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Quick Reference Handbook

Spanish Civil War

Initiative Leaders
Initiative Checklist
1: IF this is the first turn of the game
Each side rolls 1xD6. The highest score has the first player turn.
2: If it is not the first turn of the game and the player that DID
NOT hold the initiative is challenging for it:
Both player dice again:
The player that held the initiative rolls one additional die for
each consecutive turn that he has held the initiative (to a
maximum of three dice)
The other player rolls one die
The highest score claims the initiative
If tied, roll again with one die each
Go to Leaders Checklist

Leaders Checklist
1: Any wounded leaders who have been out of play for one full
player turn are returned to play within 100mm of any unit of his
command, and is free to attach or move as any other leader.
2: The phasing player may attach leaders to units in their chain of
command that are within 300mm at their position at the start of the
turn and must remains with the unit to which he is attached to for
the remainder of the turn.
3: The phasing player may detach a leader from a unit to which he
was attached to at the start of the turn and is placed 50mm from
the unit.
A leader which detaches from a unit cannot move until the Move
Detached Leaders sub-phase and cannot cannot be attached to
another unit in this turn
Go to activation Checklist on page 2

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Activation
Activation
1: Select a command to activate and declare the intended action of
each unit in the command
2: Roll 1XD6 and apply the score to each unit in the command using
the process below:
The unit adds or subtracts from the die score any applicable
START modifiers below and reads the outcome from the Results
Table
Not under control -1
Higher Leader attached +1
Die Score Commander Attached +1
3 or more? No Good order (does not include aircraft) +2
Yes Shaken -2
Artillery, Weapons or vehicles +1
Disrupted or silenced -1
Off Table Good order support (within 150mm) -1
Aircraft? Yes
Holding favourable position +1
Attempting to initiate a close attack or leave trenches -1
No In trenches (and intending to remain in trenches) +2
Aircraft attempting to enter the table -1
In No
Command?
Yes Results
Score If in Good Order If NOT in Good Order
0 or Retire. Unit retreats a full move Quit the field. All troops and artil-
Good Order? disrupted. Guns limber up and lery disperse.
No less
retreat a full move.
Stukas Present - Quit the Field
Yes 1 Disengage. Unit retreats beyond Rout. Troops retreat a full move
enemy small arms range. Guns and are shaken. Take one casu-
limber up and retire a half move.alty point. Disrupted or silenced
Attempting Stukas Present - Retire artillery abandon their guns.
an Yes Stukas Present - Quit the Field
Attack? 2 Hold ground. Troops and guns Pinned. Can retreat to cover
cannot move or change forma- within one normal move, other-
No tion. Infantry may step back. wise hold ground disrupted.
Stukas Present - Disengage Stukas Present - Rout
3 Tardy. Troops and artillery Hold. Unit rallies and holds
move one half move and cannot ground. Infantry may step back.
Is the die change formation. Stukas Present - Pinned
score No 4,5,6 Well handled. Acts as the player Rally. Unit rallies and may move
wishes. half, but cannot change forma-
5 or 6? tion.
Yes Quick Time: Unit may move at Rally with Elan. Troops rally
7 or
more 1.5 its normal movement rate. and may move one full move or
change formation.
Go to Movement Checklist on page 3

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Movement

Movement
Units which are activated will move in the following order:
1: Units and their attached leaders make involuntary moves
2: Units moving to Attack - halt withing 50mm of the defender
3: Units and leaders make voluntary moves

Basic Movement Rates


Troop Type Basic Road/ Rough Obstacles
Limbered
Minor Major
Infantry 200 - 150 -50 -100
Infantry moving in bounds 100 - 75 -50 -
Cavalry 400 800 250 -100 -150*
HMG Teams unpacked 100 - 100 -50 Imp
HMG Packed 200 400/200 100 -50 Imp
Artillery, horse drawn vehicles 100 600/200 50 -75 Imp
Motor vehicles 400 800 100 -50 Imp
Tanks 300 400 300 -100 Imp
Leader 200 400 200 0 -100
Aircraft (minimum 400mm) 800 - - - -
Notes: Imp=Impassable, * Cavalry may not cross man height walls or fences
Deductions for formation changes
Infantry To or from column Half move
Artillery Limber or unlimber Half move, cannot fire
HMG Pack or unpack Half move, cannot fire
Cavalry or motor vehicle Mount or dismount Half move

When all units are moved


Go to Firing Checklist on page 4

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Firing
Firing
1: For each unit firing declare the target unit
2: For each firing stand the target must be within range and arc of
fire, in LOS, clear of friends by 100mm, have a of a gap equal to
frontage plus 50mm
Roll to Hit - roll one die per stand firing
3: Direct Fire Indirect Fire
Weapon is Dice per stand Range Artillery and aircraft
Rifle 1 400 Range in 4+ (+1 each failed attempt)
HMG 4 800 Count each stand under the template
LMG/VMG 3 400 Basic score to hit 3+, modified by:
Artillery or A/T 1 1200 Target in cover or stealth +1
Basic score to hit 3+, modified by: Each additional model firing -1
Target in cover or stealth +1 Each aircraft more than one -1
Target beyond 400mm +1 Gone to Ground - re-roll hits
Disrupted/shaken firing +1

Any artillery hits on infantry in the open or five or more hits on ar-
tillery or weapons, roll 1xD6, 5 or 6 = infantry disrupted or artillery/
weapons silenced

Anti-Tank
4: Roll Saves 2xD6 Vehicle type (Front/Side) Others 1xD6
Weapon Range Pz1 T26 CV33 A/C S/Skin
20mm or 45mm 800 6/7 5/6 6/7 6/7 11 Fortified,Tanks 2+
37mm 800 5/6 4/5 6/7 5/6 10 Artillery 3+
HMG 800 4/5 3/4 6/7 4/5 9 Dug in 3+
Field Gun 1200 6/5 5/6 4/5 6/5 11 Buildings 3+
88mm 1200 9/10 7/6 6/5 9/10 Auto Mounted 5+
Other 4+
A/T FIRE RESULTS: Less than score required destroyed, equal to score - bailed

5: Mark or remove losses


Units that were shaken at the start of the turn that have any
unsaved hits roll 1xD6, adding one for each unsaved hit. If the
amended score is 4+ the unit will Quit the Field.
6: Choose One:
If no more units firing
Go to Attacks Checklist on page 5
If more units firing
Go to step 1 of this checklist

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Attacks

Attacks
1: Closing fire
Defender fires with all stands within angle and within
200mm of the attacker - mark losses but do not remove
Attacker fires with attacking stands only
remove losses for both sides
Good order attackers move into contact with the defender.
Disrupted or shaken attackers halt at 50mm.
2: Results Modifiers
Shaken troops con- Stand is: Add dice
tacted by good order Shock troops vs non-shock troops 1
Infantry vs Vehicles 2
troops are destroyed,
Higher troop type 1
attackers may either
Contacting open flank or rear 3
hold the position or can Holding terrain advantage 2
breakthrough one full Disrupted or Silenced -2
normal move Disordered -1
Otherwise calculate Defending buildings/dug in 2
outcome by rolling Fortified 4

1xD6 for each stand


in contact then adding
or subtracting dice (for
the attack) as shown
on the table to the right
Good order cavalry require a 4,5 or 6 to score a combat
point, Others require a 5 or 6 to score a combat point.
If the result is an equal number of combat points continues
the combat in the next player phase, each side takes one
casualty.
Go to Step 3
If the end result has a difference of one the defeated unit
takes one casualty and retreats one full move facing the
enemy and is disrupted. The victor holds the position
Go to Step 3
If the end result has a difference of two the defeated unit
takes one casualty and retreats one full move facing away
from the enemy and is shaken. The victor either holds the
position or can breakthrough one full normal move
Go to Step 3 Continued Next Page >>

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<<Continued from previous page
3: Choose One:
If no more units fighting attacks
Go to Lost Leaders Checklist below
If more units fighting attacks
Go to step 1 of this checklist on page 5

Lost Leaders Checklist


Lost Leaders

1: If a leader was within 100mm of a unit that was the target of firing
or was involved in an attack
Roll 1xD6
If the score is 5 or 6, roll again, 1xD6
If the second score is 6 the leader is killed
If the second score is 3,4, or 5 the leader is
wounded and returns after 1 full turn
If the score is 1 or 2, no effect
If the score is 1,2,3 or 4 go to Step 2
2: Choose One:
If there are more leaders to test go to step 1 of this checklist
If there are more leaders to test go to Morale checklist on page 7

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Morale

Morale
1: Deduct from the Army Morale total:
2 point for each unit that has Quit the Field this turn
1 points for each unit that has become Permanently
Shaken this turn
2 points for each leader Killed this turn
2: If the adjusted Army Morale total is greater than zero, go to step 4
3: If the adjusted Army Morale total is Zero or less, the game ends

4: Army morale is passed


If this is the end of the First Player Turn, go to the Leaders
Checklist on page 1
If this is the end of the Game Turn, go to the Initiative Checklist
on page 1

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Notes
Formations
Any formation is acceptable, but to be in command stands must be no more
than 100mm apart
Movement
Moving in stealth. Infantry only; will always count as being gone to ground
in their saving throw from fire.
HMGs cannot move and fire in the same turn
Pivot mounted VMGs. May fire through the full 360 degrees
Gone to Ground. Infantry that have not moved or fired, and all HMG teams
that have not moved are classed as Gone to Ground.
Firing
Artillery fire
Direct fire - Must have direct line of sight to the target and in range. Place the
template at the point of aim and for each gun firing, roll 1xD6 for every stand
under the template, scoring hits as defined on the firing table.
Indirect fire - Must have an observer. Dice to range in. Place the template at
the point of aim and for each gun firing, roll 1xD6 for every stand under the
template, scoring hits as defined on the firing table.
Tanks caught withing bombardment templates will test as OTHER targets on
the fire results table.

Revision History
Initial Issue

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