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SEND NOT TO KNOW

Tabletop Wargames Rules for the Spanish Civil War


by
"Trebian"

Rules intended for Brigade & Divisional Level


actions using 15mm figures
Page 1

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

A Peninsula Army battalion under artillery bombardment


Page 2

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.

Moroccan units are slightly smaller and consist of 6


A battalion can be broken up, with companies
bases, 4 rifle bases representing 2 companies of two
detached and deployed separately, if necessary in
bases, 1 MG base representing 1 platoon and 1
order to create a flanking attack or to cover a defensive
command base.
position. Ordinarily companies from the same
battalion are deployed as close together as possible. If
Cavalry figures are based on 30mm x 40mm
a company is broken up in this way any that are more
bases. Use same number of figures as for infantry. A
than 6 away from the command base may only fire
cavalry regiment consists of 6 bases, 4 Sabre
and defend themselves in hand to hand. eg They may
Squadrons of one base each, 1 Mounted MG base,
not move, un-pin or remove disorganisation.
representing 1 Mounted Machine Gun Squadron and
1 Command base
Firing Line: Bases are deployed next to each other, in
companies, facing in the direction of fire. Bases
Artillery models are placed on a 40mm
deployed in this formation may not normally move,
square with several crew members. Each base
but receive a number of bonuses when firing. The only
represents an artillery platoon of four guns. Three
move option is a 4 charge to contact.
platoons make up a battery. The artillery should also
have at least one Forward Observer, consisting of 2
figures on an infantry base.
Tank and armoured car models are placed on
bases of an appropriate size, depending on the model,
but with a minimum size of 30mm x 40mm. Each base
represents a squad of three tanks. Three such bases,
together with a command base, represent an armoured
company. This is an approximation of the organisation
as vehicles were often deployed in small packets.

Peninsula Army Battalion in Firing Line

March Column: Bases are deployed one behind each


other, with each each company being contiguous.
Command Bases
There may be gaps between companies if required.
Infantry and Cavalry units have Command Bases. These Units in this formation may not fire or engage in melee.
bases do not fight and cannot be eliminated. Their If contacted by a unit in an offensive posture (eg in
function is to be used as a marker for the units firing line) the unit must surrender.
classification (see picture), or to indicate which
companies/squadrons are close enough to command Advance by Companies: Companies are deployed
to enable them to move and fight (6). See note on contiguously facing in the direction of advance, with a
detached companies below.
gap of at least a company's width between them.
Companies can be deployed in line abreast or one
up/two back or variations thereof. This formation is
usually used when approaching or closing with an
Page 3

enemy position, with the MG company deployed to


provide support fire.

Troops are UNTRAINED, TRAINED or


EXPERIENCED
Troops can be RELUCTANT, COMMITTED,
or FANATICAL
The combination of these two attributes indicates the
units overall Will to Combat. This is a numeric value as
indicated in the table.
The table shows possible classifications for different
historical troop types., together with the Will to
Combat value.

Peninsula Army Battalion advancing by companies


Note HMGs are reversed to indicate they are not
deployed for firing
Skirmish Order: Bases are deployed with no bases
touching and at least 30mm between them. This
formation is used for advancing in the open or in
difficult terrain. It may be used to close with the enemy.
These are the only acceptable ways of deploying
troops. There is no formation that allows for a
company wide column, or variation thereof.

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

e.g. A Republican Army consisting of Anarchist &


Communist
Militias,
Peninsula
Army
and
Internationalists has an effectiveness of 2 (10
Peninsula Army Battalion in skirmish order
(3+3+1+1)). A Nationalist force made up of Requetes,
Peninsula Army, Foreign Legion & Moroccans has an
: Cavalry move in either Scouting Formation, effectiveness of 6 (10 (2+1+1)). NB Moroccans &
Advance by Squadrons or March Column which are
analogous to Skirmish Order, Advance by Companies
and March Column for infantry. Cavalry do NOT
under any circumstances fight mounted. They must
Untrained
Trained
Experienced
dismount for combat and adopt either a firing line or
(0)
(1)
(2)
skirmish order.
Reluctant
Early
Peninsula Some Italian
(0)
Peninsula
Army
Regulars
Armour can be deployed in any formation
Army
Italian
(2)
and sub-divided to provide localised support where
(0)
Blackshirts
required.
(1)
Committed Early Militias
Ejecito
Asaltos
Artillery is either being towed (shown as
(1)
(1)
Populares
Condor
having a limber or tow, or simply as being reversed)
Nationalist
Legion
or deployed for firing. Deployed guns may be
Army
(3)
manhandled.
(2)
Fanatical
Asturian
International
Foreign
Troop Classifications
(2)
Miners
Brigade
Legion
Troops have two types of classification, which
Moroccan
Some
Requetes
determine their ability to perform actions
(3)
Tabors
Anarchist
(TRAINING) and their ability to withstand adversity
militias
(4)
(MOTIVATION).
(2)
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Infantry Firing Line


March Column
Advance by Companies
Skirmish Order
Cavalry March Column
Advance by Squadrons
Scouting
Artillery Limbered
Unlimbered

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.

If a player has no units he can move in his turn (eg


because they are Pinned by artillery) he must still play
a run of cards before returning the move to his
opponent.
Jokers represent a single action by an off table support
unit and are not part of a sequence. i.e. They are only
card played before the opponent is allowed to move.
They allow the player to launch an airstrike, or perhaps
attack with off table artillery. See Off Table Assets
below.

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
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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

can fire in any direction (ie it has a 360 degree arc of


fire) except that it may not fire through a friendly base.
Infantry Firing
The type of dice dice rolled depend upon the quality
of troops firing, and the number upon the weapon
type and range

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.

Firing Before Close Assault


If a unit is Close Assaulted and has not already fired
this turn it may fire at the assaulters provided they are
to their front (ie the 360 degree rule does not apply).
Weapon Ranges
In order to fire at a target a base must be in range and Roll relevant dice (D6/D8/D10), and add 1 to die roll
or
have a direct, uninterrupted, line of sight to the target. if
For this purpose if a unit is being given a fire order it
1-2 Fire ineffective
3 Fire at long range, panicked
4 Fire at long range
5 Fire at Close Range, panicked
6 Fire at Close Range.
Small Arms (inc LMG)
6
12
HMGs

24

Light Infantry Mortars

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

* See Armour Rules for anti-tank ranges

Artillery/Heavy Mortar Fire v Infantry/Cavalry


In order to commence firing a heavy mortar/artillery
base must be given an order to do so. Once it has
opened fire on a target it can only fire at the same
target for that turn. In subsequent turns it must be
given at least one command to continue firing at the
same target or it may be ordered to cease firing. Once
it has been ordered to cease firing a subsequent order
is required in order to acquire a different target or
commence firing again. NB The order to start or stop

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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.

Anti-tank guns 1D6 1


Heavy mortars 1D6 -2
Field guns 1D6
Heavy Artillery 2D6
Tank Guns 1D6 -1

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

Once the total of hits has been calculated they may


need to be adjusted because of the circumstances of
the firer or the target. Add up the factors and reduce
by the ratio in the table.
+1
+1

Target skirmish order


Unit panicked/pinned OR

+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

then reduce the number of hits by 2. If only two hits


had been inflicted roll a D6 and discount the hit if a
Any tank subject to bombardment may reverse out 3-6 is rolled. However this is subject to the rule that
immediately, discarding the next order card regardless odds rolls cannot inflict more hits than if the player
Page 7

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

If an air strike has been used mark the target with an


aircraft marker as a reminder to take a terror test.

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

Player rolls two D6, red &


white. The red determines
1,2,3 - Fighter hit on 6
the type of attack aircraft,
4,5 - Medium Bomber hit the white the number of
on 4+
hit dice to be rolled.
6 - Heavy Bomber hit on Equal or exceed the
2+
number on the card to
inflict a hit. Use Target
Acquisition table as for
artillery & roll a D8.
Tank Support
Players are allocated a
Max 1, 2 or 2 Vehicles.
number of tanks before
the game. The number is
the number that turns up
when the card is played.
Just because it says 3
tanks you cant have 3
tanks if youve only got 2
left.
The card says how many
Heavy Artillery
turns firing the
1, 2 or 3 turns
bombardment gives. It can
switch between targets
but it must be used for
the number of turns
stated. It will be the card
for the next joker or two
depending on the number
of turns on the card.

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.

Less than 1 hit per base 0


1 - 2- hits per base -1
2 or more hits per base - 2
Defending cover + 1
Defending buildings/trenches + 2
Better quality unit with 8 + 1
First Air Strike - 2
First Tank Assault - 1
Untrained - 1

Defending units attacked in the rear that are defeated


take the 6+ Routed result.
Dice Rolled:
Untrained d6
Trained d8
Experienced d10.

0 - Rout
1 - Rout
2 - Pinned
3 - Pinned
4 - Pinned
5 - Pinned
6+ - Okay

If multiple units are involved on either side roll and


total up for each unit and compare the results by unit,
taking the least favourable result for each.
Units retreating or retiring halt after falling back the
required distance. Routed units are removed.

Attacker Wins
0
1
2
3

Attacker returns to start


position
Defender retires
Fall back 6
Defender retires
Fall back 6, Disordered
Defender retreats
Fall back 8, Disordered

4
5

Defender routed.

Defender Wins

No casualties

Attacker returns to start


position
Both sides take 1 per Attacker repulsed
3 opponents bases Fall back to start position,
Disordered

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

+# difference in Will to Combat

+3 attacking from rear/flank

+4 defending entrenchments/buildings

+2 outnumber opponents*

+2 defending cover

+4 outnumber opponents 2:1 or greater*

+1 tighter formation than opponents

Add factors, take difference. Half score before


taking difference if disordered or pinned.

+4 won last round of combat against same opponents

*When counting bases for this purpose do not


include HMGs/infantry mortars. Attacking units
leave such weapons behind when they charge.
Page 9

not the actual placement of the buildings or trees.


Buildings or tress that are not on a template are purely
decorative and do not affect the game.

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.

Cover refers to terrain that in the main obscures sight


lines, such as trees or walls. Buildings & trenches are a
form of cover that provides more protection.

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.

John Donne, Meditation 17, 1624

Firing within templates can only be conducted up to


close range. A unit in a template can be shelled or
shot at from outside if the target is within 6 of the
NB Disordered units may move, fire or engage in hand edge.
to hand combat, unless otherwise prevented from
Afterword
doing so.

Thanks to Hermingway these lines by an English


meta-physical poet are inextricably linked to the
Spanish Civil War. There are quite a few people whove
used For Whom variations so I went for the line
A pinned unit may not move. It may only fire if close before. Send Not To Know are a set of table top
assaulted. Artillery units that are Pinned cease fire wargames rules for use with 15mm figures. The
intention is to enable divisional games with a few
immediately.
brigades aside, played on a table no bigger than 8' x
A unit can be both pinned and disordered. If it is, it 5'.
must remove the pin before it can remove the disorder.
This means it will take 3 commands to get it back to Whilst some pieces of the rules are, in my mind,
completely original, I must credit the following sets of
an unpinned, organised condition.
rules that influenced the final shape of these.
It Tolls For Thee
At the end of any shooting when a unit loses a base
roll to see if the unit is forced to retire. Roll a die (d6
if Reluctant, d8 if Committed and d10 if Fanatical) and
exceed the total number of bases the unit has lost. If
the unit fails this test then it will retire (remove it from
the table). NB This means that Reluctant units will
automatically retire when they have lost 6 bases.

Several ideas are lifted from the Red Square style of


games developed by Richard Brooks, Ian Drury & Bob
Cordery in particular Ians Bandenkrieg. The use of
multiple actions per turn is probably borrowed from
RFCM rules. The armour rules are heavily based on
Charles Grants Battle - Practical Wargaming, although
I have found a way to simplify them down to a single
roll of the dice.

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

Number of Blast Markers

First Turn

Anti-tank guns 1D6 1


Heavy mortars 1D6 -2
Field guns/Howitzers 1D6
Heavy Artillery 2D6
Tank Guns 1D6 -1

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

+# difference in Will to Combat


+4 defending entrenchments/buildings
+2 defending cover
+1 tighter formation than opponents
+4 won last round of combat against same opponents

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

Infantry Firing Line


March Column
Advance by Companies
Skirmish Order
Cavalry March Column
Advance by Squadrons
Scouting
Artillery Limbered
Unlimbered

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

Small Arms (inc LMG)

12

HMGs

24

Light Infantry Mortars

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

HMGs, Light Mortars


4
2

(D6/D8/D10), and add 1 to die roll if

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

* See Armour Rules for anti-tank ranges


Small Arms/
LMGs
2
1

N/A
4
One Turn
4
One Turn
One Turn
Half Turn
N/A
N/A

3
3
or

+1
+1

Target skirmish order


Unit panicked/pinned OR

+2
+3
+5

Unit Disorganised
Target in Cover
Target in Buildings/Trenches

Total
1-2
3-5
5+

1-2 Fire ineffective


3 Fire at long range, panicked
4 Fire at long range
5 Fire at Close Range, panicked
6 Fire at Close Range.

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)

Quick Reference Sheet


Page 12

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