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OPERATION:
WORLD WAR TWO
























By Massimo Torriani
Version 1. 303 - 30/04/07
Operation: World War Two Page 2 of 185








































I would like to thank Valentino Del Castello, Andrew Carless, Umberto Bonomi,
Il Presidente, Giacomo Gixx Peroni, and Dennis Peroni.
We would also like to thank the playtesters from all over the world and on the forum
www.forumfree.net/?c=112651 for their excellent and constant support.







Copyright 2007

All rights reserved.

No part of this document may be reproduced by any means, be it mechanical or electronic, without prior
written permission from the author. You may download and print the document for personal use.

For updates: www.alzozero.com (English) or www.alzozero.it (Italian)
Operation: World War Two Page 3 of 185
INTRODUCTION

OPERATION: World War Two is a wargame for two players set during the Second World War that allows you to
simulate skirmish level battles using model infantry and tanks. Dice introduce that element of luck which in real-life
is the difference between success and a terrible failure. But luck is not enough to win; every bit of information in the
tables is the result of careful study and is as realistic as any game will allow. Remember that some terms will be
clarified later on in the rules, so we advise you to start by reading the rules for infantry battles, play a few games,
and then read the part that covers vehicles. More expert players are advised to read the whole rulebook at least once
before playing.

Game Philosophy
Unlike other wargames, the game-mechanics of Operation: World War Two are based on the use of Order Cards
rather than the players choices. In real-life, the perfect soldier that always obeys all of his orders to the letter does
not exist... If you read battle accounts you will discover that even the best trained troops hesitate when facing the
enemy and sometimes they refuse to obey orders. For the same reason a good number of shots fired never had a
clear target, but mostly they were fired at a presumed presence - noise and nervousness had a big impact on the
number of shots fired In an attempt to recreate this aspect of war we invented the Order Card system. You will
only be able to move, fire or assault if you have the right Order Card. The use of Order Cards also gives the game
some other advantages. In many games the turns alternate from one player to the other in the so-called IGOUGO
(I go, You go) system, when first Player A moves then Player B and so on. This method seriously limits the action
and prevents us from recreating that imponderable factor called chance. Will my squad get across that stretch of
road before the enemy machine gun interrupts their movement and cuts them down? In a classic game the result is
fairly predictable. With the Order Card system there is no way of knowing for sure until you try to cross that road.
Each order also has a value called its Priority that defines the speed with which that order is applied. The lower
the order number, the faster it is implemented. When assigning orders you must also take this variable into account
as the enemy has the possibility of INTERRUPTING or ANTICIPATING the action by playing an Order Card with a
lower priority. Obviously the deck does not only contain Priority 1 cards (the fastest) and so you will have to
manage your army with the cards that you have available and construct a winning strategy.
The last difference between this game and the more classic ones is the concept of Awareness. Too often it is
assumed that what the player can see is what the models can see. This is obviously unrealistic. For example you
know, as a player, that there are no enemy soldiers behind that wall but in real-life your men may not be aware of all
the enemys movements. In order to avoid the use of too many markers that would represent the units that have been
spotted, we have developed a system based on the type of unit and the last action that they performed. It is easy to
see a tank that is advancing and firing, but not as easy to see an infantry unit that is moving slowly through a house.
A simple table has solved the problem.
While playing your first few games you may be surprised by the fact that every turn you MUST play an order for
every unit. Sometimes this will force a hidden unit to fire, (thus giving away their position in terms of awareness),
even without a target. Maybe they are nervous, maybe a trigger-finger slipped As you will have guessed, this may
be frustrating but it creates realistic situations. Try to put yourself in their shoes... are you certain that there are no
enemy troops in those woods, in that house, behind that wall? Are they your friends? There is no doubt that the rule
shoot first, ask questions later was fairly common. From game to game you will find out how to minimise these
situations and with time you will manage to build an army that satisfies your strategic requirements.
Remember that this simple game is a simulation of war, and so nothing is left to chance. Even with the worst luck
in the world the best player will always win.

Compatibility with Operation Overlord
These rules are the result of four years of comments and suggestions received from players all over the world; in
these pages we have collected the basic rules as well as those contained in Paratrooper Attack, Upgrade Vehicle and
Berlin 1945, which have all been thoroughly revised and corrected. Even seasoned players of the original game
should read through these rules at least once to discover all the new additions. Considering that the mechanisms are
very similar, the scenarios that have already been published are perfectly compatible with this edition but you should
use the values and characteristics indicated in this new version when using the new tables.
Operation: World War Two Page 4 of 185
GAME COMPONENTS

Apart from this rulebook you will need some other game components to play Operation: World War Two. They are
described below.

Dice: The only dice used is a ten-sided dice where the 0 is considered a 10. During play you will often be
required to roll a dice to see what happens. Mostly the result that you have to roll must be equal to, or greater than,
the number shown.

If the Training number is 3+ you have to roll at least 3 (or more) to avoid your unit panicking; a
roll of 1 or 2 will be a failure.

Sometimes you will apply some modifiers to the result and in this case you should add or subtract them to obtain the
final result.
This ten-sided dice will also be used to define the deviation of indirect fire that misses the target; the new point of
impact will be decided by the direction that the dice is pointing in and the number rolled.

Tape measure: All measurements in the game are made in centimetres. Movement, weapons range and burst areas
are all measured with a simple tape measure. Remember that you are allowed to measure before performing any
action and before making any declaration whatsoever. Checking whether youre within close range, within the
awareness distance of the enemy, whether your unit is in cohesion and much more will always require a quick
measurement

Order Card Deck: This game includes two identical decks of 40 cards each: one for the Axis player and one for the
Allies. Each player will give orders to his units who will act faster or slower depending on the priority of the Order
Card. These cards are divided into 5 types: FIRE, MOVEMENT, ASSAULT, AMBUSH and SUPPRESSION FIRE.
Further on in the rules you will find a detailed explanation of each type of order.

Tables: We have grouped all the tables together in a separate booklet to ease their consultation.

Models: Plastic or metal miniatures of men and vehicles allow you to represent the army that you will move around
the table and lead into action. Every man must be based on a 2cm diameter disc. The bases of the models cannot
overlap for any reason whatsoever during the game. No bases are required for the vehicles. You should ensure that
each model is armed as shown in the Army Lists and is identified by a letter and number (e.g. A1). This will help
you identify the units and ensure that they dont get mixed up when playing with large armies (Unit A, Unit B,
Model 1, Model 2, etc. )

Markers: During play you will use various markers to show the state of some units in special situations. These
markers will be explained in full in the various paragraphs that follow.

Templates: The game uses four types of circular templates with different diameters; 3, 5, 8 and 10cm.
Flamethrowers require the use of a triangular template. Generally if the base of an infantry model or part of a
vehicle is within the borders of the template then that model has been hit.

Vehicle template: To help you identify the front, rear and sides of a vehicle we have also included a vehicle
template that also shows 22 and 45 firing angles. Use this when you have any doubts.

Wargames table: This is a wargame so you will play your games on a specially made table that simulates a
battlefield. The number of scenery elements that you should use will depend on the type of scenario that you want to
recreate. For a countryside setting just a few houses, some walls and a few woods will suffice, while you will need
lots of buildings for urban combat. Generally the battlefield should be balanced and should not favour either of the
two players. A good system is to allow one player to set up the table and then allow the other player to choose the
side he will deploy his troops on. You can play on a table measuring 120cm x 120cm but we suggest bigger tables
(at least 160cm x 120cm) for games using 4,000 point armies. There are various scenarios based on historical events
to help you out and which can be downloaded from our web-site at www.alzozero.it .
Operation: World War Two Page 5 of 185
DEFINITION OF UNITS AND MODELS

When reading these rules and during the description of the various phases of the game you will often find the terms
infantry and vehicle together with the terms model and unit.

For game purposes infantry, artillery and stationary motorbikes are considered to be infantry.

For game purposes a tank, an armoured car, a half-track, a truck, a car and a moving motorbike are
considered to be vehicles.

Model: This term identifies a single man, a tank, a vehicle, a gun.

Unit: This term identifies the basic formation that can perform an order. Specifically it can consist of a single
model, such as a tank, or more than one model in the case of infantry units. When an order is given the entire unit
performs that same order even if it comprises more than one model.

Going into detail, the models can be subdivided into the following categories:

Infantry: Men in general, unloaded vehicle crew, gun crew, mortar crew, etc.

Artillery: Guns in general from anti-tank to anti-aircraft guns, from howitzers to rocket-launchers (for
awareness purposes artillery counts as infantry).

Motorbike: Vehicles with 2 or 3 wheels, including special vehicles such as the German Kettenkrad and the
Sidecar.

Car: Four-wheeled vehicles that can carry up to 4 men.

Truck: Vehicles that can carry infantry units, they can have 4, 6 or 8 wheels and sometimes even have
tracks.

Half-track: Vehicles with two front-wheels and rear tracks. These vehicles are classified as armoured
vehicles. Some can transport infantry units.

Armoured Car: Vehicles with 4, 6 or 8 wheels. These vehicles are classified as armoured vehicles.

Tanks: Tracked vehicles. These vehicles are armoured vehicles and are sub-divided into light tanks,
medium tanks and heavy tanks.

Assault guns, motorised artillery, self-propelled guns and other classifications have been included in the categories
above to simplify the tables, but their specific nature has been maintained with the use of the characteristics.

Characteristics
Both models and units may have particular specifications that influence various aspects of the game (movement,
fire, awareness, etc.) In the unit description you will see the characteristics section if your unit has any special
abilities or penalties. Check the Characteristics Table to find out what they mean.

Training
The troops training, their value, their tenacity and their bravery are all summed up in one number: Training. All
tests (Panic, Driving, Assault, etc.) are made using this number. Given that to pass a test you need to get equal to or
better than this number, this implies that the lower it is, the better the Training.

A unit of American paratroopers, with Training 3, is better trained than a unit of American
Riflemen with Training 4.
Operation: World War Two Page 6 of 185
THE GAME TURN

In order to rationalise the various actions that occur during the battle it is sub-divided into a series of turns which
are, in turn, sub-divided into a series of phases. Normally a battle will last 6 turns during which the units follow the
orders given to them. In every full game turn all units that are not panicking MUST be assigned an order.

BASIC TURN SEQUENCE
1) Order Card Re-fill
2) Panic Recovery
3) Initiative
4) Order Sequence
A) Order assignment and declaration of intents of the player that won the initiative
B) Reactions
C) Counter-reactions
D) Execution of Orders according to their Priority

The other player then repeats the sequence

and so on until all the units have received and executed an order. When both players units have
performed an action then the turn is over and a new one can begin.

5) Turn ends

Draw Order Cards
At the start of the first turn the player must draw 5 cards + 1 card for every friendly unit in the game. This means
that if the army consists of 10 units then the player will draw 15 cards (5+10). These cards represent the different
orders that can be given that turn. To simulate the varying efficiency of the chain of command the following variants
apply:

German Army: Draws 7 cards (instead of 5) + 1 for each friendly unit.
American Army: Draws 5 cards + 1 for each friendly unit. Every turn after drawing his cards the player can replace
one card by discarding one and drawing a new one.
Russian Army: Draws 5 cards + 1 for each friendly unit.
British Army: Draws 5 cards + 1 for each friendly unit. Once per game, after the re-fill, you can replace up to 3
cards, discarding the unwanted ones and taking 3 new ones.

Order Card Re-fill
At the start of each new turn the player must have 5 cards for his basic hand (7 for the Germans) + 1 card for each of
the un-panicked units he has on the table; draw a number of cards depending on the number of units you have. At
the end of each turn the cards that have been played or discarded are shuffled back into the deck. Un-played cards
that are left in your hand are carried forward to the next turn and count towards the new hand.

Mario has a German Army and at the start of the second turn he has 5 cards left in his hand.
During the re-fill phase he will draw 2 cards to complete his basic hand (7-5=2) + 1 card for each of
the un-panicked units he has on the table.

Panic Recovery phase
From the second turn onwards you may have to recover panicked units. In this phase all panicked units that are in
the open must move as fast as possible towards the closest cover without moving closer to the enemy. When they
reach cover they throw themselves to the ground and are Pinned!
Panicked units that are already Pinned! and in cover can try to recover by taking a Morale Test. If they pass the test
then they are no longer in panic; stand all the models up. They may not do anything else this turn, so place a Unit
has Moved marker next to the unit (whatever the distance they have covered) making sure its the right colour (white
for even turns, black for odd turns). If they were already in cover the turn before, place a Unit was Stationary marker
next to them (white for even turns, black for odd turns). These markers help when defining awareness of the unit
(see the rules below).
If the unit is reduced to only one man after losses, even if he is not Panicked, he must perform a Morale Test every
turn. If the model passes the test then he can carry on fighting, but if he fails the test remove the model.
Operation: World War Two Page 7 of 185
Initiative
The player that wins the initiative for the turn will play the first Order Card. To decide the initiative both players
choose a card and place it face-down on the table. They turn them over at the same time and compare the priority
numbers. Whoever has played the lowest priority number has won the initiative; the Order type has no relevance
here. The cards used to bid for the initiative are discarded and cannot be used to give orders this turn. If the priority
numbers are the same then it is a draw, and both players must play another card. If it is still a draw after the fifth
card then both players draw a card from the deck and compare numbers until a winner is found.

Order Sequence
The player that won the initiative chooses a unit and gives them an Order. Show the card to the other player and
declare the intentions of the unit and the priority shown on the Order card.
The opponent may react by giving one of his units an order with a lower priority, by declaring their intentions and
the priority of their card.
At this point the first player can counter-react by assigning another order to another unit, as long as that order has a
lower priority than the last card played by his opponent, again declaring his intentions and the priority. This
sequence continues until one of the players selects a Priority1 order or passes. In both cases now proceed to the
Order Execution phase, starting with the lowest priority up to the highest.

Mario won the initiative and gives a Fire5 order (Fire Order, Priority 5) to a Grenadier unit that
fires at an American unit which is standing in the middle of the road. Massimo reacts by playing an
Assault3 card on the threatened unit and declares that they will Assault the Grenadiers that want to
fire at them. Mario counter-reacts and plays a Fire1 card on the machine gun squad on the other side
of the road to block the assault. Given that Massimo cant counter-react (there arent any cards less
than 1) the players proceed to the Order Execution phase. First of all Mario fires with the machine
gun. If the Americans survive both the enemy fire and any eventual Morale Test then Massimo can
complete the assault and Mario, with any survivors, will be allowed to fire at the American squad
with his Grenadiers.

Once the orders have all been completed the units will be given the right marker, of the right colour, to indicate that
they have performed an action that turn. Once this phase has been completed the player without the initiative
(Massimo, in this example - no matter whether he reacted or counter-reacted) chooses a unit and gives them an
order, declaring their intentions. Obviously it will be possible to react and counter-react just like the first example.
When ALL units have performed an action and all units have a marker the colour of the current turn, the turn is over
and the players start again from the card re-fill phase.

Remember that once you have assigned an Order card and declared the intentions of a unit you cannot change your
mind for any reason whatsoever.
Operation: World War Two Page 8 of 185
ORDERS

The Order Cards are the heart of this game system. When you give an order to a unit you must declare your
intentions to the other player, i.e. explain precisely what actions you intend to perform. This declaration will allow
your opponent to react, playing a card with a lower priority. In this case, too, the player must declare their intentions
to allow a counter-reaction which, in turn, may provoke a further counter-reaction. This sequence is only interrupted
when one of the players plays a Priority1 card (a card with a Priority of 1) or if he passes.

DECLARATION OF INTENTS
Depending on the order given, the declaration may include different elements;

Movement: You must declare the direction, type of movement (slow or fast), destination and any eventual exposed
models.

Assault: You must declare the direction, type of movement (slow or fast), destination and any eventual exposed
models. You must also declare your target, as well as any eventual close combat or ramming. Fast movement cannot
exceed the distance shown in the Assault column of the movement table because normally during the Second World
War weapons were used when stationary; you can assault while moving slowly.

Fire: Declare the target unit and any eventual exposed models. If you intend to interrupt an enemy unit whilst it is
moving then you must indicate the exact point when you will open fire.

Ambush: Declare any eventual exposed models and, if you use the card to fire, the target unit. If you intend to
interrupt an enemy unit whilst it is moving you must indicate the exact point when you will open fire.
If you use the card to remain stationary without firing then you must only declare the unit that receives the order.

Suppression Fire: You must declare the target and any eventual exposed models.

ORDER EXECUTION
You must now proceed to the Order Execution phase which must follow the increasing numerical priority order and
which must respect the intentions declared beforehand. If there are Pinned! models in a unit then they can only stand
up; the other members of the unit can act according to orders. Once the order has been performed, place a marker
(the colour of the current turn) next to the unit that has acted: white for even turns, black for odd turns. This way it
will always be possible to identify the units that still have to receive an order that turn. Remember that awareness
will depend on the last action performed.

Movement: Units that have received this order will move, slow or fast, to the destination that was declared and that
must be within the maximum distance allowed for that unit. For awareness purposes, infantry units that move slowly
are considered stationary. Vehicles with this order are always considered in movement for awareness purposes, even
if they dont actually move. The engine noise has given their position away.

Assault: Units that have received this order will move, slow or fast, up to the destination that was declared and that
must be within the maximum distance allowed for that unit during an assault. If you have declared that you will fire
at an enemy unit you can fire before or after moving as long as when you fire the target unit is in line of sight and
you are aware of them. Apply a penalty of -1 to hit. If the target has moved thanks to a lower priority, you can
ignore your original destination and try to follow them moving towards the enemy unit up to the maximum distance
allowed during an assault.
For awareness purposes you should consider this order as a combination of a Movement Order and a Fire
Order. If you fire after moving then the unit is considered moving until it fires. Remember that the unit will fire
even without a valid target; you can postpone fire but you cannot avoid firing. Imagine that a man has fired a shot
accidentally, or that your men, who havent got your view of the battlefield, have fired at a point on the battlefield
where they think the enemy is to be found.
If the order is played to react or counter-react YOU MAY NOT delay your fire to obtain better conditions by
interrupting enemy movement.

Fire: A unit that receives this order may fire at a target of which they are both aware and in line of sight. If played
to react or counter-react you can delay fire and interrupt enemy movement waiting for the best conditions. Declare
the point at which you will fire. You are allowed to react or counter-react by firing at a unit of which you were not
aware or which was not in line of sight as long as both conditions are satisfied when you fire. For awareness
Operation: World War Two Page 9 of 185
purposes the unit has fired even if it does not actually fire at a unit. Imagine that a man has fired a shot accidentally
or that your men, who havent got your view of the battlefield, have fired at a point on the battlefield where they
think the enemy is to be found.

Ambush: A unit that receives this order may fire at a target of which is aware and which is in line of sight. If the
target is within the Close range of the weapon used then you have a +1 to hit. If this card is used to react or counter-
react you may delay fire and interrupt the enemys movement to obtain the best conditions possible. Declare the
point at which you will fire. You are allowed to react or counter-react by firing at a unit of which you were not
aware or which was not in line of sight as long as both conditions are satisfied when you fire. For awareness
purposes units that receive this order are only considered to have fired if they actually fire at an enemy unit. If you
decide not to fire then the unit is considered stationary (including vehicles)

Suppression Fire: A unit that receives this order can fire at a unit that is in line of sight even if they are not aware
of the target; for this reason you always have a -3 penalty on the Damage Table for any successful hits. For
awareness purposes the unit has fired even if it does not actually fire at a unit. Imagine that a man has fired a shot
accidentally or that your men, who havent got your view of the battlefield, have fired at a point on the battlefield
where they think the enemy is to be found. If the order is played to react or counter-react YOU MAY NOT delay
your fire to obtain better conditions by interrupting enemy movement.

TO ANTICIPATE OR TO INTERRUPT?
In order to avoid any confusion we want to explain the difference between these two terms. You can Anticipate with
any order, but you can only Interrupt with Fire and Ambush orders.
In game terms, the player that anticipates wants to play their action before the opponent, while he who interrupts
allows the opponent to perform part of his move before intervening.

Mario won the initiative and plays an Assault 3. In the declaration of intents he states that the
squad will jump over the wall that they were hiding behind and assault a Grenadier unit inside the
house.
Massimo is lucky and has two cards with a lower priority. He looks at his choices:
a) He could play an Assault 2, anticipating Mario. In this case he would hit with an 8 (a basic 7
and a penalty of 1 for the Assault) and would kill with a 7+ due to the medium cover given by
the wall.
b) Or he could play an Ambush 2, interrupting the move. In this case logic suggests that he opens
fire only once the unit has come over the wall. Being at Close range when firing, he would hit
with a 6 (a basic 7, with a bonus of +1 for the Ambush) and would kill with a 3+, given that the
models are out in the open without any cover.

Obviously Massimo chooses the second option.
Operation: World War Two Page 10 of 185
INFANTRY

MOVEMENT
Classification: Fast or slow
Units move across the battlefield when given Movement or Assault Orders. In both cases consult the Movement
Table to find the maximum distance allowed for that type of unit. There are two possible speeds: fast or slow. In the
case of an Assault you can still choose the sort of movement that the unit will perform but part of the movement will
be sacrificed when firing. A man with a Movement Order can move fast up to 20cm but in Assault he only moves
15cm. Note that 15cm is greater than the 10cm which would classify the movement as slow. The movement type is
an attempt to recreate the situation on the battlefield: if a unit is moving slowly we assume that they are being
careful, attentive to noise and ready to use all the cover available; a unit going fast is trying to cover the maximum
distance possible in the least amount of time possible, and so is less careful about their surroundings.
Cohesion
Units from the same unit must stay in cohesion amongst themselves during play. Cohesion means that the maximum
distance between two models must be 10cm. You can create a sort of chain or a compact group but you must always
respect the limit of 10cm from base to base.
If the distance becomes greater after losses then the unit must regroup and re-establish cohesion as soon as they
receive a Movement or Assault Order. Units that are not in cohesion will have a penalty in their Morale Test.
As we have already specified, the declarations must always indicate the destination; if the unit comprises more than
one model then move the men one by one ensuring that, at the end of the turn, the unit is in cohesion and at least one
model is standing at the declared destination.
Terrain Table
Some types of terrain may limit or prevent movement. The Terrain Table shows the limits or bonuses that should be
applied.

Key:
-5/-10: The model must sacrifice 5/10cm to even partially move on this sort of terrain. In the case of hedges
or walls, a model next to the obstacle can move over it by sacrificing 5cm for low hedges and walls, and
10cm for high ones; in these cases the model is placed on the other side of the obstacle after spending the
extra cm required.
+5: the model can move 5cm more than normally allowed as long as the entire movement is performed on
this type of terrain.
Slow: Only slow movement is allowed on this type of terrain
Impassable: The model cannot move over this type of terrain.

Bicycles
Bicycles are anomalous infantry units and require some explanation. Like with vehicles, models spend 5cm
movement to mount or dismount and this can only be done with slow movement. Even if models on bicycles move
slowly they are not considered stationary, due to the fact that they have to keep a high profile to pedal. Weapons
that need an assistant can only be fired if the firer and the assistant do not move and are next to each other when they
fire.

Slow movement: 15 Fast: 25 Assault: 20

If a model dismounts he must leave a bicycle model behind him; like transport vehicles, you can leave them
somewhere and collect them later. If rider-less bicycles are in the burst area of an explosion then they are
automatically destroyed. If you do not have models of bicycles without riders then once dismounted the bicycles are
lost. This rule helps prevent un-sportsmanlike players from using bicycles in an improper way. Bicycles use the
Terrain Table as if they were motorbikes.
Operation: World War Two Page 11 of 185
FIRE!
Valid targets
In order to fire at an enemy unit, you must give a Fire, Ambush, Suppression Fire or Assault Order but that isnt
enough. You must also fulfil another two requirements: line of sight and awareness. Without one of these two
elements you cannot fire. There are two exceptions to this rule; Indirect fire and Suppression Fire. Both will be
looked at below. When you have line of sight and awareness then the enemy unit is defined a valid target. Artillery
(guns, howitzers etc.) must aim at the target, or line up their barrel in the direction of the enemy model. If they cant
aim at the enemy unit then they cant fire.
Infantry units can fire at a valid target even if not all the of its models can fire. Normally you cannot split your fire
onto several targets but if the firing unit has a heavy weapon (rocket-launcher, etc) then you can choose two
different targets: one for the small arms and another for the heavy weapons. The target for the heavy weapon must
be a vehicle.
Line of sight between infantry models
Consider line of sight as a straight line that joins the firing model to the target model. If your model can completely
see the target then the line of sight is considered free; if the target can be seen partially he is in cover. Models from
the same unit do not block line of sight. When deciding the line of sight you must also take into account the
properties of some scenery elements.

Scenery
Even the most detailed wargames table cannot reproduce every wall, piece of furniture or tree on the table; for this
reason, strange situations can arise where concepts like line of sight are too dependent on the models position. For
this reason we have introduced some general rules.

Low walls and hedges: Models at ground level can extend their line of sight up to a maximum of 10cm
beyond low walls and hedges. Models ignore low walls and hedges that they are next to.
High walls and hedges: Models at ground level may not extend their line of sight beyond high walls and
hedges (over 2.5cm). Infantry models next to high walls can throw grenades over them if they are aware of
enemy models within 5cm of the wall. With high hedges, infantry models next to the hedge can fire and
throw grenades beyond the hedge if they are aware of enemy models within 5cm of the hedge.
Woods: These elements limit the line of sight within their perimeter and are defined as areas of cover. The
line of sight extends up to a maximum of 5cm into this element. Models beyond this distance cannot be
considered valid targets as they are out of the line of sight. Single trees or portions of woods that are
smaller than 5cm wide are considered small woods; the line of sight does not go further than the normal
5cm.
Buildings and ruins: These elements limit the line of sight within their perimeter and are defined as areas
of cover. The line of sight extends up to a maximum of 5cm from a window, gap or door on the side of the
building that you are firing at. Models beyond this distance cannot be considered valid targets as they are
out of the line of sight.
Firing levels: Models in the upper floors of a house or on a hill can ignore low walls and hedges but not
woods, buildings and ruins that are in the line of sight. In houses measure the vertical distance to move
from one floor to another. For high hedges and walls use the real line of sight and common sense. If the
players disagree, roll a dice to decide.

Awareness
A sniper in a bell-tower or a camouflaged gun are certainly more difficult to spot than a tank that is moving and
firing and in the confusion of battle it is almost impossible to know the enemys real position if they remain
stationary but if they fire or run towards you, they are much easier to see. In game terms, and to ensure that the
model that wants to fire is aware of the presence of the enemy model, you must take two factors into account: what
the enemy model did last time they received an order and if they are in cover. The first condition depends on the last
order received, and the second depends on its position on the battlefield compared to the firing unit.

To decide whether you are aware of an enemy model you must measure the distance between your model and the
target. Looking at the Awareness Table where you will find the minimum distance, in cm, at which you can see a
model depending on the type, the conditions and the cover.
If the distance between the two models is less than or equal to the distance shown then you are aware of them. In a
unit with more than one model, it suffices that one model is aware to extend that awareness to the entire unit.

Type of target: Infantry, Vehicle Target conditions: Stationary, Moved, Fired Cover: In the open, In cover
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Cover
When the line of sight between the firing model and the target model is partial (part of the model is hidden), the
target model is considered to be in cover. This is a simulation and even the most realistic scenery does not
correspond to real-life; to speed the game up and to avoid representing every brick or tree on the battlefield we
consider that woods, buildings or ruins provide cover to any model within their boundary. These elements are called
areas of cover.
A model beyond a wall or hedge is in cover if this is on the line of sight.
There are three types of cover: Light, Medium and Heavy. If they are hit, models will take different degrees of
damage according to the level of cover they are in.
Fire Sequence
Once you have ascertained that the firing unit is in line of sight and is aware of the enemy model follow these
phases:

Positioning
Range
Rate of Fire
Fire
Damage

Lets look at these phases one at a time.

Positioning: Infantry models normally have a firing arc of 360. During this phase the men can be rotated
on the spot so that they are pointing at the enemy model or unit. Models that do not have valid targets may
not fire. Artillery (guns, howitzers, etc) can turn a total of 45 (22.5 right and 22.5 left) to aim at the
target. The gunner, behind the gun carriage, must have a clear line of sight. For mortar units it is enough
that one member of the unit sees the target and is in cohesion.

Range: In this phase you must verify which, and how many, weapons are within range, referring to the
corresponding Weapons Table. The table shows three range values in cm: Close range, Normal range and
Extreme range.
You cannot fire at a target beyond Extreme range (the third number).
For infantry models the range is measured from base to base. Vehicles measure the distance from their
weapon and it suffices to reach any part of the perimeter of a vehicle to fire at them.
If the distance between the firing model and the target is less than or equal to the Close range and you are
using an Ambush Order, then you get a +1 to your roll to hit. With an unit comprising more than one model
it is enough that at least one be within Close range to get this bonus.

A model armed with a Thompson gets the bonus if the enemy model is at 7cm or less.

If the distance between the firing model and the target is less than or equal to the Normal range there are no
modifiers (except in the case above or if they are within 5cm).
If the distance between the firing model and the target is more than Normal range but within Extreme range
you get a penalty of 2 to hit.

A model armed with a Thompson M1 sub-machine gun can fire up to 28cm (Extreme range)
but will only avoid the -2 penalty to hit if the target is within 14cm.

Rate of Fire: In this phase you must check how many shots are fired at the target by checking the Weapons
Table. Cross-reference the weapon and the Rate to find the number of dice you will roll.

The American Thompson M1 sub-machine gun has a rate of 3 and so it rolls 3 dice we
say it rolls 3d10. To speed the game up we suggest you roll all the dice for each sort of weapon
at once.

Fire: Once you have determined the number of dice that must be rolled you must check what value you
need to roll. Cross-reference the weapon used with the type of target to find the minimum roll needed.
Remember to apply all the modifiers to the Roll to Hit that apply to each single model (these can be found
at the end of the book); models in the same unit may have different modifiers ( two models within 5cm of
the target and the others further away). All rolls that are equal to or greater than the number needed are
considered to be hits.

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If an American solider armed with a Thompson M1 sub-machine gun fires at a German
trooper he must roll a 7 or more to hit him.

If, instead of a number, there is an NE (No Effect) then you cannot damage this target with this type of
weapon.

Damage: Roll 1d10 on the Damage Table for every hit. Here there are different modifiers that must be
applied (again, they can be found at the end of the book). The hits are applied by the player that owns the
target unit, starting with the worst results. Only models in line of sight can suffer the effects of a hit. If
the number of hits is more than the number of models that can be hit then the excess hits are lost.

The American player has rolled 5 hits on a German unit of 3 men. He rolls for Damage and
gets 3 KIA and 2 Pinned! The German player removes the three models; the other results are
lost.

If a unit comprising several models that are already Pinned! is fired upon again, damage must first be
assigned to standing models and only afterwards to the Pinned! ones. This may mean that you have to
remove some support weapons such as machine guns, mortars, rocket-launchers etc; just assume that the
weapon is jammed, has run out of ammunition or has even been damaged by a shot.

If a unit of 12 Germans has 9 Pinned! men and 3 standing, and is hit and must remove 4
dead, the first 3 to die will be the standing models.

If a unit of 12 Germans with 6 Pinned! and 6 standing is hit and takes 4 KIA and 4 Pinned!,
he must choose the 4 KIA from the standing models and Pin the other 2 (the 2 excess Pinned!
results are lost).

If the firing unit also uses Burst Area Weapons, first resolve the burst area weapon damage and then
resolve the Small Arms Fire.
Mixed infantry models
Sometimes during a battle the models from a players different units can get mixed up. If there are less than 5cm
between the models from two different infantry units, consider them as a single target for direct fire purposes. The
player that is fired at will split the damage amongst models in his units respecting line of sight and awareness.

Friendly infantry models in the firing line
If the line of sight between the firing model and the target passes closer than 5cm from one or more friendly
models that are not in the firing unit, they may be hit. Check each hit separately with a Precision Test (without
modifiers).

Precision Test (1d10)
If the dice roll is equal to or more than the units Training number then the model has hit an enemy model.
If the dice roll is lower than the units Training number then the model has hit a friend.

Models in the firing unit cannot be hit.
Losses are removed, as normal, by the player that has suffered them.

Troops partially in cover or in mixed cover: differentiated targets
If the target unit has some of its models in cover, it is in a situation where it is subdivided by different types of cover
or partially inside a position or a bunker, the firing player must decide how many shots will be aimed at each
section, applying modifiers separately. Obviously, hits in one section cannot be assigned to the other.

A German unit is partially in woods (light cover) and partially behind a wall (medium cover). The
American player decides to fire at them with an infantry squad; in this case he can split his 22 dice
amongst the two sections as he wishes, but must declare it before rolling the dice. He must also roll
the dice separately when rolling for damage as the result may be different depending on the cover in
each of the two sections; a man maybe Pinned! behind medium cover or die in light cover (with a
roll of 6 on the Small Arms Damage table).

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If the target unit was partially in a trench and partially outside, only the section in the trench will
benefit from the -1 to be hit.

You may not split the fire from the same weapon.

The 7 dice from an Mg34 must all be aimed at the same section; this does not prevent other models
from the same unit from firing at the other section.

Line of sight through walls, doors, windows, gaps
In order to trace a valid line of sight through the outer perimeter of a building there must be at least one window, gap
or door between the firing unit and the target unit; in this case all models within 5cm of the opening can fire or be
chosen as targets. You can only throw grenades through a door, a window or a gap.
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THE WEAPONS TABLE

The weapons tables are sub-divided into nationalities and provide statistics for all types of weapons. The weapons
tables are also sub-divided into sections for Small Arms and Heavy Weapons. When you have to check for damage
use the corresponding section of the Damage Table.
A 75mm gun will roll on the Heavy Weapons section of the Damage Table. A rifle will roll on the Small Arms
section of the Damage Table. Specific rules to be applied to certain weapons are mentioned on the table itself.

The tables also specify if you are firing with direct or indirect fire. This classification defines the difference
between a shot in a straight line and one with an arched trajectory. A direct shot means that the trajectory follows a
straight line to the target. An indirect shot means the trajectory traces a curve that goes up into the air and then
comes back down again. With the latter you can fire upon units that are not in line of sight as long as you receive a
communication that tells you where to fire. We will look at this later. Cross reference the type of weapon with the
type of target and you will see a number. That is the number you must roll (after applying any applicable modifiers)
to hit the target.

The range is in centimetres (cm) and shows three numbers: Close Normal Extreme. If the distance is equal to
or less than the Close range and you are using an Ambush Order then you get a +1 to hit. If the target is beyond
Normal range but within Extreme range then you can fire but you have a penalty of -2 to hit. You cannot fire at an
enemy that is farther than the Extreme range (the third number). Grenades do not have a Close range as they cant be
thrown less than 4cm. For shaped-charge weapons we have only shown normal range, as they do not apply the
bonus for Close range nor the penalty for Extreme range.

The rate indicates the number of dice that you roll to hit. Sometimes instead of a number there will be an A with a
number in brackets or an L. In this case it is a Burst weapon. This will be looked at later on.


THE DAMAGE TABLE

This table shows the damage to be applied after any successful hits. Given that this section of the rules only treats
infantry units lets look at the results you can obtain. The player that takes the damage can choose how to apply the
damage, starting with the highest values. Excess hits are lost.

KIA: One model is removed from play.
Pinned! : A model is laid on his side. He has thrown himself to the ground to avoid being hit. The next
time his unit is given an order, all he can do is stand up; he may do nothing else.
Pinned! if LMH/KIA: If the model is in light, medium or heavy cover then he is Pinned!, otherwise he is
KIA.
Pinned! if MH/KIA: If the model is in medium or heavy cover then he is Pinned!, otherwise he is KIA.
Pinned! if H/KIA: If the model is in heavy cover then he is Pinned!, otherwise he is KIA.
NE: No effect. The shot bounces off a helmet, makes a hole in a uniform, whistles by, just a few
millimetres from your model.
Main weapon: The artillery has been destroyed.

Modifiers
Every roll may be subject to penalties or bonuses. Check the relevant section (at the back of the book) to see which
will apply. After rolling the dice, add or subtract the modifiers to the result; if there is more than one modifier then
apply one after the other to get the final result.

An infantryman receives an Assault Order and moves to within 5cm of the enemy before firing.
The modifiers to the roll to hit are: -1 for the Assault Order and +3 because he is 5cm from the
enemy, for a total of +2 to the roll.

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Suppression Fire
One of the fundamental aspects of this game system is tied to the fact that in order to fire you must be in line of sight
and aware. Historically however, sometimes large amounts of fire were aimed at an area to prevent any possible
reaction, despite the fact that there was no certainty of the enemy actually being there at all. With the Suppression
Fire Order you can fire at enemy units in line of sight but of which you are not aware. Considering that the fire is
very vague and is used to saturate a general area, apply a 1 to hit (since the firers are not aware of the target) and a
-3 on the Damage Table.


WEAPONS WITH ASSISTANTS

Some infantry support weapons require one or more assistants to use them properly.

Light machine guns: Can only fire when moving if another model in the squad is in base contact with the
machine-gunner when they fire. If there is no one in contact with the machine-gunner then the weapon rate
is halved (rounded up) and the weapon can only fire if the model doesnt move. With a tripod it has a firing
arc of 180 (90 right, 90 left), and it cannot move and fire in the same turn.
Medium and Heavy machine guns: Can only fire if another model in the squad is in base contact with the
machine-gunner. If there is no one in contact with the machine-gunner then the weapon rate is halved
(rounded up). This weapon has a firing arc of 180 (90 right, 90 left), and it cannot move and fire in the
same turn.
Infantry rocket-launcher: Can only fire when moving if another model in the squad is in base contact with
the model armed with the rocket-launcher when they fire. If no one is in contact with the model armed with
the rocket-launcher, it fires in alternate turns and only if the model does not move.
Light mortars: Can only fire if another model in the squad is in base contact with the man armed with the
mortar. If no one is in contact with the model armed with the mortar then the weapon can only fire in
alternate turns. This type of weapon cannot move and fire in the same turn. Mortars cannot fire from within
an undamaged building.
Medium and Heavy mortars: Can only fire if another two models in the squad are in base contact with the
man armed with the mortar. If only one model is in contact with the model armed with the mortar then the
weapon can only fire on alternate turns. If no one is in contact with the model armed with the mortar the
weapon can only fire every three turns. This type of weapon cannot move and fire on the same turn. This
weapon has a firing arc of 180 (90 right, 90 left) and cannot move and fire in the same turn. Mortars
cannot fire from within an undamaged building.
Artillery (guns, howitzers, multiple rocket-launchers): Can only fire if another two models in the squad
are in base contact with the gunner. If only one model is in base contact with the gunner then the weapon
can only fire on alternate turns. If no one is in contact with the gunner then the weapon fires every three
turns. This weapon has a firing arc of 45 (22.5 right, 22.5 left), and it cannot move and fire on the same
turn.

During Order Execution, the assistants cannot do anything else if they are helping with the weapon. Pinned! models
cannot act as assistants since all they are allowed to do is to stand up.
If the weapon must fire in alternate turns, every three turns or has the slow re-load characteristic, place one or more
reloading markers next to the model to remind you when the weapon will be ready to fire again. At the end of every
turn that the weapon does not fire and the model stays stationary, remove a marker.
German Mg34 and Mg42 machine guns
The moderate weight and innovative characteristics of these machine guns allowed their use as either light or
medium machine guns. If bought without a tripod they are considered light, and if bought with a tripod then they are
medium. If no choice is given, like in machine gun platoons, they are always medium. This abstraction allows their
use in a way that approaches reality in as much as their use as section support weapons had an impact on the amount
of ammunition carried, the roles and the command structure. If mounted on a vehicle, despite the fact that they get
the +3, they are never considered medium.
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Artillery
If you fire at a piece of artillery then the target will be the gun, the multiple rocket-launcher or the howitzer. In this
case, if you hit, apply the effects by rolling on the artillery column. When using direct fire against an artillery unit,
you must take the protection allowed by a possible shield into account.
If the gun does not have a shield, then consider all the assistants to be in light cover.
If the gun has the shield characteristic, then roll 1d10 for each hit on the assistants:
1-4: the shot has been deflected by the shield, No Effect;
5-10: consult the Infantry column of the Damage Table, considering medium cover but only if the shot
comes from the front of the gun, otherwise consider light cover.

If artillery assistants are behind a wall or in an area that gives better cover, then apply the better cover. The shield
will in any case continue to deflect fire.

A gun with a shield is in a bunker; apply heavy cover. If an assistant is hit roll 1d10 to see if
the shots are deflected.

If the crew is not in cohesion with their gun because they have voluntarily abandoned it, or after a failed Morale test,
models roll for damage on the infantry column, without considering the cover given by an eventual shield. This rule
also applies to the crew of destroyed guns. If the man that is armed with the artillery piece dies, another assistant can
become the gunner. Unlike support weapons (machine guns, mortars etc), the artillery piece is only destroyed if the
Main weapon result turns up on the Damage Table.


BURST WEAPONS

You may find a letter A with a number in brackets in the Rate column of the Weapons Tables; this means that it
is a burst weapon. The Rate is 1 (i.e. you roll 1d10) but the effects are applied to all models (both enemy and
friendly) whose base is even partially within the template that is placed over the point of impact. There are 4 types
of template; A3 (radius 3cm); A5 (radius 5cm); A8 (radius 8cm) and A10 (radius 10cm). Unlike the standard
procedure, when using a burst weapon you must declare the exact point of impact which is the point that you are
aiming at. The point of impact must be a specific model. If it is a unit consisting of more than one model you must
still choose one model who is within range and in line of sight. Each template shows the centre of the explosion that
must be placed over the point of impact. Burst weapons apply all modifiers. When damage is caused, hits are applied
by the player that suffers them and starting with the worst results, but are only shared amongst the models whose
base is under the burst template (even partially).
Artillery and burst weapons
If you fire at a piece of artillery then the target will be the gun, the multiple rocket-launcher or the howitzer. If you
hit then the centre of the burst area will be placed on the artillery piece itself: apply the effects by rolling on the
Artillery column.
If, after the deviation of indirect fire, the gun is only within the burst area, do not use the Artillery column.
Obviously in both cases the gun-crew within the burst area may be hit normally using the damage shown on the
infantry column in both cases. Consider the cover given by the shield only if the point of impact is in front of the
gun, so the shield is between it and the assistants.

Burst Weapons in buildings: Direct fire
As already specified, line of sight penetrates up to 5cm inside buildings to simulate furniture, indoor walls and other
furnishings that are not represented in the game. When firing a gun at a unit inside a building it is hard to aim
through a window, but rather the building is aimed at. The explosion and debris from a successful hit occupy whole
areas of the building, and sometimes even hit models that are not in sight. For this reason burst weapons apply their
template starting from the outside wall closest to the target model. A 150mm shell, for example, will extend the
explosion 10cm inside the building from the outside wall.
Hand grenades are a different matter. This is the only case that the burst area inside a building is measured from the
target model. Grenades can only be thrown through doors, windows and gaps.
Light and Heavy Flamethrowers use their own template but can only fire through doors, windows and gaps.
Burst Weapons in woods: Direct fire
Line of sight extends 5cm into woods to simulate trunks and vegetation that are not shown in the game. When a shot
hits a model in the woods the trees explode producing hundreds of lethal splinters; this is why burst weapons use
their template from the target model. A 150mm shell, for example, will apply its 10cm burst area inside the woods
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starting from the target model; much more than the 5cm of visibility. Light and Heavy Flamethrowers use their
template.

Deviation of Direct Fire with Burst Weapons
When a burst weapon uses direct fire against a target and misses, do not calculate the deviation but treat the shot as
NE. This prevents strange situations where the shot may deviate in improbable directions compared to the line of
sight. When using this rule imagine that the shell flies over the unit or explodes nearby without causing any damage.
The only exception are grenades thrown by hand and satchel charges.

Hand grenades
In the Weapons Table you will have noticed that grenades are classified as direct fire (with an *) and also indirect
fire. In game terms consider direct throws as indirect fire: if you miss, they deviate.
This rule simulates the fact that a hand grenade can be deviated back onto the model that threw it. Treat this as if the
enemy had picked the grenade up and thrown it back, or as if it had slipped from the throwers hand in the midst of
the battle.

Interrupting movement to fire with a Burst Weapon
If you interrupt the movement of an enemy unit to fire with a Fire or Ambush order, identify the point at which you
will fire. If you use a grenade or another burst weapon to interrupt the movement and then hit, you will have hit
1d10 models (remember to apply the modifiers below). If the number obtained is greater than the number of models
in the unit then the excess is lost. If the burst weapon misses, consider the result as NE and do not apply deviation. If
some models are Pinned!, place at least one model on the exact point where movement was interrupted and the other
Pinned! men in cohesion with the first Pinned! man. Remember that this rule only applies if you interrupt
movement. It would be difficult to define the exact position of each model at the time the explosion occurs so it is
easier to trust to a dice roll to establish the number of models involved.

Modifiers to the d10 roll
If the burst weapon is an A(3), then subtract -5 from the roll (a minimum of 1 model is hit in any case).
If the weapon is an A(5) then apply the result without modifiers.
If the weapon is an A(8) then add +3 to the roll.
If the weapon is an A(10) then add +5 to the roll.

Light and Heavy Flamethrowers
When using a light or heavy flamethrower, instead of placing the template over the target model place the
flamethrower template with the point next to the firing model to show the area that has been affected. This way it
will be easy to see who is caught in the template and who is not. Unlike other burst weapons, roll 1d10 for every
model touched by the template to see if they are hit; then check for damage on the models that have been hit by
looking at the Small Arms Damage Table (for the light flamethrower) or the Heavy Weapons Damage Table (for the
heavy flamethrower) and ignoring all cover.
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Satchel charges
Engineer units often carried satchel charges to destroy buildings, bridges, anti-tank obstacles, barbed wire and even
enemy vehicles. These weapons can be used immediately if used like a grenade; in this case the model just throws
the charge, and you check the table to hit. If a model with satchel charges spends an entire turn stationary and next
to an obstacle, an armoured door, a bridge or a section of barbed wire, he can prime a charge and places the relative
marker. He can move away during the next turn. In the following turns (not necessarily the next one) the satchel can
be detonated by the model as his only action. Roll 1d10 and consult the table below; the rest of the unit can act
normally with any order. To destroy a bridge the procedure is the same but you will need at least 6 satchel charges
before pressing the button (only 1 roll, with a +3 bonus). If it is destroyed then all soldiers on the bridge at that
time are killed and all vehicles are destroyed.

Satchel charge Damage Table (1d10)

1: NE. The satchel charge doesnt work.
2-4: Remove the scenery element if it is barbed wire.
5-6: Remove the scenery element if it is a steel anti-tank obstacle or barbed wire.
7-8: Remove the scenery element if it is a steel or cement anti-tank obstacle, an armoured door, or
barbed wire.
9 -10: Remove the scenery element.

Buildings:
When a charge is detonated next to or inside a building roll 1d10 on the Building Demolition Table with a
penalty of -2.

Satchel charges: Cost +50 points each. Close range: n/a. Normal range: 5cm. Extreme range: 10cm. One use only. If
you roll 1 or 2 while throwing the satchel charge it explodes and the throwing model is removed as KIA. Place the
template on the model. You can move and throw a satchel charge. Template A(3).
Multiple rocket-launchers
Some weapons fire using their whole arsenal in one salvo. Russian Katyusha rocket-launchers and German
Nebelwerfers are the best examples. The number of templates available per salvo is the number shown in brackets.
If you decide to fire a salvo, declare the target. Roll 1d10 to see whether you have hit or if the shot deviates. Check
for the deviation of the remaining templates starting from the actual impact point of the first shot. One use only.


Compact Groups of artillery, multiple rocket launchers.
When building your army you can attach artillery or multiple rocket launchers of the same type and from the same
platoon/section, as long as this is declared at the start of the game. The models of artillery or multiple rocket
launchers in the compact group must remain in cohesion with the others (10cm) and will perform the same action:
they only get one Order Card, and they all fire at the same target etc. If the battery takes losses you can spread them
amongst the units as you prefer, but if they are hit by a burst weapon then losses can only be applied to models
within the template. If the enemy gets a Catastrophe! result only one unit is destroyed. The Compact groups Panic
Resistance is equal to the sum of the single RPs. Once the group has been formed the units cannot go back to acting
singly.
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Shaped charge Weapons (HEAT)
In the Weapons Tables you will have noticed that there are four sorts of ammunition: High-explosive, armour-
piercing, smoke and shaped charges. While a solid shell uses mass and velocity to penetrate a target, a shaped
charge only needs to detonate on contact to develop the necessary heat reaction. In game terms, shaped charge
weapons do not get a +1 to hit at Close range with an Ambush Order, but nor do they have the -2 when firing at
Extreme range: for this reason in the Weapons Table we have only shown Normal range. Sandbags and Schurzen
are very effective against these weapons. As well as the anti-tank function, these weapons can also be used against
infantry hiding inside buildings, in ruins or behind walls, in so far as we consider that the shell explodes against the
obstacle. You cannot fire at infantry units in other locations (in a wood, in the open, behind a hedge, etc.).
If you hit, use the template for the weapon used. If you miss, consider the shot as NE.

German Weapons
Panzerfaust: Does not require an assistant. Can move and fire. If it hits an infantry unit inside a
building, a ruin or behind a wall, use an A(3) template. Characteristics: Shaped charge, slow re-load.
In this case it isnt actually a re-load but rather the man that is preparing another Panzerfaust to fire.
Panzerschreck: Can only fire when moving if another model in the squad is in base contact with the
model armed with the rocket-launcher at the moment it fires. If no one is in contact with the model
armed with the rocket-launcher, it fires in alternate turns and only if the model does not move. If it
hits an infantry unit inside a building, a ruin or behind a wall, use an A(3) template. Characteristics:
Shaped charge.

American Weapons
Bazooka: Can only fire when moving if another model in the squad is in base contact with the model
armed with the rocket-launcher at the moment it fires. If no one is in contact with the model armed
with the rocket-launcher, it fires in alternate turns and only if the model does not move. If it hits an
infantry unit inside a building, a ruin or behind a wall, use an A(3) template. Characteristics: Shaped
charge.
Can use white phosphorous shells paying the extra cost: in this case the template is A(5). (Optional
rule).

British Weapons
Piat: Can only fire when moving if another model in the squad is in base contact with the model
armed with the rocket-launcher at the moment it fires. If no one is in contact with the model armed
with the rocket-launcher, it fires in alternate turns and only if the model does not move. If it hits an
infantry unit inside a building, a ruin or behind a wall, use an A(3) template. Characteristics: Shaped
charge, silent weapon, slow re-load.
Can use 2 mortar shells which have an A(5) template and characteristics: Silent weapon, slow re-
load.

Russian Weapons
RPG-1 or Panzerfaust: Does not need an assistant. Can move and fire. If it hits an infantry unit
inside a building, a ruin or behind a wall, use the A(3) template. Characteristics: Shaped charge,, slow
re-load. In this specific case it isnt a true re-load, but the rule simulates the fact that the soldier must
prepare a new RPG1 or Panzerfaust for firing.

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Indirect fire
Some models have the indirect fire characteristic. These weapons can fire with an arched trajectory (which describes
an arc, going up, reaching the top of the arch and then returning to the ground); this type of fire can be very useful in
some cases. The best example is firing from hidden positions (behind a wood, a house etc) without exposing
yourself to enemy fire. Obviously if the firing unit does not have line of sight then someone will have to
communicate the exact position of the enemy unit. The methods used to make a communication are shown below.
Deviation of Indirect fire
When an indirect fire shot misses the target, the shot will deviate. An indirect shot may fall somewhere in the area,
independently of the line of sight. Roll a dice: the direction the dice is pointing in and the number rolled indicate the
direction and the distance of the new point of impact. This distance will increase depending on the distance between
the firing model and the target:

Up to 30cm = result on the dice in cm (A 1 or 2 means a dud; treat as NE)
Up to 60cm = result on the dice in cm x2 (A 1 or 2 means a dud; treat as NE)
Up to 120cm = result on the dice in cm x3 (A 1 or 2 means a dud; treat as NE)
More than 120cm = result on the dice in cm x4 (A 1 or 2 means a dud; treat as NE)

If the firing unit is not in line of sight then increase the modifier by +1 (e.g. 25cm = dice roll x2)

Example of deviation




The shot will deviate in the direction that the arrow is pointing in, and for 6cm multiplied by a factor
that depends on the distance separating the firer from the target.

If, when applying all modifiers, the required number to hit is 11 or more, then indirect fire cannot be performed; the
chance of success is so remote that the shot is not even attempted. Under no circumstances.
Indirect fire on a unit on the top floor of a building
When using indirect fire the shot will arrive on an arched trajectory; if the building still has a roof over the target
model, measure the explosion from the roof. If the building is damaged then measure from the floor where the target
model is standing and not from the roof.
Burst areas in woods: Indirect fire
As for direct fire, when a shot hits a model in the woods measure the explosion from the target model.
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Communications for indirect fire

Only HQ units can send communications to units (infantry or vehicles) with guns, mortars or multiple rocket
launchers. There are three types of communication: radio, voice, and runners. Lets look at them here:

Radio: Some units have a radio operator. During the declaration of intents phase, no matter what
order is used, the radio operator can try to communicate (about an enemy model of whom a model in
their unit must be aware and in line of sight) with another radio operator. You must specify to which
radio operator you are trying to send the enemy coordinates to. During the Order Execution, the radio
operator will use his action to roll 1d10 to see if the communication has been successful: 1-5 not
successful; 6-10 communication successful.

Voice: Infantry HQs can perform voice communications to units within 10cm. During the declaration
of intents phase, no matter what order is used, the leader can state that he is performing a
communication (an enemy model of whom the HQ must be aware and in line of sight) to a unit with
an indirect fire weapon. You must specify to which unit you are trying to communicate the enemy
coordinates to. During the Order Execution the Leader can use his action to roll 1d10 to see if the
communication has been successful: 1-4 not successful; 5-10 communication successful.

Runners: Units with runners and a Leader can communicate with a unit with an indirect fire weapon.
During the declaration of intents phase, no matter what order the unit has received, the leader can
declare that he will give the coordinates of a unit of which he is both aware and in line of sight,
stating to which unit they are destined. During the Order Execution phase, as his sole action the
leader gives those coordinates to a runner. Every turn, during the Order Execution phase, no matter
the order given to his unit, the runner will run towards the friendly unit that he has to take the
coordinates to. The turn that he reaches his destination, during the Order Execution phase roll 1d10 to
see if the communication has been successful: 1-4 not successful; 5-10 communication successful.
Next turn, no matter the result, the runner runs back to his own unit. Once he reaches them he will
follow standard rules until he has to deliver another set of coordinates.

When a communication is successful, place an indirect fire coordinates marker on the specified target model.
When a unit that receives a communication gets a Fire, Ambush or Assault Order they must fire at the coordinates
received unless they decide to fire at another unit which is in line of sight and of which they are aware, or receives a
communication to cease fire. A new successful communication cancels preceding coordinates. Different units can
have different coordinates.
If a target moves, the marker remains where it was; not having a specific target to fire at, the basic roll to hit the
coordinates is a 7.
When rolling to hit remember to use the penalty of -1 for not being in line of sight and/or aware when the order is
given.

The 1 rule
After applying the various modifiers you may find that you cannot actually miss the target. Roll the dice anyway: if
you roll a natural 1 (i.e. without modifiers) then you have missed (the shell does not explode or explodes without
causing any damage)


Snipers
The snipers main task is to kill enemy officers and, in special circumstances, to slow an enemy advance by
harassing action that tends to demoralise the enemy. There are two types of snipers: The Lone Sniper and the Sniper
team (observer-sniper).
In the first case the sniper works on his own and always has the infiltrator characteristic in addition to the other
standard ones. In the second case, while both men have a rifle, one acts as observer and the other as the sniper, so
when the unit fires they only fire one shot (and not one per model). Since they are both trained as snipers, the roles
are interchangeable.

If the sniper has a semi-automatic rifle he can fire two shots;
If he only fires one shot then everything is as normal and he fires using all of his characteristics;
If he fires two shots, and both are aimed at the same model, he loses the accurate shot characteristic; if he
fires two shots, each at a different model, he loses the accurate shot and sight characteristics.

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With a team, both models can fire at the same time, but you automatically lose the sniper characteristics for
awareness purposes.
Snipers do not apply the rule about Solitary models.


Infantry units attached in Compact Groups
Some units have the text Compact group in their characteristics. In this case, when choosing your army, you
can attach several infantry units from the same platoon together. All models must stay in cohesion and they
will act as the same unit: they will only receive one order card, they will fire at the same target etc. Models
with heavy weapons can choose a different target (but only one, no matter how many heavy weapons there
are in the group). The groups Panic Resistance is equal to the sum of the single RPs. The units cannot
separate once the group has been formed.
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CLOSE COMBAT


Close combat
With the term close combat we mean hand-to-hand combat. A unit can only initiate close combat with an enemy
unit by using the Assault Order and bringing his models into base-to-base contact with the enemy. We also consider
base-to-base contact for models separated by a low wall, a window or any other sort of negotiable obstacle. Close
combat is a last-ditch attempt to overpower the enemy forces and always occurs after you have fired. If there are still
models in contact after the firing phase then close combat will ensue.


Close-Assaulting Infantry models
During the declaration of intents phase the unit that has been given the Assault Order declares their target unit for
close combat and if they intend to fire before or after moving. You are allowed to declare an Assault on a unit for
which, before movement, you did not have line of sight and/or awareness but in this situation you obviously cannot
fire before movement. During the Order Execution phase all models in the unit will move to contact an enemy
model within the limits imposed by the Movement Table and any modifiers that apply from the Terrain Table. Each
attacking model must be assigned a different enemy model within range. The excess attacking models can gang up
on models within their movement range (and get a bonus) or they can engage in close combat with models from
other units. Models must follow the shortest path during the charge and engage enemies starting with the closest
man as far as the farthest one. Always remember that you must fire before or after moving so it can happen that,
despite your well-laid plans, no models are actually in contact after you have moved, at which point the close
combat does not occur. Models with the Trained with the bayonet characteristic are the only ones that can decide
NOT to fire in order to be considered stationary. A unit in close combat can receive any order, including movement,
but if it fires then it must fire at the unit with which it is engaged.


Close Combat Procedure
All models in base contact with an enemy model roll 1d10 and apply the Close combat modifiers. The model that
gets the higher result has hit the other and rolls 1d10 on the Small Arms Damage Table to check for damage. In
close combat we do not consider any cover on the Damage Table. Close combat damage is applied to the model that
took the hit. Losses in close combat may lead to both sides needing to perform a Morale Test
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MORALE TEST

Heroes or Cowards?
Soldiers undergo incredible stress during battle. Seeing your companions cut down by a machine gun or blown apart
by a mortar shell is certainly not an easy experience to go through and can make even the most hardened veteran
flee. For this reason, when a unit suffers a number of losses that is equal to its Panic Resistance, it must undergo a
Morale Test.

Training
This term aims to describe the units tactical and military preparation and is used to check both their resistance to
events (Morale test when friends die, bravery, etc.) as well as their knowledge of the equipment/vehicle they are
using (Driving test, etc.). In game terms you must roll equal to or higher than this value to pass the test.

Panic Resistance
Every unit has a Panic Resistance value (RP) in their statistics. This number shows the number of losses (KIA) that
the unit can take before performing a Morale Test. Normally infantry units have an RP of 3, which means they must
test when every third man dies. The Morale Test must be repeated every time a multiple of the RP dies (e.g. a unit
with RP:3 will test after the third, sixth, and ninth men die and so on). These losses dont necessarily have to be
taken in the same turn, nor do they have to be caused by the same enemy unit. It can occur that a unit takes two
losses in one turn and another the following turn; after the third loss they must test their Morale. If the losses are a
multiple of the RP value then multiple tests are made.

If a unit with RP:3 loses 6 men it will perform 2 Morale Tests.

An American unit (RP:3) suffers 7 losses; it must perform 2 Morale Tests (3+3 KIA).

Morale Test
Every unit also has a Training value in their statistics. When a unit has lost a number of men equal to their Panic
Resistance, you must roll 1d10 and, after applying all modifiers, obtain a value that is equal to or greater than their
Training value.

An American infantry unit (Training: 4+) must roll at least a 4 to pass the test.

If the dice roll is less that the value required then the unit has failed the test and panics. If you have to take multiple
tests, just one failure is enough to make the unit panic.

An American unit (RP:3, Training: 4+) takes 7 losses and must perform 2 Morale Tests (3+3
KIA); the player rolls 2d10 and gets a 5 and a 1. One test has been passed, but the other is a failure:
the unit panics. Place a Panic counter next to the unit.

Panicked units
Units that fail their Morale Test and that panic cannot receive Order cards until they recover their morale. During the
Panic Recovery phase, all models that are not in cover must move as fast as possible towards the closest available
cover without moving closer to the enemy (place an appropriately coloured Unit Moved marker next to the unit).
When they get to some cover they throw themselves to the ground and are Pinned!
If part of the unit is in cover and part is in the open, move the other models under cover even if that movement
moves them closer to the enemy. Units already in cover throw themselves to the ground, Pinned!, immediately.

A unit with some of its models inside a building takes some losses and fails their Morale Test. The
models outside the building will enter the house even if they move closer to the enemy.

Panic Recovery
During the Panic Recovery phase all units that are all under cover and Pinned! can perform a new Morale Test. If
the roll of 1d10 (applying all modifiers) is equal to or greater than the Training value, then the unit recovers. Stand
all the models up and remove the Panic counter. If they fail the test they will remain in panic; next turn they can
test again. The unit CANNOT receive any orders on the turn that they recover; the men are still too shocked to
return to battle. To help remind you that the men cannot perform any other actions remember to place the right
coloured marker next to them.
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Management of Pinned! models and Panicked units
Sometimes a unit with Pinned! models will fail a Morale Test and panic. In this case the panic overrides the Pinned!
condition

An American Infantry unit is fired upon by a Grenadier Squad while crossing an open area. After
having checked the number of hits and rolled on the Damage Table, the Americans suffer 3 KIA and 2
Pinned! Given that the RP of the American unit is 3 they must take a Morale Test. A roll of 1d10
gives a 3: a fail (Training 4+). Panic takes precedence over the Pinned! result so stand the models
up next Panic Recovery Phase they will move towards the closest cover.

Consider these Pinned! models as scared by enemy fire. Their only real aim is to try to avoid enemy fire by lying
flat. Most likely their companions death will make them think they are not safe enough lying down and so they will
run away with the others!

Panicked models without an escape route
The rules for panicked units require fast movement towards the closest cover without moving towards the enemy. In
the chaos of battle, when some enemy units are deeply behind enemy lines, the second part of the rule may become
impossible to apply. In this case the panicked unit will move towards the cover that does not imply their movement
towards the enemy, even if it is not the closest. With this rule you may find a panicked unit changing direction more
than once from turn to turn, zigzagging in terror across the battlefield.

Solitary models
A unit that has been reduced to one model must perform a Morale Test every turn, before the Order Card Refill
Phase. If he fails, he is removed from the battlefield and you do not receive the corresponding card. If you pass the
test then the unit receives an Order Card as normal.
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VEHICLES

General Notes
The unstoppable advance of a tank, half-tracks transporting motorised infantry, jeeps that speed across the
battlefield all these things make our games even more exciting. When reading this chapter you will learn the basic
mechanisms related to the use of vehicles. Just like Infantry, each unit gets one order per turn even though it may
happen that when performing some orders, some crew members remain inactive.

Tests: Driving, Steady Nerves, etc.
During the movement or firing phases a unit may have to pass a Test. All tests use the Training number: roll 1d10
and if the value rolled is equal to or greater than the Training number then the test has been passed. If you fail (and
roll less) then apply the results shown in the various tables. No modifiers are applied to these Tests.
Do NOT confuse these tests with Morale tests which are only taken when the unit has taken losses that are equal to
or greater than its Panic Resistance (RP)).

Crew and Duties
In order to act at all, vehicles need a crew. Each vehicle in the Army Lists includes details that show the number of
men in the crew and the duties that can be assigned to them. During the game the crew members can perform any
duty and change that duty from turn to turn. Sometimes the application of this rule may lead to some stretched
situations but for reasons of playability we preferred this solution rather than resorting to countless markers to
highlight the single crew members and their duties.

List of duties.
Anti-aircraft: This duty allows the use of an anti-aircraft weapon on a support. The target does not
necessarily have to be an airplane, it can also be a ground unit. Normally whoever uses this sort of weapon
will be exposed.
Gunner: This duty allows the use of the main weapon or the coaxial weapon mounted on support with
which it is coupled.
Commander: This duty allows you to expose a man to direct the vehicle, to move fast and to exploit
awareness distances without any limitations. The radio operator, machine-gunner or driver can only pop
their heads out if the commander is dead (and in that order).
Radio operator: This duty allows the use of the radio for a communication.
Driver: This duty allows the vehicle to be driven.
Assistant (loader): This duty allows the use of the gun without any delays and the choice of high-
explosive or armour-piercing shells. If the assistant is missing for any reason then the weapon can only fire
in alternate turns. Use the re-loading weapon markers.
Machine-gunner: This duty allows the use of the machine-gun on support. Normally this is a Secondary
weapon.

Remember that each man can only perform one duty every turn. Pinned! models can do nothing at all.
The men must be onboard the vehicle for the entire turn to perform their duty. Models that get back on-board cannot
perform any duties that turn.

Crew members that jumped out of their tank after a failed Steady Nerves Test receive an Assault
Order. The men can get back into the tank but cannot use the tanks weapons this turn.
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Identification of the front, sides and rear of vehicles
This diagram will help you when identifying the front, side and rear of a vehicle. You can also use the vehicle
template attached.



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MOVEMENT

While for infantry there are no limitations and they can move in any direction, vehicles must take the direction they
are pointing in into account because that is the way the steering unit is pointed. You cannot move vehicles at will,
but rather each rotation (up to a maximum of 90) costs 5cm of movement. If a vehicle moves slowly it can rotate as
many times as it wants paying the appropriate cost in cm. But if the vehicle is moving fast then only 2 rotations per
turn are allowed. In reverse gear vehicles can only move slowly and are allowed only 2 rotations.
Just like with Infantry, vehicles with an Assault Order can choose what type of movement they perform. A Medium
Tank with a Movement Order can move fast up to 35cm, but in Assault it can only move 25cm. Remember that in
any case 25cm is more than the 18cm that would classify the movement as slow.

Vehicles and movement
Given that orders are assigned to units and not to single men it should be underlined that there are different duties
within a vehicle and so some crew may remain inactive in any given turn. For example in a tank with a Movement
Order, the gunner, machine-gunner and assistant cannot perform their duties. The driver, on the other hand, will
perform his to the full.

Terrain
When using the Terrain Table you must also consider wheeled and tracked vehicles. Since these make quite large
groups we have introduced some new definitions

Key
-5: the model loses 5cm to cross this sort of terrain, even partially.
+5/+10: the model can move an extra 5/10cm compared to the normal values allowed as long as the
whole move is performed in this sort of terrain.
Test/2 Test: when you try to cross or move through his sort of terrain you must make one (or two)
Driving Skill Tests.
Slow: You can only move slowly across this sort of terrain
Impassable: this model cannot cross this sort of terrain.
Remove: After crossing this obstacle it is removed from play (a gap has been created).

DRIVING SKILL TEST (1d10)
After driving at least 5cm over the obstacle, roll 1d10:

If the roll is equal to or more than the vehicles Training number then the obstacle is passed and you
can proceed up to the declared destination.
If the roll is less than the vehicles Training number then the vehicle is blocked and can continue no
further.

NB: In terrain classified as 2 test you must perform two Driving Tests. Your vehicle is blocked even if you
fail one of the two.

Exposed models
The game term exposing a model means popping your head out from the hatch, the turret or over the edge of an
armoured vehicle, taking the risk of being hit by enemy fire. An exposed men can be shot at by the enemy;
remember to apply modifiers to hit using direct fire (-2) and use the infantry column both to hit and for damage.
Some vehicles also show an exposed next to some duties. If this is the case and if you decide to perform this duty
then the model is considered as exposed. If a burst template includes an exposed man in a vehicle, roll for damage
on the infantry column, using the cover provided by the vehicle. An exposed model can be fired at with direct fire
with small arms but not with heavy weapons.

Exposed Commanders in Armoured Vehicles
Driving inside an armoured vehicle undoubtedly offers a series of advantages but also some big disadvantages.
Loopholes or periscopes dramatically limit your visibility and so to solve the problem it was normal for the
commander to pop his head out to coordinate both movement and fire.
When the Commander of an armoured vehicle is exposed, you can see all enemies normally without penalties. If he
is not exposed or is Pinned! due to enemy fire, apply a penalty of -25cm on the Awareness table. This means, for
example, that enemy infantry in movement under cover will only be visible at 35cm instead of 60cm. If a vehicle
does not have an exposed crew member and it exposes a member to get the awareness then apply a penalty of -1 as
the vehicle was not aware when the order was given.

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A Panzer IV wants to fire at a unit of Paratroopers armed with a bazooka 40cm away and hidden
behind a wall after moving fast. Looking at the table you will see that the distance needed to be
aware of them is 60cm, but, not having exposed crew, this drops to 35cm (60-25=35). In this case
you can declare that you expose the Commander to get awareness and fire, but the roll to hit will
have a -1 penalty, above all due to the fact that they were not aware when the order was given.

If an armoured vehicle does not move more than its Assault movement (e.g. a medium tank does not move more
than 25cm), then it is not obliged to expose the commander; any turns are included in the calculation of the distance
covered. If the assault distance is exceeded then you must expose the commander.

A Medium tank that moves 10cm also turns twice: we consider it to be moving fast as it has
moved (10+5+5=20cm, which is more than the 18cm allowed for slow movement). It has not
exceeded Assault speed (25cm), so the commander need not be exposed.

Any bonus for distance travelled (road movement, the fast vehicle characteristic, etc.) DOES count towards the
distance travelled.

A Russian T34 Medium tank with the fast vehicle characteristic moves 30cm in Assault thanks to
the +5cm bonus. In this case it must expose the commander, as the distance covered exceeds the
standard Assault distance (25cm).

Loading and unloading from a vehicle
Models inside (or on top of) a vehicle can only get off that vehicle if the vehicle moves slowly that turn. Similarly, it
can only move slowly in the turn in which models are loaded onto the vehicle. Loading or unloading costs 5cm of
movement for both the models concerned and for the vehicle. You cannot load and unload in the same turn. To load,
men must be next to the vehicle. A half-track that takes a squad onboard can only move 20cm (25 slow movement -
5cm to load the men). When unloading, the men are first placed next to the vehicle and then they can move
wherever they want (slow or fast), within the distance allowed. Unloaded men are considered to be infantry.

A Panther crew fails their Steady Nerves Test and abandons their tank; consider the unloaded crew
as infantry when rolling to hit and for awareness purposes.

Models that load or unload are not required to move slowly, but they must sacrifice 5cm of their movement. So for
example an infantry unit could move fast 15cm and then load (20-5=15). The desire to load/unload must be
specified in the Declaration of intents phase. Once unloaded some units can act autonomously and independently of
their means of transport. In this case they will receive distinct orders and act consequently; remember to declare this
before the Order Card Re-fill phase and draw the correct number of cards. On the other hand there are some units
that always remain together; in this case they will continue to act together with only one order.

An American Motorised Rifle Squad consists of 12 men and a half-track. The unit only receives
one order. With a Movement Order, some of the men can stay on board while others continue on foot,
or you can carry on with all of the troops on board. The choice is yours but remember that all models
must stay in cohesion and that in the declaration of intents phase you must specify what you plan to
do to your opponent.

Unloading from a moving vehicle: the driver is busy
When you unload the crew or a transported unit from a moving vehicle, remember to leave the driver on-board. His
entire turn was taken up driving, so he cannot get out too.

Ramming
In the chaos of battle sometimes a vehicle may decide to ram another as an extreme or desperate measure. To be
able to ram, the vehicle must be given an Assault Order and move at least 10cm in a straight line (not necessarily
before impact). During the declaration of intents phase you must declare the target vehicle. During the Order
Execution phase perform a Ram Test and apply the results.

RAM TEST (1d10)
If the dice roll is equal or greater than your units Training, then you can ram.
If the dice roll is less than the units Training, then the driver refuses to get into gear. The model does
not move and remains in its initial position.

If you pass the test then you must check for damage on both vehicles. To proceed we must consider the vehicles as
if they were in one of 4 categories:

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Heavy tanks
Medium tanks
Light tanks (including armoured cars and half-tracks)
Non-armoured vehicles

If the vehicles belong to two different categories (e.g. Heavy Tank against Medium Tank) the smaller vehicle (the
Medium Tank in our example) rolls 1d10 on the Heavy Weapons Damage Table while the larger vehicle (the Heavy
Tank in our example) rolls 1d10 on the Small Arms Damage Table.

If they in are the same category then they both roll 1d10 on the Heavy Weapons Damage Table

You cannot ram with a motorbike. If a vehicle rams a motorbike then you should treat the motorbike like an Infantry
model and so you do not need a Ram Test.
The rammed motorbike must make a Dodge Test

DODGE TEST MOTORBIKE (1d10)
If the dice roll is greater than your units Training then the vehicle misses the motorbike that swerves
away at the last moment.
If the dice roll is equal to the units Training then the vehicle destroys the motorbike but the passengers
have escaped. They are Pinned! next to the wreck of the motorbike.
If the dice roll is less than the units Training, the vehicle destroys the motorbike and kills its
passengers

The motorbike remains in its initial position. If the vehicle that has rammed ends up on the original position
then the motorbike is moved to one side, next to the vehicle.

Running over Infantry
Driving over enemy infantry and crushing them under the tracks was common practice. A vehicle must receive an
Assault Order to run over infantry and must move at least 10cm in a straight line (but not necessarily right
beforehand). During the declaration of intents the path of the vehicle must be indicated and the player must indicate
all infantry models that will contact the front of the vehicle. During Order Execution move the vehicle up to the
destination and perform a Dodge Test for all models in its path.

DODGE TEST INFANTRY (1d10)
If the roll is greater than the units Training then the model avoids the vehicle.
If the roll is equal to the units Training then the model is Pinned!
If the roll is less than the units Training the model dies.

If the model survives then he remains in his initial position. If the vehicle that has run troops over stops on his
original position then the model is placed next to the vehicle.

You cannot run infantry over with a motorbike.

Models that are subject to Political Fanaticism will take their Dodge Test like all other units using their normal
Training number.

Unplanned ramming/crashing
If, due to unforeseen circumstances, a vehicle (that is Immobilised whilst moving, blocked by a vehicle in its path
etc), crashes into a element of scenery or rams/crashes into a unit, treat the situation as if it were ramming or
running over the unit. In this case the vehicle does not have to make a test and does not need an Assault Order to
ram, and it does not have to move 10cm to crash. Scenery elements that give light cover are considered non-
armoured; those that provide medium cover are considered light tanks, except for houses and ruins, that are treated
like medium tanks, those that give heavy cover are considered heavy tanks. The scenery may or may not be removed
according to the contents of the Terrain Table.

Towed Artillery
Various sorts of vehicles were used to tow artillery. Independently of the type of vehicle used, these rules apply:
To limber or unlimber artillery you need at least 3 men who must remain stationary, next to the gun, for one turn. In
the turn in which the gun is limbered or unlimbered it may not fire.
Vehicles that tow artillery can only move slowly.
Only consider the movement capacity (and the Terrain Table) for the towing vehicle and not the towed gun while
towing.
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Once unlimbered, artillery moves as shown in the Artillery part of the Movement Table and applies the Artillery
details shown on the Terrain Table. At least two men are needed to move artillery.
Whoever fires at towed artillery must fire at the towing vehicle.
In the event of a Catastrophe! both are destroyed.

Motorbike
When a motorbike is stationary apply infantry awareness values. The motorbike will only be considered stationary
if it is given an Ambush Order and if it decides not to fire.
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FIRE!


Line of sight
No matter their firing arc, all vehicles have a line of sight of 360 but unlike infantry all vehicles can trace a line of
sight over low walls and hedges without limits, except for weapons in the lower hull, which use the same rules as
infantry and cannot extend their line of sight more than 10cm past these obstacles if the target is an infantry unit or a
model with a low profile. If you can trace a straight line between weapon and target then you can fire. In some cases
you may need to use a laser pointer to see if there is line of sight or not. If a low hedge is in the way, weapons in the
lower hull can fire on targets in line of sight of the vehicle but not of the weapon; they will have a penalty of -1 to hit
since they are firing at a target that is not in their line of sight. Some vehicles have a weapon mounted in a sort of
blockhouse with a very high profile: in this case, weapons mounted in the hull are considered, for game-purposes, to
belong to the upper hull category; this sort of weapon does not have the limits given by the lower hull and even trace
their line of sight over low walls and hedges. Models behind a vehicle get cover given by the vehicle if the line of
sight goes through it. Remember to use common sense; sometimes a single tree can block your line of sight.

Different targets and automation
Unlike infantry, vehicles can fire at a different target with each mounted weapon. Treat light, medium and heavy
machine guns mounted on vehicles as partially automated; in game terms they dont need an assistant and they fire
every turn at full rate. Treat guns as partially automated; in game terms they only need one gunners assistant to
impede a reduction in their rate of fire.

Weapons Table
The need to make the game more realistic requires the use of different gun calibres. In order to avoid an endless list
that is sub-divided by nationality, we have classified the calibres into groups without specifying the model of the
gun in the table. This way, with the small variants contained in the description of the vehicle or artillery piece, we
can manage all calibres and at the same time have an easy-to-read table.

Range
Unlike infantry, where range is measured from base to base, with vehicles all ranges are measured from the mouth
of the gun.

Firing arc, positioning and line of sight
Guns mounted on vehicles and coaxial machine guns must aim at their target to fire at them. During the positioning
phase, with a Fire, Assault, Ambush or Suppression Fire Order, they can turn their weapon to aim at the enemy
unit as follows;

Most vehicles can turn their turret in a 180 arc (90 right, 90 left).
Vehicles with a slow turret can rotate in a 90 arc (45 right, 45 left).
Vehicles with hull-mounted weapons can turn the vehicle on the spot up to 45 total (22.5 right, 22.5
left).
Machine guns mounted on the hull, upper hatches or fixed positions have a firing arc of 90 (45 right, 45
left).
Machine guns on a pulpit, a platform or on rotating supports have a firing arc of 360.
Machine guns on fixed positions in a Jeep have a firing arc of 180 (90 right, 90 left) when they fire
when moving.

Check the real possibility of rotation on the model and use your common sense too...

Gun classification
When a gun performs direct fire using armour-piercing shells and hits, compare its category with that of the target.
If a Heavy gun hits a Medium Tank, you get a +1 bonus to the Damage roll; if it hits a Light tank, you get a bonus of
+2, and if it hits a non-armoured vehicle you will get a +3. In the same way, a Medium gun that hits a Light tank
with direct fire gets a +1 bonus and so on. Half-tracks and armoured cars are considered Light tanks for the purposes
of this modifier. If a Light gun hits a Medium Tank, apply a penalty of -1 to the Damage roll. Gun classification
does not apply against infantry.
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Cover and awareness
Vehicles that are more than half hidden by a scenery element or are within an area of woods or a ruined building are
considered to be in cover. Vehicles with ambush camouflage that are more than 25% behind or hidden by an
element of scenery are considered to be under cover. The shape of the vehicle is unalterable and only a careful use
of materials or special camouflage patterns can come close to concealing their presence. In any case remember that
line of sight only penetrates 5cm into woods, buildings and ruins.

Cover and protection
If a direct fire shot hits a vehicle and if that vehicle is more that 50% hidden behind a wall, the scenery element may
absorb the impact of the shot. Roll 1d10 on the Wall Protection Table.


Wall Protection Table
1-2: NE. The scenery element absorbs the shot.
3-10: Continue by rolling 1d10 on the Damage Table

In the case of a hit with direct fire and if the vehicle is more than 50% behind or within an area of cover (woods,
buildings, ruins), the element of scenery may absorb the impact. Roll 1d10 on the Areas of Cover Protection Table.

Areas of Cover Protection Table
1-4 NE. The scenery element absorbs the shot.
5-10 Continue by rolling 1d10 on the Damage Table.

After checking the Damage Table, if the part of the vehicle that has been hit is completely behind the element of
scenery considered to be an area of cover then treat the result as NE. If it is behind both a wall AND an area of
cover then roll on the Areas of Cover Protection Table.

Vehicles as cover
Vehicles offer cover to both loaded models and to the models behind them; Consider non-armoured vehicles as light
cover, armoured vehicles as medium cover and tanks as heavy cover.

Other vehicles on the firing line
Sometimes one or more vehicles may be find themselves in your guns firing line. If this should happen, no matter
whether they are your vehicles or your opponents, roll to hit normally. If you hit with direct fire, note down the
result before checking for damage. If the area hit was completely hidden by the intervening vehicle then you have
hit the intervening vehicle. Check on the Weapons Table whether, with the result rolled and without generic
modifiers, but applying the characteristics of both vehicles, you would have hit the intervening vehicle; if the answer
is yes, then check for damage again on the column for the vehicle hit.

A Sherman fires at a 250/9 half-track partially hidden by a Panther. He rolls an 8; a hit! Checking
on the Damage Table for the area hit, it comes up Main weapon. Checking the firing line it seems
clear that this area is completely hidden by the Panther. When consulting the column for a Panther,
we find that it could not have been hit with an 8, considering that the heavy armour needs at least a 9
to damage the Panthers front. The shot bounces off the Panthers armour with no effect. If the
Sherman had had a long-barrelled gun then an 8 would have been enough thanks to the +1 modifier
and damage would have been rolled for on the Damage Table for a Medium tank to check the effect
of the hit on the Panther.

Remember that in the declaration of intents phase you must always specify what sort of ammunition is used; this is
because the type of shell used may be completely ineffective against the intervening vehicle.
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DAMAGE EFFECTS

With the introduction of vehicles, the list of damage effects is enriched with new terms:

Catastrophe!: The vehicle/artillery is destroyed and explodes. All models that are loaded or transported, assistants
and crew are KIA. The burst area depends on the type of vehicle: if it is a non-armoured vehicle (or artillery) it
extends 1d10/2 cm, rounded up; if it is an armoured vehicle then it extends 1d10cm. Measure the distance from the
edge of the vehicle or gun; all models in the burst area are hit. Check for damage by rolling 1d10 on the relevant
column of the Small Arms Weapons Table for each model involved. The wreck remains on the table.
Crew/assistants/troops: The number preceding this word is the number of models that have been hit. Check the
effects by rolling 1d10 on the Small Arms or Heavy Weapons Damage Table on the infantry column.
Engine/ammunition: Roll another 1d10: 7-10 = Catastrophe!; 1-6 = Immobilised + main weapon + 3 Crew +
Steady Nerve Test.
Immobilised: The vehicle can neither move nor turn. If the last order received was a Movement or Assault, move
the vehicle in the direction it is pointing for another 1d10cm.
Main weapon: The main weapon and any associated coaxial weapons are destroyed and cannot be used. If it is
artillery then the gun is destroyed.
NE: No Effect.
Secondary weapon: The secondary weapon and any associated coaxial weapon are destroyed and cannot be used. If
the vehicle has more than one secondary weapon, the player that has been hit chooses which is lost.
Steady Nerve Test: Take the Test. If you fail the test then the unit gets out of the vehicle but does not panic. All
models are placed Pinned! next to the vehicle.
Tracks: The vehicle cannot move, but may turn where it is. If it takes this damage again (or a wheel is destroyed,
for half-tracks), it is Immobilised and can no longer turn.
Wheel: If the vehicle has 2 or 4 wheels then movement is halved. If a vehicle with 2/4 wheels takes this damage
again (or the tracks are destroyed in the case of a half-track), then it is Immobilised where it stands and it can no
longer turn nor move.
If the vehicle has 6 or 8 wheels you need to get this result twice to halve movement. If it takes this damage again (or
the tracks are destroyed in the case of a half-track), then it is Immobilised where it stands and it can no longer turn
nor move.

N.B. Since you cant eliminate a specific duty, every turn you must declare what duties will be performed by the
surviving crew. For this reason use a small white dice to show the number of survivors and a small black dice to
show the number of Pinned! models.

A Sherman is hit by a Panzer IV that kills 2 crew. From now on, until they take more losses, the
Sherman must show a white 3, to indicate the number of surviving crew. The only exception is the
Commander whose loss must be identified.

Pre-existing damage
If, when rolling on the Damage Table, you get a result that is impossible to apply because the location has already
been destroyed or is inexistent, continue to apply the other effects.

After hitting a Medium Tank and consulting the damage on the Heavy Weapons Damage Table,
you have hit the Secondary Weapon; this location has already been destroyed beforehand so we
apply; 2 crew + Steady Nerve Test

If the Damage Table gives a completely impossible result then consider it as NE.

Motorised Infantry and Awareness
In vehicles with the troop carrier characteristic, the models in the transported squad perform the duties in the
vehicle and they are all considered crew. Vehicles of this type and the associated squad are considered a single unit
and, for awareness purposes, they are considered as two distinct targets, to which we apply the relative values.

If a unit is partially on board a half-track and receives a Movement Order and moves slowly, the
unloaded models are considered stationary, while the vehicle is considered to be moving.

During deployment a Panzergrenadier unit decides to abandon their truck. Since they must deploy
in cohesion, place a man 10cm from the truck without loading anyone. During the current turn the
enemy can fire at the truck applying the awareness of the vehicle or at the men applying the
awareness regarding the infantry.

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Troop carriers can be abandoned, so you are allowed to move further than the normal 10cm cohesion with your first
movement. You are also allowed to return to the vehicle to get back onboard which is why the vehicle must be left
on the battlefield. No one can get onboard an abandoned vehicle except for the original unit. An abandoned vehicle
remains a target that can be fired at.

Troops partially loaded onto vehicles: Differentiated targets
If your target has part of its models loaded on a vehicle and part not loaded, declare how many shots are aimed at the
vehicle and how many at the unloaded infantry, applying normal modifiers and effects to hits. Obviously, hits on the
vehicle will be checked on the Damage Table under the column that regards the vehicle and those aimed at the
infantry on the infantry column.

A Kbelwagen is under fire from an American squad. One man is still on board (the driver), while
the other two got out the preceding turn. The American can roll 22 dice (4 for the automatic rifle and
18 for semi-automatic rifles) and decides to split them as follows: 16 on the men (in light cover
behind a hedge) and 8 on the Kbelwagen.

Firing from a vehicle with Small Arms and Heavy Weapons
The only weapons that can fire when moving are weapons on supports, coaxial weapons and turret or hull-mounted
guns, even though they have a penalty of -1 for the Assault Order. Remember that the duties state that a man that
uses some weapons is exposed when he fires; in this case, if you dont fire, you may choose not to expose him.
Weapons on a support cannot be removed from the vehicle during the game. Units on a half-track can decide
whether to mount the rear machine gun or not. If they decide not to mount it, they can remove it and use it normally.
Heavy weapons used by infantry cannot fire from a vehicle at any time. If you want to fire with a Panzerfaust,
Panzerschreck or Bazooka you must get out first. Obviously there are some exceptions to this rule which are
highlighted later in the vehicle descriptions. If a non-armoured vehicle remains stationary then all loaded models can
fire with small arms and stay on board.
If an armoured vehicle is open-topped and remains stationary, up to 4 loaded models can fire with small arms.

Motorbikes
Motorbikes are anomalous vehicles that have some similarities to infantry. When a model on a motorbike is
stationary, use infantry awareness. A model on a motorbike is only considered stationary if it uses an Ambush order
(and does not fire). When a motorbike moves, at any speed, use vehicle awareness due to the noise of the motor.
When choosing your army you can attach motorbikes into squadrons if this is declared before the game starts. The
units must remain in cohesion amongst themselves and will act as a single unit: they only get one order card, and
will fire at the same target, will panic and perform all tests as if they were a single vehicle. The squadrons RP is
equal to the sum of the RPs of the attached models.
If a motorbike in a squadron is immobilised, the others may:

Abandon it, leaving cohesion; in this case the motorbike and any models on board are lost.
Stay in cohesion; in this case the surviving models will continue to act with their unit, apart from the fact
that they go by foot. If, during the game, the models on foot leave cohesion of the rest of the motorbike unit
then they are immediately lost.

If a unit on motorbikes panics in the open, leave the models on them. During the Panic Recovery Phase, they must
turn around and go at top speed towards the closest cover in a straight line and going round impassable obstacles.
Once they have reached cover the models dismount and become Pinned!; they can only get back on after they have
overcome their panic.
Hits on motorbike units attached into squadrons are assigned, starting with the worst results, at the discretion of their
owner, respecting a proportional system and also the line of sight.

A unit of German pathfinders, consisting of 4 motorbikes and 1 sidecar and attached into a
squadron, is hit by an American squad that gets 4 hits. The German player rolls 4 times on the
Damage Table in the motorbike column, applying the results to 4 different motorbikes. It is logical
to assume that he will leave the sidecar unscathed.

A unit of German pathfinders, consisting of 4 motorbikes and 1 sidecar and attached into a
squadron, is hit by an American squad that gets 6 hits. The German player rolls 6 times on the
Damage Table in the motorbike column, applying the results, one to each motorbike, including the
sidecar; one motorbike will obviously have to take two hits.

If a motorbike driver is killed or Pinned! while moving at more than slow speed, he crashes. Remove the model and
any passengers.
Movement Slow: 35 Fast: 60 Assault: 45
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Artillery / Howitzer: ammunition
If a gun is classified as a howitzer, it has high-explosive shells but not armour-piercing shells.

Rapid fire 20mm Anti-aircraft guns
Before the weapons tables create misunderstandings because of the rapid fire and the A(3) on 20mm guns, we
would like to underline that this is an interpretation of the weapon to adapt the rate of fire to the game system. This
way men within the area are easily cut apart by the shells and at the same time the weapon is not too devastating
when used against tanks or half-tracks. Given that with rapid fire each barrel has two 3cm areas, remember to place
them either next to each other or overlapping (wholly or partially). If it is a 4-barrelled weapon, the 8 templates can
be overlapped or placed next to each other in a long chain. All the templates must be within the line of sight of the
weapon. Several templates can be overlapped to intensify the effect in a specific area. Roll to hit separately and if
you hit place an (A3) template.

Last ditch Roll
Sometimes guns damaged tanks that had seemingly impenetrable armour. Hitting a tank could mean breaking the
tracks, the impact might wound or even kill a crew member and so on. If when using direct fire and cross-
referencing the gun calibre and the target you see NE, you can try a last ditch roll. Consider the roll to hit as if it
were an 11 and apply all modifiers. If you hit then roll for damage on the Small Arms Damage Table instead of the
Heavy Weapons Table. Anti-tank rifles are classified as light guns for the purposes of the modifiers to the Damage
Table.

A 20mm gun fires at a Medium Tank. Cross-referencing the details on the table gives an NE so the
player tries a last ditch roll. He starts at 11 but being a long-barrel the +1 gives 10 and, with an
Ambush order, the number needed is a 9. As often happens, luck favours the brave and its a hit. The
players check the effects on the Small Arms Damage Table. A damage roll of 8. But the shot came
from the front (so theres a -1 penalty) and the gun is classified as light while the target is medium (1
penalty) so the final result to a 6, or NE. The shots bounce off the armour
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BURST WEAPONS

In order to have full effect on armoured vehicles, the centre of the template (the point of impact) must be on the
vehicle.
You will see that some of the rolls needed for indirect fire show 7, a slash / and another number. This means
that the shot must first hit the vehicle and then penetrate the armour, and that two dice rolls are required. The first
starts from a generic 7 to which all modifiers are applied (the modifiers are at the end of this book). If the shot hits
then roll another 1d10 without modifiers. If the result is equal to or greater than the second number then proceed to
check for damage on the Heavy Weapons Damage Table. If the roll is lower then the shot explodes on the vehicle
but does not penetrate the armour; check for damage on the Small Arms Damage Table. Remember that the centre of
the explosion must be on the vehicle to get penetration; if it is only within the burst area then you must roll on the
Small Arms Damage Table. Consider the second roll as a penetration value. If, when deviating, the centre of a
template lands exactly on top of a covered armoured vehicle, check on the weapons table for the second number and
roll 1d10 without modifiers to see if it penetrates the upper amour; and if the armour is penetrated roll for damage
on the Heavy Weapons Damage Table, otherwise use the Small Arms Damage Table. If the vehicle is only inside the
burst area but the centre is not on top of it, then use the Small Arms Damage Table. If it is an open-topped armoured
vehicle and the centre of the template is in the open part of the vehicle roll for effects on all crew and any eventual
transported troops without allowing them any cover. If you cross-reference the vehicle hit and the calibre and you
find NE, then it cannot be damaged in any way unless it is open-topped and the shell ends up in the open area of the
vehicle.

An 81mm mortar needs an 7 to hit an armoured car with indirect fire. If it hits, roll again to see if
the shot has penetrated the armour. If you get a 9 then check for damage on the Heavy Weapons
Damage Table in the armoured car column, otherwise use the Small Arms Damage Table.

An 81mm mortar fires at an infantry unit but misses, and the shot deviates, hitting a Light tank.
The centre of the explosion is in the centre of the tank. Checking the table we find that the
penetration value is a 10. If you roll 10 on 1d10 then check for damage on the Heavy Weapons
Damage Table, but if you roll from 1-9 then use the Small Arms Damage Table.
Roll normally for damage against all the other units in the burst area.

In addition to normal damage, if the target is a non-armoured vehicle and the centre of the burst area is on top of the
vehicle or the vehicle is completely covered by the template, roll for damage for all the members of the crew and
any possible transported units, without the benefit of cover.

Deviation of indirect fire aimed at vehicles
If, when applying all modifiers, the roll needed to hit is 11 or more, or if, when consulting the weapons table and
cross-referencing the weapon with the target you find an NE, indirect fire cannot be performed; the chance of
success is so remote that the shot is not even attempted. Under no circumstances. This may seem drastic but some
players tend to bend the rules , trying to hit a nearby target with the deviation of the original shot This rule is
intended to stop that practice.
For the same reason you are NEVER allowed to use indirect fire against a vehicles exposed crew member or to use
a burst weapon classified as NE to hit exposed crew. There is a big difference between trying to hit the open area of
an open-topped vehicle and trying to hit a crew member that has momentarily popped his head out from a hatch. As
we have said more than once, the rules must find a balance between playability and realism
Deviation of missed indirect fire must be seen as a failure, not as the possibility of hitting something else in the
area the table was written with this in mind. No one would really try to fire a Thompson at a Tiger hoping that a
ricochet would hit a man hidden behind a wall but some players hope that a mortar deviation will hit another unit!

Indirect fire and vehicles
With indirect fire ignore the characteristics: Extra-light, Light, Medium, Heavy, Extra heavy and Super extra-
heavy armour.

Firing from above. Two advantages
If the firing unit fires from above and is at a distance from the target that is equal to or less than the height at which
the firer is, ignore the characteristics: Medium, Heavy, Extra heavy and Super extra-heavy armour. Moreover
he can fire directly at crew members in an open-topped vehicle, treating them as infantry targets.

Firing at open-topped vehicles and positions with indirect fire
All open-topped armoured vehicles can be damaged (even if the table shows NE) if a grenade, mortar shell or gun
shell hits the open area with indirect fire. You must roll 9 to hit the open area on an open-topped vehicle or an open
position, no matter the type of vehicle or position; remember to apply all other modifiers. The shot explodes inside
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the vehicle or the position and so will probably kill all the occupants. All the occupants are automatically hit and
have no cover. The burst area of this shot remains within the vehicle or position.

Communications
Only units defined as HQ can send communications to units (infantry or vehicles) with artillery, mortars and
multiple rocket-launchers. Radio operators on armoured vehicles (not HQ) can only contact the other members of
their section, unit or platoon. Only the HQ Command Tank can communicate with the infantry units using artillery,
mortars and multiple rocket-launchers, unless specified otherwise.

Light and Heavy Flamethrowers used against vehicles
The effects of a flamethrower on a vehicle were far more devastating than the effects of a normal shell. For this
reason we ignore the characteristics: Extra-Light, Light, Medium, Heavy, Extra-heavy, and Super extra-heavy
armour. When a flamethrower hits a vehicle use the tables below. If the number shown is more than the number of
models present then ignore the difference. If you hit an open-topped vehicle, then all models onboard must roll on
the Damage Table (Infantry column), ignoring any cover.

Light Flamethrower Damage on vehicles
1-4: the flames die out immediately and cause no damage: NE.
5-7: 2 crew members are Pinned! + Steady Nerve Test
8-9: 1 crew member is Pinned! + 1 KIA + Steady Nerve Test
10: engine/ammunition.

Heavy Flamethrower Damage on vehicles
1-2 the flames die out immediately and cause no damage: NE
3-5: 2 crew members are Pinned! + Steady Nerve Test.
6-7: 2 crew members are Pinned! + 2 KIA + Steady Nerve Test
8-10: engine/ammunition

Steady Nerve Test
When a vehicle is hit and must perform a Steady Nerve Test, roll 1d10 without modifiers to see whether the crew
keeps their nerve. If you fail the test then the crew will immediately abandon the vehicle and all models are placed
Pinned! next to the vehicle. From this moment on they are considered infantry until they get back on board. If a
vehicle has to make a Morale Test in addition to the Steady Nerve Test because it has reached the units RP, first
perform the Morale Test (for panic) and only then performed the Steady Nerve Test. If the unit panics there is no
point in testing for Steady Nerves.

Morale Test for vehicles and the Willpower Test
When a vehicle loses a number of crew equal to its Panic Resistance after enduring Heavy Weapons Fire, it must
perform a Morale Test. If you fail this test then all the models unload immediately and are placed next to the vehicle
in panic. From this moment on they are considered infantry until they get in again. If they recover from the panic
and get back on board they will once again be considered as a vehicle. When the crew abandons a vehicle due to a
failed Morale Test it cannot use that vehicle as cover; since the fact that they were hit means that they have lost their
faith in the vehicle. On their next turn they must move towards the closest cover. This movement will prevent the
crew recovering immediately since to recover you must be in cover and Pinned! at the start of the turn. If some
models are Pinned! when the unit panics stand them up next to the vehicle. Their fear that led them to being Pinned!
has been overcome by a terror of being hit again.

A tank is hit by a gun. When checking for damage, the result is 1 KIA and 1 Pinned! The Morale
Test comes first (1 KIA = RP:1 for the tank). Unfortunately the roll is not good and the crew must
abandon their tank. In this case the Pinned! man will also bail out fast and will be placed standing
next to the tank. Next turn all surviving crew (including our man) move fast towards the closest cover
(they cant treat the tank as cover for the Morale Test).

When a moving vehicle panics, before bailing out the crew and any eventual troops that are onboard, move it
1d10cm in the direction of its own lines, if possible directly away from the unit that caused the panic. After moving
place the crew and any troops on board next to the vehicle, in panic.

If a member of the crew of an armoured vehicle is killed by direct small arms fire, do not take the vehicles RP into
consideration (this rule does not apply to troop carrier vehicles); in this case, when the crew member is killed, the
vehicle must not perform a Morale Test but rather a Willpower Test.
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WILLPOWER TEST (1d10).
If the roll, without modifiers, is equal to or greater than the Training number, there are no
consequences, apart from the fact that the crew cannot expose any other member this turn.
If the roll is lower, then all surviving crew members are Pinned!

The Commander of a Panther tanks pops his head out for awareness purposes and to fire at an
American unit hiding in the woods. A sniper plays a card with a lower Priority and kills him while he
is looking out. The vehicle must perform a Willpower Test and unfortunately fails. Despite the fact
that the RP of the Panther is 1, the death has not required a Morale Test for Panic purposes but has
shaken all the crew, who have no intention of popping THEIR heads out for the moment!. During the
next turn the Panther is hit by a Bazooka that kills another 2 crew members. When performing the 2
tests, they will have a -3 modifier due to their being below 50% of the initial models and a further -1
due to the loss of the commander.

Close-Assaulting armoured vehicles
You will have noticed that in the Weapons Tables standard hand-grenades have the value NE and then a number and
a #; in game terms this means that the grenade has no effect at all unless directly placed on (or in) a vulnerable
part of the vehicle. To close-assault a vehicle you must use an Assault card, indicate the target vehicle and specify
the models that will attempt to assault the vehicle during the declaration of intents phase. Ensure that they can reach
the side or rear of the vehicle with their Assault movement. Models that do not attempt the assault can act normally,
firing at or assaulting another unit.
During the Order Execution phase you must perform an Assault Test for each model that wants to attempt the close-
assault.

CLOSE ASSAULT TEST (1d10)
If you roll more than or equal to the units Training, the model can assault.
If you roll less than the units Training then the model refuses to Assault. The model does not move
this turn and stays where he is. He cant do anything else.

All models in contact with the side or rear of the vehicle roll 1d10 to hit, with all modifiers. A roll of 1 or 2 means
the model is KIA (they have been crushed, or the grenade exploded prematurely). Infantry close-assaults ignore
medium, heavy, extra heavy, and super extra-heavy armour. For all hits roll 1d10 on the Small Arms Damage Table.
Do not consider the burst area for hits with grenades, the grenades have been placed between the tracks or in the
engine compartment. Missed shots do not deviate, but explode without causing any damage.
Models with satchel charges do not need to close-assault armoured vehicles and can throw the charge directly with
the relative table. However if a model armed with a satchel charge close assaults a vehicle then use the same
procedure as for normal grenades (Assault Test, ignoring characteristics of medium armour, etc), but use the Heavy
Weapons Damage Table.
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PLAYING THE GAME

Preparation
As we have already mentioned, before playing you will need to prepare a wargames table. For your first games we
advise you to play on a small 120cm x 120cm surface divided into 40x40cm squares, with 2/4 scenery elements per
square. Afterwards you will have learnt enough to play your battles on larger tables. By scenery elements we
intend houses, woods, walls, hills or hedges. Roads, paths and rivers can be added later if both players agree. For a
points scenario you can download some tournament scenarios from www.alzozero.com.

Dividing up the battlefield
In points scenarios the battlefield is split into three parts: your deployment area, no-mans land, and your opponents
deployment area. The No-mans land must be 50cm wide; the rest of the table is divided equally.

If you have a 120cm deep table then subtract 50cm for the No-mans land and divided the rest by 2
(120-50 = 70/2 = 35). The deployment areas will each be 35cm deep.

Deployment
If you are playing a scenario based on a historical battle then the positions of the units are pre-set and will be marked
on the map. If you are playing a points scenario, once the battlefield has been arranged (no matter the method
chosen), you must deploy the models on the battlefield. Each player shuffles his deck, draws the top card and places
it face up on the table. The player with the highest priority chooses a unit and places it in his deployment area; his
opponent will now place a unit of his choice on his own deployment area. Repeat this procedure until all units are on
the table. If a player has more units than the other he can place the last remaining ones without drawing a card.
Transported units can be placed either loaded or unloaded (partially or completely). If a player has infiltrator units
he must declare the unit but will place it on the table only after all units without this characteristic have been placed.
If both players have infiltrator units then they will be fielded alternately, continuing to select cards even to deploy
the infiltrators.
Once the units have been deployed, shuffle the cards.

The Start of the Game
On the first turn all units are considered stationary until they receive their first order, after which the last performed
order counts.
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OPTIONAL RULES FOR EXPERT PLAYERS

This section is a collection of optional rules that enrich the game. You can decide which ones to use by agreeing
with your opponent before play. They have been organised into sections to ease consultation.

NIGHT-TIME

Some operations took place at night to protect both men and vehicles when they had to advance towards the enemy.
Obviously in conditions of reduced visibility, the awareness of the enemys presence is limited too and so we use the
night-time column on the Awareness Table.

At night infantry have a penalty of -5cm to assault and fast movement while vehicles suffer a penalty of -10cm.
Slow movement does not change.
As well as modifying the awareness, night-time also forces vehicles to expose their Commander if the vehicle
moves faster than their slow speed.
If a unit makes a mine explode, it is treated as having fired for awareness purposes.
You can play any scenario in night-time conditions using the relevant Awareness Table if you agree it with your
opponent beforehand.

Searchlights and Star shells
In night-time scenarios you can use searchlights and star shells. The procedure is as follows:

Searchlights. During the declaration of intents phase a man that is stationary and next to a searchlight can place the
beam of light A(10) on any unit in line of sight, even if he is not aware of them. Consider the target unit to be in
daylight conditions for awareness purposes. The unit that the man belongs to can receive any order and fire at the
unit that has just been spotted. Any unit within 200cm and in line of sight becomes aware of the unit that is using the
searchlight. You can shoot the light out by sacrificing two hits.
Cost: 10 points each. A(10)

An American squad fires at a German position with a searchlight, hitting the unit 3 times. The
player decides to shoot out the searchlight and so sacrifices 2 hits, and rolls only once on the damage
table against the other men.

Star shells. Mortars and pistols can be fitted with star shells. You can fire a star shell at units that are in line of sight
but of which you are not aware, or at units of which you are neither in line of sight nor aware if you receive a
communication from a unit that is in line of sight of the target. To hit the target unit you need to roll a 7 or more; if
you fail the shot will deviate. All units in the area are considered in Daylight conditions for awareness purposes. The
other models in the unit that uses star shells can fire at the unit that has just been spotted. At the end of the turn
remove the star shell marker. Cost: 30 points per Star shell. Template: A(10)

ALTERNATIVE CARD MANAGEMENT
A good plan is a pre-requisite for success. In order to reduce the element of luck and not find yourself limited during
the game you can split the deck (all 40 cards) into two halves after deployment. The first half (20 cards) will
include Movement and Assault cards (referred to as Manoeuvre Cards), while the second half will include the Fire,
Suppression Fire and Ambush cards (called Fire Cards).

During play the two halves will be kept separate, so remember to discard any used cards to the correct half. During
the Card re-fill phase you can choose which section to draw from, informing your opponent. In this way the cards
will correspond more closely to your plan but at the same time the system will at least partially reveal your
intentions. At the end of the turn each half is shuffled with its own discards. The hand is used normally, including
the playing of a card for initiative. This method does not prevent a normal re-fill phase.

It is perfectly feasible that one player uses one method and his opponent the another. If both players opt for this
solution they will have to decide alternately (Player A even turns, Player B odd turns), how many cards they choose
from each section; this way whoever chooses second has the advantage of knowing the enemys intentions, at least
vaguely.
As you can imagine, even the choice of which system to use is an important strategic choice.
Operation: World War Two Page 43 of 185
BUILDINGS

Definition of buildings and their size
Buildings are sub-divided into: small, medium, large and enormous. In a built up area, except for country towns or
villages, the buildings are always considered enormous. To make life easier, whether you have a building or a ruin,
it is a good idea to decide the perimeter to avoid any disagreements during the game. In game terms, the perimeter
of a building does not change even when it is reduced to rubble.

Small building: Less than 10x15cm, single floor
Medium building: At least 10x15cm with a single floor, or at least 10x12cm and two floors
Large building: At least 20x25cm with a single floor, or at least 15x20cm and two floors
Enormous building: At least 30x40cm with a single floor, or at least 20x25cm and two or more floors

The effects of large calibre artillery against buildings
Large calibre shells can irreparably destroy a roof or gut a building.
Consider Bunkers as enormous buildings on the Building Demolition Table.

When a gun fires directly at a unit in a building, with a 105mm shell or greater, as well as normal damage roll 1d10
on the Building Demolition Table and apply the result.

BUILDING DEMOLITION TABLE
1, 2, 3: NE. The building shakes but the structure remains intact.
4, 5: If the building is small, all units inside must perform a Training Test and if they fail the test all
models are Pinned! If it is medium, large or enormous there are no effects.
6, 7: If the building is small or medium, units in the room hit and those rooms adjacent to the room that
has been hit (including the ones above and below) must perform a Training Test and if they fail the
test all models are Pinned! If it is large or enormous there are no effects.
8, 9: If the building is small it collapses. From now on consider it a ruined building. All models (including
vehicles) inside the building roll on the Small Arms Damage Table without any cover. If the building
is medium or large, units in the room hit and those rooms adjacent to the room that has been hit
(including the ones above and below) must perform a Training Test, and if they fail the test all
models are Pinned! If it is enormous there are no effects.
10: If the building is small or medium it collapses. From now on consider it as a ruined building. All
models (including vehicles) inside the building roll on the Heavy Weapons Damage Table without
any cover. If the building is large, units in the room hit and those rooms adjacent to the room that
has been hit (including the ones above and below) must perform a Training Test and if they fail the
test all models are Pinned! If it is enormous there are no effects.
11: If the building is small, medium or large it collapses. From now on consider it a ruined building. All
models (including vehicles) inside the building roll on the Heavy Weapons Damage Table without
any cover. If the building is enormous, units in the room hit and those rooms adjacent to the room
that has been hit (including the ones above and below) must perform a Training Test and if they fail
the test all models are Pinned!
12,13: The building collapses. From now on consider it a ruined building. All models (including vehicles)
inside the building roll on the Heavy Weapons Damage Table without any cover.

Building Demolition Table modifiers:
From calibre 110mm to 155mm: bonus +1 to the roll
From calibre 156mm to 200mm: bonus +2 to the roll
From calibre 201mm to 320mm: bonus +3 to the roll

Training Test (1d10).
If the roll (without modifiers) is equal to or greater than the Training number, there are no consequences.
If the roll is lower, then all models are Pinned!

Once a building has been reduced to rubble you should still roll on the Building Demolition Table but with a -1
penalty to the dice roll, since most walls, ceilings and areas of the roof have already collapsed. Prolonged
bombardments in destroyed urban areas were often not very effective. The Americans learnt this lesson the worst
way possible when trying to take Monte Cassino.

Note: Large or enormous buildings crumble in sections. Treat each 20x25cm section independently, no matter how
many floors there are. If the building is bigger than one section then mark out the 20x25cm area that has been ruined
(maybe with black card).
Operation: World War Two Page 44 of 185
When a whole building crumbles, remove the model and replace it with a ruined model that is the same size.
Because of the collapse there is a cloud of smoke all around the house that spreads 5cm from every edge. Apply
smoke rules (line of sight, modifiers, etc.) with the exception that the dust cloud doesnt disperse using the smoke
rules (dont roll on the table) but disperses after 1d10 turns.

Treat Bunkers as enormous buildings for the purposes of the Building Demolition Table.

When a gun, mortar or rocket-launcher fires indirectly at a unit in a building, with a 105mm shell or greater, as well
as normal damage roll 1d10 on the Roof Demolition Table and apply the result.


ROOF DEMOLITION TABLE
1, 2, 3: The roof withstands the shell or is deflected. Apply the burst area for the weapon used starting from
the roof.
4, 5: If the building is small the roof collapses; remove it. All models on the top floor must roll on the
Heavy Weapons Damage Table without any cover. Any further hits no longer consider the roof: it has
been destroyed. If the building is medium, large or enormous the roof holds. Apply the burst area for
the weapon used starting from the roof.
6, 7: If the building is small or medium, the roof collapses; remove it. All models on the top floor must roll
on the Heavy Weapons Damage Table without any cover. Any further hits no longer consider the roof:
it has been destroyed.
If the building is small it may even collapse. Roll 1d10 on the Building Demolition Table with a +1
modifier. If the building is large or enormous the roof holds. Apply the burst area for the weapon used
starting from the roof.
8, 9: If the building is small, medium or large, the roof collapses. All models on the top floor must roll on
the Heavy Weapons Damage Table without any cover. Any further hits no longer consider the roof: it
has been destroyed.
If the building is small or medium it may even collapse. Roll 1d10 on the Building Demolition Table
with a +1 modifier. If the building is enormous the roof holds. Apply the burst area for the weapon
used starting from the roof.
10, 11: If the building is small, medium, large or enormous, the roof collapses. All models on the top floor
must roll on the Heavy Weapons Damage Table without any cover. Any further hits no longer consider
the roof: it has been destroyed.
If the building is small, medium or large it may even collapse. Roll 1d10 on the Building Demolition
Table with a +1 modifier.
12,13: The roof collapses and the building may collapse too. All models on the top floor must roll on the
Heavy Weapons Damage Table without any cover. Roll 1d10 on the Building Demolition Table with a
+1 modifier.

Roof Demolition Table modifiers
From calibre 110mm to 155mm: bonus +1 to the roll
From calibre 156mm to 200mm: bonus +2 to the roll
From calibre 201mm to 320mm: bonus +3 to the roll

Treat Bunkers as enormous buildings for the purposes of the Roof Demolition Table.

Note: With large or enormous buildings, only remove the roof if the building measures up to 20x25cm. If the
building is bigger, mark out the 20x25 area of the collapsed roof, maybe using some black card.

Infantry: Stairs, rooms and gaps
When you use smaller sized houses you can simulate the movement between floors in an abstract way. But larger
buildings require the use of stairs, doors, windows and gaps; the distances, in this case, are measured as normal but
you will need to find a staircase to gain access to floors above/below your models and a door, window or gap to get
inside. If part of the building has collapsed and there are holes between one floor and another then you can move
vertically (climb) with a Movement or Assault order. To make the game more interesting we advise that you
subdivide the inside of the building into rooms whose maximum size is around 10x15cm. Of course you can vary
this depending on the sort of building it is; a factory or church may have much larger spaces, while a hotel will have
a lot of smaller rooms. The important thing is that the rooms be marked out by inner walls. Each room must have at
least one door. If an enemy model is standing on the threshold of a rooms you cannot move into (or out of) that
room without killing him first. Models with shaped charge weapons, demolition charges, gammon grenades, satchel
charges or mines can move through inner walls with Movement or Assault Orders (you cannot climb vertically). In
normal games, artillery models can only be deployed on the ground floor and only if the doors or holes in the walls
Operation: World War Two Page 45 of 185
would allow access. An exception is gun positions that are typically used in historical scenarios which assume prior
positioning with a crane or hoist.

Vehicles: Entering a building by crashing through the walls
Crashing into a building with a tank can be very dangerous: you can fall into the cellar, the house can fall down on
top of you, and so on. For this reason a tank that wants to crash through a building must pass a Crashing into
Building Test. If he passes the test you can crash into the building and must now roll 1d10 on the Crashing into
Buildings Table after entering 5cm.

CRASHING INTO A BUILDING TEST (1d10)
If the roll is equal to or greater than the units Training number, you can crash into the building.
If the roll is lower, the driver refuses to act. The model does not move and stays where it was.

CRASHING INTO BUILDINGS TABLE (1d10)
1: The tank moves inside the building (5cm), and then either the roof collapses or it falls into the
cellar. Check for damage rolling 1d10 on the Heavy Weapons Damage Table.
2: The tank moves inside the building (5cm), and is then Immobilised. Perform a Steady Nerve Test.
3-10: The tank crashes through the building up to the declared destination.

Modifiers for the Crashing into Buildings table
-1 for a medium building (at least 10x15cm with single floor or at least 10x12cm with 2 floors).
-2 for a large building (at least 20x25cm with single floor or least 15x20cm with 2 floors).
-3 for an enormous building (at least 30x40cm with single floor or at least 20x25cm with 2 or more
floors).

If a tank crashes through a small building, treat it as ruins. You cannot reduce a medium, large or enormous
building to ruins by crashing into it. You can only enter into or move through a building with the gun pointing
backwards. Once you are inside you can rotate the tank to aim at a target up to 45 (22.5 right, 22.5 left). Heavy
tanks can crash through stone buildings; Medium and Heavy tanks can crash through brick, clay and wood houses;
Light tanks, however, can only crash through clay or wooden buildings. No tank can crash into a bunker. Infantry
inside a building that is thus ruined or in the room where the crash occurs take damage on the Heavy Weapons
Damage Table.
Operation: World War Two Page 46 of 185
UNDERGROUND TUNNELS AND SEWERS INFANTRY

Infantry units in Tunnels and Sewers
Apart from the normal strategic manoeuvres, during urban combat you also have to consider the possibility of
infantry units getting round enemy defences by using tunnels. If your wargames table is so realistic that it includes
scenery elements like sewers or underground tunnels, you can play normally but must roll 1d10 on the Underground
Table every time that a unit descends into or emerges from the tunnels through one of the entry points on the table;
apart from this rule use normal rules for line of sight and awareness, but since the units are underground use the
Nighttime Awareness Table.

If you do not have a suitable table, just place some man-hole covers to mark the various entry points. If all the
models in the unit are in cohesion with the entry point then it can descend into the tunnel with a Movement or
Assault Order. Replace the unit with a marker placed on the entry point (e.g. Unit A, B, C etc.). Their turn ends with
the replacement and the unit does not move.

You must roll 1d10 on the Underground Table every time that you descend or emerge through an entry point. When
underground, movement is: Slow 5cm, Fast 15cm and Assault 10cm. To show further movements (with Movement
or Assault orders) move the Unit marker on the wargames table. The route from one entry point to another is
considered as a straight line that leads from the entry point where the unit descended, and ends at the entry point
declared as your destination. When the marker reaches the entry point it stops. Next turn you can emerge (with a
Movement or Assault order) first rolling 1d10 on the Underground table. Once outside the marker is replaced by the
models in the unit, in cohesion with the entry point. Models that emerge from tunnels can fire at any enemy unit that
is in line of sight and of which they become aware. Models that emerge can assault any enemy unit within 10cm of
the entry point from which they emerge. Remember that the entire unit must descend or emerge: you cannot split the
unit between the surface and underground. Only infantry units can go underground, units defined as artillery may
not. Exceptional cases may be mentioned in specific historical scenarios.

Units on the surface do not have line of sight or awareness towards units underground, and vice versa. Units
underground can fight other units that are also underground. If the markers of two enemy units are within 10cm of
each other then they can fire at each other. Consider all men as in line of sight and aware no matter what order they
received beforehand. If you use a burst weapon in underground combat, considering that this is an abstract combat,
for each burst weapon you will hit: A(3)=1d10-5 models; A(5)=1d10 models; A(8)=1d10+3 models; A(10)=1d10+5
models. If the number is greater than the number of models in the unit then the excess is lost. Remove losses as
normal. You can enter into close combat using an Assault Order and moving your marker next to or overlapping the
enemy marker. In this case all models are considered to be next to an enemy. Any extra models will have the normal
Close combat bonus. When underground, where units are represented by markers, any eventual Pinned! models
prevent the whole unit from moving. Use markers to remind yourself how many men are Pinned!


To balance your games, normally you can place no more than 6 entry points. Before play the players place entry
point markers alternately, following these criteria:
1) entry points cannot be less than 30cm from the table edge
2) entry points cannot be less than 30cm from each other
3) entry points can only be located on roads or pavements

UNDERGROUND TABLE
1-5: Nothing happens.
6-7: Part of the ceiling/pavement/ladder collapses. Roll for 1d10 models on the Small Arms
Damage Table without cover. The entry point can still be used.
8-9: Structural collapse. Roll 1d10 on the Small Arms Damage Table for each model in the unit.
The entry point is blocked and cannot be used for the rest of the game. Survivors are placed
in cohesion with the entry point and on the surface.
10: Total collapse. The whole unit is caught under the rubble and die. Remove all models. The
entry point is blocked and cannot be used for the rest of the game. Remove the marker or
mark it as unusable.

Note: Fighting underground gives a penalty of -1 to the Morale Test due to the claustrophobic surroundings.
Models with the infiltrator characteristic can be deployed underground without rolling on the Underground table.
When they emerge or descend again, they must roll on the table as normal.

Operation: World War Two Page 47 of 185
SMOKE

The devastating power of new weapons, as well as their increased rate of fire and increasing range forced armies to
find new solutions. Advancing towards the enemy over open ground meant certain death for infantry. Sometimes
even tanks had to find strategies that were designed to help them advance towards or flee from enemy tanks with
bigger guns. To this end smoke was used more and more to both protect troops from the enemy and to confuse them.
Integrated grenade-launcher systems were introduced onto tanks in all armies, sometimes even combining the
screening function with an offensive one.

Wind direction
If you plan to use smoke then before play you must decide the wind direction.
Roll 1d10 and, like indirect-fire deviation, the direction shown by the dice is the wind direction. Place the special
marker on the table to remind both players of this direction. If you roll a 1 in the Smoke Dispersion Phase then the
wind changes direction: repeat the operation.

Using smoke
If you decide to use smoke, declare this when giving the Order. The model that uses smoke cannot do anything else,
but his unit can act normally. You can use smoke with any order (even movement). Normally in a vehicle it is the
Commander that uses the smoke: if he dies the other crew members can use it in his place. You can fire smoke at
any point on the table that is in line of sight, or even at a point that is NOT in line of sight if you receive a
communication from a unit that is in line of sight with that point.
When you use smoke, place the corresponding template on the target and roll 1d10: if you roll a 1, it doesnt go off;
if you roll from 7 to 10, it lands where you planned; if you roll from 2 to 6, it deviates in the direction of the wind, a
number of cm equal to the number rolled.
From this moment onwards it is not possible to trace a line of sight beyond the smoke template (unless you use
Suppression Fire Orders), but line of sight can go into the template. Units in smoke are considered to be in light
cover and you have a penalty of -2 to hit and -2 to damage. When moving through smoke you must move slowly.
Every turn, in the Smoke Dispersion Phase, the players take it in turns to choose a template and roll 1d10 on the
Smoke Table. Continue to roll alternately until all templates have been checked.

SMOKE TABLE
1: The wind changes direction and the smoke disperses. Roll for the new wind direction and
remove the smoke. If more than one template is present, a new roll of 1 is considered a 2-7.
2-7: The smoke disperses. Remove the smoke.
8-10: The smoke does not disperse. Move the smoke the number of cm rolled on the dice in the
direction of the wind.

Given that there are different sorts of smokescreens, the template to be used is specified in the description of the
weapon used. The range is measured from the edge of the vehicle.

Vehicle smoke. Close, normal, extreme ranges: n/a. Place the smoke on the vehicle. A(8). One use only. Cost: 50
points.
Rear smoke-launcher. Range 5cm. Frontal firing arc. A(8). One use only. Cost: 50 points.
Lateral smoke-launcher. Close range: n/a. Normal range: 15cm. Extreme range: n/a. Frontal and lateral firing arc.
Three adjacent A(3) templates. One use only per side. For the dispersion roll 1d10 for the group of templates.
The three templates are used at the same time. Cost: 80 points.
Smoke-screen mortar. Close range: n/a. Normal range: 30cm. Extreme range: n/a. Frontal and lateral firing arc.
A(8). One use only. Cost: 60 points.
Smoke for guns and mortars. Range depending on the weapon. A(x) template depending on the calibre. One use
only but you can buy more smoke if you spend the required points. If specified you can also buy white-
phosphorous grenades. Cost 50/80 points.
Nhverteidigungswaffe. Close range: n/a. Normal range: 30cm. Extreme range: n/a. Frontal firing arc. In game
terms it uses an A(5) template, that includes a light mortar shell and 1 smoke grenade. One use only. Cost:
100 points. Vehicles with Nhverteidigungswaffe have external mines. All assaulting infantry are killed if
they roll from 1-4 instead of the normal 1-2.

Operation: World War Two Page 48 of 185
SMOKE FROM FIRES AND EXPLOSIONS

Catastrophes and explosions
When a vehicle is destroyed with a Catastrophe! or ammunition/engine, after having checked the effects of the
explosion roll another 1d10. With a 9 or 10 the vehicle is wrapped in flames and a smokescreen blocks the line of
sight. For the rest of the game treat the vehicle as if it were covered in smoke. Like with normal smoke, you may not
trace a line of sight beyond the vehicle, unless you use a Suppression Fire Order. Unlike smokescreens, the smoke
will not disperse. Seeing that the vehicle is burning, infantry or exposed components that cross or stop within 5cm of
the vehicle take an immediate hit on the Small Arms Damage Table due to the heat of the flames. If you try to move
or flatten the burning vehicle take an immediate hit on the Light Flamethrower Damage Table if the vehicle is un-
armoured, and on the Heavy Flamethrower Damage table if it is. In night-time scenarios a burning vehicle lights up
an area the size of an A(10) template. Within this area apply the Daytime Awareness Table.
Operation: World War Two Page 49 of 185
ARMY COMPOSITION

Vehicles attached in Troops/Squadrons
When building your army you can buy more than one of the same sort of vehicle in the same troop/platoon/section.
You can group models of the same type into troops/squadrons as long as this is declared at the start of the game. The
units must stay in cohesion and will act as a single unit, receiving just one Order Card, firing at the same target, (one
for the main weapons, one each for the secondary weapons) etc. Each unit rolls separately. Hits on troops/squadrons
are awarded at the discretion of the player that suffers them respecting both a proportional system and the line of
sight. Any eventual excess hits can be awarded, proportionally, by the firing player.

If a vehicle belonging to a troop/squadron fails their Morale Test or Steady Nerves Test the other vehicles may:
abandon it, leaving cohesion. In this case the vehicle is considered lost (the crew run away).
stay in cohesion. In this case the crew can attempt to recover and move back to the vehicle.

The fact that a vehicle is in panic does not influence the morale of the other vehicles in the troop/squadrons.

If a vehicle belonging to a troop/squadron is Immobilised then the other vehicles may:
abandon it, leaving cohesion. In this case the vehicle is considered lost (the crew run away).
stay in cohesion. In this case the vehicle will continue to follow orders like the other but may not move.

When 50% of the models in a troop/squadron are destroyed, lost or panicked, you must perform a Bravery Test
to see if the troop/squadron continues to act normally.

Roll 1d10 without any modifiers.
If the roll is equal to or greater than the units Training number then the troop/squadron will continue to act
normally.
If lower, each model in the troop/squadron must slowly retreat backwards (in reverse gear and as far as
possible with slow movement) towards the closest cover, in a straight line and going around any impassable
obstacles. Remember to maintain cohesion. The troop/squadron must retreat even if it has already
performed an action this turn. Next turn it may act normally.

If a Sherman is forced to retreat move it 18cm towards the closest cover without changing the
direction that the tank is pointing in.
Operation: World War Two Page 50 of 185


TEMPORARY ATTACHMENT


Temporarily attached Armoured Vehicles
The same model of armoured vehicles that belong to the same platoon (e.g. all Panthers) can temporarily attach at
any time by declaring this at the start of the turn before the Card Re-fill phase. Any number of vehicles can
temporarily attach, as long as they are within 20cm and have performed a successful radio communication the
previous turn. After the declaration they become a sole unit and will only draw one card. They must obey the same
order and will fire at the same target (one for the main weapon, one each for the secondary weapons). This may
seem restrictive but this choice can be a winning one against particularly tough enemy tanks; if one misses, the other
may still hit the target. Vehicles can go back to acting singly by declaring it at the start of a new turn and without the
need for a communication; in this case they draw one card each as normal. Hits on temporarily attached vehicles are
distributed by their owner, who must respect a proportional system and also the line of sight. Any excess hits can be
assigned proportionally by the firing player.

Infantry units that are temporarily attached to transport vehicles
Some units can transport more than one unit at the same time. Any infantry units can load or be transported by a
transport vehicle. Some vehicles can even load guns (if specified). In order to attach temporarily the unit must
declare this intention at the start of the turn and be adjacent or already loaded onto the vehicle. The temporarily
attached unit is no longer considered a separate unit and is an integral part of the transport vehicle. Until they
separate the vehicle and temporarily attached unit only receive one card in the Card Re-fill phase and follow the
same order. More than one unit can temporarily attach to the same transport vehicle, up to the maximum number of
models allowed in the vehicle. The temporarily attached unit can separate and go back to acting on its own by
declaring that they unload at the start of the turn. In this case both units will receive their own Order card. You are
allowed to unload some units while keeping others on board. You can begin play with one or more units already
temporarily attached. While the unit(s) is/are on board you can only fire at the transport vehicle. If the transport
vehicle suffers a Catastrophe!, all units on board are killed.

Infantry units that are temporarily attached to other vehicles
Any number of men can follow a vehicle on foot and be temporarily attached. In order to attach and follow on foot,
the vehicle doesnt have to be a transport vehicle. Given that the attached unit must maintain cohesion (10cm), you
are allowed to move the vehicle slowly and the men fast; it is enough to declare as much in your intentions. You are
allowed to fire at a Temporarily attached Infantry unit that is following on foot. These models on foot only get cover
if the line of sight crosses the vehicle. If the vehicle to which they are temporarily attached suffers a Catastrophe!,
the models on foot will take normal damage if they are within the burst area.

Using Tanks as Transport vehicles
Because of the lack of transport vehicles and to help with the rapid transport of men, tanks were sometimes used as
excellent transport vehicles. In game terms, each tank can transport an infantry unit on top of it, as if it were a
transport vehicle (12). Considering the fact that it is rather a special sort of transport, to represent the attachment and
the crowding only place one model from the transported unit on the rear of the vehicle; he represents the whole unit,
both in terms of line of sight as well as for any eventual effects (they are so crowded that if the model is in a burst
area they will all be hit). Unlike units inside vehicles, you are allowed to fire at units on tanks. In this case the unit
only gets cover if the firing line comes from the frontal arc. Units transported on tanks that are hit by a Heavy
weapon must perform a Steady Nerve Test no matter the result. If the transported unit fails the test, they unload
immediately (place the models Pinned! and next to the vehicle) but they are not in Panic; treat them as an
independent unit as from the next turn.
If you decide to use the optional rule, refer to temporarily attached infantry. As normal, you must declare your
intentions at the start of the turn and draw the right number of cards.
Operation: World War Two Page 51 of 185
ADDITIONAL WEAPONS

Grenade Launcher
All platoons can buy a grenade launcher for a model with a rifle.
Close range: 10cm. Normal range: 20cm. Extreme range: 40cm.
Roll to hit like a standard army grenade. Template: A(3).
Characteristics: Indirect fire (minimum range 20cm), slow re-load.
Cost: +30 points each.
Can be used with smoke for +50 points. Template: A(5). One use only.

Molotov Cocktail
Every unit can have up to three Molotov cocktails. If you roll a 1 or 2 the model flares up and is killed. For effects
on closed vehicles use the Light flamethrower on vehicles Table with a penalty of -1. If you hit an open-topped
vehicle, all models on board must roll on the Infantry column of the Damage Table, ignoring any cover.

Molotov. Cost 30 points. Close range: n/a. Normal range: 5cm. Extreme range: 10cm. One use only. You can move
and throw a Molotov. Use an A(3) template. Characteristics: Ignores cover (L/M/H), ignores medium, heavy, extra-
heavy and super extra-heavy armour.
The area is engulfed in flame for 2 turns and since the area is on fire, infantry or exposed crew members that cross
through the area of the template or that stop within it take an immediate hit on the Small Arms Damage Table. In
night-time scenarios a Molotov illuminates A(10). Within this area use the Daytime Awareness Table.

White Phosphorous Grenades and Shells
Bazookas, some mortars and special artillery units used white phosphorous. When white phosphorous explodes, as
well as the release of dense white smoke, the weapon also produces gas at an extremely high temperature that burns
any soldiers in the area. In game terms, treat the shells as a combination of fragmentation grenades and smoke
grenades. Models in the burst area take a hit on the Small Arms Damage Table, and also apply the smoke rules.
Unlike grenades, if the smoke does not disperse and remains on the battlefield, all infantry models that stop inside or
cross the template take further damage on the Small Arms Damage Table. If the template covers an open-topped
vehicle, roll 1d10 to see how many models on board take the damage on the Small Arms Damage Table, without any
cover. Each model can only take one hit, so excess numbers are ignored.

White phosphorous. Cost: 80 points. Range depends on the gun. Template depends on the calibre. One use only.
Roll to hit as normal, applying normal deviation.


MOVING DESTROYED OR IMMOBILISED VEHICLES

Detailed rules
When a destroyed or immobilised vehicle blocks the path of a tank, you can choose to push it to one side or to
flatten it. If neither of the two situations above apply, then you can only ram it. Armoured vehicles are pushed,
other vehicles are flattened. In both cases, the procedure is as follows:

During the Order Assignment phase declare your intention (to push or flatten) and your vehicles destination, within
the range of a slow move. Before moving perform a Ram Test and if you pass you can move to the given
destination. If the vehicle is not armoured then you have flattened it and from now on it is considered broken
ground. If it is a tank, an armoured car or a half-track, move it to one side from the point of contact. If this is
impossible due to impassable ground, push it as far as possible keeping the same orientation. As always, if in doubt
then use your common sense. You can only push tanks of the same class or less (i.e. a Medium Tank can push a
Medium Tank or a Light Tank), but you cannot move tanks that are a class higher: in this case the model cannot be
moved. A tank with a bulldozer can push a tank of a higher class (for example a Light tank with bulldozer can push
a Medium Tank) without taking the Ram Test: in this case every cm moved while pushing costs double. For these
purposes consider half-tracks and armoured cars as Light Tanks.
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CORRECTING FIRING COORDINATES FOR INDIRECT FIRE

Repeated indirect fire on the same target
After attempting to fire at coordinates that have been given at least once, you can perform a second communication
as long as the unit that is providing the second communication is in line of sight and aware of the target unit. A
successful second communication allows the men to correct their fire, and so you are allowed to repeat the dice roll
if they miss. Further successful communications do not have any additional effects. If the firing unit is in line of
sight and aware of the target then treat the second communication as automatically successful.


BULLDOZERS

There is a French word that was included in all dictionaries after the Normandy landings. Bocage. This term
indicates embankments topped by thick hedges that separated the French fields. To pass these obstacles the
Americans fitted their tanks with bulldozers and other accessories that could clear this sort of terrain. In game terms
a tank fitted with a bulldozer treats bocage as slow/test/remove. Tanks with bulldozers are considered one class
higher when ramming.
Bulldozer. Cost 50 points. Considers bocage, barbed wire and steel anti-tank obstacles as slow/test/remove. If you
hit another vehicle add +1 to the damage roll. It can push tanks that are one level above their own.

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SPECIAL EQUIPMENT FOR SCENARIOS

In order to create some historical scenarios you may need to buy some special equipment or structures. This section
lists the main ones, their cost and how they are used in the game.


ANTI-TANK OBSTACLES
These obstacles are classified into two types: cement and steel. Although they both work in the same way
(Impassable terrain for vehicles), the cement obstacles are harder to remove.

10 x 4cm Cement section: 50 points.
10 x 4cm Steel section: 30 points.


BARBED WIRE
Any infantry model that moves into barbed wire must roll 1d10 and apply the result after they have gone 2cm.

Barbed Wire Table
1-2: The model finds his way through and can continue up to his declared destination.
3-10: The model is stuck. Place him, Pinned! where he is.

10 x 4cm Barbed wire section: 20 points.


MINEFIELDS
Any model can move through a minefield but after travelling 2cm must roll 1d10 and apply the result below. You
can put a minefield under a section of barbed wire or combine an anti-personnel minefield with an anti-vehicle
minefield. If the unit is accompanied by a sapper, you can subtract -1 from the roll, but only if the sapper doesnt try
to clear the minefield.
A man can cross an anti-tank minefield without rolling on the table, because he doesnt weigh enough to trigger the
mines.
But if a wheeled vehicle crosses an anti-personnel minefield it may suffer some damage, although tanks can cross
them without any problem. If a wheeled vehicle or a half-track crosses an anti-personnel minefield roll on the anti-
tank table with a -2 to your roll. If the crew is forced to abandon the vehicle they are considered infantry and must
immediately roll on the anti-personnel table (maybe they jumped out of the vehicle onto a mine).

Anti-personnel minefield Table:
1-2: The model finds a gap and can continue up to his declared destination.
3-4: Finds a mine but avoids it. Place the model Pinned! where he is, maintaining cohesion with the
other models from his unit.
5-10: A mine explodes... remove the model.

Anti-tank Minefield Table:
1-2: The model finds a gap and can continue up to his declared destination.
3-4: A wheel bursts. The model stops where it is. Perform a Steady Nerve Test to see if the crew
abandon the vehicle. If it is not abandoned then it can continue on its way next turn. If the result
cannot be applied (tracked vehicle), see 5-6.
5-6: A track is blown. The model stops where it is. Perform a Steady Nerve Test to see if the crew
abandon the vehicle. If the result cannot be applied (only wheeled vehicle), see 7-8.
7-8: A mine explodes and the vehicle is Immobilised where it stands. Perform a Steady Nerve Test to
see if the crew abandon the vehicle.
9-10: A mine explodes: Catastrophe! Leave the wreck where it stands.

10 x 4cm Anti-personnel minefield: 50 points.
10 x 4cm Anti-tank minefield: 100 points.
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SAPPERS
If a mine-clearer models slowly crosses a minefield then he can attempt to clear it; after going 2cm roll 1d10 and
apply the result below. The rest of the unit can act normally.

Minefield Clearing Test (Sappers)
If the roll is equal to or greater than the Training number, the model has been successful and can continue
up to his declared destination. Remove the minefield.
If the roll is less, he has not been able to clear it. Leave the model where he is. If you rolled a 1 then a mine
exploded: the sapper is removed.

Metal detector for infantry: 50 points each. (the model becomes a sapper).


MINE-CLEARING VEHICLES
If a mine-clearing vehicle slowly crosses a minefield then they can attempt to clear it; after going 2cm roll 1d10 and
apply the result below.

Minefield Clearing Test (Mine-clearing vehicles)
If the roll is equal to or greater than the Training number, the model has been successful and can continue
up to his declared destination. Remove the minefield.
If the roll is less then the minefield has not been cleared. Leave the model where it is. If you rolled a 1 then
a mine exploded: the vehicle is Immobilised. Perform a Steady Nerve Test to see if the crew abandon the
vehicle.

Clearing equipment: See the cost of the vehicle.


SHEARS, CUTTERS ETC.
If a model with shears or cutters slowly crosses an area of barbed wire, he can attempt to cut through it; after going
2cm roll 1d10 and apply the result below.

Barbed Wire Clearing Test (shears, cutters)
If the roll is equal to or greater than the Training number, Success! Remove the section of barbed wire and
place the model at his declared destination.
If the roll is less then the barbed wire has not been cleared. Place the model Pinned! where he is.

Shears, cutters: 10 points each.


BANGALORE
If a model with a Bangalore slowly crosses an area of barbed wire or a minefield, he can attempt to clear it; after
going 2cm roll 1d10 and apply the result below

Barbed Wire and Minefield Clearing Test (Bangalore)
If the roll is equal to or greater than the Training number then clearing was successful and the model can
continue up to his declared destination. The barbed wire or minefield is removed.
If the roll is less then the clearing has not been successful. With a 1 or 2, the model dies in the explosion. If
the model is in barbed wire then leave him Pinned! where he is; if in a minefield he is KIA.

Bangalore: 30 points each.

Operation: World War Two Page 55 of 185
DEMOLITION CHARGES
If a model armed with demolition charges spends a full turn stationary and next to an obstacle, armoured door,
bridge, section of barbed wire or a minefield, he can prime the charges and places the relative marker as his only
action. He can move away next turn. In the following turns (not necessarily next turn) the charge can be detonated
by the man as his entire action. Roll 1d10 and apply the result; the rest of the unit can act normally with any order.
Bridge demolition is identical only you will need at least three demolition charges (1 roll only, with a +3 bonus). If
destroyed, all infantry on the bridge are KIA and vehicles are destroyed.

Demolition Charge Damage Table
1: NE. The charge does not explode.
2-4: Destroyed. Remove the element of scenery if it is a steel anti-tank obstacle or barbed wire.
5-6: Destroyed. Remove the element of scenery if it is a steel or cement anti-tank obstacle, an
armoured door, or barbed wire.
7 -10: Destroyed. Remove the element of scenery.
Note: if an open-topped vehicle is hit, all crew members and transported troops are also automatically hit.

Buildings
When a charge is detonated next to or inside a building, roll 1d10 on the Building Demolition Table with a +1
to the roll.

Demolition charges: 80 points each. A (8)

POSITIONS
During the war different sorts of positions were used to protect both men and the equipment.
As long as the unit inside a camouflaged position does not fire, for awareness purposes the position is considered
as stationary infantry in cover. After the unit has fired the bunker is considered a vehicle in cover and the actions of
the unit inside them will apply (stationary, moved, fired).
Until the units inside them fire, non-camouflaged positions are considered as stationary vehicles in cover for
awareness purposes. After the unit has fired the bunker is considered a vehicle in the open and the actions of the unit
inside them will apply (stationary, moved, fired).

Despite the fact that the unit inside is infantry, we cannot forget that once a position or bunker has been identified, it
is a lot more visibile than a group of men. If indirect fire hits the target inside the structure the models inside do not
have the benefit of cover.

Open sand-bagged trench section for Infantry
Cover: Medium
Modifiers to be applied to hit with direct fire: -1.
You need to roll a 9 to hit the open area with Indirect fire.
Characteristics: Open position.
20 x 4 cm Section of sand-bagged trench for Infantry: 50 points.
Camouflage: 30 points

Sandbag open position for infantry, artillery, mortars and anti-aircraft
Cover: Medium
Modifiers to be applied to hit with direct fire: -1
You need to roll a 9 to hit the open area with Indirect fire.
Characteristics: Open position.
10 x 8cm Sandbag open position: 50 points.
Camouflage: 30 points
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BUNKERS
This term is used to define reinforced concrete positions built to withstand direct fire from large calibre guns.
In covered bunkers the line of sight can only pass through the loophole. You can only enter and exit a bunker
through the armoured door.
In covered bunkers, if a burst weapon hits the target inside the structure, passing through a loophole, the models
inside do not get the benefit of cover.
In open bunkers if indirect fire hits the target inside the structure, the models inside do not get the benefit of cover.
As long as the unit inside a camouflaged bunker does not fire, for awareness purposes the bunker is considered as
stationary infantry in cover. After the unit has fired the bunker is considered a vehicle in the open and the actions of
the unit inside them will apply (stationary, moved, fired). Non-camouflaged bunkers are considered as vehicles in
the open and the actions of the unit inside them will apply (stationary, moved, fired).

Open-topped bunker for infantry, artillery, anti-aircraft, mortar section.
Cover: Heavy
Modifiers to be applied to hit with direct fire: -2
Indirect fire needs a 9+ to hit the open area.
Characteristics: Open position.
10x10cm Open bunker: 200 points.
Camouflage: 30 points

Covered bunker for infantry, artillery
Cover: Heavy
Modifiers to be applied to hit with direct fire: -2
Characteristics: Loophole, armoured door.
10x10cm Covered bunker: 300 points.
Camouflage: 30 points
Operation: World War Two Page 57 of 185
PARATROOPERS AND GLIDERS

Paratroopers and Airborne Troops
Some historical scenarios foresee the use of Paratroopers or Airborne troops. The rules below will allow you to use
them in a simple and realistic way. If both players want to use paratroopers, then only the player that has spent most
points on this type of troops will use the method below.

PARATROOPER PROCEDURE
During the deployment phase place all units on the battlefield except for the Paratrooper squads; once all other
models have been placed, use this procedure:
1. Assign units and define jump order
2. Select drop points
3. Jump!
4. Start play

As you will have noticed this procedure is applied before the start of the game and may bring some units into line of
sight and aware of the enemy.

1. Assign units and define jump order
Place the Paratrooper units next to the table and give each one an identification marker (e.g. Unit A). Place all the
models from the unit in a line so it is clear who will be the first to jump, the second, and so on.
If you have independent units, they will jump with their original unit; once on the battlefield they must receive
different orders and act on their own.

2. Select planned drop points
Place a planned Landing point marker on the battlefield for each jumping unit (e.g. if units A, B and C are jumping,
place markers for landing points A, B and C).

3. Jump!
For each jumping unit, roll a black dice and a white dice.
The black dice shows the number of men that have landed.
The white dice shows the deviation from the landing point.

Repeat this procedure until all the men from that unit have landed.
At this point, move to the next unit and continue until all the units have landed.

Black dice: Landed models
Each unit consists of a variable number of models; before moving on to the next unit you must first land all
the men in the unit before them.
To clarify, here is an example:

Unit A (a squad of 12 American Paratroopers) rolls a black dice and gets a 5; this means that
only the first 5 men in the squad land. After deciding their landing point and having put them on
the table, he rolls another dice and gets an 8. In this case the remaining 7 men land (12-5=7), not
8; the excess is ignored. The unit has landed.

You then continue with the next unit until all the units have landed.

White dice: Deviation
The white dice represents the real landing point with respect to the planned one. Once you have rolled for
the number of models that will land (black dice) roll the white dice.
With a 0 the models land exactly where the unit had planned to, on the landing point.
With a 1-9, the landing point deviates in the direction shown by the dice (see example of indirect
fire deviation) and by the number of centimetres rolled multiplied by 3, (e.g. a roll of 4 means 4x3
= 12cm in the direction in which the dice is pointing).

Once you have defined the real landing point, the player places the first model on the landing point itself
and the other landed models in cohesion with him. The real landing point is now the NEW point from
which the remaining models in the unit may deviate. If a landing point deviates over the edge of the
Operation: World War Two Page 58 of 185
battlefield, roll on the Off-table Landing Points Table (see below) to see what happens to the models
involved and the remaining members of the unit.

4. Start play
Continue play normally, taking cards depending on the nationality of the army and the number of units on the
battlefield. Place a Unit has Moved marker on all landed units.

Paratroopers: Landing in dangerous areas
Landing areas were normally flat to avoid accidents or deaths. In special cases, or because of some unforeseen
circumstances, some units were dropped into towns or wooded areas. In these cases mortalities were high. In game
terms a model that land on woods, ruins, buildings, rivers, bunkers, walls, or antitank obstacles take an automatic
hit on the Small Arms Damage Table without benefiting from cover. You cannot assign the damage to another
model.
Given that only one model must be placed exactly on the landing point, while his companions may be placed in
cohesion with him (up to 10cm), it is obvious that the choice of landing points is fundamental for the success of a
drop.



GLIDER PROCEDURE

Deployment
During the deployment phase place all units on the battlefield except for the Airborne squads; once all models have
been placed, and any Paratroopers have landed, use this procedure for the gliders:
1. Assign units and landing order
2. Select landing points
3. Landing
4. Start Play

As you will have noticed this procedure is applied before the start of the game and may bring some units into line of
sight and aware of the enemy.

1. Assign units and landing order
Place the airborne units to one side of the table and assign each one to a glider, respecting the load capacity allowed.
There are no limits to transporting different units in a glider but you cannot split the same unit amongst more than
one glider. Give each glider an identification marker (e.g. Glider A) and note which units are on board (e.g. Glider
A: Units A, B and C).

2. Select Landing points
Place a Landing point marker on the table for each glider (e.g. if you use Gliders A, B and C, the place Landing
Points A, B and C on the table).

3. Landing
Each glider rolls a white dice and a black dice
The white dice indicates the deviation from the landing point
The black dice is the slide

Repeat this procedure until all the gliders have landed.

White dice: Deviation
The white dice represents the real landing point with respect to the planned one. Roll a white dice.
With a 0 the glider has landed exactly where it planned to.
With a 1-9, the landing point is deviated in the direction shown by the dice, for a number of
centimetres equal to the value rolled multiplied by 3, (e.g. a roll of 4 means 4x3 = 12cm in the
direction in which the dice is pointing).

Black dice: Slide
The black dice represents the slide from the real landing point. Multiply the value rolled by 2. This is the
number of centimetres of slide in the direction shown by the dice itself. Once the final landing point
(after the slide) has been found, the player places the glider and all transported models next to the glider
and cohesion. If the final landing point after the slide or the landing point deviate off-table, roll on the
Off-table Landing Point Table to see what happens to the airborne troops.

Operation: World War Two Page 59 of 185
4. Start Play
Continue play normally, taking cards depending on the nationality of the army and the number of units on the
battlefield. Place a Unit has Moved marker on all units that landed in a glider.


Gliders as cover
Gliders give light cover.
Line of sight goes up to 5cm through a Glider before being blocked.


Gliders: Landing in dangerous areas
Areas destined for glider landings were normally flat to prevent crashes during landings. In some cases, or because
of unforeseen circumstances, some gliders landed in dangerous areas with disastrous results. In game terms, each
glider that lands or slides into woods, ruins, buildings, rivers, bunkers, walls and anti-tank obstacles is
automatically hit on the Glider Crash table (see below). Place the model next to the scenery element and interrupt
any slide; this is the final landing point. The transported models are placed normally, including the ones that are
Pinned! after the crash.


Off-table Landing Points
All units that land off-table are considered killed and will not take part in the battle. As an optional rule you can use
the variant below.
When a deviation takes a landing point for a unit, some models or a glider off the wargames table, mark the exit
point, roll 1d10, and apply the result below:

Off-table Landing Point Table
1-4: The unit, the men or the glider (with all its contents) are KIA/lost.
5-6: The unit, men or the occupants of the glider come back on at the end of the 5
th
turn. After all units
have followed their orders, place the models within 20cm of the exit point on the table edge; from
the 6
th
turn the models will perform normally and you may take a card/cards for this unit/units.
7-8: The unit, men or the occupants of the glider come back on at the end of the 4
th
turn. After all units
have followed their orders, place the models within 20cm of the exit point on the table edge; from
the 5
th
turn the models will perform normally and you may take a card/cards for this unit/units.
9-10: The unit, men or the occupants of the glider come back on at the end of the 3
rd
turn. After all units
have followed their orders, place the models within 20cm of the exit point on the table edge; from
the 4
th
turn the models will perform normally and you may take a card/cards for this unit/units.

If only part of a unit is off the table, the models on the battlefield act normally, until the lost models turn up. From
that moment onwards every time that a Movement or Assault Order is played they must move to re-establish
cohesion.

Paratroopers: Containers, baskets and realism
For safety reasons, Paratroopers normally jumped without large weapons or encumbering support weapons. To get
round this problem many systems were used. Some used containers, others the infamous leg-bags, and so on. In
game terms there are two ways of playing when you drop Paratroopers.

1. Consider all models as being armed as shown in the Army List (not historically accurate, but
immediate..)
2. Use a container/basket for each infantry squad, a container/basket for each machine gun, two
containers/baskets for each mortar section, and three for artillery. If you choose this method then
each unit costs 50 points less. In game terms the unit consists of the original models plus the
number of containers/baskets required.

After the bad experience on D-Day, both Americans and British always dropped armed, only using baskets for
machine guns, mortars, and artillery. Due to the type of parachute used, the Germans always used containers, even
for personal weapons; for this reason dropping with an MP40 sub-machine gun became common practice.

Containers, leg-bags, baskets
Containers and leg-bags are the first models in the drop order. Apart for models with machine-pistols, pistols and
special carbines, all the other models are considered to only have grenades and bayonets until they retrieve their
equipment from the container/basket. To retrieve their equipment from a container/basket at least one model must
remain adjacent to the container/leg-bag/basket and stationary for a turn; the unit it belongs to can perform any
order. On the next turn all models in cohesion with the leg-bag are considered armed and equipped as per the Army
Operation: World War Two Page 60 of 185
list. For artillery and mortars, all the containers/baskets must be next to the model to assemble them; a model must
spend an entire turn stationary to assemble the weapon. A model can pick up a container/basket by sacrificing 5cm
of movement. The container/basket can be picked up in movement; you dont need to be next to it at the start of the
turn. A model can carry a container/basket that he has picked up by sacrificing 5cm of movement. This procedure is
useful when moving away from enemy fire.

Parachute jeeps
If a jeep is parachuted consider the vehicle and its crew separately. Two men can free the vehicle from its parachute
by spending an entire turn stationary and adjacent to it; the rest of their unit may act normally. The models can then
get on board as normal by sacrificing 5cm of movement. A parachute jeep costs 50 points less than a normal one. A
jeep that lands on woods, ruins, buildings, rivers, bunker, walls and anti-tank obstacles take a hit on the Heavy
Weapons Damage Table.

Alternative system for British and Americans
Americans and British troops can jump with their small arms but after landing roll 1d10 for each model; a 1 means
the model is killed: he died in the impact.

Gliders and Unit costs
The use of gliders to transport vehicles and men in a short period of time was a very common technique.
Unfortunately gliders were badly armoured and tended to crash quite easily. If you decided to use the Glider
Landing procedure then each loaded unit costs 50 points less.
















Key:
Men (n models): Check the damage for each of the men hit on the Heavy Weapons Damage Table
with no cover.
Vehicle: If there is a vehicle in the glider with the corresponding letter, then it is hit.
Check for damage on the Heavy Weapons Damage Table. If you roll
Catastrophe! then the glider is destroyed See below.
Artillery: If there is artillery in the glider, it is hit. Check for damage on the Heavy
Weapons Table. If you roll Catastrophe! then the glider is destroyed See
below.
Catastrophe!: The glider is in pieces. All models are dead, and vehicles and artillery are
destroyed.
GLIDER CRASH TABLE

1d10 Damage Effect
1 NE
2 4 men
3 6 men
4 8 men
5-6 Vehicle + 8 men
7-8 Artillery + 8 men
9-10 Catastrophe!
Operation: World War Two Page 61 of 185
ARMY LISTS


Unit Description

Every Infantry unit shows a Training number, a Resistance to Panic (RP), the points value, the number of models in
the unit and how they are armed.
Every Vehicle unit indicates the main and secondary weapons, the crew and their duties.

In both cases any eventual special characteristics are shown at the bottom of the section. In the various platoons the
units have a number next to them, which indicates the number of units of that type that can/must be bought. If the
number is 0x it means that you can decide whether or not you want to buy this unit for your platoon/section. If
however the number is 1-x it means that you must buy at least one.

An American Infantry Platoon allows you to have 0-1 Command Groups (this is a choice) but you
must buy at least 2 Infantry squads since they show 2-3.

If no Training is indicated in the Optional units, use the Training of the base unit for which they have been bought.

In order to facilitate the creation of some historical scenarios a reference date is shown next to the units. This is not a
simple production date but should be considered more as an indication of availability. In fact some vehicles were
produced in large numbers and were available right up to the end of the war despite the fact that production had
completely ceased much before that. In other cases the type of weapon is considered in as much as the units, albeit
bearing the same name, had completely different weapons from one year to another. For example initially British
Infantry Squads used Thompson sub-machine guns, but after the disastrous events at Dunkerque, this was nearly
completely replaced by the economical Sten (1943-1945); another example is the Boys rifle that was replaced by the
famous PIAT (end 1942-1945). The dates help us avoid some improbable or impossible encounters (e.g. a King Tiger in
the African campaign!). But remember that during the Normandy Landings the Germans still used Panzer IIIs with
50mm guns (production had ceased in August 1943 because it was considered unreliable); this demonstrates that
sometimes, when necessary, they used everything that still moved.

Your army and unit costs
The aim of the points system is to allow two players to have a game with reasonably similar armies. For this reason, all
units have been given a cost which is related to their value in the game. When building your army you will have to
respect some limits which attempt to follow the historical structure of the armies concerned. Over time you will learn to
evaluate the effective usefulness of each unit and you will discover how to build an army that is best adapted to your
playing-style.

Game Duration and Army Points
Games have a variable duration that depends on the number of units used and the Army points values. Your first games
should be played with a maximum of 1,000/1,500 Army points and up to 6/8 units. Tournament games will vary from
3,500 to 5,000 Army points with a number of units that can range from 8 to 12.
A battle with 3,500 point armies will take around 3 hours (for beginners) and will require a wargames table that
measures at least 120cm x 160cm. Obviously your first few games will take a little longer so we advise you to start with
1,500 points armies and a wargames table that measures 120cm x 120cm.

Building your army
You will build your army around an initial choice. Some units are called standard units. You will notice that the
purchase of these units will let you buy optional units. In order to build an army you must start with ONE standard
choice and develop your army in a pyramidal fashion. Nothing will stop you using the options to buy another standard
unit but the options stemming from two different units may not be added together, each must be managed (and spent!)
separately.

We begin with a Commando Platoon and, buying 1 HQ and 2 Assault Sections, you can buy 2 options
from those in the Commando Options List. This means that you can buy a unit of Demolitions experts
and one of Infiltrators that cost 1 option each, or buy a Commando Support Tank Platoon that costs both
of the options available. Sometimes the units that you buy will give rise to a certain number of options
that can then be spent on their list and which may be standard units too. There is no limit to this chain.
apart from the total number of Army points you can spend!

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