized / MC
3. No Effect 3. Immobilized /MC
4. No Effect 4. Immobilized /MC
5. No Effect 5. Immobilized /MC
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Immobilized / MC
8. No Effect 8. d3 HW / MC
9. No Effect 9.d3 HW / MC
10. No Effect 10. d3 HW / MC
7 8 9 10 11 11. No Effect 11. Immobilized / MC
12. No Effect 12. Normal Damage
13. No Effect 13. 1 HW / MC
14. No Effect 14. Normal Damage
3 4 5 15. No Effect 15. 1 HW / MC
2 6 16. No Effect
17. No Effect
16. Normal Damage
17. Normal Damage
18. No Effect 18. Normal Damage
1 19. No Effect 19. Normal Damage
20. AAMG gunner KIA / MC 20. AAMG gunner KIA / MC
R top
No Penetration Penetration
1. Immobilized / MC 1. Immobilized / MC
2. Engine Hit Half speed / Smoke 2. Immobilized / MC / Smoke
3. Immobilized / MC 3. Immobilized / MC
1 4. Engine Hit Half speed / Smoke 4. Immobilized / MC / Smoke
6 20 9 10 11 5. Engine Hit Half speed / Smoke 5. Immobilized / MC / Smoke
4 6. No Effect
7. No Effect
6. Normal Damage
7. Normal Damage
8. No Effect 8. Normal Damage
2 7 12 13 14 15 9. No Effect 9. d3 HW /MC
10. No Effect 10. d3 HW /MC
5 11. No Effect 11. d3 HW /MC
12. Hull MG gunner KIA / MC 12. Hull MG gunner KIA / MC
8 16 17 18 19 13. No Effect
3 14. No Effect
13. Immobilized / MC
14. Immobilized / MC
15. AAMG gunner KIA / MC 15. AAMG gunner KIA / MC
16. Driver -1 Action 16. Driver KIA / MC
17. No Effect 17. d3 HW /MC
18. No Effect 18. d3 HW /MC
19. No Effect 19. d3 HW /MC
L 20. No Effect 20. 1 HW /MC
Crew Quality Crew Typical Leader Tank Platoon Integrity Check Modifiers
Command Command
Quality Morale Range Morale Range Condition Modifier
Green 10 8 12 -0 10 Tank in Defensive Position -1
Regular 12 10 14 -1 12 Tank Immobilized +1
Veteran 14 12 16 -1 14 Taking fire from side +1
Elite 16 14 17 -2 16
Taking fire from rear +2
Main Gun knocked out +2
2-4 No Effect
The tank must seek cover away from the enemy. On next turn
5-9 the tank returns to normal. If tank is immobile then crew will
abandon the tank instead. The crew is not considered broken.
The tank will withdraw from enemy fire, facing the enemy, until it
10-14 is rallied at normal morale. No other actions are allowed. If tank
is immobile then crew will abandon the tank instead.
The tank will retreat from the enemy seeking any available cover.
15-19 The crew is considered broken. If tank is immobile then crew will
abandon the tank instead.
The tank crew immediately abandons the tank with no chance to
20 rally. They will flee of the board.
Armored Quick Play Charts
Crash Chart
Die Effect
The driver tumbles out of the vehicle pulling the wheel to the left. The
1-4 vehicle makes a sharp left turn moving one full action immediately. At the
end of the action the vehicle overturns. E column hit on all passengers
The driver slumps over the wheel pulling it to the left. The vehicle
5-8 makes a left turn moving one full action immediately. The vehicle
comes to a rest at the end of this movement.
The driver slumps forward as he gets hit. The vehicle is kept in a
9-12 straight line moving one full action immediately.
The driver slumps over the wheel pulling it to the right. The vehicle
13-16 makes a right turn moving one full action immediately. The vehicle
comes to a rest at the end of this movement.
The driver tumbles out of the vehicle pulling the wheel to theright. The
17-20 vehicle makes a sharp right turn moving one full action immediately. At
the end of the action the vehicle overturns. E column hit on all
The incoming round has scored a hit on the ammunition racks. All crew is
2-4 Total Destruction instantly killed and any unprotected personnel next to (1) the vehicle
sustains a Morale Check.
The incoming round has destroyed the tank. All internal systems are
destroyed while a heavy fire is started from the punctured fuel system.
5-10 Fatal Internal Each man failing a 1/2 Morale Check will be KIA, otherwise all crew must
Damage bail out. The bailed out crew is considered Broken and must seek cover
in their next turn if not rallied.
The incoming round has easily penetrated the armor before it and
damaged the interior and crew. Each crew member must take a morale
11-15 Heavy Internal check, failing the Morale Check will indicate a KIA on the member. The
Damage vehicle is out of play for 3 turns while the crew deals with the damage. All
further actions the vehicle takes are at +2 to any die roll.
The incoming round has slammed hard against the armor it just
penetrated, weakened but not yet finished the inside of the vehicle has
taken damage. Shrapnel is sprayed through the interior reeking havoc.
16-18 Internal Damage The vehicle is out of play for 2 turns while the crew deals with the
damage. Furthermore the vehicles radio is knocked out. To all further
actions the vehicle takes a +1 to its die rolls.
The armor of the vehicle absorbed most of the impact from the round.
19-20 Slight Internal The vehicle is out for 1 turn. The unit sustained no further damage.
Damage
ARtillery
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . .2 Off-Board Artillery . . . . . . . . . . . .4
On-Board Artillery . . . . . . . . . . . . .2 Artillery Phase . . . . . . . . . . . . . . . . .5
Artillery Crews . . . . . . . . . . . . . . . .2 Fire Missions . . . . . . . . . . . . . . . . . .5
Crew Quality . . . . . . . . . . . . . . . . . .2 Spotters . . . . . . . . . . . . . . . . . . . . . .5
Crew Morale . . . . . . . . . . . . . . . . . .2 Impacting Artillery . . . . . . . . . . . . .6
Mortar and Guns . . . . . . . . . . . . . . .2 Special Target Types . . . . . . . . . . .7
Actions . . . . . . . . . . . . . . . . . . . . . .2 Gun Chart . . . . . . . . . . . . . . . . . . . . . . .8
Man Handling . . . . . . . . . . . . . . . . .3 American Gun Chart . . . . . . . . . . . .9
Direct Fire . . . . . . . . . . . . . . . . . . . .3 German Gun Chart . . . . . . . . . . . . .9
Indirect Fire . . . . . . . . . . . . . . . . . . .4 Russian Gun Chart . . . . . . . . . . . . .9
Corrected Fire . . . . . . . . . . . . . . . . .4
Blind Fire . . . . . . . . . . . . . . . . . . . .4
Multiple Tubes . . . . . . . . . . . . . . . .4
Direct Fire
Direct Fire mode is only available to guns firing at targets
within Line of Sight. Mortars may never use Direct Fire
mode. Guns using Direct Fire follow exactly the procedures
used by anti-tank guns and all modifiers apply to shooting,
rates of fire, and morale with the following exception.
Acquired Target Most artillery weapons were not equipped
with the same sights as vehicle weapons and anti-tank guns.
Thus artillery weapons may never gain an acquired target
modifier.
Ammo Only in extremely rare cases will an artillery gun be
equipped with any ammo except for HE and Smoke. Special
ammo types, such as anti-concrete or armor piercing rounds,
will rarely be seen. Therefore artillery guns fired against
armor will have to use the HE penetration for their gun. On
those rare ocasions where special rounds are available, there
will only be d6 rounds present.
Note: This is not always true. The entire line of Russian
76.2mm guns were equipped with AP and commonly used in
the anti-tank role. The same is true of the German Flak 18
88.
Spotters
All Off-Board artillery pieces must have a spotter. The spot-
ter must be declared at the start of the game. The figure des-
ignated as the spotter is the only one allowed to communicate
with the Off-Board Artillery. This communication is always
by radio or telephone. The rolls for Contact and Availability
are rolled for during the Artillery Phase but occupy the spot-
ter and the radio carrier for the entire turn. The requested
artillery will land in the following Artillery Phase. If at any
time during the turn the spotter is KIA, HW or Broken then
the spotter is unable to complete his call and any Fire
Missions requested by him for next turn will be cancelled.
Radios and Phones At any time that electronic communica-
tions is used the player must roll a Contact check. This check
represents the ability of that technology to deliver the mes-
sage back to the battery. When a radio is used the Contact
number is usually lower than with field phones. Whenever a
spotter wishes to request a Fire Mission that spotter must first
make a successful Contact roll.
Artillery Phase New Fire Mission When a spotter is calling artillery onto a
The Artillery Phase is used to resolve all requests for Off- point that is not within 8 inches of a current Fire Mission it is
Table Artillery for the next turn. Off-Board Artillery for the considered a New Fire Mission and will follow this proce-
present turn lands during the Artillery Phase and remains in dure. Artillery may not be called within 18 of friendly units.
play for the entire turn. 1. The spotter rolls the Contact die roll. If the roll is less than
or equal to the Contact number then the player now rolls for
Fire Missions Availability.
Artillery that is called from Off-Board are always referred to
as a Fire Mission. At the start of any scenario the player will 2. The spotter rolls for Availability. If the number rolled is
know the number of Fire Missions allotted to him. In addition less then or equal to the Availability number then proceed to
to the number of Fire Missions the scenario will indicate the plan the Fire Mission for the next turn.
number of tubes and size providing these missions.
For example: A scenario could call for 3 Fire Missions of 3 3. The player now decides the impact point and Pattern,
tubes of 81mm Mortars 16 Contact 15 Availability. The sce- Spread and Direction of the artillery Fire Mission. Record
nario could allocate zero Fire Missions with the number and this information and hold it until the Artillery Phase of the
size of tubes in support. This would indicate that artillery is next turn.
not generally available to the player but there is a chance that
during the engagement it could be reallocated to the players 4. The controlling player places a red marker in the location
sector. All Fire Missions are subject to availability and the where last turns artillery barrage was called for.
spotters ability to communicate to the battery.
Fire Mission Duration A Fire Mission will land in the 5.The impacting artillery will roll a d8 for the deviation direc-
Artillery Phase and remain in effect for the entire turn. tion and a 2d6 for the distance of the deviation. Move the red
Availability It is possible for the battery that has been marker to the actual landing point. Lay down effects tem-
assigned to you to be redirected to a more intense sector of plates based on the pattern selected. Roll for effect immediat-
the battle therefore you must be granted permission for each ly on any pieces within this area of effect. Leave the markers
Fire Mission requested. To represent this the game uses an to indicate the effected area for the entire turn.
Availability Number. The Availability Number is a number Correcting Fire During the Artillery Phase spotters may
between 1 and 20. This number indicates the chance that adjust an existing barrage rather then calling a new one. This
when a Fire Mission is called that it will be granted. This is called Correcting Fire. In order to correct fire on a barrage
number or less must be rolled in order to receive any Off- the spotter must have the barrage within Line of Sight. The
3. The player must use the same pattern, spread and direction
of the previous artillery Fire Mission.
following sequence applies to any Fire Missions that are 2. The spotter rolls for Availability. If the number rolled is
being corrected. Artillery may not be called within 18 of less than or equal to the Availability number then plan Fire for
friendly units. Effect for next turn.
1. The spotter rolls the Contact die roll. If the roll is equal or 3. The player must use the same pattern, spread and direction
less than the contract number then the player now rolls for of the previous artillery Fire Mission.
Availability.
4. The artillery will now impact in the following Artillery
2. The spotter rolls for Availability. If the number rolled is Phase as long as the spotter is still alive and able to direct the
less then or equal to the Availability number then proceed to fire. The impacting artillery will use the marker from the
plan the corrected Fire Mission for the next turn. artillery Fire Mission that landed in the previous phase.
3. The player must use the same pattern, spread and direction Impacting Artillery
of the previous artillery Fire Mission. Artillery falls during the Artillery phase one turn after it is
called for, assuming the rolls where made correctly. The
4. The artillery will now impact in the following Artillery effects of Off-Board Artillery stay for the turn, just as Pinning
Phase as long as the spotter is still alive and able to Direct Fire for MGs. When artillery impacts during an Artillery
Fire. The impacting artillery will roll a d10 for deviation Phase markers are laid out according to what pattern, direc-
direction and a d6 for distance. tion and spread was selected by the spotter.
Walking Fire When the player wishes to move the artillery Pattern Each gun that is in a battery will have a marker on
impact zone up to 4 inches in a set direction this is Walking the table. The marker that was used to define the location of
Fire. The following sequence is used to Walking Fire. the impact point is used as the center for the patterns.
Artillery may not be walked within 8of friendly units Individual markers never deviate, they will always land in the
1. The spotter rolls the Contact die roll. If the number rolled pattern called.
is equal or less then the Contact number roll for Availability. Loose Point Each gun in the battery will have a marker that
Type
M Indicates mortar, mortars may never use direct fire
G Indicates gun, guns may use direct and indirect fire
ATG indicates anti-tank gun, ATG may never use indirect
fire
Gun Indicates size and length of the gun, length is irrelevent
to mortars.
Load The number of actions it takes to load and lay the gun,
before modification for crew quality.
M2A1 105mm Howitzer G 105 1 8 4 45 UN 25 - 26 18 Lrg AP/ HEAT availability is a 5, d6 rounds if available. Smoke
M1A1 155mm Gun G 155L 2 8 250 45 UN 49 - - 28 Lrg AP availability is a 5, d6 rounds if available. Smoke
M1 8in. Howitzer G 203 2 10 250 60 UN - - - 35 Lrg Smoke
M1A2 37mm AA Gun AC 37L - 5 2 - - 16 - - - - When used vs infantry roll To Hit as a HMG, Effect as a LCMG -7
M1 40mm AA Gun AC 40L - 5 2 - - 18 - - - - When used vs infantry roll To Hit as a HMG, Effect as a LCMG -7
3.7cm PaK 35/36 ATG 37L 1/2 3 2 - - 16 18 - 6 Sm APCR availability is a 8, d6 rounds if available.
5cm PaK 38 ATG 50L 1/2 4 2 - - 23 30 - 10 Sm APCR availability is a 8, d6 rounds if available. Smoke
7.5cm PaK 40 ATG 75L 1/2 4 2 - - 30 35 23 13 Med APCR availability is a 10, d6 rounds if available. Smoke
8.8cm PaK 43/41 ATG 88XL 1 5 3 - - 47 - - 14 Lrg Smoke
2cm Flak 30 AC 20L AC - 4 2 - - 11 - - - - When used vs infantry roll To Hit as a HMG, Effect as a LCMG -2
9
ARtilery
8.8cm FlaK 18 G 88L 1 5 4 45 UN 35 40 - 14 Med APCR availability is a 10, d6 rounds if available. Smoke
10
RUSIAN GUN STATISTICS
Range Penetration HE
Name Type Gun Load Crew Set-Up Min Max AP APCR HEAT HE Size Notes:
50mm RM obr. 40 M 50 1/2 2 1 22 120 - - - 10 Sm Smoke
45mm PTP obr. 42 ATG 45XL 1/2 4 2 - - 20 23 - 7 Sm APCR availability is a 5, d6 rounds if available.
57mm PTP obr. 43 ATG 57XL 1/2 4 2 - - 26 31 - 10 Sm APCR availability is a 5, d6 rounds if available.
100mm PTP obr. 44 ATG 100L 1 5 2 - - 47 - - 17 Lrg -
76.2mm PP obr. 27 G 76S 1/2 4 1 45 UN - - - 12 Med Smoke
76.2mm P obr. 02/30 G 76 1/2 4 1 45 UN 21 - 23 12 Med APCR availability is a 5, d6 rounds if available. Smoke
76.2mm P obr. 39 G 76L 1/2 4 2 45 UN 23 25 23 12 Med APCR availability is a 5, d6 rounds if available. Smoke
Open Ground . . . . . . . . . . . . . 2
Rough Ground . . . . . . . . . . . . 2
Road . . . . . . . . . . . . . . . . . . . 2
Poor Road . . . . . . . . . . . . . . . 3
Fields . . . . . . . . . . . . . . . . . . . 3
Hills . . . . . . . . . . . . . . . . . . . . 3
Hill example . . . . . . . . . . . . . . 4
Woods
Light woods . . . . . . . . . . . . . . 4
Heavy woods . . . . . . . . . . . . . 4
Orchards . . . . . . . . . . . . . . . . . 5
Natural Obstacles
Brush . . . . . . . . . . . . . . . . . . . 5
Hedge . . . . . . . . . . . . . . . . . . . 5
Bocage . . . . . . . . . . . . . . . . . . 5
Bocage example . . . . . . . . . . . 6
Gully . . . . . . . . . . . . . . . . . . . 6
Emplacements
Shell holes . . . . . . . . . . . . . . . 6
Wall . . . . . . . . . . . . . . . . . . . . 7
Foxhole . . . . . . . . . . . . . . . . . 7
Trenches . . . . . . . . . . . . . . . . . 8
Sandbags . . . . . . . . . . . . . . . . 8
Pillboxes . . . . . . . . . . . . . . . . 8
Wire . . . . . . . . . . . . . . . . . . . . 9
Roadblocks . . . . . . . . . . . . . . . 9
Graveyard . . . . . . . . . . . . . . . 10
Partial Tank Cover . . . . . . . . . 10
Water
Stream . . . . . . . . . . . . . . . . . . 10
Small River . . . . . . . . . . . . . . 10
Large Rive . . . . . . . . . . . . . . . 11
Deep Water . . . . . . . . . . . . . . 11
Marsh . . . . . . . . . . . . . . . . . . . 11
Buildings
Buildings . . . . . . . . . . . . . . . . 11
Rubble . . . . . . . . . . . . . . . . . . 13
Smoke . . . . . . . . . . . . . . . . . . 13
Reducing Buildings
Reducing Buildings . . . . . . . . 13
introduction
We use a variety of terrain in Battleground World War II, from the ruins of
Stalingrad to the sunken roads of Normandy. Each type of terrain will have an
effect on movement, on sighting, and on cover. This section includes a brief
description of all basic terrain types and their effects on game play.
Ground
Open Ground
Open Ground can be any area of table without other terrain. It provides no
cover, has no effect on movement, and no effect on sighting. Pieces in open
ground are Open. Figures in open ground can still go prone for the +2 bonus
and count any man-made terrain, such as foxholes, as that terrain type if in the
foxhole.
Modeling A ground cloth such as an old army blanket or similar material can
cover the whole table as a base. This default terrain can be open ground.
ROUGH GROUND
Rough Ground can also be any area of the table, from a fallow field to the
entire table.
Sighting No effect, models in rough ground are Open.
Movement See chart. Rough ground will slow wheeled vehicles.
Cover Rough Ground provides no additional cover, but figures may still go
prone and use foxholes, etc.
Modeling Rough ground can be represented by patches of brown, gray, or
green felt. Rough ground can also be the default terrain of the ground cloth.
ROAD
Roads on the table are considered to be in reasonably good condition with a
minimum of shell holes, etc. They can be of any length or width, but 4 wide
and several feet long are good averages.
Sighting Models on road are Open.
Movement Vehicles that start and end an action on road can move at double
Poor Road
Poor road is an unpaved road such as a dirt path or corderoy road. This type
of road is common on the Eastern Front and rural regions in the west. Poor
roads will generally run through forest or large areas of rough ground.
Sighting Poor road is identical to standard road.
Movement Poor road provides no movement bonus. Figures and models
move on poor road just as across open ground.
Cover Poor road is identical to standard road.
Modeling Poor roads can be represented by 3 wide strips of brown or tan felt.
FIELDS
Fields are areas of cultivated land. In the game they can be of any size, 8" x
12" works well. Fields can be fallow or planted.
Sighting Fallow fields have no effect on sighting. Fields of tall crops such as
wheat or sunflowers count infantry and vehicles as Concealed.
Movement Any type of field is Rough Ground.
Cover No type of field will offer any cover. Infantry may go prone normally.
Modelling Rectangles of colored felt work well, brown for fallow fields,
gold for fields of tall crops such as grain. Fields can be bought from hobby
stores or various fake furs can be used for 3-D fields.
hills
Hills are natural rises in the terrain. Hills can either be gentle or steep and can
be of any height. Hills can be covered by another terrain type, such as light
woods or rough ground. In this case the rules for both types of terrain apply.
Sighting Models and figures on hills are considered open unless the hill is
covered by another type of terrain. Hills block Line of Sight to any pieces
looking across one. Hills also cause shadows in Line of Sight to models on the
hill.
Movement Gentle hills have no effect on movement. Steep hills reduce all
infantry and vehicles to 1/2 rate. If the hill is covered with another type of ter-
rain, all of that terrain types movement modifiers apply as well.
Cover Hills provide no additional cover. Figures may go prone as normal. Any
cover for other terrain types apply as normal. Vehicles can use hills to gain
hull down positions, see Vehicle Hit Locations.
Modeling Hills can be modeled with store bought hills. They can also be cut
from foam and painted and/or flocked. Books, cereal bowls, and anything else
can be stacked and covered with a drop cloth to make inexpensive hills.
8" to edge of hill The tank in this example has pulled to within
1 of the crest line of the lower level of the hill
(level 1). Therefore this tank is hull down to
any enemy firing at it over the crest. Having
the crest between the firing tank and enemy tar-
gets creates a shadow that the tank cannot fire
8" of "Shadow" into. To determine the size of this shadow
Tank Hulldown from opposite of
hill crest line. Tank has no line of sight of this area. measure the distance from the crest to the edge
of the hill. In this case 8. Then measure from
the base of the hill out away from the tank 8.
The area from the base of the hill to 8 out is
the shadow. The tank has no Line of Sight to
this area and cannot engage any targets within
the shadow. To engage targets in the shadow
the tank must pull forward over the crest, thus
losing the hull down position. The level 2 hill
to the tanks right blocks all line of sight to or
from the tank. It cannot engage or be engaged
over the level 2 hill.
Level 2 hill blocks line of sight
from this direction.
woods
LIGHT WOODS
Light woods are areas of forest on the tabletop. They vary in size from small
6 copses to the entire table. They can be of any size or type of tree, light
refers to the spacing of the trees and density of undergrowth.
Sighting No one can draw a Line of Sight through more then 6 of light
woods. Any model in light woods is Concealed.
Movement See Chart. Vehicles are slowed as they maneuver around trees.
Cover Infantry in light woods receive a +3 modifier on the Effects Chart. This
modifier assumes the infantry are using trees as cover and can be added with
a prone bonus but with no other kind of cover modifier. It is not possible to
hide behind a tree while in a foxhole.
Vehicle Cover: Any vehicle in light woods is +3 to be hit. This is an excep-
tion to the normal way terrain covers vehicles because individual trees are not
generally represented on the table. See Vehicle Hit Locations.
Modeling Light woods can easily be represented by a patch of green felt with
a few trees spread around. The felt patch will more clearly show the bound-
aries of the wood. Trees can be store bought or home made from sponge or
foam which is painted and/ or flocked.
HEAVY WOODS
Heavy woods are areas of dense forest with thick undergrowth. They can be
of any size on the table, just as light woods. Heavy woods can be of any type
of tree, the heavy refers to the spacing of trees and the density of undergrowth.
Sighting No one can trace a line of sight through more then 4 of heavy
woods. Any model or figure in heavy woods is Concealed.
Movement See Terrain Chart. Vehicles are not able to push between trees and
ORCHARDS
Orchards are areas of man-made forest. Because they are spaced more wide-
ly, orchards have less effect on movement then light woods, but in all other
respects are identical.
natural obstacals
BRUSH
Brush is an area of bushes, flowers, or scrub anywhere on the table. Brush can
be man-made or natural and can be of any size. If it covers a large area, there
should be a large number of small bushes, not one large bush.
Sighting Brush offers no sighting cover to vehicles. Infantry that are in base
contact with brush are considered concealed. Brush does not block Line of
Sight except to prone infantry.
Movement Brush has no effect on movement. Wheeled vehicles and infantry
can easily go around, and tracks easily go over.
Cover Brush provides +1 cover, which may be added to prone, but no other
cover.
Modeling Brush can be easily made from railroad lichen or by pieces of
sponge or foam dipped in flocking.
HEDGE
Hedges are areas of linear brush set by man. They generally outline a field or
garden. Areas of thick natural brush can use the rules for hedge.
Sighting Hedge is generally tall enough to block Line of Sight. Infantry in
base contact with hedge are considered concealed. Vehicles against hedge,
with the hedge between them and the viewer, are considered Concealed.
Movement It takes infantry and wheeled or halftracked vehicles one action to
cross a hedge. Full tracked vehicles cross hedge at no penalty.
Cover Hedge provides +2 cover to infantry. This bonus may be added with
prone but with no other bonus.
Modeling Hedge can be modeled just like brush, just set out in lines. Lines
of pre-made hedge can also be bought in hobby stores.
yyy
,,,
bocage
Bocage is a type of sunken road common to the Normandy region of France.
,,,
yyy
It consists of a section of Road that lies below the ground level with an earth-
en embankment on each side. This embankment is surmounted with a hedge
and individual trees that rise above the ground level. Bocage compartmental-
izes the battlefield, hiding enemy forces and making coordinated action diffi-
cult.
Sighting Bocage blocks Line of Sight. Models and figures in one side may Bocage
GULLY
Gullies are linear obstacles, old ditches or dry streams, that can sometimes
serve as emergency trenches in the game. A gully on the table should be about
an inch wide and several feet long.
Sighting Infantry or vehicles in a gully are Concealed.
Movement The modifiers on the chart are for crossing the gully. Infantry and
any vehicles that fit in the gully may move up and down the line at the rough
ground rate.
Cover Infantry in a gully receive +3 cover. Infantry prone in a gully are out
of sight to enemy outside the gully just as being prone in a foxhole.
Modeling Gullies can be easily represented by 2" wide strips of brown or tan
felt.
emplacements
SHELLHOLES
Shellholes are large craters left by aerial bombing and Off-Board Artillery.
Generally tank guns, mortars, and other On-Table guns will not leave usable
WALL
Walls are linear stone structures used to define the boundaries of a field, yard,
or garden. Walls can be of any length but will generally surround an approxi-
mately 6"x6" area or one side or corner of a larger area.
Sighting Infantry against a wall are Concealed. Small vehicles will be
Concealed if against the far side of a wall. Most walls are not high enough to
block Line of Sight. Some walls will block Line of Sight and should be des-
ignated as such at the start of the game.
Movement Infantry take one action to cross a wall. Tracked vehicles of size
small or less and halftracks may push through a wall in one action. Tracked
vehicles of medium size or larger may push through a wall at 1/2 movement
rate. Wheeled vehicles may not push through walls. When vehicles push
through a wall they leave a gap of rough ground as wide as the vehicle.
Cover Infantry behind a wall gain +5 cover. Infantry prone behind a wall may
not shoot or be shot from across the wall. Infantry may not shoot over a wall
tall enough to block Line of Sight.
Modeling Walls can be modeled with walls from hobby shops. Walls can be
scratch built from strips of card or balsa wood textured with sand in their
paint.
FOXHOLE
Foxholes are man-made holes that infantry use for cover on the battlefield.
Foxholes are generally 1" diameter circles or 1"x2"-3" ovals. Large mortar pits
and dug in positions for AT guns also act as foxholes.
Sighting Foxholes are Concealed if dug in concealing terrain or if the digging
infantry had time to camouflage the hole, as determined by scenario.
Otherwise foxholes count as Open. Note that foxholes will be sighted even if
empty. Anyone who sights a foxhole is allowed an immediate Sighting Check
to determine if the hole is empty or occupied. Infantry in a foxhole are
Concealed or Open depending on their hole.
Movement Anyone crossing a foxhole counts it as rough ground. It is free
movement to enter or exit a foxhole.
Cover Infantry in a foxhole gain +5 cover. Infantry who go prone in a foxhole
may not fire out and can only be hit by fire directly into the hole, either from
shells or grenades falling in, or infantry fire from within 2"
Crushing a Foxhole Any fully tracked vehicle may crush a foxhole by spend-
ing two actions of 180 turn. See vehicle Crushing Things rules. Any infantry
in a foxhole so crushed are KIA.
Covered Foxholes If infantry have had time, as determined by scenario, a roof
TRENCHES
Trenches are foxholes longer then 3". Trenches are crossed exactly like gul-
lies. When a trench is crushed, only the area equal to the length of the crush-
ing vehicle is destroyed. Otherwise they are identical to foxholes.
Modeling Trenches can be cheaply represented by 2" wide strips of brown
felt. More satisfying trench systems will require a lot of time and money, refer
to a dedicated book on terrain making.
SANDBAGS
Sandbags are stacked up to create cover in areas where it is impractical or
impossible to dig. They are identical to foxholes in all respects except they are
automatically crushed when any vehicle of size small or larger moves over
them. This is free movement for the vehicles and infantry may avoid just as if
rammed in the open. See vehicle movement rules.
Modelling It is relatively hard to model sandbag emplacements. A selection
of sandbag emplacements are available in hobby stores. To model individual
sandbags, squish a small ball of clay into shape between your fingers.
PILLBOXES
Pillboxes are reinforced, covered foxholes that make deadly machine gun
placements and command bunkers. Pillboxes range in size from a single MG
team to a coastal artillery structure. A series of small pillboxes are sometimes
connected with trenches or tunnels. Small pillboxes will be more common in
scenarios.
Sighting All pillboxes are Concealed and are sighted as vehicles. Size modi-
fier is determined by the size of the pillbox, therefore a single MG team pill-
box would be very small and an artillery structure very large. It is never pos-
sible to determine if the pillbox is occupied without moving to within 6" and
making a Sighting Check. When a pillbox is sighted the barrels of any 20mm
or larger guns should be mentioned.
Movement Small pillboxes will count as rough ground. For larger pillboxes,
look at the model and determine what type of terrain it might be. Most pill-
boxes will be impassable to vehicles and count at least as rough ground to
infantry. Vertical surfaces will take at least an action to go up, if they can be
climbed at all. Pillboxes are often surrounded and/or strewn with wire.
Cover Pillboxes offer +12 cover to anyone within. This may never be added
with prone. Anyone forced prone may not fire out or be hit by incoming fire.
Grenades may only be put in at 0 inch range. Any infantry firing into a gun-
WIRE
Barbed wire was commonly used on all fronts in WW II to channel infantry
movement. Barbed wire will be a linear obstacle about 2" wide and of any
length.
Sighting Wire has no effect on sighting and is easily seen.
Movement Wire takes two actions for infantry to cross, at the end of which
the infantry must make a Skill Check. If passed the figure is through and may
act as normal next action. If failed the figure must make a Check at the end of
each its subsequent action and is stuck until the Check is passed. Any wheeled
vehicle may cross wire at half rate, except jeeps and motorcycles, which may
not cross. Any tracked or halftracked vehicle may at full movement rate, but
will face a Bog Check, see below.
Cover Wire offers no cover, and generally may not be crawled under.
Cutting Gaps Any tracked or halftracked vehicle automatically leaves a gap
when it crosses wire but faces a Bog Check. Infantry with cutters can make a
2" wide gap with 2 actions of cutting. Engineers may make gaps with banga-
lore torpedoes and line charges, see Assault Engineers.
Bogging Vehicle crews were not able to run down wire obstacles at will. The
wire had a tendency to rap up in the suspension of vehicles and possibly cause
serious damage. Any vehicle crossing a wire obstacle must take an immediate
bog check. For wheeled vehicles this check is an 8, for halftracks a 10, and
fully tracked vehicles bog on a 12 or greater. Any vehicle that bogs in a wire
obstacle rolls on the Grenade versus Track Effects Chart in the Man vs Tank
section of the Infantry rules. It will take twice as many actions as listed to
repair any damage because of the difficulty in removing razor sharp wire from
a vehicle suspension.
Modelling Wire is easily made by taking picture frame wire and wrapping it
around a dowel rod. The resulting coil can be cut to length and used as is.
ROADBLOCKS
Roadblocks are man-made obstacles designed to deny a road to vehicle traf-
fic. Road blocks can be made of logs, rubble, overturned vehicles, or more fre-
quently all three. Roadblocks are generally an inch or two wider then the road
they aim to block. Roadblocks can be either small or large, this is determined
by the model and the scenario.
Sighting Roadblocks are sighted as small size vehicles. Roadblocks are
Concealed if built across a road in concealing terrain such as forest or a city.
Otherwise the road block is Open. Infantry in a roadblock are always
Concealed. Vehicles behind a road block are Concealed.
Movement Vehicles may not cross a large roadblock. A small roadblock may
be crossed by spending two actions and making a 16 Bog Check every action.
GRAVEYARD
Graveyards will be commonly found near churches, or sometimes on isolated
hills. Graveyards will generally be about 6" x 6"
Sighting Infantry in a graveyard are Concealed. Vehicles in a graveyard are
Open.
Movement Graveyards are rough ground.
Cover Infantry in a graveyard receive +3 cover, this assumes hiding behind
headstones. This bonus may be added with prone but no other cover.
Modelling Gravestones can be custom made out of card or modeling clay.
Gravestones can also be bought. Several gravestones will be needed for a
graveyard.
Water
STREAM
Streams are linear obstacles, small creaks that run across the table. Streams
should be an inch or two wide and several feet long.
Sighting Infantry or vehicles in a stream are Concealed.
Movement The modifiers on the chart are for crossing the stream. Infantry
and any vehicle that will fit may move up and down the stream at half the
rough ground rate.
Cover Infantry in a stream receive +1 cover. Infantry may never go prone in
a stream and ignore suppression results.
SMALL RIVERS
Small rivers are linear obstacles that run across the table. Small Rivers should
be 3-12" wide and run the length or width of the table. It is common for there
to be hedge, brush, and light woods along the banks of rivers. The Rapido
River in Italy would be a 12" wide small river. All the river rules assume a
mild current. In faster currents, disallow wading outside of fords. In super fast
currents disallow infantry to cross fords and penalize boats.
Sighting Infantry wading the river are Concealed. Infantry in boats or any
vehicle in a ford are Open.
Movement Infantry can wade a small river at any point at 1/4 rate.Vehicles
and infantry may cross at fords at 1/2 rate. Any infantry or vehicle may cross
a bridge at road movement.
Cover Infantry wading or crossing at a ford are in Deep Water and recieve -2
cover. In addition, infantry in a river may never go prone and ignore
Supression.
Modeling Small rivers can be represented with 5-13 wide strips of blue felt.
LARGE RIVERS
Large rivers should be rare in games. They should be at least 18" wide and
cross the entire table. Large rivers can only be crossed by bridges and at rare
fords. Frequently in a game, only one side of the river will be on the table. The
Rhine River at Remagen would be a large river.
Deep Water
Deep water is any river, pond, or ocean beach. Infantry in deep water are sub-
ject to all rules for the type of water they are in (river for example). In addi-
tion, infantry in deep water may never go prone, ignore supression, may never
fire or throw grenades out of the water, and suffer a -2 cover penalty.
MARSH
Marshes are areas of soft, wet ground, interspersed with small ponds and mud
bogs. They can be of any size, but because marshes seriously reduce move-
ment, use should be carefully planned.
Sighting Infantry in a marsh are Concealed
Movement Infantry are slowed to a 1/3 rate, vehicles of any kind may not
cross a marsh.
Cover Infantry in a marsh gain a +1 cover bonus. Infantry may never go prone
in a marsh and ignore any Suppression result.
Modelling Marshes can be modeled with an irregular patch of blue-green felt
strewn with lichen and an ocassional tree.
Buildings
Buildings are any man made structure on the tabletop. Depending on the sce-
nario buildings may be bombed out or whole, the rules for both types are the
same except for the listed exceptions. Buildings are either of stone or wood
construction. Designate this before the battle begins. There may be any num-
ber of buildings in a game and they can be of any size, depending upon the
models available.
Sighting Buildings are automatically sighted. Infantry in a building are
Concealed. Vehicles partially behind a building are Concealed. Buildings
block Line of Sight.
Movement Buildings block all vehicle movement. Infantry may enter/exit
buildings through open doors for free. It takes infantry one action to enter/exit
a window or a closed door. Infantry may move around inside a building at
normal rate. It takes an action to go up or down a staircase.
Cover Wood buildings provide +5 cover. Stone Buildings provide +7 cover.
Infantry may fire out windows and doors at full cover. Prone infantry may not
shoot or be shot at, but are still effected by HE effects with prone bonus.
Infantry in a building are forced prone as normal by a Supression result on the
Fire Effects Chart. Cover applies to any model being fired at from outside the
room the model is in. Two rival models in the same room have no cover.
HE effects vs buildings Any HE direct fire shell that hits a wood building
will blast through and spray those inside with shrapnel. Once a hit has been
determined, use the HE blast template and place the center point on the wall
at point of impact, with arrow pointing in the direction of fire. Then refer to
the 90 cone lines on either side of the arrow. Any model within this cone is
effected, in whatever ring he falls under, just as any other HE shot. Figures in
the cone recieve no cover from the building because of the large amount of
shrapnel produced by the building. Figures that are prone receive full prone
bonus. Figures behind sandbag emplacements within the building receive full
cover for the sandbags. Resove effects as normal.
Stone Buildings The HE effects proceedure is exactly the same for stone
buildings. However, any HE shell must be at least 60mm to effect the inte-
riour of a stone building. Smaller guns can use AP shells. AP shells resolve
fire in the same way as HE except they use the narrow cone on the HE blast
template. Note AP will not generate sufficient shrapnel to be effective vs
wood buildings.
Indirect Fire vs Buildings All Indirect Fire works exactly as normal vs build-
ings with no roof. Versus buildings with a roof, mortars and guns up to
100mm have no effect except to figures in the attic who are effected as nor-
mal, with wood building cover but ignoring prone. If larger guns land on a
roof once in the game resolve normally. If larger guns land on a roof a second
time remove the roof and effect any models below.
Reducing Buildings With the exception of roof removal, buildings cannot be
reduced during a game without specific scenario rules. Tank guns and On-
Board Artillery would have to spend hundreds of rounds to reduce a building.
It takes big guns or aerial bombing to take a building down.
Starting Fires Wood buildings and the roofs of stone buildings can be burned
during play. Any hit by an HE shell on a wood building or roof has a 1 on a
d20 chance of starting a fire. White Phosphorus shells can start a fire on a 7
or less. Flamethrowers can start a fire on a 14 or less. It will take at least 10
- 15 turns for a building to become fullly involved. However they will quick-
ly fill with smoke and any figure in a burning building 5 turns after the fire
starts will need to make a Gut Check to stay. Figures failing the Check will be
put outside at the nearest exit, figures remaining will be at -20% on all sight-
ing. Any figure still in a fully involved building must pass a Gut Check or die.
Figures passing the Check are put outside the building by the nearest exit
Bombed Out Buildings Some buildings have been bombed and shelled
rubble
Rubble is formed by the colapsed ruins of buildings and will be common in
bombed out villages and cities. Rubble can for excellent defensive positions.
Sighting Infantry in rubble are concealed. Vehicles will be concealed if behind
a large pile.
Movement Infantry move through rubble at normal rate. Vehicles will be
restricted and suffer a Bog Check.
Cover Rubble provides +4 cover to any infantry. Figures may combine this
with prone but with no other cover. Vehicles may use rubble to cover Hit
Locations.
Modeling Rubble can be scratch built by gluing rocks or bits or wood to a
base. Texture with sand and dry brush.
smoke
Smoke is layed out by a variety of sources, grenades, main guns, artillery,
smoke dischargers, and burning vehicles and terrain. Burning vehicles and ter-
rian follow the smoke rules in Reducing Terrain.
Sighting Smoke blocks all Line of Sight. Pieces may shoot into smoke with
the No Target penalty.
Cover Smoke provides no cover.
Movement Smoke does not effect movement but vehicles should use care dri-
ving full speed with obscured vision.
Disipation Smoke will rapidly fade away. It will drift d6 inches in a random
direction (use a d8 and the HE Effect template). Grenade and discharger
smoke will last 3 turns. Artillery smoke will last 4 turns. Burning vehicles and
terrain will last for the entire game.
Modeling Cotton balls make perfect smoke.
Reducing Terrain
Hit Effect Damage Points
Some types of terrain can be destroyed in the course of a game. Each terrain
Gory Death 2
type includes specific rules on how it is reduced. Foxholes, for example, can
be crushed. Generally, if a terrain type does not include specific rules on how KIA 1
that terrain is reduced, that type of terrain cannot be reduced in the course of HW 1/2
a game.
Other 0
Damage Points Some terrain types are assigned a number of Damage Points
or DP. Damage points can only be inflicted by main guns of the listed caliber
obstacles
Figures can build obstacles during the game. The Construction Time Chart indicates
how many man actions are required to construct various obstacles. Some obstacles
may be built by any type of troop, some take non-engineers longer and some can only
be built by engineers. Artillery and Vehicle crews can dismount and create obstacles
as well.
2 man Foxhole 16 4 -
2" Trench 24 4 -
Gun Pit 36 6 -
Covered Foxhole 24 4 x2
Conceal x2 - x4
Table of Contents
getting started . . . . . . . . . . . . . . . . . . . . . . .2 give me shelter
Give Me Shelter . . . . . . . . . . . . . . . .2
high noon
High Noon . . . . . . . . . . . . . . . . . . . .2
Advanced Scenarios . . . . . . . . . . . . .3 russian gold
to the front
Playing the game . . . . . . . . . . . . . . . . . . . . .3 Ring of desperation
Gamemasters . . . . . . . . . . . . . . . . . . .3 la neuville
Players . . . . . . . . . . . . . . . . . . . . . . .4 bloody bocage
Whats That Rule! . . . . . . . . . . . . . . .4
limited intelligence . . . . . . . . . . . . . . . . . .4
scenArio design . . . . . . . . . . . . . . . . . . . . . . .6
advanced scenerios
Once you have both Give Me Shelter and High Noon
under your belt you will be in a good positon to begin design-
ing your own scenarios and using the other scenarios avail-
able in these rules. We have included a section on designing
your own scenarios later in this chapter. Below is a short
description of each of our five scenarios included in these
rules and what rules are required to play them.
Russian Gold This scenario is set in the ruins of Stalingrad
in the winter of 42/43. It involves two equal forces of
infantry supported by snipers battling for control of a bank. A
good understanding of all Infantry rules including Sighting,
Special Fire modes, Grenades, and Snipers as well as the
Terrain rules for Buildings is required. If you can play this
scenario you have the Infantry rules down well.
To the Front This scenario features four Mk IV H tanks in a
meeting engagement with four M4 Sherman tanks. It should
incorporate all basic Armored Combat rules including Gamemasters
Morale, Hit Location and Penetration, and vehicle Sighting as A gamemaster can serve a number of valuable functions and
well as Special Fire modes. If you can play To the Front enjoy a very rewarding game to boot. A GM can witness
you have a good understanding of the Armored Combat rules. secret rolls, keep track of hidden movement and settle any
Ring of Desperation This scenario features a Soviet armored questions that arise during the game. Gamemasters can also
force versus an all infantry German defense. This scenario run third party or neutral forces. Gamemasters can also take
uses the Infantry and Armored Combat rules, especially Man the initiative to create their own scenarios. This can be very
Vs Tank and Tank Vs Man. This scenario will greatly bene- exciting for players because they will have only vague infor-
fit from the use of Limited Intelligence. mation about the opposing players mission and forces. A well
La Neuville This scenario features Germans trying to capture designed and carefully run scenario can provide a
an American held bridge during the Battle of the Bulge. It Gamemaster with the ultimate joy of watching both sides
adds Anti-Tank Guns, Mortars, and Engineers to the basic sweat and cheer as the game unfolds. In any club there will
Infantry and Armored Combat rules. This scenario also uses be several gamers who have the desire and the knack to be
several Terrain rules and Bogging. Use of Limited good GMs. Really anyone can do it. And it takes a load off of
Intelligence is suggested. everyone if a different person presents a game each week.
Bocage This scenario is set in Normandy soon after D-Day Running a Game Gamemasters will be in charge of setting
and depicts the American advance on St. Lo. This large sce- up terrain, issuing orders and forces to both sides, and mak-
nario incorporates almost every facet of the rules into an ing and drawing from the card deck. Gamemasters can also
scenario design
There are two basic approaches to designing your own sce-
nario; taking a historical action and making it into a scenario,
or taking your scenario idea and placing it in a historical con-
text. In scenario design everyone will have their own taste,
and their own balance of history and game balance.
Historical Battle When starting with a historical situation,
research the number of units, the types of units, and from
your reading try to gather as much as possible about the troop
qualities and specific equipment of the participants. Also pay
as much attention as possible to the terrain and deployment of
the opposing forces. Fill in any gaps with research that is gen-
eral to the front and time of the encounter. Endeavor to make
the scenario as fair as possible within its historical context, no
one wants to play the Germans in the Falaise Pocket; unless
they are playing one small group of Germans with a chance
forces available
Enter on Board Turn 1:
Game 1
One squad of Regular infantry
1 Squad Leader with TT33 and PPSh-41 ML 12 -1
1 Asst Squad Leader with PPSh-41 ML 11
1 Gunner with DP ML 10
1 Asst Gunner with Mosin-Nagant ML 10
6 Riflemen with Mosin-Nagant ML 10
All squad members carry 2 grenades
Game 2
One squad of Regular infantry, as described in Game 1
One Maxim 1910 HMG with 3 Regular crew ML 10
All crew carry a Mosin-Nagant and no grenades
Game 3
Two squads of Regular infantry, as described in Game 1
One Maxim 1910 HMG as described in Game 2
One 50mm RM obr. 40 mortar with 3 Regular crew- ML 10
All crew carry a Mosin-Nagant and no grenades
RU
SIA S
N
ST
AR
TL
IN
E
1.
1.
E
T LIN
AR
ST
A N
RM
GE
KEY
Field
Light Woods
Tree
1 Level House
p
Ma
1
nd
Bocage & Road
u
o ft.
r
l eg ID= 1
tt GR
1. 1 Level Hill
ba ALE
SC
forces available
Enter board on Turn 1:
Game 1
One squad of Regular infantry
1 Squad Leader with P-08 and MP-40 ML 12-1
1 Asst Squad Leader with MP-40 ML 11
1 Gunner with MG-34 LMG ML 10
1 Asst Gunner with Kar 98k ML 10
6 Riflemen with Kar 98k ML 10
All squad members carry 2 grenades
Game 2
One squad of Regular infantry, as described in Game 1
One MG-34 HMG with 3 Regular crew ML 10
All crew carry Kar 98k and no grenades
Game 3
Two squads of Regular infantry as described in Game 1
One MG-34 HMG as described in Game 2
One 50mm leGrW 36 with 3 Regular crew ML 10
All crew carry a Kar 98k and no grenades
RU
SIA S
N
ST
AR
TL
IN
E
1.
1. E
T LIN
AR
ST
M AN
G ER
KEY
Field
Light Woods
Tree
p
1 Level House Ma
nd
1
u
o ft.
Bocage & Road
r
l eg ID= 1
tt GR
1. 1 Level Hill ba ALE
SC
forces available
Enter on Board Turn 1
Game 1
One M4 Sherman tank with Regular crew ML 12
AAMG M2HMG .50 cal 15 or less
Unlimited HE and AP rounds
d6 Smoke rounds
Vehicle Smoke Launchers 15 or less
Game 2
One M4 Sherman tank as described in Game 1
One M3 halftrack
AAMG M2HMG .50 cal 12 or less
One squad of Regular infantry
1 Squad Leader with Colt 1911A1 and Thompson M1 ML 12-1
1 Asst Squad Leader with M3A1 Grease Gun ML 11
1 Gunner with BAR ML 10
1 Asst BAR Gunner with M1 Garand ML 10
1 Bazooka Gunner with BAZ 44 ML 10
1 Bazooka Loader with 5 HEAT rockets and M1 Garand ML 10
4 Riflemen with M1 Garand ML 10
All squad members carry 2 grenades
GE
RM
AN
ST
AR
TP
1.
OI
NT
1
INT
PO
1
T
AR
ST
N
ICA
ER
AM
KEY
Field
Light Woods
Tree
1 Level House
1
o
r 1
g
t le RID=
at E G
b AL
SC
forces available
Enter on Board Turn 1
Game 1
One Mk IV H with Regular crew ML 12
MG-34 AAMG 15 or less
Unlimited HE and AP rounds
d6 Smoke rounds
Vehicle Smoke Launchers 15 or less
Game 2
One Mk IV H tank as described in Game 1
One Sdfk 251 halftrack
MG-34 Hull MG 12 or less
One squad of Regular infantry
1 Squad Leader with P-38 Walther and MP-40 ML 12-1
1 Asst Squad leader with MP-40 ML 11
1 Gunner with MG-34 LMG ML 10
1 Asst Gunner with Kar 98k ML 10
1 Panzerjaeger with panzerschreck ML 10
1 Panzerschreck loader with 5 HEAT rockets and Kar 98k ML 10
4 Riflemen with Kar 98k ML 10
All squad members carry 2 grenades
GE
RM
AN
ST
AR
TP
1.
OI
NT
1
INT
PO
1
T
AR
ST
N
ICA
ER
AM
KEY
Field
Light Woods
Tree
1 Level House
1
t
at E G
b AL
SC
forces available
A platoon of the 711th Infantry Division, 6th Army
Special Rules
1. No Quarter is in effect. Any figure who would Surrender
will go Fanatic instead.
2. Ignore the medic if not using the Im Hit! rule.
3. All figures may begin moving at the top of turn 1.
Y
KE
ld
Fie
RU
le
S bb
Ru se
SIA
N H ou
ST el
AR ev
TL 1L
IN
ble
E
2
ub
1
r
w ith
le s
tab lhole
1
t e r l
Lit d she
an
1
1
2
2
1
3
1
2
2
E
T LIN
AR
1
ST
1
M AN
1
GER
2
p
Ma
d
o un ft.
g r 1
t le RID=
b ALat E G
C S
forces available
A rifle platoon of the 10th NKVD Division, 62nd Army
Special Rules
1. No Quarter is in effect. Any figure who would Surrender
will go Fanatic instead.
2. Ignore the medic if not using the Im Hit! rule.
3. All figures may begin moving at the top of turn 1.
Y
KE
ld
Fie
RU
le
S bb
Ru se
SIA
N H ou
ST el
AR ev
TL 1L
IN
ble
E
2
ub
1
r
w ith
le s
tab lhole
1
t e r l
Lit d she
an
1
1
2
2
1
3
1
2
2
E
T LIN
AR
1
ST
1
M AN
1
GER
2
p
Ma
d
o un ft.
g r 1
t le RID=
b ALat E G
C S
forces available
One platoon from Combat Command B, 3rd Armored Division
Special Rules
1. Check for each vehicle to determine if it has an opera-
tional gun stabilizer.
1
GE
RM
AN
ST
AR
TL
IN
E
1
1.
1.
E
L IN
A RT
ST
N
ICA
ER
AM
1
KEY
Field
1
Light Woods
1
Tree
1 Level House
1
p
Bocage & Road Ma
u nd
r o ft.
1 Level Hill
l eg ID= 1
1
1.
tt GR
ba ALE
SC
forces available
One platoon from the 2nd SS Division, Das Reich attached to the 257th Fusilier Battalion of Battle Group
Heintz
Special Rules
1. Roll for each tank to determine if they carry schurzen or
zimmerit.
1
GE
RM
AN
ST
AR
TL
IN
E
1
1.
1.
E
IN
TL
TAR
S
N
ICA
ER
AM
1
KEY
Field
1
Light Woods
1
Tree
1 Level House
1
p
Bocage & Road Ma
d
o un ft.
r 1
eg =
tl GRID
1 Level Hill
1
1.
t
a E
b AL
SC
forces available
Men and tanks from Russian 65th Army
Special Rules
All Russian Squads must enter the game as Riders on the
T-34s. A maximum of a half squad may ride on the back of
any one tank.
All Russian forces must enter the west edge of the game
board on Turn one.
1.
E
IN
TL
TAR
S
N
SSIA
RU
GE
RM
AN
ST
AR
TL
IN
KEY E
Field
Light Woods
Tree
1 Level House
p
Ma
1
SC
forces available
Men from the scattered units of the 6th Army
Special Rules
The German forces may setup in foxholes and trenches.
The Pak 30 may start the game entrenched.
1.
E
IN
TL
TAR
S
N
SSIA
RU
GE
RM
AN
ST
AR
TL
KEY IN
E
Field
Light Woods
Tree
1 Level House
p
1
forces available
Men from 3d Battalion of the 505th Regiment, set up anywhere at begining of game.
Set up anywhere at begining of game: Arriving on turn 3 on the road on the American edge:
Two Regular bazooka teams, each team includes: The engineers are equipped with a total of 7 Demo
1 Gunner with BAZ-44 and Colt 1911A1 ML 10 Packs which they can use to destroy the bridge.
1 Loader with 6 HEAT rounds and M2 Carbine ML 10
The bazooka teams can be attached to infantry squads The engineers are transported in a truck, the driver of
the truck must come from the engineer squad.
One 57L anti-tank gun with 3 Regular crew ML 10
all crew carry M2 Carbine and no grenades
Special Rules
Each engineer with a demo pack must spend a turn on the
bridge to set their explosive. The engineers may try to blow
the bridge at any time but will have to roll a d20 to do so.
Each demo pack counts as 2 points on the d20. For example
if there are 5 pack set correctly then there is a 10 or less
chance to blow the bridge.
E
IN
TL
TAR
GE S
N
CA
RM
I
ER
AN
ST
AR AM
TL
IN
E
1.
KEY
Field
Light Woods
Tree
1 Level House
1
p
Bocage & Road
Ma
d
o un ft.
1 Level Hill
g r 1
le RID=
1.
t
at E G
b AL
C
S
forces available
Men and Armor From the 1st SS Panzer Division
All forces move on to table on turn 1.
Special Rules
1. All Snow Banks count as rough ground.
2. Moving through a snow bank requires a Bog Check:
Pz VIB 17
Pz IVH 18
Sdk 251 16
E
LIN
A RT
GE ST
N
CA
RM
I
ER
AN
ST
AR AM
TL
IN
E
1.
KEY
Field
Light Woods
Tree
1 Level House
1
p
Bocage & Road
Ma
u nd
r 1 o ft.
eg ID=
1. 1 Level Hill
l
tt GR
ba ALE
SC
forces available
Elements of 4th Co. SS-Panzer Regiment 2, SS-Panzer Division Das Reich
yyyyy
,,,,,
Special Rules
1. All roads in this scenario are roads with bocage on both
,,,,,
yyyyy
sides. All bocage rules apply, see Terrain.
2. All German forces may begin anywhere on the table. All
infantry and crew weapons may be dug-in.
3. Use of Limited Intelligence, such as mapping or double
blind is highly recommended.
Bocage
am
er
ica
n
st
e
lin
ar
t
rt
lin
a
st
e
m an
G er
1
p
Ma
nd
ou ft.
e gr D= 1
t Gtl RI
ba ALE
SC
forces available
Elements of 137th Infantry Regiment, 35th Infantry Division with elements of 737th Tank Battalion
2 M10 GMC with Regular crew ML 12 Four squads of Regular infantry, each squad includes:
unlimited AP, only d6 HE rounds
1 Squad Leader with Colt 1911A1 and Thompson M1 ML 12-1
4 M4A1 Shermans with Regular crew ML 12 1 Asst Squad Leader with M3A1 Grease Gun ML 11
unlimited AP, HE, and Smoke rounds 1 BAR Gunner ML 10
1 Asst BAR Gunner with M1 Carbine ML 10
Reconn. section: 6 Riflemen with M1 Garand ML 10
All squad members carry 2 grenades
2 M8 Greyhounds with Regular crew ML 12
Each squad rides in a M3 halftrack, the driver for the half-
unlimited AP and HE rounds track must be taken from the squad.
2 Jeeps each with 2 Regular crew ML 10
M2HMG .50 cal LCMG mounted Two Regular bazooka teams, each team includes:
all M8 and Jeep crew carry M3A1 SMGs & 2 grenades 1 Gunner with BAZ-44 and Colt 1911A1 ML 10
1 Loader with 6 HEAT rounds and M1 Carbine ML 10
4 M3 halftracks, each carries an infantry squad The bazooka teams can be attached to an infantry squad.
yyyyy
,,,,,
Special Rules
1. All roads in this scenario are roads with bocage on both
,,,,,
yyyyy
sides. All bocage rules apply, see Terrain.
2. All American forces move on their table edge on turn 1.
The Americans enter the board in any order they choose.
3. Use of Limited Intelligence, such as mapping or double
blind is highly recommended. Bocage
am
er
ica
n
st
e
lin
ar
t
rt
lin
a
st
e
m an
G er 1
p
Ma
nd
ou ft.
e gr D= 1
t Gtl RI
ba ALE
SC