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Figure Organisation....................................................................................................................................................................................................................................................3
Command Bases............................................................................................................................................................................................................................................................3
Formations...........................................................................................................................................................................................................................................................................3
Troop Classifications.................................................................................................................................................................................................................................................4
Army Effectiveness.......................................................................................................................................................................................................................................................4
Turn Sequence..................................................................................................................................................................................................................................................................5
Number of actions......................................................................................................................................................................................................................................................5
Multi Unit Actions......................................................................................................................................................................................................................................................6
Movement............................................................................................................................................................................................................................................................................6
Weapon Ranges...............................................................................................................................................................................................................................................................6
Infantry Firing....................................................................................................................................................................................................................................................................6
Firing Before Close Assault................................................................................................................................................................................................................................6
Artillery/Heavy Mortar Fire v Infantry/Cavalry................................................................................................................................................................................6
Target Acquisition........................................................................................................................................................................................................................................................7
Blast Markers.....................................................................................................................................................................................................................................................................7
Hit Adjustment...............................................................................................................................................................................................................................................................7
Armour Combat.............................................................................................................................................................................................................................................................8
Off Table Assets.............................................................................................................................................................................................................................................................8
Terror Tests..........................................................................................................................................................................................................................................................................8
Close Assault....................................................................................................................................................................................................................................................................9
Disorder..................................................................................................................................................................................................................................................................................9
Pinning.................................................................................................................................................................................................................................................................................10
It Tolls For Thee.......................................................................................................................................................................................................................................................10
A Note on the Use of Terrain.....................................................................................................................................................................................................................10
Afterword...........................................................................................................................................................................................................................................................................10
Figure Organisation
Figures are based on 30mm square bases. Use
3 figures for troops with small arms or two for those
with heavy weapons (eg HMGs). Two of these bases
represent a company. Battalion command bases
consist of 2 figures on 30mm squares. Use 30mm x
40mm for Brigade level command or higher.
A conventional Spanish infantry battalion is made up
of four companies, consisting of three rifle companies
and a HMG company. This means 9 bases in total, 6 small arms, two HMGs & one command. This
organisation is suitable for most military units
including Foreign Legion, the Peninsula Army and the
International Brigades
Anarchist militia
Command base
showing unit
classification label
Formations
Infantry company bases are deployed
contiguously
as
pairs.
Under
exceptional
circumstances, - for example when deployed to defend
a prepared position - the company bases may be
separated in order to cover the area.
Army Effectiveness
Army effectiveness is a measure of how integrated an
army's overall structure and organisation is. It is
calculated by deducting a number based upon the
different troop types in the army from 10. Values are:
Militia (POUM, UGT, early Falangists) 3
Paramilitaries (Falangists, Requetes, Civil Guards,
Asaltos) 2
Regular troops (Peninsula Army, Internationalists,
Foreign Legion) 1
N/A
8
4
6
12
10
12
10
2
N/A
6
2
6
8
8
8
6
2
N/A
6
2
4
8
6
8
6
2
Vehicles BT-5
10
6
N/A
Panzer 1, CV35
8
4
N/A
T-26
6
4
N/A
Renault FT17
4
2
N/A
Trucks/Armoured Cars
12
N/A
N/A
* Only if ground is passable to vehicles. Some areas may be N/A to vehicles
N/A
4
One Turn
4
One Turn
One Turn
Half Turn
N/A
N/A
4
N/A
4
4
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
+5
+4
+4
N/A
8
Foreign Legion count as the same troop type as they who had the highest army effectiveness this turn then
usually operate within the same command structure. goes first.
An army's effectiveness can never be less than 1.
Players turn over one card at a time and may perform
This total can be modified depending on an action with a unit if it is the first time they have
circumstances. For example in the later war when turned a card, or if it is the same suit as the previous
Franco militarised the paramilitaries and integrated card. This continues until a player runs out of cards of
them into the army command structure. Under these the same suit. The turn then passes to the other side,
conditions only deduct the value of the least who does likewise until a change of suit when the turn
organised troops,- ie 2 for the paramilitaries.
passes back and so on until all units have moved as
often as permitted or the player runs out of cards. In
Finally add a maximum of +2 for overall commander's this way the turn will alternate between players in
ability (e.g. Lister +2)
blocks of units.
Turn Sequence
Prior to each turn shuffle a pack of normal playing
cards, including jokers. It is recommended to use a
30mm x 40mm patience deck with two jokers. This
enables the cards to be placed discretely under the
units command base when played. The players are
dealt two cards per unit, plus 1,2 or 3 depending on
how good their commander is. Then roll a d10 and
add army effectiveness. The player who rolled the
highest army effectiveness total is then also dealt extra
cards equal to the difference between the two scores.
If the scores are tied, re-roll.
Number of actions
Players sort their cards into a deck, consisting of runs In any turn every unit may perform up to three actions,
of different suits, punctuated by jokers, if any. A suit unless it is currently under bombardment from artillery.
may be split into more than one run, as long as these Actions include:
are divided by another suit run or a joker. The player
Page 5
Move*
Charge to contact & fight melee
Shoot**
Change formation to a more formed body (ie It is an
action to change from skirmish to firing line but not
vice versa)
Rally
Re-organise from Disorganisation (requires two cards)
Un-pin
Experienced- D10
Trained D8
*Units are vulnerable to fire if moving in the open. At Untrained D6
the end of any movement the player may declare that
the unit has stopped and is stationary. If this is done Modify die roll as follows:
the unit may not move again this turn. If it does not +2 target moving in the open, OR
declare it is stationary it is regarded as moving +1 target moving in the open if Moroccans
regardless of the actions taken. Players may find it +2 target enfiladed
useful to mark units that have stood during the turn. +1 target is untrained
Units may also stop when they have occupied a +1 unit deployed in firing line
defendable position.
In order to hit roll 6 or more.
** In order to fire an HMG it must have been declared
to have halted at the end of a move turn as above.
Small Arms/ HMGs, Light Mortars
Multi Unit Actions
LMGs
If a player wants two or more units to perform the Close Range
2
4
3
same actions simultaneously (eg both close assault) an Long Range
1
2
3
extra card of the same suit is required for each
additional unit (ie it takes three cards to move two All infantry, cavalry & artillery bases are removed when
units, and five to move three).
they have received three hits
Movement
Movement distances are given in the table.
24
N/A (min 4)
48
Heavy Mortars
N/A (min 4)
60
Tank Guns*
10
24
Anti-Tank Guns*
12
36
Field Guns*
Unlimited
Heavy Guns*
Unlimited
Page 6
firing must be the FIRST order to the unit for the turn, of type to do so. If caught by a bombardment
and ALL artillery units that are firing must be given a following target acquisition roll a D6 for each blast
command before any other units are.
marker inflicted. On a 6 roll 2D6 and destroy the
vehicle on 9+
Where guns are deployed as a grand battery they must
all fire at the same target area, - ie the same units, or
any unit that is within 6 of the original target.
Turns Firing Number of Blast Markers
First Turn
Target Acquisition
Target acquisition is not required for any guns firing
over open sights up to 24.
Roll D6/D8/D10 as appropriate:
1 Drop short
2 Over
3 Left/Right (roll d6 1,2,3 left 4,5,6 right)
4+ - on target
If the salvo does not fall on the target it will hit the
nearest unit in the rolled direction, up to a maximum
of 6 away. If the fire is being spotted by an Observer
the aim can be corrected if the player can play an
immediate further command. In that case the
subsequent first round fire effect is split evenly
between the two targets, rounded up. If firing at the
same target with the next shot roll again with +1 to
the die roll.
Blast Markers
For each round of firing place the appropriate number
of blast markers on the target. The number of hits in
the first round of firing is determined randomly. In
subsequent turns a fixed number are placed. NB First
Turn means the first time the unit is fired at, not the
first time the unit fires at it. The First Turn advantage
only occurs again if the target is not fired at and
removes the Pinned marker.
Units under fire from field artillery or larger are
automatically Pinned (ie not from tanks/anti-tank
guns). See Pinning rules for removal. They are not
subject to small arms fire.
Second &
subsequent
Anti-tank guns 1
Heavy mortars - 1
Field guns - 2
Heavy Artillery - 3
Tank Guns 1 (0 if moving)
Modifiers to First Turn
+2 Target in open (only +1 v Moroccans)
+2 Target untrained
- 1 Target in buildings/trenches
- 1 Target in Skirmish order
- 3 Tank moving whilst firing
+2
+3
+5
Unit Disorganised
Target in Cover
Target in Buildings/Trenches
Total
Reduce Hits By
1 in 5 (9,0 on D10 for odds)
When the Bombardment is lifted the unit resolves hits 1 - 2
immediately and checks for Disorganisation.. Roll 1D6 3 - 4
1 in 4 (7,8 on D8 for odds)
for every blast marker, inflicting a casualty on a 6. After
5+
1 in 3 (5,6 on D6 for odds)
calculating hits, apply Hit Adjustment rules. When
rolling for Disorganisation count the number of Blast
Markers, not the number of hits.
eg If a firing unit inflicts 3 hits on a target in buildings
had inflicted a round number for the situation. In this on time and when promised. If you believe that armour
example if the player had inflicted 3 hits, only one should be in place at the start of the game then
would have counted. Therefore if the two odd rolls remove the cards.
had been 1 & 2 only one hit would still be inflicted.
Each player should be given at least 6 cards. They
should be allowed to see them before they are
Armour Combat
returned to the umpire for shuffling, - ie they should
Armour combat is done by using 2D6. The firer must know what they are getting, but not the sequence.
equal or exceed the score from the hit table below to
destroy the target..
When playing the Heavy Artillery bombardment the
target must be in view of an on-table Observation
Officer. Roll as normal for target acquisition. When
playing airstrikes the player may target any unit on the
board, but must roll for target acquisition. However any
target deviation can be up to 12 instead of the usual
6.
Front Side
Rear
45mm
0-12
9
8
7
12 - 24
10
9
8
37mm
0-12
10
9
8
12 - 24
11
10
8
20mm
0-12
9
8
7
12 - 24
10
9
8
HMG
0-6
11
10
9
Field Gun 0-12
9
8
7
12 - 24* 10
9
8
88mm
0-12
7
6
5
12 - 24
8
7
6
Infantry Assault**
9
9
9
*Greater than 24 use high explosive rules
** One off close contact. Remove base after
attack
Card
Air Strike
Modifiers:
v Panzer 1 20mm count as side armour to
front
v CV33/5 + 1 to dice roll
v Armoured car + 1 or 2 depending on model
v trucks + 4 to dice roll, count as rear armour
Off Table Assets
At the start of the game each player should be given a
set of Off Table Asset cards (OTAs). These represent
extra resources that may become available to the
player during the game.
When a joker is played the player plays his top most
Off Table Asset card. This represents either an airstrike,
a heavy artillery bombardment of variable length or the
arrival of armour. The mix of these cards should be
adjusted based upon the scenario. For example at
different times in the war either side had air superiority.
When that occurs adjust the cards so that one side has
more airstrikes than the other. The armour cards are of
more use for Republicans who at various times were
notoriously bad at getting their armour to the battle
Explanation
Page 8
Close Assault
Move units into contact. Roll one die for each unit,
Terror Tests
Before any unit can move/resolve casualties it must modify with factors and take result from chart.
resolve any Terror Tests. Terror tests are caused by Air
Strikes and Tank Assaults Roll the Motivation dice (d6 Attackers: When falling back if start position is further
than distance required by test, fall back to start position.
Reluctant, etc) and modify as below.
Defenders: When Retiring if a defendable position is
closer, fall back to that point. Units forced to retreat
will abandon any heavy weapons.
0 - Rout
1 - Rout
2 - Pinned
3 - Pinned
4 - Pinned
5 - Pinned
6+ - Okay
Attacker Wins
0
1
2
3
4
5
Defender routed.
Defender Wins
No casualties
Def: 1 per 2
Atk: 1 per 4
Def: 1 per 2
Atk: 1 per 6
Remove unit
Attacker repulsed
Fall back 8, Disordered
No casualties
Both sides take 1 per 3
opponents bases
Atk: 1 per 3
Def: 1 per 6
Atk: 1 per 2
6+
Attacker repulsed
Attackers: 1 per 1
Fall back 10, Disordered Attackers: 1 1/2 per 1
+4 defending entrenchments/buildings
+2 outnumber opponents*
+2 defending cover
Disorder
Every time a unit takes casualties it may become
Disordered. The unit only rolls once for Disorder each
turn at a point chosen by the opponent. Roll its
normal die and exceed the number of hits or become
Disordered. Units that are disordered suffer a number
of effects described in the rules. To remove disorder a
unit must be given two consecutive orders to clear
disorder and not be under artillery bombardment.
Pinning
If the unit receives one hit per base from a single
round of shooting it becomes Pinned. Pinning can also
result from other causes, such as being subject to
artillery bombardment. A pinned unit may not move.
If it has been Pinned by artillery fire it may not fire
either. Removing pinning takes one command, but in
order to be given a subsequent command a different
suit card must be played.
When an Army has half of its infantry or cavalry units There may be other rule sets that I have plagiarised
destroyed or in retreat it will concede the day.
unconsciously, if I have then I apologise.
A Note on the Use of Terrain
The gestation of SNTK was covered on my blog,
Terrain has the effects noted elsewhere in the rules. http://wargaming4grownups.blogspot.com/.
Battle
However these notes provide further clarification.
reports, photographs and other explanations can be
found there if needed. Their future development or
Areas of terrain, such as woods, towns or olive groves, evolution will no doubt be covered there as well.
should be clearly marked through the use of templates.
It is the positioning of the templates that is important Trebian, Northamptonshire April 2012
Page 10
Turns Firing
First Turn
Front Side
Rear
45mm
0-12
9
8
7
12 - 24
10
9
8
37mm
0-12
10
9
8
12 - 24
11
10
9
20mm
0-12
9
8
7
12 - 24
10
9
8
HMG
0-6
11
10
9
Field Gun 0-12
9
8
7
12 - 24*
10
9
8
88mm
0-12
7
6
5
12 - 24
8
7
6
Infantry Assault**
9
9
9
*Greater than 24 use high explosive rules
** One off close contact. Remove base after attack
Second &
subsequent
Anti-tank guns 1
Heavy mortars - 1
Field guns - 2
Heavy Artillery - 3
Tank Guns 1 (0 if moving)
Modifiers to First Turn
+2 Target in open (only +1 v Moroccans)
+2 Target untrained
- 1 Target in cover
- 1 Target in Skirmish order
- 3 Tank moving whilst firing
Roll D6/D8/D10 as appropriate:
1 Drop short
2 Over
3 Left/Right (roll d6 1,2,3 left 4,5,6 right)
4+ - on target
6 variation for guns, 12 for aircraft, Not required up
to 24 of target. Roll each turn.
0
1
2
3
4
5
6+
Modifiers:
v Panzer 1 20mm count as side armour to front
v CV33/5 + 1 to dice roll
v Armoured car + 1 or 2 depending on model
v trucks + 4 to dice roll, count as rear armour
Attacker Wins
Attacker returns to start
No casualties
position
Defender retires
Both sides take 1 per
Fall back 6
3 opponents bases
Defender retires
Fall back 6, Disordered
Defender retreats
Def: 1 per 2
Fall back 8, Disordered
Atk: 1 per 4
Def: 1 per 2
Atk: 1 per 6
Defender routed.
Remove unit
Defender Wins
Attacker returns to start
No casualties
position
Attacker repulsed
Both sides take 1 per 3
Fall back to start position, opponents bases
Disordered
Atk: 1 per 3
Def: 1 per 6
Attacker repulsed
Atk: 1 per 2
Fall back 8, Disordered
Attacker repulsed
Attackers: 1 per 1
Fall back 10, Disordered Attackers: 1 1/2 per 1
+3 attacking from rear/flank
+2 outnumber opponents*
+4 outnumber opponents 2:1 or greater*
Add factors, take difference. Half score before
taking difference if disordered or pinned.
*When counting bases for this purpose do not
include HMGs/infantry mortars. Attacking units
leave such weapons behind when they charge.
Page 11
N/A
8
4
6
12
10
12
10
2
N/A
6
2
6
8
8
8
6
2
N/A
6
2
4
8
6
8
6
2
Vehicles BT-5
10
6
N/A
Panzer 1, CV35
8
4
N/A
T-26
6
4
N/A
Renault FT17
4
2
N/A
Trucks/Armoured Cars
12
N/A
N/A
* Only if ground is passable to vehicles. Some areas may be N/A to vehicles
12
HMGs
24
N/A (min 4)
48
Heavy Mortars
N/A (min 4)
60
Tank Guns*
10
24
Anti-Tank Guns*
12
36
Field Guns*
Unlimited
Heavy Guns*
Unlimited
Close Range
Long Range
4
N/A
4
4
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
+5
+4
+4
N/A
8
Experienced- D10
Trained D8
Untrained D6
Hit on a 6+
+2 target moving in the open, OR
+1 target moving in the open if Moroccans)
+2 target enfiladed
+1 target is untrained
+1 unit deployed in firing line
N/A
4
One Turn
4
One Turn
One Turn
Half Turn
N/A
N/A
3
3
or
+1
+1
+2
+3
+5
Unit Disorganised
Target in Cover
Target in Buildings/Trenches
Total
1-2
3-5
5+
Reduce Hits By
1 in 5 (9,0 on D10 for odds)
1 in 4 (7,8 on D8 for odds)
1 in 3 (5,6 on D6 for odds)