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FIREFLY A Challenging Game of World War II’ FOR 1/300th. and 1/200th. BATTLEGROUP ACTIONS INCLUDING:- Comprehensive Vehicle Data 45 Army lists Competition Rules Air Operations BY B.A. REA-TAYLOR Contents SECTION HEADING PAGE NO SECTION HEADING PAGE NO 1 INTRODUCTION 1 19 Suppression, Dispersion, 31 2 Game Scales 2 Neutralisation & Disabled 3 Game Requirements 2 escaping from vehicle 32 4 Pre-game Reconnaissance 3 20 AIR OPERATIONS . 33 5 SEQUENCE OF PLAY 4 Air Missions 33 6 ORDERS 4 Flight Paths 3 7 Command & Communications 7 Flak Table 34 8 MOVEMENT 8 Air to Ground Attack 35 9 Visibility ll Specialist Aircraft 36 Deadground Chart 12 Air to Air Combat 36 10 ACQUISITION 12 21 AIRBORNE OPERATIONS 37 Target Classes 12 22 ENGINEERING AND MINES 39 Acquisition Table 14 23 1/200th SCALE 4] 11 DIRECT FIRE 15 24 POINTS VALUES 42 Resolving Direct Fire 15 Data Notes 43 HEAT 15 PENETRATION TABLES 44 Cannon & MGs 16 ARTILLERY DATA 45 Infantry A/T Weapons 16 Artillery Rockets 50 Angles of Fire 16 Prime Movers 50 DIRECT FIRE TABLE 17 American Vehicle Data 51 12 DIRECT AREA FIRE 19 British Vehicle Data 52 Infantry Fire 19 British Commonwealth Data 55 Infantry Fire Number Table 20 Czechoslovakian Data 55 Guns Howitzers cannons 21 French Vehicle Data 55 Suppressive Fire 21 Belgian Vehicle Data 56 13 INDIRECT AREA FIRE 22 German Vehicle Data 56 Fire Missions 22 Hungarian Vehicle Data 60 Counterbattery Fire Table 23 Italian Vehicle Data 60 Artillery Fire Zones 23 Japanese Vehicle Data 60 Deviation 24 Polish Vehicle Data 61 Resolution Indirect Fire 24 Russian Vehicle Data 61 Cover 25 Soft Skinned Vehicles 63 15 AREA FIRE TABLE 26 AIRCRAFT DATA 64 16 Smoke 27 PART II ARMY LISTS 66-98 7 Night Fighting 23 Contents 66 18 MORALE 29 Order and Equipment Sheet 100 INTRODUCTION ‘These Rules are based on the popular modern set Challenger and examine in detail armoured actions during the Second World War. Although following the sequence of play and the basic game mechanics of the previous set they have taken an evolutionary step in their handling of various aspects of the game. ‘The Sequence of Play is designed to give a fully integrated fire and move system and is akin to many boardgames, and once learned flows as quickly as any alternate move systen. Achieving a hit is based very much on the calibre length of the firing weapon, together with factors for rate of fire and poor turret design. Each armour factor on a vehicle representing approximately 10mm of armour at 0°, slope being taken into account. in the thickness. The penetration factor of armoured piercing shot is based on a 50% factor, i.e. if it would penetrate 100mm (10) of armour at 500m, it is given a penetration factor of 15. This is to allow for imobilising hits which whilst not destroying the vehicle, put it out of action in game tuerms. Cannons and HMGs have been modified to give a representation of their high rate of fire. Infantry has been dealt with at the section level rather than the squad, thus reducing the number of elements required, and speeding up those combats for objectives. Aircraft are fully integrated into the battlefield, with a spot of "guesstimaticn” to make them something of a hit or miss weapon. ‘The most comprehensive list of armoured vehicles for wargamers is given in the vehicle data, and the rules a complemented by 45 Army lists, covering three tine periods, making them an ideal set of rules for competition geming. Finally, I would like to thank the members of "Wallasey Inmortals" for their helpful suggestions and playtesting of these rules If anyone has any queries or comments on these rules, please sené a stamped addressed envelope or International Reply Coupons to the address below. €) Copyright TableTop Games and B.A.Rea-Taylor March’ 1987 B.A.Rea~Taylor 27 Audlem Avenue, Oxton, Birkenhead, Merseyside L43.2NN GAME SCALES AND REQUIREMENTS Scales 2.1 2.2 2.3 Ground Scales 1 cm equals 20 metres or alternatively 1 inch equals 50 metres for 1/300th or 1/285th scales. 1 cm equals 10 metres or alternatively 1 inch equals 25 metres for 1/200th scale. Apart from speeds and artillery fire zones (in cms) all distances are given in metres. Time Scale One move equals two minutes. For campaign purposes it is suggested that one move equals ten minutes. Figure Scales Vehicles and heavy weapons are represented by single models. Infantry is represented by sections (for Americans squads) which should be a number of figures on a base measuring 25-30mm wide by 15-20mm deep for 1/300th and 1/285th scales, and 40-50mm wide by 25-30mm deep for 1/200th scale. Game Requirements 3.1 3.2 3.3 3.4 Dice For the Direct Fire Table and the Area Fire Table a twenty-sided dice (D20) is required. For all other die rolls a ten-sided dice (D10) is required. Except for penetration and escaping tables, the higher the number rolled the more favourable the result. Markers A set of markers is supplied with these rules indicating the following:- firing unit, temporarily dispersed, permenantly dispersed, neutralised, corners of artillery fire zone and smoke screens. The reverse of the dispersed and neutralised counters should be marked with an 'S' to represent suppressed. Small pieces of white card should be used to represent small smoke screens. Playing Area The playing area should be at least 6' x 4' for 1/300th and 1/285th scales, and for 1/200th at least 8' x 6', unless only a small game is to be played. A game should be played across the table for an encounter or competitive game and down the length for an attack/defence game. Terrain ' For an effective game terrain needs to be highly detailed as unless there is plenty of cover elements tend to be hit easily and are quickly disabled. The table should well covered in hedges and/or bushes if appropriate. Hills should be of the contoured variety. : In a European terrian there should be a good road network with small towns or villages at 2000m centres. In a desert terrain there should b. plenty of very small 1 contour hills to represent folds in the ground which give hulldown positions. Please competition organisers lets get away from a bowling green with 1 town, two or three hills and a wood. PRE-GAME RECONNAISSANCE Pre Game Recconaissance 4.1 4.1.1 4.1.3 4.2 4.3 4.3.1 4.3.2 4.33 4.3.4 With the agreement of both players any of the following reconnaissance options maybe used with applicable games. Radio Intercept Both players may use the radio intercept rules in encounter and attack/defence games. To carry out any radio interceptions a specialised radio intercept unit must be fielded. After orders have been written a player with a radio intercept unit rolls 110 for each company or higher level HQ of the opposing player and ona roll of 9 or 10 may read its orders. His own written orders for one unit per enemy unit detected may then have its orders changed. This includes artillery fire orders, which may now have planned fire in light of the orders read. During the game messages (i.e. order rewrites) that are transmitted by radio maybe intercepted on a roll or 8 to 10. Ground Reconnaissance Missions Designated reconnaissance units may carry out an agreed number of moves on table either to occupy positions or identify the location of opposing forces. This maybe used in attack/defence games, and if agreed in competition games. Air Reconnaissance All reconnaissance flights must be pre-planned at either medium or low level. They are limited to one pass across the playing area. Air Reconnaissance is only useful in attack/defence games as it would take too long for information to be availiable to battlegroup HQ. The reconnaissance aircraft must have its flightpath plotted on a map. This is compared with the defenders map by an umpire and any units within 500m of the flightpath are tested for, as follows, if at low level. Company sized units 8 or better on 1D10, independant platoons or sections 9 or better: +1 if dug in on die roll. If at medium level the die rolls required are 9 and 10 respectively, but any unit within 750m of the flightpath must be checked. A.A. fire maybe carried out by any of the units within these distances and if the aircraft is shotdown there is no reconnaissance report. =} ¥, SEQUENCE OF PLAY/ORDERS Sequence of Play 5.1 5.1.1 5.1.2 ie 4 32343 5.4 5.4.1 5.4.2 Initial Move Phases carried out by both players. Both players request or note the arrival of aircraft, and plot any flightpaths required. Both players request and plot indirect fire, and carry out any other communication between units. Both players declare any units on A.A. overwatch. Both players resolve any indirect area fire plotted to arrive this turn. Phases carried out sequentially. First player moves any or all of his units as required. Second player fires any unit that did not move more than half a move in its last movement phase. First player fires any unit that did not move more than half a move in phase 5.2.1. Second player moves any or all of his units as required. First player fires any unit that did not move more than half a move in phase 5.2.1. Second player fires any unit that did not move more than half a move in phase 5.2.4. End of Move Phases carried out by both players. Both players carry out CAP interceptions and move aircraft to their attack positions, carry out A.A.fire and air strikes. Test morale of both players units as required. Suppresseion, Dispersion and Neutralisation removal phase. Initiative In attack/defence games the attacking player should be the first player. In competition/encounter games the players should dice for the first move, the loser choosing sides. In the sections 5.1 and 5.3 either player may carry out the actions first within each phase, but if the players cannot agree it is suggested that at the beginning of phase 5.1.1 each player throws 1D10 and the higher carrys out all actions first for that turn. Orders 6.1 6.1.1 6.1.2 6.2 bel. 6.2... te 6.2.3 All units must be given orders otherwise they will not move or fire unless fired at. All BattleGroup and Battalion HQs should be given general orders at the beginning of the pame outlining their general operations. Companics and independant platoons or sections must be given tactical orders. Tactical Orders These orders shouls specify the type of mission the unit is on, its movement objective and its route. Any cross attachments should be specified and artillery nets desipnated, All orders should contain at least three parts, amovement order (unless holding), a location, and an action order. E.g. advance on village at Pt.A and attack, or move to Hill at Pt.B and set up flank support for unit A's attack on village at PLA. They may also be conditional, such as conduct reconnaissance of village at Pt.C, if not held move on to village at Pt.D, or conduct reconnaissance of village at Pt.C, and if not held by enemy hold it until relieved. The following are the orders which a unit maybe given. Others maybe agreed by the umpire to cover certain circumstances. 6.3.3 «6.4 6.4.1 6.4.2 6.4.3 6.4.4 6.4.5 6.4.6 6.4.7 6.4.8 6.5.3 6.5.4 6.5.5 ORDERS Movement Orders Reconnaissance:- Move between points A and B at any speed. May not be given attack orders. May not advance nearer than 200m to a located enemy. Advance:- Move between points A and B at upto half speed ignoring the effects of roads or tracks(but not steppe or hard sand). Maybe given attack, hold ur support orders. Move:- Move between points A and B at at least half speed, roads and trarks maybe used. Maybe given attack, hold or support orders. Action Orders Attack:- Must attack and attempt to occupy the designated location and clear it of the enemy. ‘ Hold:- Must remain within 200m of the designated location and remain there defending against any enemy attacks. Support:- Set up in designated position, so as to support another units actions by either observing for indirect fire or carrying out direct fire. A unit with support orders counts as having hold orders for its current position. There are two types of support order, direct support of the unit in its attack, or defence of the designated location or flank support where a unit is set up to protect a unit from enemy fire or attack from a location other than that within 500m of its designated location. A unit on flank support may not fire at any enemy unit within 500m of the designated attack point for the unit it is supporting, unless it is behind the supported units flank. A unit on direct support must fire on the designated location or enemy units within 500m of it. The above may seem inflexible and arbitary, but providing units have radios it is easy to change a units orders, and rigid battlefield discipline needs to be enforced to avoid firing on your own troops. Once a unit has been fired upon its movement orders maybe ignored except for reconnaissance which may move no nearer than 200m. It must still continue with its action orders, if of company size. Independant platoons and sections may always change them to halt. A unit with a move order must however advance at least half a move in its next movement phase. Artillery Orders Artillery must be under one of four levels of control, each of which has its own abilities:- Company Level - Usually mortars of its own support or HQ platoon. These maybe called down in the same turn, by any radio equipped element in the company, by any element within 250m and in sight of the support unit, or with one moves delay by any other element in the company (using runners). Battalion Level - usually medium mortars or light infantry guns in the Battalion Support Company. These maybe called down by any radio equipped Company command elements, or a platoon with an attached Battalion Forward Observacion Officer (BFOO) from that unit to arrive next turn. If there are no radios and the observing unit is not in visual sight then there is one moves delay from a Company HQ element and 2 moves from any other element of that Battalion. Brigade or Regimental Level - Usually a regimental gun company or attached artillery battery or battalion. These must have a Forward Observation Officer (FOO) controlling them, and any fire requested will arrive next turn. See Section 6.6 on FOO. Otherwise there is one turns delay from a radio equipped Battalion HQ element, o1 two turns from any other radio equipped HQ. Double any link that does not possess a radio. E.g. if a platoon has no radio, but its Company HQ has then the delay would be three turns, if neither had a radio it would be four, Divisional or Higher Level - The main artillery base, with the Divisional artillery battalions plus those attached from above. These do not have their own FOO on the table, but may be requested by an on table FOO (not BFOO) subject 6.6.2 6.6.3 6.6.4 6.6.5 6.7 6.7.1 6.7.2 6, 7.3 6.7.4 ARTILLERY ORDERS to the following delays, whilst the request is being processed and agreed by higher levels of command. Divisional Field Battery 1 turn Divisional Medium and Rocket batteries 2 turns Army or Corps Level Battery 3 turns The additional turns delay for Battalion and other HQs is as for Brigades or Regimental as above. Clarification — All fire is requested in phase 5.1.2 and arrives in phase 5.1.4 of the next or subsequent turns depending on the delay, with the exception of company level (6.5.2) and defensive fire (14.2.6) Forward Observation Officers These are individual men together with a radio operator, if required, who are either attached to an infantry command section or vehicle, becoming part of that element and suffering its fate if a Battalion FOO (BFOO), or maybe deployed individually, with his own transport, if an artillery FOO. If he is deployed individually he must still be linked to a unit for command purposes. Due to the bulkiness of long-range radio equipment an artillery FOO may not leave his vehicle and control artillery fire unless he remains touching the vehicle or is in a prepared position such as found in an attack defence game. Note: if he is deployed on the edge of a contour his vehicle can be touching an still count as out of sight. A FOO must be attached to one specified battery. All other batteries are treated by him as if Divisional or higher, even if they are bought as Regimental or Brigade batteries and are part of the same regiment (he would still have to get permission for there use). ‘ Exception:- an FOO maybe given control of additional regimental/brigade batteries of the same battalion, and they are treated as if he was the FOO for them all. There is an additional cost for the radio link, section 6.6.4 below still applies. A FOO may request more than one battery at the same time but it must land on the same target point, with any appropriate delay. A FOO may move and request fire, he must however keep the target point in sight the whole time. Note: acquisition for artillery requests takes place in phase Dis 1.25 Programmed Fire The amount and type of programmed fire is dependant on the type of game being played and the level of control for the battery. In Attack/Defence games the attacker will have a number of bounds of pre-planned fire per battery, which maybe bought down anywhere on the board. This number of bounds is doubled if interdictive fire is used (see 14.2.1). The defender may bring down defensive fire (see 14.2.6) on the number of points listed per battery. He may also plot interdictive fire. In an encounter game both sides may plot a limited number of pre-planned missions, which maybe interdictive. Programmed Fire Table Company Level Battalion Level Regimental Level Higher Level Company Level 3 Points Battalion Level 2 Points Regimental Level 1 Point Higher Level = Company/Battalicn Level — Regimental Level [ 4 Bounds Higher Level 2 Bounds COMMAND CONTROL Command Control 7.1 General All elements must have a chain of command, and a communication network. The lowest level of command is the platoon, although certain support sections will have the same status. Thus a company usually consists of three or four platoons with a support platoon comprising sections of mortars, machine guns and A/T weapons. Such sections usually have their own command and maybe detached out to plattoons. 7.2 Command Control In order to retain control and cohesion of units all elements must remain within the radius given below from its next highest command level depending upon the type of game being played. 50m 00m (00m fence | Flement of Platoon, | no radio ne or section 300m 3 400m 5 7 1 2 £ OOm 1 me Platoon sized HQ no radio 200m | tape, | aoe piroon Slee [wich radio | 400m oe | ite Company sized HQ no radio 00; [company Sized A [ithradio| 10000 | _1500m| _2000m Telephone command radius is the same as radio. 7.3 Loss of Command Control 7.3.1 A unit must be within command control to be given orders. This applies at the beginning of a game as well as during it. 7.3.2 Command control is lost in the following circumstances:- F (i) A command element is disabled, or neutralised. (ii) A radio or telephone line is destroyed or cut. (iii) A unit moves out of its command radius. (iv) A unit or element is left behind due to suppression, dispersion, or neutralisation. Causes 1-3 are a reason for taking a morale check, any elements or units outside the command control radius count as losses. 7.3.3. An element that is outside its command control radius must attempt to move inside it at the first opportunity, unless occupying field defences. 7.3.4 A unit outside command control must attempt to move back inside it at the first opportunity, or remain where it is with its orders changed to hold. 7.3.5 A unit losing its command element may designate a new one at the end of the second morale phase after its loss. 7.4 Communication Communication within a unit is considered immediate providing they are within command control radii (note acquisition - handed on by friends does not apply until the next fire phase). Other communication is either by radio, telephone, signals or runners. 7.4.2 Radio - All radios at the beginning of the war were bulky and unless in a fixed position required transport to move them; they are noted in the Army lists by the vehicles having an (R) beside them. The command element must be touching the vehicle to be in radio contact. Later in the war portable sets were more widely introduced, but their range was short, and Battalion HQs and above required transported sets. 7.4.3 Telephones - Infantry HQs and gun positions occupying defensive positions are considered to have been there for sometime and are able to lay wire communications with field telephones linking the command net. These telephone lines should be indicated on the players map and maybe broken in the following circumstances, a D10O being thrown and a number equal to or higher being required. Potential Cause of Break Die Roll Crossed by tracked vehicle, or enemy infantry on foot 10 Within an artillery fire zone upto 125mm calibre 9 Within a rocket, bomb or artillery over 125mm fire zone 8 7 MOVEMENT 7.4.4 Signals - Coloured smoke, signal flares, and flags maybe used to signal 7. 4.5 pre-arranged actions, provided they are visible to the element being communicated with, The meaning of such signals must be specified before the game. Runners - Providing units are within non radio command control communication within a unit is carried out by runners if radios or telephones are not used. Movement 8. 8. 1 1.1 Sadak 8.143 8. 1.4 1.5 «1.6 Transport The basic movement distances for armoured vehicles and prime movers are given in the vehicle data charts, whilst those for soft-skinned, other vehicles and animals are given below:- e 8 0 6/8 Upto 3tonnes 15/20/60 10/20 Upto 5tonnes 12/16/50 Motorcycle 25/80 Over Stonnes 8/12/50 24/32/80 All speeds are quoted in centimetres, the first number refers to cross-country movement and the second to road speed. Where there are three numbers the first refers to 2-wheeled drive vehicles (2wd), and the second to 4-wheeled drive vehicles (4wd). Movement Deductions - these basic movement rates maybe modified by the terrain the vehicle is travelling as shown below. Obstacle deductions are cumulative. poe fae [ [oe | ae : AR wg Zwc a Heavy Going 25% 25% P Primeval Jungies,Tank Traps | P| P| P| P_| Primeval Jungles,Tank Traps P P Severe weather/Dark Night 504 502% 50% 50% Road —____—-Road Speed-——-—-—---—--—- Steppe, Hard sand, track ——-—-——-90% Road Speed------—-—--- Obstacles Jeep Type Hard Linear Obstacle ty 154 P | | Soft Linear Obstacle | -10z__| 20x | -s0z_ Bocage ha F P P 90° Turn (road speed only) -104 -10% Movement Definitions Poor Going includes; broken or ploughed ground, scrub and open woods. Heavy Going includes: rubble, deep mud, marsh, swamp, soft sand, steep hills, dunes, dense woods, and jungle. Built up areas do ngt include-intact roads or rubble. Poor weather includestheavy rain, snow, or mist. Severe weather includes: tropical rain, blizzard, sandstorm, or dense fog. Hard Linear Obstacles include‘walls, low embankments and deep ditches. Soft Linear Obstacles includethedges, barbed wire and roadside ditches. Night includes‘ moonlight or normal driving with headlights. Otherwise use dark night. —_ A suppressed vehicle loses 25% of the final speed calculated above. The obstacle, Bocage and turning deductions are taken from the final speed for the terrain they cross. The turning deductions only apply to turns of 90° or more at road speed. 8.2.2 8.3.2 8.3.3 8.3.4 8.4 8.4.1 8.5.2 8.5.3 MOVEMENT - T Vehicles that are towing suffer the following penalties to their movement rate in addition to the movement penalties above:- Vehicle Road Cross-Country Fully Tracked -10% -10% Half Tracked or 4wd -10% ~-254% 2wd -10% -50% Animals -20% -402% These deductions are for towing normal loads such as trailers and guns; 1f the vehicle is being used to recover another then the following are used:- Vehicle Road Cross-Country Fully Tracked -50% -50% Half Tracked or 4wd -50% -504% 2wd -50% ~75% Entering or Leaving a Vehicle Infantry sections take a quarter of a move to leave a vehicle and this may take place anytime during a movement phase. The vehicle movement is reduced by this amount and the infantry may move no more than 2.5cm from the vehicle providing they disembark in the first half of the move. If they disembark in the second half of the move thay may not move at all. They disembark in the spot the vehicle occupies and should be placed with the vehicle on top of the element The element bases are big enough that room should be availiable, and it ston: creep towards objectives. If more than one section is carried in a vehicle this should be placed behinr the vehicle away from the enemy. At no point outside of a vehicle should infantry sections be allowed to stac: other than in buildings of more than two-storeys. Infantry sections take half a move to embark in a vehicle, which they shoula be touching before commencing embarking. They may take place at any point ir the movement phase. Vehicle Capacities Vehicles may carry infantry sections including their integral support weap): as follows:- Jeep or light carrier 4 section 30cwt truck or APC 1 section 3tonne truck 2 sections 5tonne truck 3 sections 10t truck 4 sections There are a number of exceptions to this which are noted in the Army Lists Animals, bicycles, and motorcycies are not represented by individual figures but represent enough to carry the element they are transporting. Set Up Times To wnhitch and set up tows takes the following times, this includes the t ime required to prepare a towed weapon tor action. Weapon Time A/T guns upto 57mm, RCL's. 1.4. upto 25mm, Half HMGs and MMGs, mortars upic #2nn ean B BONE A/T guns over S/um, field guns upto 122mm, A.A. upto 40mm, other mortars and rockets One move Heavier Weapons Two moves Self-propelled guns One move This is to set up for direct fire, to set up links with command net and any FOOs takes an equal amount of time. Self-propelled guns take half a move to come out of action, all others the same amount of time as to come into action. 8.7.2 8.463 8.7.4 MOVEMENT Amphibious Vehicles Amphibious vehicles are noted on the vehicle data charts and have their amphibious speed in brackets after their normal speeds. There are two types of amphiboius vehicles, those which are true amphibians such as a DUKW, and those only temporarily such as a Sherman DD. Temporary amphibians must speed a quarter of a move once they leave the water to prepare for combat before they can open fire. Deep wading and snorkeling vehicles such as those prepared by the Germans for Seelowe move as if in heavy going and require a full turn to prepare for action once leaving the water. River banks and beaches suitable for such crossings and landings must be agreed or designated by an umpire before the game. Infantry Movement Basic infantry move rate is 5cm per move, this is modified by terrain as follows:- Terrain or Action Deduction Carrying Support Weapon -lcm Manhandling Heavy Weapon —3cm Crossing wall, hedge, ditch —2cm Crossing barbwire entanglement, bocage -4cm In rubble, mud, jungle, dense wood -2cm In swamp, primeval jungle —4cm At Night -lcm On road, track or hard ground +2cm Wading -1.5cm Swimming -3cm Move deductions are cumulative e.g. a section carrying support weapons, crossing a barbedwire entanglement take an entire move. If the penalties come to more than 5cm it cannot be carried out. Exception: at night unless other penalties do not allow it a section can always move at least lcm. Infantry support weapons include MMG, HMG, mortars from 60mm to 90mm. 10 VISIBILITY. Visibility 9.1 9.2 Effects of Weather Daytime visibility is usually 5000m, but this can be affected by the prevailing weather as follows:- Weather Condition Visibility _ Haze, light rain, dust, heavy overcast 3000m Light snow, heavy rain, mist 1000m Heavy snow, fog, sandstorm 250m Effects of Terrain The visibility inside or looking into terrain is as follows:- Terrain Visibility Into the edge of a built up area 50m 3.5 Within a built up area 100m ss ACQUISITION TABLE 6 8 7 9 8 | 10 10 | 11 11 } 12 12 - On AU Whe The Acquisition number is modified by any of the following that apply:- -1 < Element being acquired fired rifles, LMG, Lt.mortar, A/T Rifle or PIAT. Acquirer higher. Element being acquired moved between 50m and 250m in sight. -2 Element being acquired fired A/T rocket launcher, MMG or HMG, mortar upto 90am, RCL upto 90mm, or guns upto 57m. Element being acquired moved between 250m and 750m within sight. Element being acquired ‘handed on' by friends on same radio net or within 100m of one another. -3 Element being acquired fired by any other weapon not listed. -4 Element being acquired fired flamethrower or rockets. +1 Observing through artillery fire zone. Observing on move, moving upto half. +2 Any elements but AFV suppressed observing. Target dug in. Observing through rocket fire zone. if on A.A. overwatch. +3 AFV suppressed observing. Observing out of visibility arc. Observing on move, moving more than half. Observing through partial smoke, snow, fog or heavy rain. Observing at night with infra red. +5 Observing at night. Note: Movement modifiers are not cumulative. Observing on the move applies if movement was made during the last movement phase. 14 DIRECT FIRE Direct Fire 11.1 General , 11.1.1 Direct Fire is carried out by anti-tank weapons: for infantry and direct fire HE see section 13.0 on Direct Area Fire. 11.1.2 An element may fire a maximum of twice in one turn, once in each of the appropriate phases, and this is considered to be a number of rounds fired or a burst from an automatic weapon. 11.1.3 The exception being infantry A/T rocket launchers carried by infantry sections, which fire only one round per phase, see section 11.7.4. 11.2 Requirements for Direct Fire 11.2.1 The target must first be acquired. Acquistion for phases 5.2.2 and 5.2.5 may take place any time during the targets immediately preceeding movement phase and fire is considered to be at that point of acquisition. Acquistion for phases 5.2.3 and 5.2.6 are at targets visible at that point in time. 11.2.2 To fire, an element must not have moved more than half a move in its immediately preceeding movement phase. 11.3 Resolution of Direct Fire 11.3.1 If a target is acquired, fire maybe resolved using the Direct Fire Table, cross referencing the type of weapon, its calibre length and the range in metres to the target. The Fire Number is modified according to the targets and own units actions, and for any special ammunition used. 11.3.2 A D20 is then rolled with the following possible results:- 11.3.3 The Die Roll is 2 or less than the modified Fire Number = Target missed. 11.3.4 The Die Roll is 1 less than the modified Fire Number = Target missed but suppressed (i.e. closed down). -5 The Die roll is equal or more than the modified Fire Number = 1 hit on the target. 6 The Die Roll is 5 or more than the modified Fire Number = 2 hits on the target from all but cannons, and infantry section anti-tank rockets. 11.3.7 If a target is hit it is always suppressed. 11.4 Result of a Hit 11.4.1 If a hit is made refer to the appropriate penetration for the weapon and ammunition used. The type of ammunition must be specified at the time of acquisition. 11.4.2 To resolve whether a vehicle has been penetrated and disabled, take the ; armour value for the aspect of the vehicle that has been hit, and compare it with the firing weapons penetration factor, with the following results:- 11.4.3 If the armour value is more than 1 higher it is not penetrated, and the vehicle is only suppressed. 11.4.4 If the armour value is only 1 higher the vehicle is suppressed and maybe © neutralised on a further die roll of 10 on 1D10. 11.4.5 Tf the penetration factor is higher by ten or more the vehicle is penetrated and, disabled. 11.4.6 If the penetration factor is higher by less than ten then this number or less must be rolled on 1D10 to penetrate and disable the vehicle. If this die roll is one more than the number required then the vehicle is neutralised. 11.4.7 If the penetration factor is equal to the armour value, the vehicle maybe neutralised on a die roll of 9 or 10. 11.5 HEAT Ammunition 11.5.1 This type of round was in its infancy during the Second World War and was not very efficient. A HEAT round must always roll, using 1D10, even if it is an automatic penetration and on a 9 or 10 fails to penetrate due to an improperly formed jet. 11.5.2 If it fails to penetrate, roll again and on a 1-5 it only suppresses the vehicle, on a 6-10 it neutralises it. 11.5.3 If the aspect of the vehicle hit has spaced armour, denoted by an 's' on the vehicle data table, the HEAT round fails to penetrate on a 7 to 10, and if it fails to penetrate it is only neutralised on an 8 to 10. 15 11.6 DIRECT FIRE Cannons and Heavy Machine Guns} The damage caused by cannons and HMGs is dependant on the number of hits they make on the target and the following factors are added to their basic penetration factor for each two numbers above that required to hit upto a maximum of 6 additional factors:- if Singled barrelled +1 if Twin barrelled +2 ‘if Triple barrelled +3 if Quad barrelled +4 11.7 Infantry Anti-Tank Weapons 11.7.1 Throughout most of this period they were of limited effect and very limited in range. They may however be fired in addition to normal small-arms fire, with the appropriate penalty, and are of four types:- Anti-Tank Grenades and other thrown weapons - see Direct Area Fire section 13.5.8. Anti-Tank Rifles are treated as for other direct fire weapons using the Fire Number given on Table 12.2, and the penetration value from Table 12.4. Anti-Tank Rifles are not effective against any armour value higher than '4' even if they appear to be able to penetrate it, due to the low residual value of the round. Anti-Tank Rocket Launchers are fired as other direct weapons using the values from Table 12.2 and 12.3. They may however only score 1 hit per phase and the limitations of HEAT rounds apply, see section 11.5. Disposable Anti-Tank Rocket Launchers are fired as the ATRLs above but as a volley and thus may get one or two hits as for other direct fire weapons. This maybe on the same target vehicle, or on two different vehicles that are within the same range bracket ( only one needs to have been acquired, but the other must require the same acquisition number). Only the German Panzerfausts are in this catagory, and an infantry section so equipped may fire upto three volleys in a game unless re-supplied. 11.8 Vehicle Aspects and Angles of Fire 11.8.1 11.8.2 Whether a vehicle is hit on the front, side or rear is shown in the diagram below:- SIDE 45° 45° REAR FRONT REAR REAR SIDE Non-turreted weapons with limited traverse are denoted by an 'f' on the vehicle data charts. They have an angle of fire of 224° either side of their centre line. If the target is outside this arc but within 90°, it may fire but counts the limited traverse modifier, which also applies if the vehicle moves in the immediately preceeding movement phase. Direct Fire Examples A hulldown Pz IIIE fires at a Crusader II advancing towards it across the desert. The range is 500m, which with a 50mmL42 firing APC gives a fire number of 8, this is modified by -1 ROF, +2 target moved more than 250m giving a modified Fire Number of 9. This number of higher must be rolled on 1D20 for 1 hit. If the Pz IIIE rolls a 14 or higher it has scored 2 hits, on an 8 the Crusader is suppressed. If the Pz IIIE hits the penetration with APC at that range is 10, less the Crusaders armour value of 4 means that it is disabled on a roll of 1 to 6 on 1D10, neutralised on a roll of 7, and only remains suppressed on an 8 to 10. The Crusader is hit but only suppressed, and as it has moved less than half, it returns the fire. The 2pdrL40 firing APCBC has a fire number of 9 at 500m, and this is modified by -1 ROF, +3 target D class (hulldown), +4 firing on the move having moved at least a quarter, +2 self suppressed, giving a modified Fire number of 17 for a hit. 16 DIRECT FIRE TABLE 11.9.2 A stationary Sdkfz 222 fires its 20mm cannon at a moving Marmon Herrington - armoured Car at a range of 500m. Its fire number is 8 which is modified by +1 ROF, +2 target C Class, +2 target moved more than 250m, +1 target moved more than 500m, giving a modified Fire Number of 14. The penetration value at 500m is 3, this increased to 4 if a 16 or 17 is thrown, and 5 if 18 or 19 is thrown, giving a 20 to 40% chance of disabling the Marmon Herrington. 12.0 DIRECT FIRE TABLE GUN CALIBRE [UPTO RANGE IN METRES LENGTH He L55+ “17 | «19 OVER 100mm L30-54 a is 20 Upto L29 4 15 14 19 ° 17 r a0 8 io 19 : 17 19 : a ” 20 6 11 13 5 oo Hl A 12 17 19 Upto 45mm L30-L54 20 | 20 Upto L29 ‘ HEAT +3 +3 APCR, SV +1 HE 3 HVAP, APDS 1 ] Cannon over |e 7 20 - 8 i : i i" 3 8 10 13 16 18 20 8 11 14 17 19 20 Cannon upto 30mm 12.1 DIRECT FIRE NUMBER MODIFIERS Cannon upto 20mm HMG upto 13mm -2 Second shot at same target. -1 Each subsequent shot at same target (maximum -3). -1 Well trained Troops. +1 Green or Poorly trained troops. -1 A Class target. +2 C Class target. +3 D Class target. +4 E Class target. +/-" ROF +4 Self firing on the move, having moved more than quarter of a move. +2 Self firing on the move, having moved less than quarter of a move. +2 Self Suppressed. +4 Self Dispersed (Heavy Weapons and Infantry only). +2 Firing pivot, cupola, ball or fixed HMG or cannon. +2 Target moved more than 250m (12.5cm). +1 Target. moved more than 500m (25cm). +1 Target moved more than 750m (37.5cm). +2 Target moved into or out of sight. +2 Firing at night. 17 12,2 12.3 12.4 12.5.4 12.5.5 12.5.6 DIRECT FIRE TABLE DIRECT FIRE TABLE - Infantry Anti-Tank Weapons PEN. | UPTO 50m_[ 100_] 250_] 500_|.750) A : 5 0 U 10 8 12 18 1 10 6 10 16 Panzershreck } 15 6 10 18 | Panzer faust / 18 9 14 - 10 = = 7 10 16 20 6 9 14 18 Stick Bomb 150mm Petard 380mm Rckt 57mm RCL German German | UPTO 50m] 100 J 250 | 500 | 750! A/T Rifle 14.5720mm | 8 (31 eq A/T Rifle Other | 7 3 1 Direct Fire Number Modifier Notes For a second or subsequent shot to count it must be fired in the next firing phase that the weapon maybe fired in. The maximum modifier for second and subsequent shots is -5. The quality of troops training is not necessarily based on morale. E.g.. American troops in Tunisia would considered green even though they had a high initial morale. The Rate of Fire modifier (ROF) is given in the vehicle data charts. This represents the higher rate of fire of some guns, one man or poorly designed turrets, and improved optics. A/T guns upto 57mm plus the 88L56 have a -1 ROF, however the limited traverse modifier applies if the target is outside 224° unless the gun has 360° traverse. Firing on the move (Optional), the American M3 Stuart, M3 Lee and M4 Sherman had an early form of stabilisation which was rarely used by their operators due to the complexity and constant adjustment required, however if used it reduces the firing on the move modifiers by -l. . The Target moved modifiers are cumulative and the into and out of sight modifiers may both be applied for that fleeting shot. 18 DIRECT AREA FIRE. Direct Area Fire 13.1 13.2 13.281 13.2.2 13.2.3 13.3.2 13.3.3 13.3.4 13.3.5 13.3.6 13.3.7 13.3.8 13.3.9 13.5.2 General Direct Area Fire is used by Infantry, Vehicles, Guns and Howitzers firing over open sights, to fire at infantry, soft-skinned vehicles, constructions and field defences, and heavy weapons. It may also be used by infantry at upto 50m and guns and howitzers without a direct fire A/T round to fire at armoured vehicles. Suppressive fire is also a form of direct area fire. Infantry In order to speed up the game infantry are organised by the section ( in American terms, the Squad) of 7 to 12 men, and in certain circumstances the half section. This reduces the number of infantry elements on the table and allows for the quicker resolution of combat in built-up areas and other objectives, the bane of any competition game. In general a platoon will consist of an HQ section, 3 or 4 rifle sections and in some cases a support section, each if mechanised in its own vehicle. Occasionally a larger vehicle will carry more than one section, and some smaller vehicles only a half section. Infantry Fire A sections firepower is calculated from the Infantry Fire Number Table 13.4, Starting with the basic equipment of the section and adding any additional weapons carried, to give a total Fire Number at each of the appropriate ranges. To save time a roster of the different section types should be made before the game and entered on the game sheet, a blank copy of which is included in the back of these rules. A half section should divide the basic fire number by two (rounding up any fractions) before adding any additional weapons. Infantry fire maybe carried out in any direct fire phase providing the firing section has not moved more than half a move in its preceeding movement phase, unless that move brings them to within 50m of an enemy element when they may also fire:- this represents a close assault with short range fire and grenades. The half move includes any movement by transporting vehicles and the time taken to dismount. E.g. a vehicle may make a quarter move, the infantry may dismount taking a quarter of a move and they may then fire from immediately adjacent to the vehicle in their next fire phase. An infantry section may fire from a vehicle providing the vehicles does not move more than a half. Any pivot mounted weapons on the transporting vehicle are then counted as extra weapons for the infantry” section. Note that MMGs and HMGs take half a move to set up and so may not fire in any move in which movement has taken place. (Optional) A MMG or HMG section may split its fire at a number of targets, with the fire number modifier of -4 per target fired at, subject to the following:- (a) The target is not more than 500m away. (b) No more than one target per MG maybe fired at. (c) The targets must all have the same acquisition number and are rolled for as one target. (d) All targets must be within 100m metres of one another. Resolving Infantry Fire To carry out infantry fire take the total fire number for that section from the Infantry Fire Number Table 13.4 for the appropriate range, then find this on the Area Fire Table 15.0 and make the appropriate infantry column modifiers. Plus modifiers move the column to the right and minus modifiers to the left. Note:- an A/T weapon includes Bazooka, PIAT, Panzerschrek, Panzerfaust and A/T Rifles. If a HMG is used in an A/T role its fire number is deducted instead of the -2 modifier. . 13.5.3 Infantry Fire Examples A panzer grenadier rifle section with 2 LMGs fires stationary at a G.I. section advancing through a light wood at a range of 100m. It has already fired an A/T 19 DIRECT AREA FIRE - INFANTRY rocket launcher at an approaching Sherman. The Fire Number is 6+444 for the LMGs = 14, +1 for stationary, +1 infantry traget moving, -2 target in light cover, -2 A/T weapon fired this phase; the final Fire Number is 12. 13.5.4 A Russian SMG section with 1 LMG mounted on a T-34 which moved upto half a move fires at a German Rifle section occupying a slit trench at 100m, it has been suppressed by defensive fire in the previous fire phase. The Fire Number is - 9 + 4 for the LMG = 13, -4 target in medium cover, -2 self suppressed, -1 firing mounted; giving a final Fire Number of 6. 13.5.5 A stationary British half rifle MMG section from a carrier MMG platoon with 1 MMG fires at a German A/T gun in light cover at a range Sf 300m. The Fire Number is 4/2 = 2 +5 for the MMG = 7, -2 for the light cover, +1 self stationary; gives a final Fire Number of 6. 13.4 INFANTRY FIRE NUMBER TABLE 13.5.7 Infantry Close assaults: must be within 50m of their target, which maybe an enemy section, soft-skinned vehicle, armoured vehicle or heavy weapon. It may fire whether it has moved 50m or not. 13.5.8 Infantry Fire at Armoured Vehicles: Infantry fire at AFVs from over 50m has no effect other than if any result is obtained the vehicle is suppressed. At 50m or under the AFV is only suppressed if any result other than a 'DS' is obtained. If a '"DS' result is obtained the AFVs side armor is deducted from 8 if the infantry are equipped with A/T grenades or 5 if not and then this number or less must be rolled on 1D10 to disable the vehicle. If the AFV is not disabled it is neutralised but only if the infantry were equipped with A/T grenades. ‘ E.g. An A/T grenade British section gets a 'DS' result on a Panther within 50m, the Panthers side armour is 4 so a 4 or less on 1D10 is required to disable it. 13.5.9 Snipers (Optional): if a section with a sniper attached fires at a command section or unsuppressed command vehicle and scores a 'D' or higher. result the commander has been hit and the section or vehicle is out of command control for that turn only. 13.6 Results of a hit onan Infantry Section 13.6.1 An infantry section or half section that receives an 'S' result is suppressed for the rest of the move. 13.6.2 An infantry section or half section that receives an 'D' result is dispersed for the rest of the move. 13.6.3 An infantry section that receives a 'PD' result is permenantly dispersed for the rest of the game. 13.6.4 A half section that receives a 'PD' result is disabled and removed from the game. 13.6.5 An infantry section that receives an 'DS' result is disabled and removed from the game. 13.7 Results of a hit on Heavy Weapons and Soft-Skins 13.7.1 A heavy weapon (A/T gun, A.A.gun, Artillery etc.) is treated the same as for an infantry section. (Optional) Unless disabled from within 50m by an infantry section,only the crew have been killed and the weapon maybe recovered for Campaign purposes. DIRECT AREA FIRE - OTHER 13.7.2 A soft-skinned vehicle that receives an 'S' result is suppressed. Any other result disables the vehicle. However see section 19.2.6 for the effects on any passengers. Tows are treated as a seperate target for infantry fire. 13.8 Guns, Howitzers and Cannons Direct Area Fire 13.8.1 Guns, howitzers and-cannons use Direct Area Fire against acquired targets, other than AFVs unless no A/T round is carried. 13.8.2 To resolve the fire take the Direct Fire Number from the Artillery Data Chart. Apply any appropriate Direct HE Fire Modifiers and use the modified column on the Area Fire Table 15.0. Note: the additional barrel modifier applies to multiple mounted cannon. 13.8.3 Any coax mg maybe fired as well adding the additional modifiers for the appropriate range, as for an MMG. , 13.8.4 Other vehicle mounted MGs under 12mm must be fired seperately, counting as an LMG if ball, pivot, cupola or fixed, and as an MMG if turret or coax mounted. 13.8.5 E.g. a Sherman IB, moving half, fires at an observed A/T gun deployed behind a wall at a range of 1250m. The Direct Fire Number for a 105mmL22 is 1§, +2 for coax MG, -2 for range, -1 for light cover, -2 firing on move, giving a final Fire Number of 9. Roll 1D20 and apply the result from the Area Fire Table 15.0. 13.8.6 A stationary M15 fires at an observed dispersed infantry section at 750m in slit trenches. The Direct Fire Number is 8, +8 for 2 coax HMG, -1 for range, -4 medium cover, giving a final Fire Number of 11. 13.8.7 The results are as for 13.6 for infantry, 13.7 for heavy weapons and soft-skinned and 14.9.4 for AFVs. 13.9 Suppressive Fire 13.9.1 Suppressive fire is a form of Direct Area Fire used either to make a suspected enemy keep his head down, draw his fire or for the support of an assault into a position. 13.9.2 It maybe fired at the edges of a road, a linear obstacle, the edge of a built up area, individual buildings, woods or identified field defences. 13.9.3 It may only be fired in the following circumstances:- (a) If the fire has been received from an area to be suppressed. (b) The area to be suppressed is to be close assaulted at the end of the movement phase. (c) Fire designated before the game to be carried out by units with reconnaissance oders, in order to draw fire from suspected enemy positions. 13.9.4 Suppressive fire is carried out during the movement phase by any element that does not move more than half a move. An element firing suppresssive fire may not fire in the next firing phase unless it is a close assaulting infantry section. 13.9.5 Resolving Suppressive Fire All elements count as one suppressive fire factor unless they have more than two machine guns able to bear in which case they count as two. The maximum range for suppressive fire is as follows:- SMG Section 100m Other Section 200m If any MGs, cannon, 1t.mortar 500m Larger guns capable of firing HE 750m 13.9.6 Note: A vehicle may fire either its main gun or coax MGs. Autocannon may fire with coax MGs. 13.9.7 The width per element firing of suppressive fire is 50m (2.5cm). If the feature is shorter than the width of the suppressive fire then divide the length of the feature by 50m, into the total width of the suppressive fire. 13.9. 8 Throw 1D10 for each element in the suppressive fire zone and consult the following table:- TARGET ELEMENT SUPPRESSIVE FACTOR [to erect) SUPPRES ESSED TEP Dee Upto 1 to 1.9 9-10 2 or greater * 7-10 13.9.9 Suppressive fire must be aimed at the middle or corner of a feature, or at the point from which fire has been received. It penetrates 25m into a built up area and 50m into any other terrain. E.g. An infantry platoon of 4 elements (each with 1 MG) and their MG armed carriers fire at a 200m wide wood at a range of 100m. The suppressive width is 400m, divided by 200m gives a suppressive factor of 2, all elements within 50m of the edge are at least suppressed. If the wood had been 300m wide the factor * would have been 1.5 and the middle line would be used. Indirect Area Fire 14.1 14.2.2 14.2.3 14.3.2 14.3.3 14, 3.4 14.3.5 14.3.6 General Indirect Area Fire is carried out by artillery and rocket batteries, where the target is out of sight of the battery and fire is either controlled by an observer or programmed, see 6.6 or 6.7. FIRE MISSIONS Interdictive Fire This type of pre-planned fire is used to disrupt an enemies line of advance or retreat. It must be plotted before the game commences and each battery may only have 1 interdictive fire point. Which batteries may use Interdictive Fire are shown on the Programed Fire Table 6.7.4. Defensive batteries able to use defensive fire may carry out Interdictive Fire whenever they are not called upon to carry out any other fire. Attack or Encounter game batteries may only fire the number of bounds listed. These need not be continuous but once the programme has been cancelled it may not be restarted. Interdictive Fire may not be carried out by rocket batteries. Interdictive Fire is subjective to a negative Fire Number modifier depending on the firing weapons calibre. Defensive Fire This is allowed only to defending units in an attack/defence game and is used to provide an instant barrage of fire in support of a defending unit. It maybe called down by a FOO attached to that battery or the unit it is given orders to support and arrives in the same move that it is requested. It maybe called down by the observing element if an enemy unit is seen moving within 250m of the fire point or if fire is coming from within 100m of the tire point. The levels of batteries able to carry out defensive fire and the number of points allowed is given in table 6.7.4. These missions must be planned before the game starts and their exact position shown on a map. Opportunity Fire This is the normal form of fire missions. It is requested by a FOO or command element, with its time of arrival depending on its level of control and who is requesting it, as listed in the artillery orders section 6.5. Opportunity Fire maybe bought down on an acquired target, or if it is moving a point on its estimated line of advance within 250m of its current location. If when the fire is to arrive the target is not within 100m of this point the battery will only fire for one turn using the interdictive fire modifier. Programmed Fire All programmed fire must be pre-planned before the game. A batteries programmed fire maybe cancelled at any time but if so it may not be restarted.- Counter-Battery Fire Counter-battery Fire is carried out by batteries designated for counter-battery fire, which may not carry out any other fire missions. These are fully. supported by locating equipment, usually sound and flash ranging, although a counter mortar -radar was deployed by the British by the end of the war. This maybe used against mortar and rocket batteries only. 22 INDIRECT AREA FIRE 14.3.7 The chance of locating a battery for counter-battery fire purposes is shown on the Counter-battery Fire Table. 14.3.8 The fire is centred on the middle of a deployed battery, from which any deviation is rolled. 14.3.9 COUNTER-BATTERY FIRE TABLE 14.4 14.4.1 14.4.2 14.4.3 14.4.4 14.4.5 14.6.3 BATTERY EQUIPPED RANGE TO TARGET O-5km_—_—5-15km_ —_:15-30km Okm Sound and Flash Ranging 7 8 9 10 Counter Mortar Radar 5 6 - - +1 Die Roll Modifiers Each round of fire from target battery Rockets firing +2 Mortars firing (not CMR) -1 Target battery dug in or camouflaged -1 ARTILLERY FIRE ZONES The beaten zone for an artillery battery is as shown on the following table. This is for a simple concentration for a five to eight gun battery. If only three or four guns are firing, the beaten zone is halved by width, if only one or two guns, half this again by depth. A Fire Zone Template is included in the back of the rules. Programmed and defensive fire may also use a linear concentration. This is half the depth and twice the width of that given for the size of battery, and its position and direction must be shown on the player's map. The beaten zone for Rockets is for one or two launchers, for each pair of additional launchers increase the width by 5cm. REQUESTING INDIRECT FIRE Observation and requests for artillery fire support are made during phase 5.1.2 and a note must be made of the fire point, turn of. arrival, type of fire mission, and the number of turns the fire is requested. A battery unless carrying out pre-planned fire, will only have one fire mission at a time, and whilst a request for a further mission maybe made to a battery, it will finish its current mission before carrying it out. The exception to this is defensive fire. If this is requested the batteries current mission is cancelled. An example of the Fire Mission Order Sheet is included in the Appendicies. Whilst a battery may only receive one request for a fire mission per turn, an observer may request the same fire mission from a number of different batteries in the same turn providing he is netted into them, see artillery orders 6.5. EFFECTS OF INDIRECT AREA FIRE All elements which are in the fire zone during the indirect area fire resolution phase 5.1.4 are tested for. If the fire continues for more than one move then any vehicle which moved through the fire in the previous move must also be diced for. This allows the attacker, if he has read his artillery missions correctly, to call down fire on an enemy position for a number of turns and then attack it whilst the enemy is still suffering from the bombardment. The enemy is unsure when the bombardment will end and it is safe to send reinforcements in etc. If more than one battery is firing at the same point, the fire area of the largest calibre is used, whilst the fire number used is that of the weapon that has the greatest number of barrels firing. If there are equal numbers use that of the weapon with the highest fire number. 23 INDIRECT AREA FIRE 14.6.4 DEVIATION All artillery fire is subject to deviation from the noted point of aim. Fire is more accurate if pre-planned and observed at the time of impact. Throw 1D10 and consult the following table:- IE ROLL 200m short 200m long 100m left 100m right 100m short 100m long 50m left 50m right On target On target : o Se DIYKDUEWNH Die roll modifiers:-— +2 Fire is programmed, interdictive, or defensive. +2 per turn of FOO observed fire. +1 per turn of observed fire by other command element requesting fire. 14.6.5 Once a battery is on target it remains on target, if the fire is being observed, otherwise it must be diced for each turn. 14.6.6 The die roll modifiers are cumulative. E.g. if the fire is FOO observed defensive fire for the second turn then the DRM is +6. 14.7 RANGES AND ANGLES OF FIRE 14.7.1 The minimum and maximum ranges of mortars and rockets are given in the Artillery Data Charts, neither has any deadground behind a crest. 14.7.2 The minimum indirect fire ranges for other weapons is 1000m, and the deadground is 250m per contour for guns and 100m per contour for howitzers. 14.7.3 I.e. if a gun was firing over a four contour hill,the minimum distance for the fire point, from the rear top contour, is 1000m. If a battery firing at the crest of a hill (rear top contour) then a deviation result of over would become the minimum deadgroud range or the deviation range which ever is the longer; whilst for a battery that drops short behind a hill, the deviation becomes the minimum deadground range or the deviation which ever is the shorter. 14.7.4 Note: If a weapon has no direct fire number it may not fire direct, and if it has no indirect fire number it may not fire indirect. 14.8 RESOLUTION OF INDIRECT AREA FIRE 14.8.1 To resolve Indirect Area Fire take the appropriate Fire Number from the Artillery Data Charts. A guns effective Fire Number is used if the range from the battery is upto two-thirds of its maximum range, otherwise the maximum value is used. However note the minimum ranges and deaground from section 14.7. 14.8.2 This number is modified by the appropriate Artillery Column Fire Modifiers and the final column is used on the Area Fire Table 15.0. 14.8.3 E.g. A platoon of Italian infantry supported by 3 M13/40 tanks advancing on a British position is caught in the fire zone of a eight gun 25pdr battery, firing at a range of 7000m. This is inside effective fire range and the 25pdrs Fire Number is 9 modified for both to 10 as they are moving. The 10 column on the Area Fire Table is consulted and 1D20 rolled for each element. 14.8.4 Note: If a weapon has no effective or maximum Fire Number it may not fire Indirect Area Fire 14.9 RESULTS OF INDIRECT AREA FIRE 14.9.1 The results of indirect fire on infantry elements is as in section 13.6. 14.9.2 The results of a hit on a heavy weapons element is as in section 13.7, except that the optional rules do not apply. . 14.9.3 The result of a hit on a soft-skinned vehicle is as in section 13.7.2, tows are diced for seperately. 14.9.4 14.9.5 14.9.6 15.1.2 15.2.3. 15.2.4 The results of indirect area fire on AFVs is as follows:-— 'S', 'D', and 'PD' : AFV is suppressed 'DS' AFV is neutralised An AFV that is neutralised maybe disabled. Take the vehicles rear armour from half the weapons unmodified effective fire number (rounded down): this number or less must be rolled on 1D10. E.g. In the example above in 14.8.3, a DS result occurs on a roll of 19 or 20. The M13/40s rear armour is 1; half the 25pdrs fire number is 4, so there is a 30% chance of disabling the M13/40. COVER DEFINITIONS Light Cover - applies as follows:- (a) Stationary infantry and heavy weapons using natural cover such as hedges, ditches, woods, shell scrapes. (b) Moving infantry in dense woods, bocage and built up areas. (c) Artillery fire against vehicles in built up areas. Medium Cover - applies as follows:- (a) Infantry and heavy weapons occupying field defences. (b) Stationary infantry and heavy weapons in built up areas. (c) Dug in vehicles. Heavy Cover - applies as follows:- (a) Infantry and heavy weapons occupying concrete buildings, pillboxes, and other permanent defences. EFFECTS OF FIRE ON COVER Infantry fire has no effect on cover. Artillery fire has no effect on light or medium cover within the length of a game (shell holes and rubble are just as good cover) except that the elevation advantage of built up areas is reduced by one for each two turns of fire from upto 125mm and one turn over that. Also roads within and adjacent to built up areas are destroyed, treat them as built up areas, after the same number of turns. Roads are also destroyed in the open after 3 turns of fire upto 125mm or two turns over 125mm. Note interdictive fire triples these times. Concrete buildings and defences are treated as an armoured target and should be given an armoured value (treat 150mm of concrete as 1). They should be tested by each area capable of holding 1 infant.” section or heavy weapon and are treated exactly as armoured vehicles. (Note this mez..s that Direct Fire maybe used against them so the size of such defences also needs to be agreed). Infantry fire has no effect on fully prepared concrete defences other than to Suppress them and their occupants, unless it is from within 50m, when it still only affects the occupants. They may however fire at the occupants of concrete buildings using the hard cover modifier. Also see section 22.8 on engineers and defences. 15.0 AREA FIRE TABLE DIE FIRE NUMBER ROLL} 1 2 3 4 5/6 7 8 9 10]{11 12 13 14 15/16 17 18 19 20 RBgvvvnnn BAS goeuununn BAsSooeuMmn et) ee BREE Seven ZZASsSIoUN +1 Target moving -2 Target in light cover -3 Target in medium cover -5 Target in heavy cover -2 Self moved last movement phase +2 Target soft-skinned vehicle +1 Target open topped AFV or heavy weapons +2 Each additional battery +1 Firing Airburst, target soft or infantry in open +2 Firing Airburst,target infantry in light cover -2 Firing airburst, target infantry in heavy/medium cover -5 Firing Airburst, target non-open topped AFV -4 Interdictive fire upto 170mm calibre -6 Interdictive fire over 170mm calibre -2 Target dispersed infantry INFANTRY MODIFIERS DIRECT AREA FIRE +1 Infantry target moving -1 per 500m range, over 500m -2 Target in light cover +2 each additional barrel -4 Target in medium cover -2 Target in light cover -5 Target in heavy cover -4 Target in medium cover +1 Self stationary last movement phase _¢ Target in heavy cover +2 Target open topped AFV within 50m +1 Target soft-skinned transport -2 Self suppressed -2 Target dispersed infantry -4 Self Dispersed -2 Firing on the move -2 Fired A/T weapon this phase -2 Firing at night -1 Firing mounted -1 Firing at night Smoke 16.1 ARTILLERY SMOKE 16.1.1 A smoke screen maybe laid by indirect fire in phase 5.1.4 by any artillery battery equipped with smoke rounds. 16.1.2 The screen covers twice the area of the beaten zone of the battery firing. 16.1.3 The additional area is placed adjacent to the beaten zone and the whole of the area is then twisted to line up with the wind. 16.1.4 The screen is partial for the first move after laying, it is then full for two moves followed by a move of partial screening before dissipating. WIND MERECTICN © GUN BATTERY 16.1.5 Deviation must still be rolled for a smoke screen. 16.1.6 A full smoke screen completely blocks vision, however a unit inside the smoke screen and touching the edge may see out and maybe seen by units outside. Both count as seeing through partial smoke and the unit inside as being in cover. 16.1.7 If a unit leaves a smoke screen in the open it does not count as being in cover even if it spends longer than half a move inside. 16.1.8 The visibility inside a smoke screen to units which are both in it is 25m. 16.2 THE EFFECT OF WIND Wind speeds affect smoke screens as follows; the speed being decided before the game or controlled by the umpire. WIND SPEED AFFECT 0-5kts . Only covers beaten zone, lasts an extra full move. 6-15kts Normal. 16-30kts Only lasts one full move. over 30kts no smoke. 16.3 DISCHARGERS 16.3.1 These are fired at the beginning of a movement phase and lay a screen touching the front of the firer if hull mounted, or any face of the firer if turreted mounted. 16.3.2 The screen is 50m wide by 25m deep and is an instant full screen lasting until the beginning of the next movement phase for that element. 16.3.3 Smoke dischargers can only be used if under direct fire, or to escape fire from a@ previously located enemy. 16.3.4 Smoke dischargers take one move stationary to reload, only if not suppressed, neutralised or firing. 16.3.5 2" smoke mortars and German smoke grenade launcher are treated similar to smoke dischargers except ‘that they lay a screen 75m wide by 50m deep between 50 and 200m away from the firing unit. They take no time to reload which is usually done from under cover. 16.3.6 (Optional) the German Grenade thrower may also be used as an anti-personnel weapon and may fire at infantry that moved within 50m of the vehicle in the first fire phase after the opposing players movement, as infantry fire with an Area Fire Number of 5. 16.4 SMOKE GRENADES (Optional ) 16.4.1 Infantry sections maybe given smoke grenades, which maybe used to form a smoke screen adjacent to the section. 16.4.2 They are thrown at the beginning of the movement phase and are 50m wide by 25m deep and count as full until the beginning of that sections next movement phase. 16.4.3 Bach issue of smoke grenades may only be used once. NIGHT FIGHTING Night Fighting 17.1 17.1.1 17.1.2 17.1.3 17.1.4 17.1.5 17.2 17.2.1 17.2.2 17.2.3 17.3 17.4 TARGET ACQUISITION The following table gives the ranges and lighting levels at which various forms of illumination are effective. Flares and illumination rounds are fired in the Indirect Fire Phase 5.1.4 and last for the remainder of the turn, unless aircraft dropped, which last for two turns. The area illuminated is a circle around the point of aim. Searchlights must be turned on or off in the request phase 5.1.2. They are destroyed if the vehicle or position they occupy receives an 'N' or worse result. The area illuminated is triangular with its far end 100m wide. Canal Defence Lights (CDL) are treated as searchlights except they are only destroyed if the vehicle carrying them is disabled. They may however be neutralised and be temporarily out of action. A unit which is illuminated by a CDL has a +2 on its acquisition attempts, and +4 on its firing. Infra Red detectors were fitted only to a small number of German Panthers, and they relied on an accompanying Sdkfz 251/20 to illuminate the target with an Infra Red searchlight. aoe TABLE wa Ls LIGHT _LEVEL Full moonlight Infra Red The Light Level Number is a modifier on the Acquisition Table 10.7.3 for spotting targets at that distance. Elements using a searchlight are visible at twice the distance given for the light level, thus an A.A. searchlight, if switched on, has an acquisition modifier of -3 at upto 1500m for an element trying to spot it. This applies for direct fire and direct area fire. The searchlight is automatically spotted for indirect fire purposes. Elements driving with headlights are visible at twice the vehicle mounted searchlight range, e.g. a stationary element is attempting to acquire a B sized lorry moving on a road at a range of 1500m. At 1500m the acquisition number is 5, -1 moving upto 250m, +5 observing at night, -2 using headlights upto 2000m = 7. FIRING AT NIGHT All but indirect fire and suppressive fire have a penalty for firing at night. MOVEMENT AT NIGHT Infantry movement is reduced as given in section 8.7.1. Vehicle movement is reduced as given in section 8.1.3. MORALE Morale 18.1 A units morale represents it ability to carry on with its orders and actions. These rules represent the effect on this morale of the units circumstances. The importance of Company and Higher Level HQ units will become obvious, and their commitment to the front of the action as risky, for if they suffer badly or are disabled the cohesion of the entire battlegroup could rapidly disintegrate. 2 REASONS FOR A MORALE CHECK 8.2.1 A morale check needs to. be made in the following circumstances by a platoon or independant section:- 8.2.2 The first time the unit suffers an element dispersed, neutralised or disabled. 8.2.3 The first time a unit with a morale grade of 5 or 6 suffers an element suppressed dispersed, neutralised or disabled. 18.2.4 If the units command element is disabled. 18.2.5 If a unit loses more than 25% of its elements disabled in one game turn, or more than 50% dispersed, neutralised, or disabled. 18.2.6 A unit may also take a morale test if it wishes to attempt to recover from poor morale, except for a unit that has had a result of retire. 18.3. RESOLVING A MORALE 18.3.1 To test morale take the units morale value and modify it by the following factor:- +1 I£ not in command control. If at least 25% of a unit is dispersed, neutralised, or disabled. if the command element is disabled. If infantry with enemy armed AFV within 200m and not equipped with A/T weapons (A/T Rifle, ATRL, A/T grenades). If AFV moving in poor visibilty, or any element at night or in smoke or fog. Under indirect HE fire, or bombing attack. +2 At least 50% of a unit is dispersed, neutralised, or disabled. Under Rocket fire (air or ground) or being dive bombed. +3 At least 75% of unit dispersed, neutralised or disabled. -l In field defences, or AFV hulldown to all enemy within 500m. If more enemy elements disabled by own unit, or seen disabled within 500m, than lost disabled itself, this turn. 18.3.2 Note: The percentage factors are not cumulative. - Non-AFV transport elements do not count as elements for morale purposes. 18.3.3 Add the result of 1D10 from the following table and consult the chart below. on Roll | 1] 2 T3}t4fs5]fe6][7]8 }9 }i0 paste perp ope pyr yy) ai d worsieteede || 2 | > | s{ 5 | o | 7 {at » fro [ox | ox | ox | ox | aMove| Move] Cover| Hatt |Retire|Retire pe ee ete a Lm mehr 18.4 RESULTS OF A UNIT MORALE CHECK 18.4.1 OK Units morale still good. 18.4.2 }Move Maximum advance towards enemy at half speed. May retire away from all enemy at upto full speed. 18.4.3 Cover Move to cover within half a move and halt, unless already in cover, do not move to within 100m of any enemy (acquired or not). 18.4.4 Halt Halt in present position, or retire to cover. Retire 100m from any enemy element within 100m (acquired or not). 18.4.5 Retire Retire from action at maximum speed, transport may pick up infantry if within 50m, otherwise they move seperately. In a competition game the unit will retire off table, otherwise a rallying point must be designated at least 250m behind the start line before the 29 game commences. If this is overrun by the enemy the unit must retreat off table. 18.4.6 Troops and crew of a vehicle that is neutralised will abandon it, and any troops on foot within 50m of enemy troops who have good morale (half move or better) will surrender if forced to retire by morale. 5 FORMATION MORALE CHECK .5.1 Company and higher level commands take a formation morale test. 5.2 The test maybe caused by the same reasons as a units morale check (18.2). 5.3 They may also have to check their morale if any of their primary subordinate units suffer a halt or retire morale reaction. Thus a Company HQ will have to take a formation check for any platoon sized unit that has a poor morale reaction, a Battalion HQ for any company sized unit that has poor reaction etc. 18.5.4 The formation morale check is taken after all unit morale checks. 18.6 RESOLUTION OF FORMATION MORALE CHECK 18.6.1 Take the command groups morale value and apply any modifiers from the unit morale check (18.3) that apply to itself, then modify it by the following factors:- +1 For each subordinate unit that has a halt reaction. +2 For each subordinate unit that has a retire to regroup reaction, or has been totally disabled. 18.6.2 Throw 1D10 and consult table 18.3.3 and the attached chart using the formation test line. 18.7 RESULTS OF FORMATION MORALE 18.7.1 OK Formation carrys on with orders. 18.7.2 Halt All subordinate units halt in present position or retire to cover within half a move. They must retire 100m, from any enemy elements within 100m, unless in field defences. 18.7.3 Retire The entire formation must retire, from the table if a competition game, or to a regroup point if not, at maximum speed, except that a directly subordinate unit that has all its units with good morale (OK or half move) may act as a rearguard and need not commence retiring until all other units have left the table or reached the rally point. They need not retire at full speed and will defend other units until they rally. 18.7.4 The effects of neutralisation and surrendering is as in 18.4.6, whilst retiring to the regroup point or table edge. 18.8 RALLYING 18.8.1 A unit or formation which reaches a regroup point may rally after two moves providing that it is in command control and has commanders for its constituant units (see 7.3.5). If not it must wait until this happens. 18.8.2 If the unit or formation is forced to take a further morale check due to enemy action it will retire off the table instead. This only applies once it has reached the regroup point. 18.8.3 A rallied unit must be given new orders. 18.9 MORALE VALUES 18.9.1 For competition purposes all units should have a morale value of 4 unless the lists allow. Otherwise players may classify troops as they wish, a guide being anatics e.g. Japanese Infantry Elite formations e.g. British Paras, U.S.Rangers Veteran or Experienced Formations e.g. SS Pz Grenadiers Average combat troops e.g. regular British, American, German and Russian units Poorly led combat troops e.g. Italian infantry Unwilling troops e.g. any forced conscripts 18.9.2 (Optional) Any Morale Value 1 troops that throw a +/-3 result on table 18.3.3 must immediately charge any enemy within 200m and close assault them, regardless of any other morale result. SUPPRESSION /DISPERSION/NEUTRALISATION Suppressed, Neutralised or Dispersed 19.1 19.1.1 19.1.2 19.1.3 19.1.4 19.1.5 19.1.6 19.2 19.2.1 19.2.2 19,2.3 19.2.4 19.2.5 19.2.6 19.2.7 19.3.2 SUPPRESSION A section or element which is suppressed has received fire, which whilst not damaging it, causes armoured vehicles to close down and other elements or sections to think about seeking cover. It restricts visibility and reduces fire and movement. Mark all suppressed units with an 'S' marker. A suppressed element may only move at half maximum speed for the terrain it is in. Suppression lasts until the suppression removal phase 5.3.3 of the current game turn. An artillery battery with more than 25% of its weapons suppressed must fire with the interdictive modifier applied. Sections leaving a supressed vehicle or construction are themselves suppressed. DISPERSION Dispersion affects infantry and heavy weapons as follows:- Temporary Dispersion is caused bythe neutralising effects of enemy fire, minor losses, damage to equipment and the willingness of troops to seek cover. The section or heavy weapons become dispersed and their fire effectiveness is reduced by four, it may however never drop below 1. Note that they also become a harder target to hit. An element dispersed may not move towards a known enemy position, and must either move to cover within half a move or remain stationary. Temporary Dispersion should be marked with a 'D' marker and lasts until the suppression removal phase 5.3.3 of the current game turn, when it is flipped over to its 'S' side as it is then suppressed for the next game turn. Permenant Dispersion is as for temporary dispersion except that casualties and damage is so extensive that there is a permament loss of effectiveness and the section or element remains permenantly dispersed and should be marked with a ‘PD' marker. This marker is never removed. During the remainder of the turn that the element suffers a 'PD' it may not move towards a known enemy position and must either move to cover within half a move or remain stationary. In subsequent moves it may act as its morale allows. The Effects of Dispersion on Soft-skinned Vehicles are as follows:- (a) Soft-skinned vehicles that receive a temporary dispersion may no longer advance towards the enemy, any element inside must disembark counting as suppressed. Any tows must be dropped also counting as suppressed. The vehicle may however retire from the enemy without disembarking its passengers or tows. (b) Soft-skinned vehicles which receive a permament dispersed result are instead disabled, and any troops carried must disembark temporarily disabled, as are any tows. The Effects of Dispersion on Armoured Vehicles are as follows:- (a) Any dispersion result only paUpEeases an armoured or partially armoured vehicle. (b) Passengers riding on the outside of the vehicle are treated as a seperate target for indirect area fire and diced for seperately. For direct area fire they are treated as the same target and the same die result as for the armoured vehicle is used against the riders. (c) Passengers riding inside a vehicle are treated as suppressed if they attempt to fire the vehicle or disembark. NEUTRALISATION Only armoured vehicles maybe neutralised, this represents minor damage such as vision blocks, radio aerials etc, or the crew being thrown off their feet by a non-penetrating hit. A neutralised vehicle may not move or fire for the remainder of the turn. Mark it with an 'N' marker, this is flipped over to its 'S' side during phase 5.3.3 and the vehicle is suppressed for the next move. 31 19.4 19.5 19.5.1 19.5.2 19.5.3 19.5.4 19.5.5 19.5.6 19.5.7 19.5.8 19.5.9 DISABLEMENT DISABLEMENT An element or section which receives a disabled result has received severe damage to vehicles or equipment or personnel losses, and for game purposes are considered destroyed. TIMING OF VEHICLE DISABLEMENT AND ESCAPING FROM DISABLED VEHICLES Vehicles disabled in phases 5.2.3 and 5.2.6 are disabled in the position they now occupy. Vehicles disabled in phases 5.2.2 qnd 5.2.5 are disabled in the position currently occupied unless they moved out of sight during the preceeding movement phase, in which case the vehicle is moved back to its last position that it was in sight of the element that knocked it out. This may mean that sections which have disembarked later in the movement phase may also have to be moved back and tested as for escaping from the vehicle. If the vehicle is knocked out in sight, infantry which disembarked in the preceeding phase count as being temporarily dispersed. Occupants of vehicles which are disabled test to escape at the beginning of the morale phase 5.3.2, they take no further part in a turn until this time. 1D10 is thrown per element attempting to escape and the following chart consulted. HE,HEAT upto 8Smm, AP upto 89mm Cannon and MGs MGs Test for each element seperately, except that if a 1 is thrown, that element and any other element that remains to be tested are disabled and the vehicle is destroyed by a catasrophic explosion. This explosion will also destroy any tows. Tows must also be tested as whilst the weapon is always tested for seperately, in an attack the crew will be in the vehicle and need to escape. (Optional) As crews and tows may survive seperately, such surviving units maybe combined, temporary crew counter being needed. 32 AIR OPERATIONS Aircraft Operations « 20.1 TYPES OF AIRCRAFT AND MISSIONS Only those aircraft which could normally be found over the battlefield are considered here. 20.1.1 (A) Light Bomber = Their mission should be planned before the game commences, with the turn of entry, and the target point being designated. Their attack may only be cancelled, and not re-ordered. They may only be used in an attack/defence game. 20.1.2 (B) Fighterbombers/Groundattack. - These are the most common types of air operations, they maybe given two types of mission. 20.1.3 (1) On Call - These are controlled by an on table Forward Air Controller, their target must be designated by them, at the time of request, with the aircraft arriving in the next air strike phase. They may make three passes over the table and the target must be designated by the Forward Air Controller in phase 5.1.1 of each turn. 20.1.4 (2) Free Range Mission - The move these arrive and the initial flight path must be planned before the game. On their first turn over the table they may attempt to spot upto three targets, each at least 250m from the other, whilst crossing the table. One of these, if spotted maybe attacked in the next turn. If nothing is spotted it does not return. Only one combat pass is allowed. 20.1.5 (C) Battlefield Reconnaissance - Only allowed if using pre-game reconnaissance, see section 4.3. 20.1.6 (D) Observation - These are spotter planes used either to control artillery fire or are linked to the BattleGroup HQ for immediate reconnaissance purposes, allowing changes in orders. They may remain over the table for the whole game. 20.1.7 (E) Transport/Gliders - These missions must be pre-planned, including dropping points and landing areas, see section 21.0. 20.1.8 (F) Fighters - To simplify the game there is no air-to-air combat over the table (although the rules are there to do it), but fighters maybe bought as a Combat Air Patrol (CAP). These engage any aircraft approaching the table and fight one round of combat. Any attacking aircraft that survive may enter the table as planned. Of course the attacking aircraft may have a fighter escort, this may engage the CAP, but may not enter the table. Each CAP aircraft may only engage upto two aircraft a turn, but they may remain availiable for the entire game. They are considered to be replaced constantly. 20.2 FLIGHT PATHS AND RELEASE POINTS 20.2.1 Only Type F and Type C missions need a flight path designated and this must be in a straightline from any point on the players table edge to any point on the opposing players table edge. 20.2.2 Type D missions remain on the table for the whole game and may move ‘upto’ lem’ per km/hr listed on the aircraft data. Their minimum turning radius is. 200m and‘their minimum speed is 60km/hr, which is approximately the distance of a 360° turning circle, so they may remain in place. 20.2.3 All others are placed. at the release point for their weapons at the beginning of phase 5.3.1. The release point depends on the type of weapon and the height at which they are released or fired, as given below:- WEAPON ng guns vary ow on y Firing rockets Dive bombing start medium, finish Level bombing DOO: at low aten at medium at high 20.2.4 Note: Dive bombing may only be carried out by specialist aircraft. 33

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