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WEAPONS

Thompson

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Webley Revolver

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OPERATION
SQUAD:
World War Two

MASSIMO TORRIANI VALENTINO DEL CASTELLO - Copyright 2009

I would like to thank Andrew Carless, Adriano Losi and Massimo De Luca for their help with the playtests,
and thanks to Andrew for this translation too.
Layout: Andrea Carzaniga
Photos: Adriano Losi, Massimo Torriani

Scenery: Marco Secchi, Abbiati Wargames, Viktor Towers


Miniatures: Warlord Games - www.warlordgames.co.uk
Painting: War Paint - www.warpaint.it

All rights reserved.

Printed by: Tipografia Graffiti srl Via Catania, 8 Pavona (Albano RM)
April 2011

No part of this document may be reproduced by any means, including mechanical and/or electronic methods,
without the authors prior written permission.

For updates: www.torrianimassimo.it

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INTRODUCTION
OPERATION WW2 SQUAD LEVEL is a wargame for two or more players that lets you simulate battles set in the
Second World War at skirmish level, the level of single men.
Dice are used to introduce that element of luck that, in real-life, is the difference between a glorious victory and a miser-
able failure. But luck wont be enough if you want to win; every number in the tables contained in these rules is the result
of a long series of playtests and realistically simulates an armed encounter. We advise you to read the rules right through
at least once before playing.

PREFACE
All history books contain stories about the battles that distinguished the greatest conflict of all time. But each
great battle and operation during the Second World War was characterised by countless smaller encounters.
Operation Squad World War II aims to simulate these encounters using the experience weve gained after
seven years with Operation World War II, the three-dimensional platoon level wargame based in the Second
World War.
Every game will be a scenario with a set objective. The side that fulfils their objective in the number of turns
allowed will be declared the winner.
The fights may be set on the Western Front, especially in the Normandy campaigns following the Allied land-
ings, or on the Eastern front, from Russia as far as the conquest of Berlin. Each player will take command of a
Squad of men from the American, British, Russian or German armies. Each army can choose either regular or
elite units, and each will have a points value. These rules and the examples inside refer to a battle between
two players but you can use them to simulate a bigger fight with more players (each commanding a Squad)
divided into two factions (Allies and Axis).

GAME COMPONENTS
Apart from the rules youre reading, lets have a look at what youll need to play.

Dice: Dice are at the heart of this game, and we use 6-sided dice. We normally refer to these as
d6, so one dice is 1d6, two dice are 2d6 and so on.
During the game youll often have to roll one or more dice to see what has happened. Normally
you add up all the dice rolls and subtract some penalties that may be needed to represent special situations.

Youll have to roll a total of more than 10 to hit an enemy. The basic Roll to Hit is 3d6 to which we add the
Tactical Value and dice for the weapon and the range. You will then subtract dice rolls for Cover and other
special situations from this total, rolled by the opponent. If the final total is more than 10 then youve hit the
enemy.

A 10-sided dice (d10) is only used for the deviation of grenades and mortars.

Tape measure: All measurements in the game are in centimetres. Move-


ment, weapons ranges and burst areas are all measured with a simple tape
measure. You can only measure distances after any declaration of your in-
tentions has been made.

Tables: We have grouped all the tables together on a separate Playsheet in


the middle of the book to ease their consultation during play.

Models: Plastic or metal miniatures (20 or 28mm) will simulate the men in
your Squad. Every man must be based on 2.5cm base. The bases of your
models cannot overlap for any reason whatsoever during the game. To

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ease their identification each model
must be equipped exactly as shown
in the Squad Roster and, if possi-
ble, be identified with a letter and a
number (e.g. A1).

Markers: During play you will use


various markers to show the state of
some units in special situations (Turn
Over, Hidden, Wounded, Target Ac-
quired, Ammo!). These markers will be
explained in full in the various para-
graphs that follow.

Wargames table: This is a wargame


so youll have to prepare a battlefield. The number of scenery elements that you should use will depend on
the type of scenario that you want to play. For a countryside setting,
just a few houses, some walls and a few woods will suffice, but youll
need lots of buildings for urban combat. Generally the battlefield
should be balanced and should not favour either of the two players;
a good system is to allow one player to set up the table and then let
the other player choose the side hell deploy his troops on. The best
size table is 120cm x 120cm.

DEFINITION OF MODELS
When reading these rules, and during the
description of the various phases of the
game, you will often find the terms model
and squad.
Model: This term identifies a single man.
Some models are ranking (Officers,
NCOs); these models are called Squad
leaders and have special character-
istics as defined in the relevant sec-
tions of the rules.
Squad: This term identifies the
group of models that make up your
army.
Models and Squads can have special Characteristics that influence various aspects of the game. If they have any
then they will be mentioned in the Squads Roster.

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THE GAME TURN
In order to rationalise the various actions that occur during the battle it is sub-divided into a series of turns which are
then sub-divided into a series of phases. Normally a battle will last 8 turns. Every complete turn all models MUST perform
an action.

TURN SEQUENCE
1) Initiative
2) Action Sequence
A) Player A chooses a model and declares his intentions.
Player B can react by choosing a model and declaring his intentions.
Player A can counter-react by choosing a model and declaring his intentions.
Player B can react again by choosing a model and declaring his intentions, and so on, for up to a maximum
of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.

The sequence is repeated for the other player

A) Player B chooses a model and declares his intentions.


Player A can react by choosing a model and declaring his intentions.
Player B can counter-react by choosing a model and declaring his intentions.
Player A can react again by choosing a model and declaring his intentions, and so on, for up to a maximum
of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.

This Action Sequence is repeated until all models have been assigned, and have executed, an action.
When all models have performed an action, the turn is over and a new one can begin.

3) Remove markers and any remaining shot dice.

INITIATIVE
The winner of the initiative can decide if he/she wants to give the first action to one of his/her models or force
their opponent to play first. In order to decide the initiative both players roll 2d6 and add the highest VT of the
active models on the table. Compare totals the player with the highest wins. If there is a draw just roll again.

ACTION SEQUENCE
The player that won the initiative decides whether to start first of make his opponent start.
The player that starts is Player A.
Player A chooses a model and declares his intentions.
Player B can react by selecting a model and declaring his intentions.
Player A can now counter-react by choosing a model and declaring his intentions.
The alternation between A and B continues until one of the players passes, and in any case up to a maximum
of three actions and three reactions. At this point roll 2d6 for each model that has been assigned an action
and add their Tactical Value. It makes it easier if you leave the dice rolled next to each model to remind you of
the order in which the actions will be performed. After checking the totals move to the order execution phase,
starting with the highest value down to the lowest (in kind of Priority order).
If there are two identical totals the first one to act is the model that chose his action first in the sequence. If
more than one model on the same side rolls the same total then the player can decide the order in which the

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actions will be performed. After all the models have performed their actions given to them give them a Turn
Over marker to remind you that they have completed their action and cant do anything else this turn. Once
this phase has been completed its the opponents turn to choose a model declaring his intentions (no matter
if the player reacted or counter-reacted beforehand). Obviously the enemy can react and counter-react like
in the first example. When all models on the battlefield have performed an action then the turn is over and a
new turn start with the Initiative phase.

Massimo won the initiative and declares that he wants


his Fallschirmjger (VT 4) to fire at an American Paratroo-
per (VT 4) who is moving down the road. Giorgio reacts
by declaring that his model will run out of sight past the
corner. Massimo counter-reacts by declaring that his
Fallschirmjger Sergeant (VT 5) will also fire at the same
American. Giorgio passes. Both players roll dice for Priority.
Massimos Fallschirmjger gets a 10 and his Sergeant gets
a 12. Giorgio rolls an 11. Its time to perform the actions.
Massimos Sergeant fires first. If the American Paratrooper
survives then Giorgio will move him into cover, making the
Fallschirmjger lose his action as he will no longer be able to fire. All three models get a Turn Over marker to
remind the players that they cant do anything else this turn.

Remember that once you have declared your intentions you cant change them even if, like in the example, it
becomes impossible to perform the original action.

DECLARATION OF INTENTIONS
Once youve chosen a model you must then inform your opponent of the action that you intend to perform.
In game terms you must declare your intentions. There are many actions available but a model can only choose
one per turn. You can Move or Move and Fire but you cant do both in the same turn. Lets have a closer look at
the choices available:

Assault (in melee): Declare the model that you are going to Assault in melee and if you want to move before
or after the attack.

Fire: Declare which model is the target. If you intend to interrupt the movement of an enemy model you
must clearly identify the point at which you will fire.

First Aid: Declare the direction, the estimated destination, your models facing and which wounded model will
be attended to. This action is only available for models with the Medic characteristic.

Hide: Declare which model is going to hide. If a model is Pinned before he can perform any declared action
then that action can be transformed into Hide.

Indicate a Target: This can only be done by a Squad Sergeant. Declare which valid target you intend to iden-
tify.

Move and Fire: Declare the direction, the estimated destination, your models facing and the target. This can
also used to turn on the spot.

Move Carefully: Declare the direction, the estimated destination and your models facing. If a model is Pinned
before he can perform any declared action then that action can be transformed into Move Carefully.

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Re-load: Declare which model will re-load, and which weapon he re-loads.

Run: Declare the direction, the estimated destination and your models facing.

Stand Up: Declare which model will Stand up. If a model is Pinned before he can perform any declared action
then that action can be transformed into Stand Up.

EXECUTION OF ACTIONS AND PRIORITY


If there have been reactions and counter-reactions then all models that have declared an action roll 2d6 and
add their Tactical Value to the total: the total is defined as the Priority. Now execute the Actions, respecting
the intentions that were declared previously and in Priority order (with the highest going first). If there are two
identical values then the model that chose his action first in the sequence goes first. If more than one model
on the same side gets the same total then the player can decide the order in which the actions are performed.
After the models have performed the action assigned to them give them a Turn Over marker to remind you
that they cant do anything else until next turn.

Assault: You can move a model up to 15cm and add 1d6 to his melee. If the target moves when performing
an action with a higher priority you can move your model towards the target models new position or move
towards another enemy model within 10cm of the original destination. Once the action has been performed
give the model a Turn Over marker. The target model can react (if it hasnt already performed an action) and
even counter-assault.

Fire: You can fire at the target model. If used to react or counter-react then you can delay fire and interrupt
the movement of an enemy model to get better conditions. You may also react by firing at a model that was
not initially in line of sight as long as it is when you fire; if, for any reason, the model does not enter (or leaves)
the line of sight then the model doesnt fire and does not lose any Hidden marker it may have. Once the action
has been performed give the model a Turn Over marker.

First Aid: A Medic can move 10cm and try to help a wounded model. If he is next to a wounded man after mo-
ving then roll 2d6 and add the Medics VT; with an 11 or more the wounded model has been successfully trea-
ted and the wounded marker is removed, but nothing happens with 10 or less. Give the Medic a Turn Over mar-
ker after the action no matter the result. Performing this action does not mean you lose your Hidden marker.

Hide: If the model is already under cover then you can Hide. You can perform this action even when the mo-
del has been Pinned. If a model is Pinned before he can perform any declared action then that action can be
transformed into Hide. In order to fire at a Hidden model you need to pass a Spotting Test. Once the action has
been performed give the model a Turn Over marker and a Hidden marker too.

Indicate a Target: A Sergeant can use this action to communicate the coordinates of a valid target to the mo-
dels in his own Squad. Check the section on communications. Once the action has been performed give the
Sergeant a Turn Over marker. This action allows you to make a Spotting Test. If a target model is spotted place a
Target Acquired marker next to it; all models within 20cm can fire at the target if conditions allow them to fire
(see Fire section). Performing this action does not mean you lose your Hidden marker.

Move and Fire: You can move the model up to 15cm and fire at an enemy model subtracting the opponents
roll of 1d6 from your Roll to Hit. You may fire at the target model before or after moving and/or turning your
model. You are allowed to fire at a model that was not in your models line of sight before moving and turning
if it is when you fire. If the target moves when performing an action with a higher priority then you can move
your model towards the target models new position to fire at him. Once the action has been performed give
the model a Turn Over marker.

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Move Carefully: You can move your model up to 10cm. You can perform this action even if the model has
been Pinned. Once the action has been performed give the model a Turn Over marker. Performing this action
does not mean you lose your Hidden marker. If a model is Pinned before he can perform any declared action
then that action can be transformed in Move Carefully.

Re-load: The model remains stationary and re-loads his weapon that can fire normally from next turn. Once
the action has been performed give the model a Turn Over marker and remove the weapons Ammo! marker.
Performing this action does not mean you lose your Hidden marker.

Run: You can move the model up to 20cm. If an enemy fires at a model that is Running (or who ran in his last
action) he must subtract the opponents roll of 1d6 from the Roll to Hit. Once the action has been performed
give the model a Turn Over marker. Some players prefer to use Running markers to remind them of the last
action performed. This is optional.

Stand Up: The model remains stationary and stands up; he can act normally next turn. Once the action has
been performed give the model a Turn Over marker. Performing this action does not mean you lose your
Hidden marker. If a model is Pinned before he can perform any declared action then that action can be tran-
sformed into Stand Up.

WAIT ACTIONS
In some case a Squad leader can use Wait Actions. If this is the case then the
player will use a dice to keep count of them. During the Action Sequence he can
turn the dice over to the next lowest number and pass, forcing the opponent to
play again.
At the end of the turn the Wait Actions are renewed and can be used again next
turn. Wait Actions can only be used by a Squad leader: if all leaders of a Squad
are killed then the Wait Actions are lost.

Massimo has a Fallschirmjger Squad with 2 Wait Actions. Giorgio has a


10-model Red Devils squad. Giorgio wins the initiative and assigns an action
to one of his Red Devils. Massimo does not react. Now its Massimos turn but
he turns the dice over to 1 and passes. Giorgio is forced to act again with
another Paratrooper. Now its Massimos turn again, but he removes the dice
and passes once more. Giorgio must act with his third Red Devil. Massimo has
no Wait Actions any more so after the third British Paratrooper hell be forced to act with one of his Fallschir-
mjgers.

REMOVE MARKERS AND LEFT-OVER DICE


In this phase remove all Turn Over markers and dice that are left over for weapons with an Ammunition Belt
(remaining shot dice). Leave markers that identify the status of models (Hidden, Wounded, Ammo!, Running)
and Target Acquired markers too.

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MOVEMENT
General Comments
Models can move across the battlefield with one of the
following Actions: Move Carefully, Run, Assault, Move and
Fire, First Aid. The distance a model can move may differ
depending on the Action assigned. Some terrain may li-
mit movement by subtracting some centimetres from the
total allowed (see Terrain Table). Depending on the level
of realism you want to obtain, you may require the pre-
sence of stairs to move from one floor to another inside
buildings. If you go for realism then, in the event of there
being a hole in the floor or in order to move over a wall
higher than the model, youll need a friendly model adja-
cent to the one that moves to help him through or over.
You are allowed to turn the model after moving but the facing must be clear since the arc of fire is 180. Mo-
vement is measured from the front of the base to the front of the base. Measure the vertical movement of the
base when moving from one floor to another.

Terrain Table
Some terrain may limit or prevent movement. The Terrain Table shows if you should add or subtract 1d6 centi-
metres of movement and also indicates the cover that the terrain provides.

Key:
-1d6 cm: The model subtracts 1d6 of movement if it crosses this terrain, even partially.
+1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain.

TERRAIN TABLE
Terrain Type Modifier Cover
Barricade Linear obstacle -1d6 2d6
Building Area of cover -1d6 2d6
Bunker Area of cover -1d6 3d6
Cultivated Field Area of cover -1d6 1d6
Hedge Linear obstacle -1d6 1d6
Road/Path No cover +1d6 -
Ruins Area of cover -1d6 2d6
Sandbags Linear obstacle -1d6 2d6
Wall Linear obstacle -1d6 2d6
Woods Area of cover -1d6 2d6

Note:
Wounded models always subtract 1d6cm from their movement.
All modifiers are cumulative.

A model in the woods wants to move into a building so will deduct 2d6 from his movement (1d6 for the
building and 1d6 for the woods). This penalty may prevent the model from reaching his intended destination
- imagine that maybe the soldier lost time deciding on his best route.

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FIRE
Line of sight
The line of sight is a straight line
that connects the firing model
to the target model.
The line of sight is limited by
FIRING
the firing arc that spreads out ARC
180 from the models front; if
enemy models are outside the
firing arc then they cannot be
fired at. If your model can see
the enemy fully then the line
of sight is considered free; if
you can only see him partially,
because of some scenery, the
target is in cover. In both cases
the enemy is a valid target. The
target is not a valid target if
you can only see a small part of it (a hand, a foot, part of the rucksack etc.).
You can throw grenades over a high wall (that is higher than the models) if you pass a Spotting Test and if the
enemy models are within 10cm of the wall.
You can fire through and throw grenades over a high hedge if you pass a Spotting Test and if the enemy models
are within 10cm of the hedge.
Low walls and hedges offer some cover but dont block the line of sight, even towards models that are lying
down; just assume theyre poking their head out. This rule avoids difficult game situations where players cho-
ose models that are lying down to give them more cover.
It is impossible to reproduce every wall, piece of furniture or tree on even the most detailed table; for this
reason some elements of scenery limit the line of sight within their outer perimeter. Woods, cultivated fields,
buildings and ruins are defined areas of cover and the line of sight only goes 10cm through them. Models
beyond this distance cannot be valid targets as they are out of the line of sight. If a model is behind an area of
cover and the line of sight crosses 10cm or less of this area then the model is considered to be in cover even if
hes not physically inside.
Models inside buildings or ruins can only trace a line of sight outside through doors, windows and gaps. Mo-
dels outside buildings or ruins can only trace a line of sight inside through doors, windows and gaps. Use the
real line of sight and your common sense, and if in doubt roll a dice to decide.

Firing
The Roll to Hit is made by rolling 3d6 and adding the models Tactical
Value; add any d6 for the weapon and range as well as for any applicable
characteristics. The opponent will subtract his dice rolls for cover, cha-
racteristics and the Action performed (e.g. Run). Lets have a closer look
at this procedure. Once weve decided that the model is in line of sight of
a valid target check the following parameters:

Position
Range
Rate of fire
Fire
Damage

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Position: Models have a 180 firing arc, they can only turn with the Move and Fire action to aim at a target that
is outside their firing arc.

Range: The Weapons Table shows the range in cm and also the number of dice that are added to the basic Roll
to Hit (3d6). If a range is NE this means that you cannot fire this weapon at this range. Distance is measured
from base to base.

Rate of fire: This number is the number of shots the weapon fires at the target.

The Garand M1 semi-automatic rifle has a rate of fire of 2 and so gets two separate Rolls to Hit. Both rolls will
add the VT and add/subtract all dice required by the type of shot.

Fire: Once youve decided how many shots are fired you need to see if theyve hit and what damage is inflic-
ted. Roll for your total (3d6, models VT, weapon range, characteristics, etc.) and subtract the total of the oppo-
nents negative dice (target, cover, etc.) to find the Total. Check the Damage Table to see what has happened.

Damage: Every shot gives a Total; the higher the difference the more damage is inflicted:

DAMAGE TABLE
If the Total is less than or equal to 10 then the shot misses and no damage is done.
If the Total is 11, 12 or 13 then the target model is Pinned.
If the Total is 14 or 15 then the target model is wounded.
If the Total is 16 or more then the target model is killed (KIA) and is removed from the game.

Damage
The Damage Table gives different re-
sults that can influence the game and
the performance of single models. Lets
have a closer look at them:
KIA: Remove the model from play. If
the Squad has reached its Breakpoint
then each model will have to perform a
Morale Test.
Pinned: Lay the model down. In his
next Action he can only Stand up, Move
Carefully (on the ground) or Hide (if in
cover). Pinned models do not block line
of sight. A model in melee with a Pinned
model can re-roll 1d6 after the Roll to Hit.
Wounded: Lay the model down and
give him a Wounded marker. In the next
activation phase he can only Stand up,
Move Carefully (on the ground) or Hide (if in cover). From now on the model cannot add its VT in its various
rolls (Roll to Hit, Initiative, Priority, Melee, Morale). A wounded model always subtracts 1d6 from movement (cu-
mulative with other penalties for difficult terrain). A wounded model that is wounded again will die. Remove
the model from play.

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Cover
When there is a partial line of sight between the firing model and
his target (i.e. you can only see part of the target), then the target is
in cover. A model behind a wall or hedge is in cover like models wi-
thin areas of cover. Models are also considered to be in cover even
if they are outside an area of cover if the line of sight goes through
that area. Subtract the roll of some d6 from the Roll to Hit depen-
ding on the protection; see the Terrain Table for details. If the
line of sight crosses more than one element or area of cover
then those covers are cumulative.

A German Fallschirmjger wants to fire at a British Paratro-


oper, 55cm away, with his rifle. The line of sight crosses a wall
and the Paratrooper is in some woods; the German rolls a basic
3d6 to which he adds his VT and 1d6 for the range. The British
Paratrooper will subtract the rolls of 2d6 from the total for the
intervening wall and 2d6 for the cover in the woods a really
difficult shot!

Obviously dont count walls and hedges next to the firer nor areas of cover
from which the firer is firing, but if the target and the firer are both in the same
area of cover then that cover applies.

Priority targets
Your target must be the closest model if there is a choice of targets and their
cover is the same. You can ignore Pinned, wounded or Hidden targets. Models
with a support weapon can always be chosen as targets even if theyre not
the closest enemy model. Snipers can always choose to fire at leaders even if
theyre not the closest enemy model.

Models on the firing line


If the line of sight between the firer and the target goes
through one or more models that are not Pinned, be they
friend or enemy, there is a chance youll hit the wrong
man.
Before rolling to Hit perform an Aim Test: roll 1d6; if the
roll is equal to or less than your Tactical Value then youve
hit the target, otherwise youve hit the intervening model.
Roll to Hit as normal. If you have more than one shot then
check each shot separately.

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Hidden models and the Spotting Test
In order to try to conceal their presence from the enemy,
men moved very carefully over the battlefield but also
tried to make the most of the cover available. To simula-
te this, your models can Hide. A model must be in cover
compared to the firer and must perform a Hide action to
Hide.
When firing at a Hidden model you must pass a Spotting
Test: both players roll 2d6 and add their Tactical Va-
lue. If the firer draws or gets more than the enemy
then the target is valid, if not then you cant fire and
the model loses his Action if the firer was Hidden
it keeps its marker. Give the model a Turn Over mar-
ker no matter the result. If a Hidden model Fires, Mo-
ves and Fires, Runs or Assaults then it loses its Hidden
marker.

Massimo chooses a Hidden Fallschirmjger (VT


4) and says that hell fire at an American Paratroo-
per Sergeant behind a wall (VT 5). Giorgio reacts and
says that his Sergeant will Hide before the Fallschir-
mjger gets a chance to fire. Both players roll for Prio-
rity. Massimo gets a 9, Giorgio a 10; the American Sergeant wins and Hides. Now the Fallschirmjger will need
to pass a Spotting Test to fire at him. He rolls 2d6 to which he adds 4 (his VT) and gets 12. Giorgio does the same
and gets 14. The Fallschirmjger cant fire but doesnt lose his Hidden marker. After the action Massimo and
Giorgio both give Turn Over markers to their models.

If the firing model and the Hidden model target are within 10cm of each other then the Hidden model is au-
tomatically spotted. But itll be more difficult to hit him as hes hidden so the target subtracts 1d6 on the Roll
to Hit.

Massimos Fallschirmjger, armed with a Kar98K rifle, has spotted an enemy hidden in some woods 45cm
away. His Roll to Hit is 4d6 (basic 3d6 + 1d6 for the range) + his VT. Mario will subtract his roll of 3d6 from the
Total (2d6 for the woods and 1d6 because hes Hidden).

If a Hidden model is not in cover relative to the firing model then keep the marker but do not subtract 1d6 on
the Roll to Hit for fire from the latter model.

Last turn, Massimo moved his Fallschirmjger Sergeant next to a wall (that he can therefore ignore).
Giorgios British Paratrooper is Hidden but hes not in cover relative to the Sergeant and so cannot apply the
1d6 reduction to the Roll to Hit. He keeps his Hidden marker that will allow him to use the 1d6 reduction if fired
at by other models

Target models not in line of sight when the Action is assigned


If you fire at a target that just pops into sight youll have less chance of hitting. If the target model is not visible
when the action is assigned (your model may have to move, you may have to wait for the enemy model to
move etc.) subtract the roll of 1d6 from the Roll to Hit.

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Massimo selects a Fallschirmjger (VT 4) who is Hidden behind a house and says that hell run across the
road to the adjacent building. Giorgio reacts and says that his American Paratrooper will shoot as soon as hes
in Line of Sight. Both roll 2d6 and add their VT. Giorgio wins and lets Massimos Fallschirmjger move out into
the open before firing. As soon as the Fallschirmjger started running he lost the Hidden marker but for the
American hes still a target that appeared suddenly so hell subtract 2d6 from the Roll to Hit (1d6 as hes running
and 1d6 because he was not in Line of Sight when the Action was assigned).

Ammunition: the triples rule


If you get a triple when Rolling to Hit (no matter how many dice you roll), you have run out
of ammunition (e.g. 4, 4, 4, 5, 3). Give the model an Ammo! Marker. The weapon cannot fire
until an Action is spent to Re-load it. The roll that produced the triple has normal effect.

Weapons Tables
The Weapons Table is sub-divided by nationality and shows all the statistics youll need for each weapon.
The table also shows if the weapon can perform indirect fire. This classification differentiates between direct
fire (where the projectile follows a linear trajectory towards the target) and indirect fire (when the projectile
follows an arched trajectory). In the latter case you can fire at models for which there is no line of sight as long
as there has been a communication. Well look at this more closely later.
The range is shown in centimetres with four values: Close (up to 20 cm) Normal (up to 40 cm) Long (up
to 60 cm) Extreme (up to 80 cm).
The rate of fire shows the number of Rolls to Hit you can make. Sometimes youll find a 1(A5) or 1(A10); this
means its a Burst Weapon. Well look at this further on too.
Weapons Tables
AMERICAN ARMY WEAPONS TABLE
Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire

Colt 1911A1 pistol +1d6 NE NE NE 2 Melee


M1903 Springfield rifle +2d6 +1d6 +1d6 +1d6 1
Garand M1 semi-automatic rifle +2d6 +1d6 +1d6 - 2
M1 semi-automatic carbine +2d6 +1d6 - NE 2
BAR M1918A2 automatic rifle +2d6 +1d6 +1d6 +1d6 4 Support weapon
M3A1 Grease Gun sub-machine
+2d6 - NE NE 3
gun
Thompson M1 sub-machine gun +2d6 +1d6 NE NE 3
Ammunition Belt,
M1919A4 .30 cal. Medium
+2d6 +1d6 +1d6 +1d6 7 Cumbersome,
machine gun
Support weapon
Indirect fire,
MK II Pineapple grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot
Cumbersome,
Minimum range
M2 60mm light mortar NE NE +1d6 +1d6 1 (A10) 40, Only indirect
fire, Single shot,
Support weapon

Mladen Janosevic (order #4959798) 1


BRITISH ARMY WEAPONS TABLE
Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire
Colt 1911A1 pistol +1d6 NE NE NE 2 Melee
Webley Revolver pistol +1d6 NE NE NE 1 Melee
N.4 Mk.1 Enfield rifle +2d6 +1d6 +1d6 +1d6 1
Mk.V Sten sub-machine gun +2d6 - NE NE 3
Thompson M1 sub-machine gun +2d6 +1d6 NE NE 3
Bren light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Vickers medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome
Support weapon
Indirect fire,
N 36 Mills Bomb grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot
Cumbersome,
Minimum range 40
2" 51mm cal. light mortar NE NE +1d6 +1d6 1 (A10) Only indirect
fire, Single shot,
Support weapon,

RUSSIAN ARMY WEAPONS TABLE


Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire
Tula Tokarev 1933 pistol +1d6 NE NE NE 2 Melee
Mosin-Nagant 1891/30 rifle +2d6 +1d6 +1d6 +1d6 1
SVT40 semi-automatic rifle +2d6 +1d6 +1d6 - 2
PPSh-41/43 sub-machine gun +2d6 +1d6 NE NE 3
DP light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Maxim M1910 medium machine
+2d6 +1d6 +1d6 +1d6 7 Cumbersome,
gun
Support weapon
Indirect fire,
RGD33 grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot

SVT40 semi-automatic rifle

Mladen Janosevic (order #4959798) 1


GERMAN ARMY WEAPONS TABLE
Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire
Walther P38 pistol +1d6 NE NE NE 2 Melee
Kar98K rifle +2d6 +1d6 +1d6 +1d6 1
G43 semi-automatic rifle +2d6 +1d6 +1d6 - 2
FG42 automatic rifle +2d6 +1d6 +1d6 NE 3
Stg44 assault rifle +2d6 +1d6 +1d6 NE 3 Assault Weapon
MP40 sub-machine gun +2d6 +1d6 NE NE 3
Ammunition Belt,
Mg34 light machine gun +2d6 +1d6 +1d6 +1d6 6
Support weapon
Ammunition Belt,
Mg42 medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome,
Support weapon
Indirect fire,
StG39 grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot
Cumbersome,
Minimum range 40
GrW36 50mm light mortar NE NE +1d6 +1d6 1 (A10) Only indirect
fire, Single shot,
Support weapon

Multiple shots
Some weapons have a rate of fire that
is more than 1. These weapons can fire
repeatedly at the same target or fire
at several targets. If firing at the same
target then follow the normal firing
procedure for each shot. Additional
targets must be within 20cm of the
main target. You cannot move your
aim to fire at Hidden targets.

A Fallschirmjger Sergeant with an


MP40 sub-machine gun fires at two
American Paratroopers who are mo-
ving down the road. His rate of fire is
3. He checks the range to American A:
14cm (Close range). The Roll to Hit on
American A is 3d6 + 4 (VT ) + 2d6 (Close range). The first roll misses. He has a rate of fire of 3 so he rolls again.
This time he hits and the target is Pinned. Now he moves his attention to American Paratrooper B. The range is
33cm (Normal range). The roll is 3d6 + 4 (VT) + 1d6 (Normal range).

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Support weapons
The characteristics column of the Weapons Tables may show the
Support weapon characteristic. This sort of weapon can be re-loaded
by models indicated as Assistants on the Squad Roster. The Assistant
must be in base contact with the model carrying the support wea-
pon to re-load (he is said to be adjacent). If the Assistant re-loads a
weapon with remaining shots these can still be used. If a model car-
rying a support weapon dies, an adjacent Assistant can take his place;
remove the Assistant instead of the model with the support weapon.
Think of this as the Assistant that picks up the weapon; if the assi-
stant was wounded hell stay wounded. If the Assistant is not adjacent
when the model with the support weapon dies then the weapon is
lost. A Support Weapon can only fire once per turn so if its picked up
by an assistant he wont be allowed to fire if the weapon has already
fired that turn. If the weapon has remaining shots then these can still
be used by the assistant.

Ammunition Belt
Weapons with an Ammunition Belt allow you to interrupt fire (at
any time) and recommence if another enemy model performs an
action within 20cm of the last target. When you fire this sort of
weapons use a dice to show the location of the last target and
how many shots remain. The remaining shots can be used later
that turn with a normal Priority roll to see in what order the ac-
tions are executed. You cannot use the remaining shots against
Hidden targets.

A Fallschirmjger armed with an Mg34 decides to fire at two


American infantry moving across the road. The rate of fire is 6 for
this machine gun. He uses four shots to kill the two men and so
he places a dice next to the position of the last man showing a
2. During his turn an American Sergeant says hell attempt to
run across the same road. At one point his route is 14cm from
the dice so the Fallschirmjger says hell fire at him too. Both
players roll 2d6 and add their VT for Priority. If the
Fallschirmjger gets a higher total then hell have
two Rolls to Hit against the American Sergeant.

If a weapon with an Ammunition Belt runs out of


ammunition but still has remaining shots do not
remove the dice; if the Assistant uses his action to
re-load you can still use the remaining shots (maybe
the gun just jammed). All left-over remaining shots
are lost when the turn ends; remove the dice.

Mladen Janosevic (order #4959798) 1


Grenades and Indirect Fire Burst weapons
In the rate of fire column of the Weapons Table youll sometimes find an A followed by a number; this means
its a Burst Weapon. The rate of fire is 1 but the effects apply to all models (both friend and enemy) whose base
is even partially within 5cm of the point of impact (or 10cm for mortar shells).
To see if you hit perform an Aim Test: roll 1d6; if the roll is less than or equal to the Tactical Value then youve
hit the target, otherwise youve missed but the shot may land in the general area anyway, no matter the line of
sight. Roll 1d10: the direction the dice is pointing and the number rolled show the direction and the distance
of the new point of impact.
For a grenade, the number shown is the distance in centimetres but if you roll a 1 or 2 the weapon doesnt
explode (or explodes without causing any damage).
With a mortar double the deviation distance; here, too, get a 1 or 2 and the shell doesnt explode or doesnt
cause any damage.
If you hit the target, measure a distance of 5cm from the model in all directions (10cm for mortars)
to see who is caught up in the explosion.

The grenade deviates 6cm in the direction of the arrow. A mortar would miss by 12cm.

As you will have noticed a grenade that is thrown could deviate back onto the model that threw it. Maybe the
enemy has picked it up and thrown it back, or maybe the soldier slipped while he was throwing. The intended
point of impact for a hand grenade must be at least 10cm from the thrower; no one throws a grenade close
enough to risk getting hurt perform a Roll to Hit for each model who is even partially within the burst area,
applying normal modifiers except for cover which is only used if the cover is located between the model that
is hit and the point of impact; models inside areas of cover always get the cover modifier.
If you hit the target model, add an extra 1d6 to the Roll to Hit (but only for that model).

A Fallschirmjger throws a grenade at a British Paratrooper inside a building. He performs an Aim Test with
1d6 and gets a 5: a miss! (his VT is 4). He rolls 1d10 to see the deviation and gets a 4. Despite having deviated
the grenade caught the target up in the burst area. The Fallschirmjger makes a Roll to Hit to see what damage
has been done. He rolls 4d6 (the basic 3d6 + 1d6 for the weapon) to which he adds his VT for a total of 18 and
from which he subtracts the opponents roll of 2d6 for the cover. Note: if hed hit the target he would have
rolled 5d6.

Interrupting movement to fire or to throw a grenade


If you interrupt the movement of an enemy model to fire at him then indicate the point at which you intend
to fire. In some cases it may be helpful to wait since the model may not have been in line of sight at the start
of his turn, while at other times you may wait until he gets into Close range. If you use a grenade and miss the
target remember to see if it deviates.

Indirect fire
Some weapons have the indirect fire characteristic. These weapons can fire with an arched trajectory (the shot
goes up and down, describing an arch); this sort of fire can sometimes be very useful as it allows you to fire
from protected positions (from behind woods, houses, etc.) without exposing yourself to enemy fire. Obviou-
sly not having their own line of sight the firing models will need someone to communicate the exact position
of the enemy model. How to indicate a target is explained below.

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Indirect fire on models on the top floor of a building
When you use indirect fire the shot follows an arched trajectory; if the building still has a roof above the target
model is located then measure the burst area from the roof. If the building is in ruins then measure from the
floor where the target model is found and not from the roof.

Re-rolls
Some weapons allow you to choose one of your 1d6 and re-roll it. If you are not satisfied with the roll and
you have a Re-roll you can choose a dice and roll it again. The second roll counts, even if its worse than the
previous one.

Indicate a Target
When declaring your intentions, a Squad Sergeant can declare that he
Indicates a Target. The Sergeant that indicates the target must be in
line of sight of the target model.
If the enemy model is Hidden you will need to perform a Spotting Test.
When executing the actions the Sergeant will perform a Test to see if
his companions have understood: roll 2d6 and add the VT; with 11 or
more the communication has been successful, and you can place a
Target Acquired marker on the target model.
Models with indirect fire weapons within 20cm of the Sergeant can
fire at the model indicated by the marker even if they are not in line
of sight and if it is Hidden. If the target model moves the marker is
removed.
Models with direct fire weapons within 20cm of the Sergeant can
fire at the model indicated by the marker, even if it is Hidden, as long
as they have line of sight to the target.
If the Sergeant is killed you will no longer be able to Indicate a Target but any Target Acquired markers will stay
on the battlefield as long as the target doesnt move.

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MELEE

Assault
The Assault action is a combination of a movement and an ensuing melee. The term melee is used to identify
hand-to-hand combat. A model can only enter into a melee with an enemy model using an Assault action and
by moving his model into base-to-base contact with his opponent. Models that are separated by a low wall,
hedge or other linear obstacle are also considered to be in base-to-base contact. A melee is a last-ditch attempt
to overcome the enemy in a brutal fashion.
The procedure is simple. During the declaration of intentions, the model that gets the Assault action declares
its target, even amongst those models that arent in line of sight before the movement. If the target model is
Hidden then youll have to do a Spotting Test to Assault it; if the target is not spotted then the attacking model
stays put and can do nothing else. If the target is spotted then during execution of actions the model moves
using the normal limits and modifiers on the Terrain Table. If he doesnt manage to reach the target model then
the melee doesnt take place and you just move the model. If you manage to contact the enemy model then
melee ensues.
Both players roll 3d6 and add their own VT but the assaulter gets an extra +1d6; the model that gets the hi-
ghest total wins; his total (without subtractions) is used to check for a result on the Damage Table.

Massimos American gets a 14 in melee, his German adversary only rolls 12. The American has won and so,
checking on the Damage Table without subtractions, the German infantryman is wounded (14 = wounded).

Models that survive a melee are considered engaged. In subsequent turns engaged models (except pinned
models) can only use Assault. In this event first there is the melee and then, if the enemy has been killed (KIA)
the model can move in any direction as far as movement allows (not forgetting the modifiers in the Terrain
Table). You are not allowed to fire at models in a melee as the risk of hitting a friend is too high. Remember that
despite the fact that only one model is assaulting, both are in a melee.

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Re-rolls
Some weapons, situations or characteristics allow you to re-roll 1d6 (either your own or your opponents). In a
Melee the chance to re-roll begins with the player that got the lowest total.
So as not to lose the fight, whoever rolled less can decide whether to use one or more re-rolls (from those
available to him) to beat the enemys total. If, after the re-roll, he still hasnt beaten the enemys total then the
latter checks the damage inflicted.
If, on the contrary, he beats the total, his enemy can now re-roll as many d6 as he wishes from amongst those
available to him; again, if he beats the enemys new total then the latter can use more re-rolls if he has them
and so on until one or the other fails or until the re-rolls are all used up.
If the re-rolls apply to the Roll to Hit youll have to say which dice you are re-rolling; the latest roll always counts
even if lower than the first.

Multiple Assaults
If you Assault a model than is already engaged in a melee, you can re-roll 1d6.

Massimos Fallschirmjger assaults a British Paratrooper but he rolls badly and the Red Beret survives. Both
the German and the British soldier are now engaged. Giorgio declares an assault with another British Paratro-
oper against the Fallschirmjger that is already engaged. Both roll 3d6 and add their VT but Giorgio will add
1d6 for the Assault and can re-roll 1d6, since the Fallschirmjger is already engaged.

Other Melee modifiers


If you assault a Pinned model you can re-roll 1d6.
If you assault a model from outside his firing arc (from behind) you can re-roll 1d6.
If you are assaulted when inside an area of cover you can re-roll 1d6 if the assaulter is coming from outside.
If you are assaulted when behind a linear obstacle you can re-roll 1d6 but only on the first assault.

MORALE TEST
Heroes or cowards?
Men are put under incredible stress in battle; seeing your companions cut down by machine gun fire or blown
apart by an explosion is certainly not an easy experience to go through and can make even the most hardened
veteran flee. For this reason, when a Squad takes a number of losses that is equal to its Breakpoint (BP), the men
must perform a Morale Test.

Breakpoint
Each Squads Roster shows their Breakpoint (BP). This number is the number of losses (KIA) that the Squad can
take before performing a Morale Test. Normally Infantry Squads have a Breakpoint of 4, i.e. they must test when
the fourth man dies.
As soon as a Squad reaches its Breakpoint it must perform a Morale Test. Roll 2d6 for each model on the bat-
tlefield and add their VT. Models that get a total of 11 or more keep fighting; but with 10 or less they Rout and
flee (remove from play). If there is a Leader within 20cm then add his VT instead of the mans and you can re-roll
1d6 (this also counts for the Leader himself) if you fail the Test. If you reach the Breakpoint a second time then
the Squad automatically withdraws (all models are removed from play); in this case the opponent has won
even if he didnt fulfil all scenarios objectives.

Marios Squad has a Breakpoint of 5 and hes already had to pass one Morale Test with his men. Hes just
taken a tenth casualty from enemy fire so his Squad automatically withdraws and Valentino wins the game.

Mladen Janosevic (order #4959798) 1


CHARACTERISTICS
As we have already mentioned, some models and some weapons have special characteristics that can influen-
ce the gameplay here is the full list.

Ammunition Belt: Weapons with this characteristic can stop firing and start again if another model per-
forms an action within 20cm of the last target. Use a dice to show how many shots you have left.
Assault Weapons: Weapons with this characteristic do not have a 1d6 penalty if they Move and Fire.
Assistant: Models with this characteristic are Assistants and can re-load support weapons owned by other
models (see rules). If the model with the support weapon dies then remove the Assistant and keep the support
weapon in play (we assume the Assistant has picked up the weapon).
Binoculars: Models with this characteristic add 1d6 to their Spotting Test.
Cumbersome: Weapons with this characteristic cannot be used to Move and Fire.
Indirect fire: Weapons with this characteristic can fire with an arched trajectory and at targets towards
which they do not have a line of sight; in this case youll need to be told where to fire by a Sergeant who indi-
cates a target to you (see rules on Page 20).
Infiltrator: Models with this characteristic can be deployed after all other models have been deployed. They
can be deployed in No Mans Land but at least 40cm from any enemy model.
Leader: If a model with this characteristic is within 20cm during a Morale Test then use his VT instead of the
testing models VT, and you can re-roll 1d6 if the test is failed (this also applies to the leader himself).
Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire with a rifle. This does
not apply to automatic and semi-automatic rifles or if the men Move and Fire.
Medic: Models with this characteristic can give First Aid to adjacent models.
Melee: Firearms with this characteristic can re-roll 1d6 in a melee.
Minimum range X: Weapons with this characteristic can only fire at models beyond the range shown (in
centimetres).
Political Commissar: If there is a model with this characteristic in the Squad and the player removes a mo-
del in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test. The characteristic has no effect if
the Political Commissar is eliminated or Pinned. This characteristic is cumulative with the Leader bonus.
Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test.
Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they get Pinned
then the target is wounded; if they get wounded then the target is KIA. Cannot be used if you Move and Fire
Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his Hidden marker. This
does not apply if he Moves and Fires.
Single shot: When a weapon with this characteristic is used give the model an Ammo! marker the weapon
cant be used again until a model performs the Re-load action. The turn after the re-load the weapon can fire
normally. The model could fire with other weapons that he is carrying.
Sniper: Models with this characteristic roll 3d6 (instead of 2d6) for all Spotting Tests, both when they are
trying to Spot an enemy and when an enemy is trying to spot them.
Support weapon: Weapons with this characteristic can be re-loaded by an adjacent Assistant.
Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can perform an As-
sault without losing their Hidden marker.
Veteran Squad: Squads with this characteristic can re-roll 1d6 for the Initiative Roll and 1d6 for the Priority
Roll every turn. The model lost does not count toward the Squads Breakpoint

Mladen Janosevic (order #4959798) 1


A DAY TO FORGET
The Oberfeldwebel had ordered us to take the farm next to the road a thankless task, espe-
cially considering the fact that the squad that had gone in before us had been massacred, and we
didnt want to meet the same end. Our training told us that the best tactic was to attempt a pincer
movement; with the main road covered, the flanks would move in from building to building.
I was put on the right flank, and we were in position by dawn. We started to advance when we saw
the signal. I started to run in a low crouch and Gunther ran beside me.
Soon we reached the barn; it seemed empty. I stopped for a second to catch my breath while some
other men ran past me to the other side of the road. A loud shot broke the silence.
Gunther crumpled to the ground hed been hit in the chest! I scrambled into the house to get
some cover with bullets
whistling past me.
I reached the top floor in
a few strides.
The rooms had been
gutted by an explosion
and most of the roof had
fallen in. I waited a few
seconds and then slowly
took position behind a
broken blind.
From there I could see
down the road.
A shuffling sound be-
trayed the presence of a
man before I could aim
with my Stg44 assault
rifle. I
waited until he was in
full view and then fired
a short burst into his
body. A rain of answering
fire tore into the walls
around me.
I lost no time and went
downstairs just in time
to intercept another two
Americans.
But the long burst had
emptied my magazine.

Mladen Janosevic (order #4959798) 1


SUMMARY TABLES TURN SEQUENCE

1) Initiative
2) Action Sequence
A) Player A chooses a model and declares his intentions.
Player B can react by choosing a model and declaring his intentions.
Player A can counter-react by choosing a model and declaring his intentions.
Player B can react again by choosing a model and declaring his intentions, and so on, for up to a
maximum of three actions and three reactions.
A) Roll dice to determine Priority
B) Actions are now executed in Priority order.

The sequence is repeated for the other player

A) Player B chooses a model and declares his intentions.


Player A can react by choosing a model and declaring his intentions.
Player B can counter-react by choosing a model and declaring his intentions.
Player A can react again by choosing a model and declaring his intentions, and so on, for up to a
maximum of three actions and three reactions.
B) Roll dice to determine Priority
C) Actions are now executed in Priority order.

This Action Sequence is repeated until all models have been assigned, and have executed, an action.
When all models have performed an action, the turn is over and a new one can begin.

3) Remove markers and any remaining shot dice.

TERRAIN TABLE
Terrain Terrain Type Modifier Cover
Barricade Linear Obstacle -1d6 2d6
Building Area of cover -1d6 2d6
Bunker Area of cover -1d6 3d6
Cultivated Field Area of cover -1d6 1d6
Hedge Linear Obstacle -1d6 1d6
Road/Path No cover +1d6 -
Ruins Area of cover -1d6 2d6
Sandbags Linear Obstacle -1d6 2d6
Wall Linear Obstacle -1d6 2d6
Woods Area of cover -1d6 2d6
Key:
-1d6 cm: The model subtracts 1d6 of movement if it crosses this terrain, even partially.
+1d6 cm: The model adds 1d6 of movement if the entire move is made on this terrain.
Note: Wounded models always subtract 1d6cm from their movement.
All modifiers are cumulative.

RANGE AND DISTANCE TABLE


Type Distance
Leaders VT range of influence for Morale Test 20cm
Sergeants range for Indicating a Target 20cm
Range for multiple shots (new targets) 20cm
Range used for weapons with Ammunition Belt (new targets) 20cm
Spotting models behind high hedges and walls 10cm
Spotting models in areas of cover 10cm
Automatically spotting hidden models 10cm
Changing target model for Assault 10cm

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ROLL TO HIT when FIRING
If the total of the Firing model the total of the target model is 11 or more, see result on the
Damage Table
Firing model Target model
3d6 +1d6 If target is behind light cover
+VT Firing models VT (not if wounded) +2d6 If target is behind medium cover
+Xd6 According to the range and the weapon +3d6 If target is behind heavy cover
Against a model who is the target of a
+1d6 +1d6 If the firing model Moves and Fires
grenade that takes a direct hit
+1d6 If the targets last action was Run
If the model is a Marksman (not if you If the target was not in line of sight when
Reroll +1d6
move and fire) the action was given
+1d6 If the target is Hidden

MELEE MODIFIERS
Compare totals: The winner applies their total on the Damage Table (without subtractions)
Assaulting model = 3d6 Assaulted model = 3d6
+VT Models VT (not if wounded) +VT Models VT (not if wounded)
+1d6 If the model uses Assault action
If the model has a pistol or is trained with If the model has a pistol or is trained
Reroll Reroll
the bayonet with the bayonet
If assaulting a Pinned model or from If the assaulted model is behind a linear
Reroll Reroll
outside his firing arc (from behind) obstacle (only first assault)
If the assaulted model is inside an area
If assaulting a model that is already
Reroll Reroll of cover and the assaulter comes from
engaged with other models
outside

SPOTTING TEST = 2d6 + VT


Compare totals: if the spotting model gets equal or higher than the target model, the target is
spotted
Spotting model Target model
+1d6 If the model is a Sniper +1d6 If the model is a Sniper
+1d6 If the model has Binoculars

MORALE TEST = 2d6


INDICATING A TARGET
FIRST AID TEST = 2d6 If the total is 11 or more the model
TEST = 2d6 keeps on fighting.
Only Medics. Only Sergeants Models VT (or leaders
If the total is 11 or more then If the total is 11 or more then +VT if within 20cm) (not if
remove the wounded marker. the target has been identified. wounded)
Models VT (not if Models VT (not if If there is a leader within
+ VT +VT Reroll
wounded) wounded) 20cm

Mladen Janosevic (order #4959798) 1


Weapons tables

AMERICAN ARMY WEAPONS TABLE


Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire

Colt 1911A1 pistol +1d6 NE NE NE 2 Melee


M1903 Springfield rifle +2d6 +1d6 +1d6 +1d6 1
Garand M1 semi-automatic rifle +2d6 +1d6 +1d6 - 2
M1 semi-automatic carbine +2d6 +1d6 - NE 2
BAR M1918A2 automatic rifle +2d6 +1d6 +1d6 +1d6 4 Support weapon
M3A1 Grease Gun sub-machine
+2d6 - NE NE 3
gun
Thompson M1 sub-machine gun +2d6 +1d6 NE NE 3
Support weapon,
M1919A4 .30 cal. Medium
+2d6 +1d6 +1d6 +1d6 7 Cumbersome,
machine gun
Ammunition Belt
Indirect fire,
MK II Pineapple grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot
Only indirect
fire, Single shot,
M2 60mm light mortar NE NE +1d6 +1d6 1 (A10) Support weapon,
Minimum range
40, Cumbersome

BRITISH ARMY WEAPONS TABLE


Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire
Colt 1911A1 pistol +1d6 NE NE NE 2 Melee
Webley Revolver pistol +1d6 NE NE NE 1 Melee
N.4 Mk.1 Enfield rifle +2d6 +1d6 +1d6 +1d6 1
Mk.V Sten sub-machine gun +2d6 - NE NE 3
Thompson M1 sub-machine gun +2d6 +1d6 NE NE 3
Bren light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Vickers medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome
Support weapon
Indirect fire,
N 36 Mills Bomb grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot
Cumbersome,
Minimum range 40
2" 51mm cal. light mortar NE NE +1d6 +1d6 1 (A10) Only indirect
fire, Single shot,
Support weapon,

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Weapons tables

GERMAN ARMY WEAPONS TABLE


Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire
Walther P38 pistol +1d6 NE NE NE 2 Melee
Kar98K rifle +2d6 +1d6 +1d6 +1d6 1
G43 semi-automatic rifle +2d6 +1d6 +1d6 - 2
FG42 automatic rifle +2d6 +1d6 +1d6 NE 3
Stg44 assault rifle +2d6 +1d6 +1d6 NE 3 Assault Weapon
MP40 sub-machine gun +2d6 +1d6 NE NE 3
Ammunition Belt,
Mg34 light machine gun +2d6 +1d6 +1d6 +1d6 6
Support weapon
Ammunition Belt,
Mg42 medium machine gun +2d6 +1d6 +1d6 +1d6 7 Cumbersome,
Support weapon
Indirect fire,
StG39 grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot
Cumbersome,
Minimum range 40
GrW36 50mm light mortar NE NE +1d6 +1d6 1 (A10) Only indirect
fire, Single shot,
Support weapon

RUSSIAN ARMY WEAPONS TABLE


Range
Close Normal Long Extreme Rate of
Type Characteristics
20 cm 40 cm 60 cm 80 cm fire
Tula Tokarev 1933 pistol +1d6 NE NE NE 2 Melee
Mosin-Nagant 1891/30 rifle +2d6 +1d6 +1d6 +1d6 1
SVT40 semi-automatic rifle +2d6 +1d6 +1d6 - 2
PPSh-41/43 sub-machine gun +2d6 +1d6 NE NE 3
DP light machine gun +2d6 +1d6 +1d6 +1d6 4 Support weapon
Ammunition Belt,
Maxim M1910 medium machine
+2d6 +1d6 +1d6 +1d6 7 Cumbersome,
gun
Support weapon
Indirect fire,
RGD33 grenade +1d6 NE NE NE 1 (A5) Minimum range
10, Single shot

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Mladen Janosevic (order #4959798) 1
Mladen Janosevic (order #4959798) 1
AIM TEST = 1d6 INITIATIVE = 2d6 PRIORITY TEST = 2d6
Intervening models.
If the total is less than or equal Compare totals. Compare totals.
to the VT you hit the target. The winner decides which model gets The winner executes his action first,
If it is greater then youve hit the first action that turn. the rest in descending order.
another model.
Burst Weapons.
If the total is less than or equal Highest VT of the models
Models VT (not if
to the VT you hit the target. + VT in the Squad that are still + VT
wounded)
If it is greater then the shot on the table
deviates

DAMAGE TABLE
If the Total is less than or equal to 10 then the shot misses and no damage is done.
If the Total is 11, 12 or 13 then the target model is Pinned.
If the Total is 14 or 15 then the target model is wounded.
If the Total is 16 or more then the target model is killed (KIA) and is removed from the game.

KIA: Remove the model from play. If the Squad has reached its Breakpoint then each model will have to
perform a Morale Test.
Pinned: Lay the model down. In his next Action he can only Stand up, Move Carefully (on the ground) or Hide
(if in cover). Pinned models do not block line of sight. A model in melee with a Pinned model can re-roll 1d6
after the Roll to Hit.
Wounded: Lay the model down and give him a Wounded marker. In the next activation phase he can only
Stand up, Move Carefully (on the ground) or Hide (if in cover). From now on the model cannot add its VT in its
various rolls (Roll to Hit, Initiative, Priority, Melee, Morale). A wounded model always subtracts 1d6 from move-
ment (cumulative with other penalties for difficult terrain). A wounded model that is wounded again will die.
Remove the model from play.

KEY
TURN OVER WOUNDED

HIDDEN AMMO!

RUNNING TARGET ACQUIRED

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CHARACTERISTICS
As we have already mentioned, some models and some weapons have special characteristics that can influen-
ce the gameplay here is the full list.

Ammunition Belt: Weapons with this characteristic can stop firing and start again if another model per-
forms an action within 20cm of the last target. Use a dice to show how many shots you have left.
Assault Weapons: Weapons with this characteristic do not have a 1d6 penalty if they Move and Fire.
Assistant: Models with this characteristic are Assistants and can re-load support weapons owned by other
models (see rules). If the model with the support weapon dies then remove the Assistant and keep the support
weapon in play (we assume the Assistant has picked up the weapon).
Binoculars: Models with this characteristic add 1d6 to their Spotting Test.
Cumbersome: Weapons with this characteristic cannot be used to Move and Fire.
Indirect fire: Weapons with this characteristic can fire with an arched trajectory and at targets towards
which they do not have a line of sight; in this case youll need to be told where to fire by a Sergeant who indi-
cates a target to you (see rules on Page 20).
Infiltrator: Models with this characteristic can be deployed after all other models have been deployed. They
can be deployed in No Mans Land but at least 40cm from any enemy model.
Leader: If a model with this characteristic is within 20cm during a Morale Test then use his VT instead of the
testing models VT, and you can re-roll 1d6 if the test is failed (this also applies to the leader himself).
Marksman: Models with this characteristic can re-roll 1d6 in their Roll to Hit if they Fire with a rifle. This does
not apply to automatic and semi-automatic rifles or if the men Move and Fire.
Medic: Models with this characteristic can give First Aid to adjacent models.
Melee: Firearms with this characteristic can re-roll 1d6 in a melee.
Minimum range X: Weapons with this characteristic can only fire at models beyond the range shown (in
centimetres).
Political Commissar: If there is a model with this characteristic in the Squad and the player removes a mo-
del in his Squad in line of sight, all models can re-roll 1d6 in their Morale Test. The characteristic has no effect if
the Political Commissar is eliminated or Pinned. This characteristic is cumulative with the Leader bonus.
Seasoned Fighters: All models in the Squad can re-roll 1d6 in their Morale Test.
Sight: Models with this characteristic treat the damage inflicted as one level worse. So if they get Pinned
then the target is wounded; if they get wounded then the target is KIA. Cannot be used if you Move and Fire.
Silent Weapon: If a model Fires with this weapon and is in cover he does not lose his Hidden marker. This
does not apply if he Moves and Fires.
Single shot: When a weapon with this characteristic is used give the model an Ammo! marker the weapon
cant be used again until a model performs the Re-load action. The turn after the re-load the weapon can fire
normally. The model could fire with other weapons that he is carrying.
Sniper: Models with this characteristic roll 3d6 (instead of 2d6) for all Spotting Tests, both when they are
trying to Spot an enemy and when an enemy is trying to spot them.
Support weapon: Weapons with this characteristic can be re-loaded by an adjacent Assistant.
Trained with the bayonet: Models with this characteristic can re-roll 1d6 in melee and can perform an As-
sault without losing their Hidden marker.
Veteran Squad: Squads with this characteristic can re-roll 1d6 for the Initiative Roll and 1d6 for the Priority
Roll every turn. The model lost does not count toward the Squads Breakpoint.

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PLAYING THE GAME
Preparing the battlefield
As mentioned above, youll need to prepare a battlefield before you play. We suggest a 120cm x 120cm area
sub-divided into nine 40cm x 40cm areas with 2-4 elements of scenery in each. Later youll be able to play on
bigger tables. By elements of scenery we mean houses, woods, walls, hills or hedges. Roads, paths and/or rivers
can be added later if both players agree. We suggest a minimum diameter of 20/25cm for a wood, 15cm x
12cm minimum for a one-storey house and 15cm x 20cm for a two-storey house.

Dividing up the battlefield


Normally the battlefield is divided into three parts: your deployment area, No Mans Land, and the opponents
deployment area. The No Mans Land must be 60cm deep; divide the rest of the table up equally.

If you have a 120cm table then subtract 60cm for the No Mans Land and then divide the remainder into
two (120 60 = 60 : 2 = 30). The deployment areas will both be 30cm deep.

Deployment
If youre playing a scenario based on historical events then the positions of the models in each Squad may be
already decided and shown on the map. But if youre playing a points game, once youve prepared the battle-
field you should deploy the models. Each player rolls 2d6 and adds the best VT from his Squad: the player with
the lowest total chooses one model and places it within his deployment zone; then his opponent will do the
same, in his/her deployment zone. Continue like this until all models have been deployed.
Infiltrators are deployed last, after all models without this characteristic have been deployed. If both players
have Infiltrators then both roll 2d6 and add their best VT; the player with the highest roll deploys his man first.

Start of the game


At the start of the first turn all models in cover are considered Hidden.

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SCENARIO 1: RECON
Both Squads have been sent on Recon missions when they meet each other: a firefight is inevitable!

Table size: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Main Objective: Eliminate 3 models more than the opponent (models that Rout do count).
Secondary Objective: Gain control of the building. To control the building a Squad must have at least 2 men inside
and there must be no enemy models inside it.

30 cm

30 cm

Victory points are calculated after 8 turns


6 points for eliminating or routing 3 models more than the opponent.
3 points for control of the building.
1 point for each enemy model eliminated (models that Rout do count).

The player with most points after 8 turns is the winner.


If the difference between the players points is less than 5 points then its a draw.

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SCENARIO 2: TAKE THE TOWN!
Both Squads must try to take the buildings in this part of town.

Table size: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Main Objective: Control more buildings than the opponent. To control a building a Squad must have at least 2 men
inside it, and there must be no enemy models inside.
Secondary Objective: Move a man into the enemy deployment area.

30 cm

30 cm

Victory points are calculated after 8 turns


6 points for the player that controls most buildings.
3 points if you have one or more men in the enemy deployment area.
1 point for each enemy model eliminated (models that Rout do count).

The player with most points after 8 turns is the winner.


If the difference between the players points is less than 5 points then its a draw.

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SCENARIO 3: TAKE THE BRIDGE!
Both Squads must take a bridge that is on a vital route between two areas of the city.

Table size: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Special Rules: You can only cross the river on the bridge. The river does not block line of sight.
Main Objective: Take control of the bridge. To take control of the bridge a Squad must have at least 2 men on it and
there must be no enemy models on it.
Secondary Objective: Eliminate 3 models more than the opponent (models that Rout do count).

30 cm

30 cm

Victory points are calculated after 8 turns


6 points for the player that controls the bridge.
3 points if you have eliminated 3 models more than the opponent.
1 point for each enemy model eliminated (models that Rout do count).

The player with most points after 8 turns is the winner.


If the difference between the players points is less than 5 points then its a draw.

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SCENARIO 4: SAVE HIM!
Both Squads must try to save a wounded man.

Table size: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Special Rules: One of the models in the Squad has been badly wounded and can no longer move. Each player gives
one of his models to the opponent; this is to represent the badly wounded man. Roll 2d6 and add the VT of your
best leader. Whoever gets the highest total asks his opponent to deploy the badly wounded man first. Before deploy-
ment each player must place the badly wounded man in No Mans Land, at least 20cm from his own deployment area
and 30cm from the table edges. These models cannot move and cannot perform any action. An allied model that is
adjacent to his badly wounded man can pick him up as part of a Move Carefully action. The model carrying the badly
wounded man subtracts 1d6 from his movement. You cannot kill/eliminate/give First Aid to the badly wounded man in
any way. A model carrying the badly wounded man cannot Hide but can Run.
Main Objective: Get the wounded man back to your deployment area.
Secondary Objective: Have one man carrying the Badly wounded man.

30 cm

30 cm

Victory points are calculated after 8 turns


6 points if you take the badly wounded man back to his deployment area.
3 points if you manage to carry the Badly wounded man.
1 point for each enemy model eliminated (models that Rout do count).

The player with most points after 8 turns is the winner.


If the difference between the players points is less than 5 points then its a draw.

Mladen Janosevic (order #4959798) 1


SCENARIO 5: TOP SECRET
A spy was trying to cross the front with some Top Secret documents but was killed by a sniper. The Jeep he was driving
crashed into a wall. Both Squads must try to retrieve the briefcase and the documents inside it.

Table size: 120cm x 120cm


Duration: 8 turns
Deployment: Within 30cm of your table edge.
Squad Points: 500 points, only one Squad
Special Rules: Put the Jeep right in the middle of the table. The dead man is next to the Jeep and the briefcase is on
the Jeep. A model on the Jeep can pick up the briefcase as part of a Move Carefully action. Carrying the briefcase does
not cost anything in terms of movement and you can Hide normally. A model next to the dead body can pick him up as
part of a Move Carefully action. The model carrying the dead man subtracts 1d6 from his movement. A model carrying
the dead man cannot Hide but can Run.
Jeep: Getting into or out of the Jeep costs -1d6 movement. Models on the Jeep or in cover behind it have 2d6 of cover.
Main Objective: Get the documents back to your deployment area.
Secondary Objective: Get the dead body back to your deployment area (to bury him properly).

30 cm

30 cm

Victory points are calculated after 8 turns


6 points if you take the documents back to your deployment area.
3 points if you take the dead man back to your deployment area.
1 point for each enemy model eliminated (models that Rout do count).

The player with most points after 8 turns is the winner.


If the difference between the players points is less than 5 points then its a draw.

Mladen Janosevic (order #4959798) 1


SQUAD ROSTERS
Each Squad on the battlefield has a Roster which shows:

Squad Value: The total points cost of the Squad.

Breakpoint: Number of losses (KIA) that the Squad can take before it has to perform a Morale Test.

Members: Details of the Squad members, their weapons and their characteristics.

Variants: Some variants that you can buy for the Squad and their points cost.

The idea of using points is to allow two players to play with reasonably balanced armies. This is why each
Squad has been classified with a Squad Value that shows their value in game terms.
Each scenario will tell you how many points the players can use to build their Squads: you can modify the
basic Squad buying specific Variants that are shown on each Roster, and by adding or subtracting their points
values. When building Squads you will have to respect some limits which attempt to reflect what these Squads
looked like in real life.

Mladen Janosevic (order #4959798) 1


AMERICAN ARMY

INFANTRY SQUAD
Squad Value: 370 points
Breakpoint: 5
N. Model VT Weapon Characteristics
M1 semi-automatic carbine, MK II
1 Sergeant 4 Leader
Pineapple grenades
M1 semi-automatic carbine, MK II
1 Corporal 4 Leader
Pineapple grenades
BAR M1918A2 automatic rifle, MK
1 Rifleman 3
II Pineapple grenades
Garand M1 semi-automatic rifle,
9 Riflemen 3
MK II Pineapple grenades

VARIANTS:
The Squad can become Veteran by removing a rifleman.
You can add a Sniper for +90 points.
The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-
machine guns for -5 points each.
The leaders can replace their M1 semi-automatic carbines with Thompson M1 sub-machine
guns for free.
One rifleman per Squad can buy the Medic characteristic for +15 points.
One rifleman per Squad can replace his semi-automatic rifle with an M2 Mortar and an M1
semi-automatic carbine for +45 points.
One rifleman per Squad can become an Assistant to the Mortar for +10 points.
Up to two riflemen per Squad can become Assistants to the BAR for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics

Silent Weapon,
M1903 Springfield rifle, MK II
1 Sniper 4 Sniper, Marksman,
Pineapple grenades
Infiltrator, Sight

Mladen Janosevic (order #4959798) 1


AMERICAN ARMY

RANGER SQUAD
Squad Value: 380 points
Breakpoint: 5
N. Model VT Weapon Characteristics
Colt 1911A1 pistol, M1 semi-
1 Ranger Sergeant 5 automatic carbine, MK II Pineapple Leader
grenades
M1 semi-automatic carbine, MK II
1 Ranger Corporal 5 Leader
Pineapple grenades
Garand M1 semi-automatic rifle, MK
9 Rangers 4
II Pineapple grenades

VARIANTS:
The Squad can become Veteran by removing a Ranger.
The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-
machine guns for -5 points each.
You can add a Sniper for +90 points.
The leaders can replace their M1 semi-automatic carbines with Thompson M1 sub-machine
guns for free.
One Ranger per Squad can buy the Medic characteristic for +15 points.
One Ranger per Squad can replace his semi-automatic rifle with an M2 Mortar and a M1
semi-automatic carbine for +45 points.
One Ranger per Squad can become an Assistant to the M2 Mortar for +10 points.
One Ranger per Squad can replace his semi-automatic rifle with a BAR for +20 points.
Up to two Rangers per Squad can become Assistants to the BAR for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
All Rangers can buy the characteristic Trained with the bayonet for +55 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
M1903 Springfield rifle, MK II Sniper,
1 Ranger Sniper 4
Pineapple grenades Marksman,
Infiltrator, Sight

Mladen Janosevic (order #4959798) 1


AMERICAN ARMY

SCREAMING EAGLES PARATROOPER SQUAD


Squad Value: 355 points
Breakpoint: 4
N. Model VT Weapon Characteristics
M1 semi-automatic carbine, MK II Leader, Trained
1 Paratrooper Sergeant 5
Pineapple grenades with the bayonet
M1 semi-automatic carbine, MK II Leader, Trained
1 Paratrooper Corporal 5
Pineapple grenades with the bayonet
Garand M1 semi-automatic rifle, MK Trained with the
7 Paratroopers 4
II Pineapple grenades bayonet

VARIANTS:
The Squad can become Veteran by removing one paratrooper.
The leaders can replace their M1 semi-automatic carbines with M3A1 Grease Gun sub-
machine guns for -5 points each.
One Paratrooper per Squad can replace his semi-automatic rifle with an M2 mortar and an
M1 semi-automatic carbine for +45 points.
One Paratrooper per Squad can become an Assistant to the Mortar for +10 points.
You can add an M1919A4 .30 cal. Medium Machine gun Section for +150 points (increase
Breakpoint by 1).
You can add a Sniper for +90 points.
The leaders can replace their M1 semi-automatic carbines with Thompson M1 sub-machine
guns for free.
One Paratrooper per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
M1903 Springfield rifle, MK II Sniper,
1 Paratrooper Sniper 4
Pineapple grenades Marksman,
Infiltrator, Sight
MACHINE GUN SECTION
N. Model VT Weapon Characteristics
M1919A4 .30 cal. medium machine
1 Machine gunner 4 gun, Colt 1911A1 pistol, MK II
Pineapple grenades
Colt 1911A1 pistol, MK II Pineapple
1 Paratrooper 4 Assistant
grenades
M1 semi-automatic carbine, MK II
1 Paratrooper 4 Assistant
Pineapple grenades

Mladen Janosevic (order #4959798) 1


BRITISH ARMY

ROYAL FUSILIERS RIFLE SQUAD


Squad Value: 235 points
Breakpoint: 4

N. Model VT Weapon Characteristics


Webley Revolver pistol, Mk.V Sten
1 Rifleman Sergeant 4 sub-machine gun, N36 Mills Bomb Leader
grenades
Mk.V Sten sub-machine gun, N36
1 Rifleman Corporal 4 Leader
Mills Bomb grenades
Bren light machine gun, N36 Mills
1 Machine gunner 3
Bomb grenades
N.4 Mk.1 Enfield rifle, N36 Mills
7 Riflemen 3
Bomb grenades

VARIANTS:
One rifleman per Squad can buy the Medic characteristic for +15 points.
One rifleman per Squad can replace his N.4 Mk.1 Enfield rifle with a 2 mortar and a Mk.V
Sten sub-machine gun for +50 points.
One rifleman per Squad can become an Assistant to the Mortar for +10 points.
You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1).
You can add a Sniper for +90 points.
All men armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic for +70
points.
Up to two riflemen per Squad can become Assistants to the Bren for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36 Mills Sniper,
1 Sniper 4
Bomb grenades Marksman,
Infiltrator, Sight
VICKERS MACHINE GUN SECTION
N. Model VT Weapon Characteristics
Vickers medium machine gun, Colt
1 Machine gunner 3 1911A1 pistol, N36 Mills Bomb
grenades
N.4 Mk.1 Enfield rifle, N36 Mills
2 Riflemen 3 Assistant
Bomb grenades

Mladen Janosevic (order #4959798) 1


BRITISH ARMY

RED DEVILS PARATROOPER SQUAD


Squad Value: 340 points
Breakpoint: 4
N. Model VT Weapon Characteristics
Colt 1911 A1, Mk.V Sten sub-
Leader, Trained with
1 Paratrooper Sergeant 5 machine gun, N36 Mills Bomb
the bayonet
grenades
Mk.V Sten sub-machine gun, Leader, Trained with
1 Paratrooper Corporal 5
N36 Mills Bomb grenades the bayonet
Bren light machine gun, N36 Trained with the
1 Paratrooper 4
Mills Bomb grenades bayonet
N.4 Mk.1 Enfield rifle, N36 Trained with the
7 Paratroopers 4
Mills Bomb grenades bayonet

VARIANTS:
The Squad can become Veteran by removing a Paratrooper.
One Paratrooper per Squad can buy the Medic characteristic for +15 points.
One Paratrooper per Squad can replace his N.4 Mk.1 Enfield rifle with a 2 mortar and a
Mk.V Sten sub-machine gun for +50 points.
One Paratrooper per Squad can become an Assistant to the Mortar for +10 points.
Up to two Paratroopers per Squad can become Assistants to the Bren for +10 points each.
You can add a Sniper for +90 points.
You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1).
All Paratroopers armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten
sub-machine guns for free.
All paratroopers armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic
for +70 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36
1 Paratrooper Sniper 4 Sniper, Marksman,
Mills Bomb grenades
Infiltrator, Sight
VICKERS MACHINE GUN SECTION
N. Model VT Weapon Characteristics
Vickers medium machine gun,
1 Machine gunner 4 Colt 1911A1 pistol, N36 Mills
Bomb grenades
N.4 Mk.1 Enfield rifle, N36
2 Paratroopers 4 Assistant
Mills Bomb grenades

Mladen Janosevic (order #4959798) 1


BRITISH ARMY

COMMANDO SQUAD
Squad Value: 365 points
Breakpoint: 5

N. Model VT Weapon Characteristics


Thompson M1 sub-machine gun, Leader, Trained
1 Commando Sergeant 5
N36 Mills Bomb grenades with the bayonet
Thompson M1 sub-machine gun, Leader, Trained
1 Commando Corporal 5
N36 Mills Bomb grenades with the bayonet
Bren light machine gun, N36 Mills Trained with the
1 Commando 4
Bomb grenades bayonet
N.4 Mk.1 Enfield rifle, N36 Mills Trained with the
8 Commandos 4
Bomb grenades bayonet

VARIANTS:
The Squad can become Veteran by removing a Commando.
One Commando per Squad can buy the Medic characteristic for +15 points.
One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with a 2 mortar and a
Mk.V Sten sub-machine gun for +50 points.
One Commando per Squad can become an Assistant to the Mortar for +10 points.
All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Thompson
M1 sub-machine guns for + 5 points each.
One Commando per Squad can replace his N.4 Mk.1 Enfield rifle with a Mk.V Sten sub-
machine gun with the Silent Weapon characteristic for +10 points.
Up to two Commandos per Squad can become Assistants to the Bren for +10 points each.
You can add a Sniper for + 90 points.
All Commandos armed with N.4 Mk.1 Enfield rifles can replace their rifles with Mk.V Sten
sub-machine guns for free.
All Commandos armed with N.4 Mk.1 Enfield rifles can buy the Marksman characteristic
for +70 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
N.4 Mk.1 Enfield rifle, N36 Mills Sniper,
1 Commando Sniper 4
Bomb grenades Marksman,
Infiltrator, Sight

Mladen Janosevic (order #4959798) 1


RUSSIAN ARMY

RIFLE SQUAD
Squad Value: 235 points
Breakpoint: 4

N. Model VT Weapon Characteristics

PPSh-41/43 sub-machine gun, Tula


1 Rifleman Sergeant 4 Leader
Tokarev 1933 pistol, RGD33 grenades

DP light machine gun, Tula Tokarev


1 Machine gunner 3
1933 pistol, RGD33 Grenades
Mosin-Nagant 1891/30 rifle, RGD33
7 Riflemen 3
grenades

VARIANTS:
You can add 1 Political Commissar for +65 points.
You can add a Sniper for +90 points.
You can add a Maxim Section for +160 points (increase the Breakpoint by 1).
Up to two riflemen per Squad can become Assistants to the DP for +10 points each.
One leader per Squad can buy Binoculars for +10 points.
You can buy up to 3 Wait Actions for +40 points each.
Up to two riflemen per Squad can replace their Mosin-Nagant 1891/30 rifles with SVT40
semi-automatic rifles for +10 points each.

POLITICAL COMMISSAR
N. Model VT Weapon Characteristics

PPSh-41/43 sub-machine gun, Tula Leader, Political


1 Political Commissar 5
Tokarev 1933 pistol, RGD33 grenades Commissar

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Mosin-Nagant 1891/30 rifle, RGD33 Sniper,
1 Sniper 4
grenades Marksman,
Infiltrator, Sight
MAXIM SECTION
N. Model VT Weapon Characteristics
Maxim M1910 medium machine gun,
1 Machine gunner 3 Tula Tokarev 1933 pistol, RGD33
grenades
PPSh-41/43 sub-machine gun,
2 Crew 3 Assistant
RGD33 grenades

Mladen Janosevic (order #4959798) 1


RUSSIAN ARMY

ASSAULT SQUAD
Squad Value: 320 points
Breakpoint: 4
N. Weapon Characteristics
PPSh-41/43 sub-machine gun, Leader, Trained
1 Sergeant 5
RGD33 grenades with the bayonet
PPSh-41/43 sub-machine gun, Leader, Trained
1 Corporal 5
RGD33 grenades with the bayonet
PPSh-41/43 sub-machine gun, Trained with the
7 Infantry 4
RGD33 grenades bayonet

VARIANTS:
You can add a Sniper for +90 points.
You can add a Maxim Section for +150 points (increase the Breakpoint by 1).
Up to 2 men per Squad can replace their PPSh-41/43 sub-machine guns with DP light
machine guns and a Tula Tokarev 1933 pistol for +35 points.
Up to 2 men per Squad can become Assistants to the DP for +10 points each.
One man in the Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Mosin-Nagant 1891/30 rifle, RGD33 Sniper,
1 Sniper 4
grenades Marksman,
Infiltrator, Sight
Maxim Section
N. Model VT Weapon Characteristics
Maxim M1910 medium machine gun,
1 Machine gunner 4 Tula Tokarev 1933 pistol, RGD33
grenades
Mosin-Nagant 1891/30 rifle, RGD33
2 Crew 4 Assistant
grenades

Mladen Janosevic (order #4959798) 1


RUSSIAN ARMY

GUARDS RIFLE SQUAD


Squad Value: 320 points
Breakpoint: 4

N. Model VT Weapon Characteristics


PPSh-41/43 sub-machine gun, Tula
1 Rifleman Sergeant 5 Leader
Tokarev 1933 pistol, RGD33 grenades
SVT40 semi-automatic rifle, RGD33
8 Riflemen 4
grenades

VARIANTS:
You can add a Sniper for +90 points.
You can add a Guards Maxim Section for +160 points (increase the Breakpoint by 1).
You can add 1 Political Commissar for +65 points.
Up to 2 men per Squad can replace their SVT40 semi-automatic rifle with DP light machine
guns and a Tula Tokarev 1933 pistol for +30 points each.
Up to 2 men per Squad can become Assistants to the DP for +10 points each.
One man in the Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Mosin-Nagant 1891/30 rifle, RGD33 Sniper,
1 Sniper 4
grenades Marksman,
Infiltrator, Sight
GUARDS MAXIM SECTION
N. Model VT Weapon Characteristics

PPSh-41/43 sub-machine gun, RGD33


1 Sergeant 5 Leader
grenades

Maxim M1910 medium machine gun,


1 Machine gunner 4 Tula Tokarev 1933 pistol, RGD33
grenades
Mosin-Nagant 1891/30 rifle, RGD33
1 Rifleman 4 Assistant
grenades
POLITICAL COMMISSAR
N. Model VT Weapon Characteristics

PPSh-41/43 sub-machine gun, Tula Leader, Political


1 Political Commissar 5
Tokarev 1933 pistol, RGD33 grenades Commissar

Mladen Janosevic (order #4959798) 1


GERMAN ARMY

GRENADIER SQUAD
Squad Value: 260 points
Breakpoint: 4
N. Model VT Weapon Characteristics
Walther P38 pistol, MP40 sub-
1 Grenadier Sergeant 4 Leader
machine gun, Stg39 grenades
MP40 sub-machine gun, Stg39
1 Grenadier Corporal 4 Leader
grenades
Mg34 light machine gun, Stg39
1 Grenadier 3
grenades
6 Grenadiers 3 Kar98K rifle, Stg39 grenades

VARIANTS:
Up to three Grenadiers per Squad can replace their Kar98K rifle with Stg44 assault rifles
for +35 points each.
Up to 3 Grenadiers per Squad can replace their Kar98K rifles with G43 semi-automatic
rifles for +10 points each.
One Grenadier per Squad can replace his Mg34 light machine gun with an Mg42 medium
machine gun for +10 points; the machine gun gets the cumbersome characteristic.
Up to two Grenadiers per Squad can become an Assistant to an Mg34 or an Mg42 for +10
points each.
You can add a Sniper for +90 points.
You can add a GW 36 Mortar Section for +100 points (increase the Breakpoint by 1).
One Grenadier per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Sniper,
1 Grenadier Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight
MORTAR SECTION
N. Model VT Weapon Characteristics
GW36 light mortar, Walther P38
1 Grenadier 3
pistol, Stg39 grenades
1 Grenadier 3 Kar98K rifle, Stg39 grenades Assistant

Mladen Janosevic (order #4959798) 1


GERMAN ARMY

FALLSCHIRMJGER SQUAD
Squad Value: 395 points
Breakpoint: 5
N. Model VT Weapon Characteristics
Fallschirmjger MP40 sub-machine gun, Stg39 Leader, Trained
1 5
Sergeant grenades with the bayonet
Fallschirmjger MP40 sub-machine gun, Stg39 Leader, Trained
1 5
Corporal grenades with the bayonet
Mg34 light machine gun, Stg39 Trained with the
1 Fallschirmjger 4
grenades bayonet
Trained with the
8 Fallschirmjgers 4 Kar98K rifle, Stg39 grenades
bayonet

VARIANTS:
The Squad can become Veteran by removing a Fallschirmjger.
You can add a Sniper for +90 points.
One Fallschirmjger per Squad can replace his rifle with a GW36 mortar and an MP40 sub-
machine gun for +55 points.
One Fallschirmjger per Squad can become an Assistant to the Mortar for +10 points.
Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with Stg44 assault rifles
for +35 points each.
Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with Fg42 automatic
rifles for +20 points each.
Up to 3 Fallschirmjgers per Squad can replace their Kar98K rifles with G43 semi-
automatic rifles for +10 points each.
One Fallschirmjger per Squad can replace his Mg34 light machine gun with an Mg42
medium machine gun for +10 points; the machine gun gets the cumbersome characteristic.
Up to two Fallschirmjgers per Squad can become an Assistant to an Mg34 or an Mg42 for
+10 points each.
All Fallschirmjgers armed with Kar98K rifles can swap their rifle for an MP40 sub-
machine gun for +5 points each.
One Fallschirmjger per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Sniper,
1 Fallschirmjger Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight

Mladen Janosevic (order #4959798) 1


GERMAN ARMY

PANZERGRENADIER SQUAD
Squad Value: 400 points
Breakpoint: 5

N. Model VT Weapon Characteristics


Panzergrenadier MP40 sub-machine gun, Stg39
1 5 Leader
Sergeant grenades
Panzergrenadier MP40 sub-machine gun, Stg39
1 5 Leader
Corporal grenades
Mg34 light machine gun, Stg39
2 Panzergrenadiers 4
grenades
7 Panzergrenadiers 4 Kar98K rifle, Stg39 grenades

VARIANTS:
The Squad can become Veteran by removing a Panzergrenadier.
You can add a Sniper for +90 points.
One Panzergrenadier per Squad can replace his rifle with a GW36 mortar and an MP40
sub-machine gun for +55 points.
One Panzergrenadier per Squad can become an Assistant to the Mortar for +10 points.
Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with Stg44 assault rifles
for +35 points each.
Up to 3 Panzergrenadiers per Squad can replace their Kar98K rifles with G43 semi-
automatic rifles for +10 points each.
One Panzergrenadier per Squad can replace his Mg34 light machine gun with an Mg42
medium machine gun for +10 points; the machine gun gets the cumbersome characteristic.
Up to 4 Panzergrenadiers per Squad (2 per Mg) can become an Assistant to an Mg34 or an
Mg42 for +10 points each.
One Panzergrenadier per Squad can buy the Medic characteristic for +15 points.
One leader per Squad can buy Binoculars for +10 points.
You can make the entire Squad Seasoned Fighters for +50 points.
You can buy up to 3 Wait Actions for +40 points each.

SNIPER
N. Model VT Weapon Characteristics
Silent Weapon,
Sniper,
1 Panzergrenadier Sniper 4 Kar98K rifle, Stg39 grenades
Marksman,
Infiltrator, Sight

Mladen Janosevic (order #4959798) 1


INDEX PAGE 24
A DAY TO FORGET
PAGE 02
AMERICAN WEAPONS BRITISH WEAPONS PAGE 25
PLAYING THE GAME
PAGE 04
INTRODUCTION PAGE 26
SCENARIO - RECON
PAGE 06
THE GAME TURN PAGE 27
SCENARIO - TAKE THAT TOWN!
PAGE 10
MOVEMENT PAGE 28
SCENARIO - TAKE THE BRIDGE!
PAGE 11
FIRE PAGE 29
SCENARIO - SAVE HIM!
PAGE 21
MELEE PAGE 30
SCENARIO - TOP SECRET
PAGE 22
MORALE TEST PAGE 31
SQUAD ROSTERS
PAGE 23
CHARACTERISTICS PAGE 45
MARKERS

PAGE I - II - III - IV (detachable insert) PAGE 47


PLAYSHEETS CHARACTERISTICS GERMAN WEAPONS RUSSIAN WEAPONS

Mladen Janosevic (order #4959798) 1


Mladen Janosevic (order #4959798) 1
Mladen Janosevic (order #4959798) 1
WEAPONS

Kar98K Rifle

MP40 sub-machine gun

MG42 Light
Machine gun

Mosin Nagant Rifle

PPSh41 sub-machine gun

DP Light Machine gun

Mladen Janosevic (order #4959798) 1


DISCOVER HISTORY BY PLAYING IT.
YOU CAN SIMULATE HEROIC INFANTRY BATTLES SET
IN THE SECOND WORLD WAR
THANKS TO THIS SIMPLE AND INTUITIVE GAME SYST
THE RULES INCLUDE ARMY LISTS THAT COVER AME EM.
RICANS, BRITISH, RUSSIANS AND
GERMANS. FROM THE RED DEVILS TO THE FALLSCHIRMJ
GER, FROM THE RANGERS TO
THE COMMANDOS, YOULL FIND A TOTAL OF 12 ARM
IES INSIDE.
EACH WEAPON HAS BEEN CLASSIFIED AND GIVEN A POIN
TS VALUE SO AS TO OFFER A
GAMING EXPERIENCE THAT IS BOTH BALANCED AND
HISTORICALLY ACCURATE.
TABLES HAVE BEEN REDUCED TO A MINIMUM AND THE
WHOLE SYSTEM IS BASED ON
THE ADDITION AND SUBTRACTION OF SIX-SIDED DICE
.
INSIDE YOULL ALSO FIND FIVE STANDARD SCENARIO
S THAT REPRESENT SOME
TYPICAL MISSIONS: RECON, OCCUPATION, CONQUEST,
SAVING WOUNDED
COMPANIONS AND RECOVERING TOP-SECRET DOCUME
NTS.
LOTS OF VARIETY TO GIVE YOU HOURS OF FUN.

DONT MISS THE LATEST NEWS ABOUT THE GAME ON: WWW.TORRIANIMASSIMO.IT.
SOON WELL BE PUBLISHING NEW SCENARIOS AND NEW ARMY LISTS TOO!

THIS IS A COMPLETE GAME. YOU DONT NEED TO BUY ANY EXTRA SUPPLEMENTS TO PLAY.

Mladen Janosevic (order #4959798) 1

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