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And EDITION PROTOTYPE. WAR GAMES RULES ARMOUR 1925 ecw & INFANTRY 1950 WAR Gi NeSeARCHL i ROUP CONTENTS Introduction Model, Time & Distance Relationships Preparing for Battle:— Choice of Troops, points values, Inf. & Tpt. Points values — Heavy Weapons Points values ~ A.F.V. Points values — Prepared Defences Armour Classes Command & Orders Communications Movement Target Location Firing:— Eligibility to fire, and types of Fire Testing for Hits — Individual Direct Fire Area & Map Fire Counter Battery Fire, Arcs of Fire Effect of hits — A.F.V's Neutralisation Converting Neutralisation to Knock-out Smoke Projectiles Ground Troop Reaction Field Engineering Air Attacks Air Landing Troops Fighting in Poor Visibility Establishing the Victor Appendix General Information & Terrain Availability of figures Magazines, ete. June, 1973 85p. Page wea loft 12 13 4 15 16/17 18 19 20 au 2 23/24 25/27 28/29 30 31/32 32 Page 1 2/3 4js Wargames Research Group WARGAMES RULES FOR ARMOURED OR COMPANY LEVEL ACTIONS 1925 — 1950 Introduction Although our title gives precedence to armoured warfare, this set of rules is equally suitable for combat between infantry companies, and is the first to make realistic provision for all the fringe areas such as communication, engineering, air attack, obstacle clearance, fighting in fortifications, off-table fire, air observation, target location, weather, all types of terrain, and the reaction of troops to combat stress. The rules are designed to be equally suitable for the old favourite "4, scale models and figures and the newer scales down to Yq which are revolutionising modern period war gaming. The period covered by this set has been selected to include the rise of the fast tank and the independent armoured formation, the Spanish, Abyssinian, Sino-Japanese, Russo-Japanese and Russo-Finiish Wars, all the campaigns of the second world war from the invasion of Poland to the Russian sweep through Japanese Manchuria, and the Korean War. A companion set covers the period from 1950 to 1975, which sees the introduction of anti-tank guided ‘missiles, helicopters, range finders, and efficient A.P.D.S., H.E.S.H. and H.E.A.T. ammunition for tank guns. A third set covers the whole period from 1925 to 1975, but from the point of level combat, and is suitable for figures from 1,» to lg scale. -w of infantry platoon This particular period is a very complicated one, with old weapons being replaced by new in an ever proliferating series. As usual, we include quick reference sheets to avoid leafing through the complete text in a frantic attempt to find the bit you want. Asit is impossible to include details of all weapons on a single sheet, it has instead those that are reasonably universal, together with blank spaces into which you can copy from the main text those others you want to use. After all, not many wargamers habitually use both Centurions and 1920 vintage Vickers Mediums at the same time, but please don’t take this as a challenge! We presume throughout that a player and so include performance details only. have a general knowledge of the weapons he elects to use, One change from our previous sets of rules is the use of alternate instead of simultaneous movement. This is partly due to the reduced validity ofa strict time scale in tank versus tank engagements where ‘an exchange of fire is normally completed and one tank disabled in 10 to 15 seconds at close range. Italso speeds up play, giving a truer flavour of fast moving tank action, and enables you to tell at a glance which party in'an exchange shoots first. Other innovations include a one to one figure scale and an arithmetical instead of a logarithmic ground scale. A model or figure therefore always represents a single tank or man, not a platoon or section, and millimeter measured on the table always represents one metre. Metric measures are used because all campaigns were fought with metric maps, even the one inch ordnance survey has a 1,000 metre grid. Finally, this isthe first set of rules we have produced where we can claim relevant personal experience, one of us having served in the Desert and in Western Europe during the Second World War, and the other having been in turn a field engineer, a tank gunner with experience of Churchill and Sherman and later tanks, and an infantryman. MODEL, TIME AND DISTANCE RELATIONSHIPS Method of Play In order to speed up play, and capture something of the flavour of a fast moving tank battle, we have substituted alternate moves for the more fashionable simultaneous moving to strict written orders. It is still necessary for each unit to be given orders at the start of the game which can be modified later if desired, but these can be much more general, as cen be seen from the special section dealing with them, During your turn, which we call a bound, you first fire all the weapons you want to, then move your troops. Itis then your opponents bound, and he will fire at the targets you have presented during your bound, and so on. Stationary weapons will almost invariably get the first shot in a duel with moving opponents. If you play to a time limit, remember that both sides must be given an equal number of bounds. When measuring delays, count your own sides bounds on'y, Time Scale Each bound can contain movement that would take 30 seconds in real life. However, the period of time the bound occupies overlaps with both the preceeding and succeeding enemy bounds. In addition, a variable amount of delay can be assumed to occur between bounds Ground Scale Ail distances in the rules are given in metres. Two alternative ground scales are recommended. Imm = 1 metre, in normal circumstances Linch = _ 100 metres, when using 1% 9 models on a small table ‘Simply measure on the table with an appropriately marked expanding rule Troop Scale Each figure or weapon represents one real man or weapon. They can be to any scale from "4, t0 9 Yj, models are individually more attractive. Vjoo Models make the fighting look more realistic, and are much cheaper. PREPARING FOR BATTLE Choice of Troops Each small group of figures or vehicle is called an element, each type of which has a points value. Unless the game is part of a map campaign, elements may be freely chosen up to a maximum points value agreed by both players or fixed by competition organisers, except for the following constraints. a) Elements must be combined into units which exactly reproduce the organisation and equipment of their real life prototypes at the time the battle is supposed to take place. Organisations can be obtained from Ogorkiewiez’ “Armour” and Weller’s “Weapons and Tactics”. b) There must be at least one infantry platoon to every pair of ground-fired Infantry support or heavy weapons on the table. ©) There must be at least five elements other than transport elements on the table for each one based off it. 4) There must be at least ten non-transport elements on the table for every aircraft available, e) Prepared defences can only be used with the agreement of both players. ts Values of Infantry Elements + Single rifleman figure employed as sniper or messenger. Group of 4 Infantry men armed with rifles or S.M.G. and fixed close together on a single base. Bipod-mounted M.G. with crew of 2. Antitank rifle with crew of 2. Bazooka, P.1.A.T. or Panzerfaust type weapon with crew of 2. 2" or 50mm Mortar with crew of 2 57mm recoilless gun without tripod with crew of 2. Points Values of Infantry Support Elements Tripod or wheeled-mount M.G. with crew of 2 or 3. 60mm mortar with crew of 2 or 3 3”, 80mm, 81mm or 82mm mortar with crew of 2 or 3. 57mm recoilless gun on tripod with crew of 2. 75mm recoilless gun on tripod with crew of 2 or 3. Man-pack flame thrower. Points Values of Transport Elements Animals to mount an element, draw a gun or vehicle, or carry a support weapon. Motor cycles or combinations to mount a messenger or carry an infantry element or tripod-mounted M.G. Jeep or V.W. Truck of up to I ton capacity. Lorry or specialised artillery tractor. Section assault boat. Landing craft. All weapons normally employing vehicle or animal traction should be supplied with it except when dug-in in a static defensive role. 4 3 Points 10 Points 10 20 20 30 20 Points Values of Heavy Weapons These can be on ground mounts or mounted in A.F.V. or aircraft. Pivot or fixed-mount M.G. or Auto-cannon. 5 Points Tripod, multiple flak or turret-mounted M.G. or Auto-cannon, 10 Extra for: H.M.G. from 1mm to 15mm calibre. 5 Auto-cannon from 20mm to 25mm calibre. 10 ‘Auto-cannon from 27mm to 35mm calibre. 20 100mm, 4.2"; 105mm or 107mm mortar. 30 120mm mortar. 40 155mm or larger mortar. 60 75mm recoilless gun on wheeled mounting. 30 105mm or larger recoilless gun. 50 French 37mm/L21 gun. 20 German and Italian 37mm, French 25mm and 37mm/L33, Japanese S7mm and British 3 pdr guns. 30 German SOmm/L42 and 28mm cone bore, British 2 pdr and 3” Howitzer, USS., Czech, Polish and Japanese 37mm, Russian 45mm, French and Italian 47mm and Bofors 40mm guns. 40 German 75mm/L24 and 75mm 1.G., Italian 7Smm/L18, Russian 76mm/L16 or 18, all pack Howitzers, launchers for single heavy rockets. 4s German SOmm/L60 and Japanese 47mm guns. 50 British 6 pdr, 18 pdr and 75mm 1.G., Russian 76mm/L30 or 41, US., 75mm/L31 of 40, Italian 75mm/L27, and German, Polish, French, Italian, US., and Japanese 75mm Field guns, Petard mortar or A.F.V. flame thrower. 55 German 75mm/L43, 46 or 48, 150mm/L12 and 150mm LH, British 77mm, Russian 85mm/LS53, 76mm/L54 Field gun and 152mm Howitzer in K.V.2, Italian 75mm/LA6 Flak, U.S, 76mm/LS3 or 55, and Japanese 150mm, British 25 pdr and 9Smm, Russian 122mm and all 105mm Howitzers. 60 German 88mm/L56, Russian 100mm/LS4, Italian 90mm Flak and U.S. 90mm/L53 guns. 70 German 7Smm/L70, British 17 pdr , Russian 122mm/L43 and 152mm/L29, and all medium or heavy artillery not yet mentioned up to 155mm calibre. 80 German 88mm/L71 or 73. 90 German 128mm/LS5 and 380mm Howitzer in Sturmtiger, all salvo rocket launchers, heavy artillery more than 15Smm in calibre. 100 Allowance for disposable war load of dive-bomber, fighter-bomber, single-engined level bomber or rocket-firing aircraft, 50 For twin-engined level bomber. 100 For four-engined level bomber. 150 Weapons other than M.G., H.M.G., or auto-cannon up to 35mm calibre, cost an extra $ points if capable of more than 90° traverse, 5 Points Values of A.F.V. The points value of an A.F.V. is the combined value of its armament, armour, radio and any special equipment. However, it need not pay for any secondary weapon except a gun or Howitzer of at least 37mm, calibre. The primary weapon is usually the main gun, but not always. For example, the primary weapon of a Churchill Crocodile is its flame thrower, not its 75mm gun. Armour classes are defined later. The cost of various levels of protection is as follows:- “F” armour all round 20 points “E” front armour and “F” side armour 25 “E” armour all round 30 “D” front armour and “E” side armour 45 “D” armour all round 50 “C” frontal and “E” side armour 60 “C” frontal and “D” side armour 70 “C” armour all round 80 “B” frontal and “E” side armour 105 “B” frontal and “D” side armour 130 “A” frontal and “D” side armour 210 “A” frontal and “C” side armour 265 Costs for A.F.V. Special Equipment are: Flail, bridge, snake or C.D.L. light 50 Deep fording or D.D. equipment 20 Hedgerow cutters or fascine 5 Points Values of Aircraft ‘The value of an aircraft is that of its weapons, disposable warload, and radio, plus 5 points for every 10 m.p.h. maximum unaided level speed. ‘An unarmed glider therefore costs no points, but the value of the tug must be added, although it will never appear over the table. Points Values of other Troops Group of 4 sappers with personal weapons and light engineering stores. 10 Artillery observer or “Tentacle” and assistant 20 Anti-aircraft radar trailer. 100 Anti-aircraft search light. 40 Points Values for Command Elements and Communications Equipment Each element acting as a command element costs an extra 5 points. Each element having a radio costs an extra 10 points. A field telephone costs 5 points. ‘An exchange handling up to 10 lines costs 10 points. ‘A radio capable of intercepting enemy radio traffic complete with an interpreter and suitable for fitting in a special radio vehicle costs 100 points. A radio cepable of working on both aircraft and army frequencies costs 50 points, 6 Points Values of Prepared Defences Slit trench for an infantry element or artillery observer. ‘An emplacement for an infantry support weapon. ‘An emplacement for an anti-tank gun, pack howitzer, infantry howitzer, or wheeled mount recoilless gun. An emplacement for any other ground-fired weapon except flak. ‘An emplacement for a flak mounting or vehicle. A pill box or bunker for a total of up to two of the following: Artillery observer, rifle or command groups, M.G., antitank rifle. ‘An artillery emplacement with concrete or armour overheae cover. ‘A minefield 100 metres square, marked with wire and notices. ‘A dummy minefield. ‘An unmarked patch of mines in soft ground occupying a 25 metre radius from a point defined exactly in writing. 100 metres length of dragons teeth or anti-tank ditch. 100 metres length of concertina wire. Predaid demolition charge. 20 2s 30 30 50 per gun 20 5 50 20 50 ARMOUR CLASSES Armour Classes are as follows “A” Frontal and “C” Side Armour Tiger II 183. Elefant Jagd Tiger Sturm Tiger 'B” Frontal and “D" Side Armour Panther Churchill 7/8, Centurion Pershing I82 S.U/JSU. 152 JS.U. 122, “A” Frontal and “D” Side Armour Jagd Panther ~B” Frontal and “E” Side Armour Brummbar Jagd Panzer 4 SU, 100 “C” Frontal and “C” Side Armour “C” Frontal and “D” Side Armour “C” Frontal and “E” Side Armour Churchill 1-6 Comet K.V. | and K.V. 85 Tiger I “D” Frontal and “D” Side Armour Sturmgeschutz 3 Hetzer S.U.85 T. 34/85 “D” Frontal and “E” Side Armour Char “B” Panzer3H-N — Grant/Lee Infantry Tank Mk.1 Panzer 4EK Sherman Matilda Valentine 7.28 Kv2 Cromwell 7.34/76 “E” Frontal and “E” Side Armour “E” Frontal and “F” Side Armour Panzer 3 AG A10 Stuartt Panzer 2/Luchs. Panzer 4 A-D AI3MKk.2 Chafee SG. M13 Crusader Helleat Marder Semovente 75/18 A.E.C. A/Car Priest Nashorn R35 Archer M.10.andM.36 —Wespe #35 Sexton Chi-Ha Hummel S35 Kangaroo Chi-Nu SD. KFZ. 234 “F” Frontal and “F” Side Armour Panzer 1 Renault FT. T.38 ChoKei_Halfetrack and other carriers L3 AM.R.35 1.60 Kyu-Go Scout cars MAL Light tanks Mk 1-6 T.70 _ Kami-Sha Most armoured cars, L6 A.13 MI S.U.76 Ho-Ni Semovente 47 Tetrarch 7.26 Ho-Ro 7172. Vickers Medium BT. Hoi TKS. Vickers 6 Ton Locust These lists do not pretend to be exhaustive, but should give sufficient guidance for other vehicles to be slotted in as required, 8 COMMAND AND ORDERS Each platoon-sized or higher level unit must have a commend element. This can be a radio-equipped vehicle or a group of 4 figures on a single base, similar to an infantry rifle group and sharing its. fighting and movement characteristics. Each command element must be given realistic orders couched in fairly general terms, such as “Take and hold the cross roads”. “Fall back slowly, delaying from successive positions”. “Probe the outskirts of the village”. “Support “A” company of the rifles”. Sections of 2 or 3 support weapons such as mortars, recoilless guns, tripod or wheeled mount M.G., anti-tank guns or infantry guns or howitzers can operate independently without a platoon command element of their own, but in these circumstances can only be given “Support” orders. Radio-equipped A.F.V. can move up to 200 metres away from the next vehicle of their platoon. All other elements must stay within 50 metres of the next element of their own platoon or an element of another platoon which they have orders to support or be within field defences equipped with field telephone or radio. At least one element of a platoon or section ordered to provide support must be within 50 metres of the recipient units command element. Company and higher command elements can move where they like. Deployment When fighting an encounter battle, both sides may deploy infantry, infantry support, and artillery observer elements and their unloaded transport elements up to 100 metres in. Other “On-table”” elements must enter from the table edge during their sides first bound. In an offensive/defensive battle, the defenders must all be at least 1,000 metres away from the attackers side of the table. The attackers start up to 100 metres in. Off-table troops must have their location defined accurately in relation to the table. All figures and models must be provided and orders written, If the terrain has not already been picked to conform to a campaign map, we suggest that one player lays it out, and the other picks the direction he wants to play from. In an offensive/defensive game, the defender lays out his troops first. For an encounter battle, both players should make a sketch map of their intended dispostions, and lay out simultaneously accordingly. Except when both players agree otherwise, each side must enter, or measure its deployment, from ‘one only of two opposite table edges. COMMUNICATIONS General ‘An element can move and communicate, shoot and communicate, or shoot and move, but not all three simultaneously, except aircraft other than single seaters. Communication within a platoon is always effective provided that the laid down maximum distances between elements are not exceeded. Other communication can be by messenger, radio, field telephone or prearranged signals. This will normally be to the next level up or down the chain of command. Any special arrangements must be specified. Each conversation, telephone call or signal takes a complete bound. Any order, request or report that requires relaying takes one extra bound per relay. Radio The usage of radio during our period rose to a maximum of a set to each command element and each AP. or soft recce vehicle. However, this level was not achieved until half-way through the war for Western armies, or after the war for the Russians, Players should only have their troops equipped with radio when this can be justified from history. A set will normally only be “netted-in” to subordinates, its immediate superior, and others immediately under him. Thusa tank company commander can communicate with each of his platoons, his battalion commander, and the other two company commanders, while the battalion commander can only communicate with his own companies and with brigade. However if a sub-unit of one formation is ordered to support another formation, a direct link is set up. Conversations between several persons on the same net still take only 1 bound, Ifa command element is knocked-out, the next senior radio on the same net takes over its frequencies. Ifa special radio interception section is available, it can monitor one enemy “net”, dicing for each message passed and understanding it if 4 is scored. One bound 1s needed to change frequency. All enemy frequencies will be identified 3 bounds after the intercept vehicle arrives on the table, unless radio silence has been ordered in some cases. Field Telephones ‘These can only be employed by troops in defence. Phones will be found at each command element, support weapon pit, pill box, or bunker. Lines should be represented by thread. ‘The use of manned telephone exchanges adds flexibility. Tests must be made for damage whenever area fire from guns or howitzers falls across a line or tracked or hatf-track vehicles cross it. A score of I indicates the line is broken. It can be repaired by an engineer group, taking one complete bound. Messengers These move at normal speed and are vulnerable to enemy action. 10 Other signals Signal pistols, mortars, artillery, salvo rocket launchers, aircraft, coloured smoke grenades and bugles may all be used to give prearranged signals. In the case of signal pistols, mortars or artillery, this may be by means of flares,with all but bugles and signal pistols it may be by shell or bomb bursts on a specific area. The significance of signals must be defined in the orders of troops they are going to affect, and they may be made only on command or on achieving a pre-defined condition, such as taking a position. Visual signals are not detectable in fog or snow, otherwise flares can always be seen, bursts seen if the area is in line of sight. However, enemy stell bursts of the same type may not be distinguished from yours, nor may flares of the same colou's fired in the same area. Bugle calls can be heard and distinguished at 1,000 metres if all is quiet, 500 metres if any firing is taking place or engines are running within 250 metres, 250 metres if the recipients are shooting or under HEE. fire, $0 metres if shooting or under H.F. fire while in a pill box or bunker, or if normally wearing earphones, for example, tank crew. u MOVEMENT During each sides bound, any or all of its elements may move up to the following distances, or except for aircraft, remain halted. ‘Alone Open | Pte Snow, in temof | ‘ener — oats | country | “eesan™ | newene | EM | Soued iat 300m [1800] 1500 Ea West nd ac pur | aaa | | ae | ae [Po AF. and jeeps = » 7 — te tropes wo eis haar soon | 20m | som son | asm | oNyy THES and ey ood 130m | 100m | sam son | asm | asm ray [_16t26mph on | som | 100m | toon [som | 0m RG [Tomraomen 20m | 250m | room | roam | som [som ode 10m ie ioe 101030 on wih in oat iim] som | sam | Ye [room| som Tatty denen oy bare axe] ae | ea eee aa osm ies? Ea 2 nant pon weapon som | som [am | Sw [0 om anand henry went som [3m Ce ee Detain a fg om eee voom | som | 25m 26m Deduct fm ot mane ae nerf vehicle, bung a — * Linear obstacles are defined as hedge banks, walls, ditches, streams or steep river banks. Tanks fitted with hedgerow cutters have hedge crossing penalties reduced by 25 metres, and create gaps that other troops can use, or that they themselves can reverse through. Vehicles and heavy weapons crossing boggy ground, deep snow or soft sand must dice at the start of each bound. A score of | indicates that they are stuck, and will not move that bound, Ski troops move at normal speed over snow. Movement distances are halved while climbing steep hills.or within smoke. Dense woods and swamps are passable only to infantry, observer and infantry support elements, moving at half open woods and boggy ground speed. Boats and vehicles able to swim or wade rivers cross them at SO metres per bound. Two bounds are required to erect flotation screens or deep fording equipment. Cavalry swim 25 metres per bound. Aircraft can reduce the distance they travel only by turns, which must be separated by at least 250 metres of straight flight, or by landing. When a deduction reduces the remaining move distance below zero, any remaining penalty must be carried forward to the next bound. Discharging British A.F.V. smoke projectors does not affect move distance, but firing 2” A.F.V. smoke mortars does. 12 TARGET LOCATION ‘The following table gives the ranges at which targets can be sufficiently accurately located for effective fire to be directed at them in good visibility. Distances are measured from a vehicles hull or from the edge of a dismounted elements base, Targets not within the 180° front arc of an element are not considered to be within its location range during the first bound in which they are exposed to view, unless they either fire or their presence has been communicated by friends. 7 Moving Stationary Moving or halted ENVIRONMENT in the orentrenched | among bushes, tee, TARGET ‘open in the open rocks or buildings Artillery observers, infantry elements ar anti-tank 500m 250m 50m ditches, or single man Fir 7 " Infantry support weapons 500m 500m 100m Other heavy weapons, except flak. 5 Pill boxes, bunkers, or hull down A.F.V. 2.000 1,000m Loe Towed flak, fully exposed A.F.V. or other vehicles, concertina wire, marked minefields, dragons teeth, 5,000m 3,000m 250m or animal transport Mortars, antitank rifles, rifle groups, or M.G. and HM. up to 15mm calibre, firing. apn pa 500m All other weapons firing, excep! Sin . 5,000m 5,000m 5,000m th Infantry elements and most ground-fired heavy weapons lining or moving along hedges count as being among bushes to troops on the opposite side. Vehicles, flak and animals do not, unless the hedge is of equivalent height, as in the boccage. Troops within woods or built-up areas rather than concealed at their edges can neither locate or be located at ranges greater than 100 metres. AA target must be located at any time you wish to fire on it or react to its presence, except that area fire may be called down on the last known location of a unit if itis currently unlocated, was not detected moving off, and could be in that position and undetected. 13 FIRING Eligibility to Fire All firing must be concluded before any movement takes place. If a player forgets, he loses his chance to fire AF.V. can fire both a hull and a turret or pivot-mounted weapon, but only one of each. If the commander fires an M.G. or H.M.G. a hull pivot M.G. can fire also, but no other weapon. A hull weapon controlled by the driver can only fire at the halt. Cavalry, and troops in soft vehicles, except proper portee anti-tank guns, and soft vehicles equipped with pivot mounted M.G., must dismount to shoot, except that cavalry can shoot mounted at up to 25 metres range. Salvo rocket launchers take three friendly bounds halted to reload. Once they start reloading, they must finish. Petard mortars and the 380mm in Sturmtiger require one complete bound stationary to reload. Individual direct fire ‘This term implies fire by an individual element at an individual enemy element or enemy occupied construction such as a pill box, bunker or house, that it has located. It is possible to all elements except mortars of 60mm or larger calibre, salvo rocket launchers, and launchers for single large artillery rockets. Both firer and target must be on the table. Area Fire ‘This term implies fire by one or more elements on an area centered on: (@) an enemy element or construction located by the firer. This is called direct area fire. (b) an enemy element or construction located by a third party. This is called indirect area fire. (©) atopographical feature. This is called map fire. (enemy artillery or mortars which are firing on friendly elements. This is called counter-battery fire, The beaten zone for area fire is 75 metres deep for mortars, M.G. and H.M.G., 150 metres for other ‘weapons, the width will be: 100 metres for each salvo rocket launcher firing. 75 metres for each artillery piece of at least 170mm calibre, ‘mortar of at least 155mm calibre, or large artillery rocket. ‘50 metres for each gun or howitzer of at least 130mm calibre or mortar of at least 105mm calibre. 40 metres for each gun or howitzer of at least 110mm calibre. 30 metres for each gun or howitzer of at least 95mm calibre or mortar of at least 3” calibre. 25 metres for each gun or howitzer of at least 80mm calibre. 20 metres for each gun or howitzer of at least 65mm calibre or mortar of at least 60mm calibre, 10 metres for all other weapons. Recoilless guns are taken as equivalent to conventional guns of the same calibre. The minimum range for area fire is 250 metres. Off-table units changing targets or observers must cease fire for one bound. No dovbling except tov ovevlagping Sires #1, hg Testing for Hits from Individual Direct Fire Dice for each firing weapon or element. The following table gives the mini ARN. or a neutral jum scores required for a direct hit on an near miss on an un-armoured element or construction. RANGE IN METRES lop to FIRER. 50 [250 | 500 | 750 | 1,000 | 1,250 | 1,500} 2,000 | 3,00¢ Single riflemen or group of 4men with rifles or SM.G. 2] 5 6 Bipod or pivot-mounted M.C. H.M.G. or 20mm 3, 4]s Tripod, wheeled, turret or multi-flak M.G. or H.M.G. 4[4]4 fs [s Turret or multi-flak 20mm to 35mm a4[4f4fs [5s 6 | 6 Anti-tank rifle 2, 5 [6 Bazooka, P.I.A.T. or panzerfiust type weapon 3[ 6 2” or SOmm mortar s|os Shoulder-fired 57mm recoilless gun or stick bomb from sellime converted A/tank gun. Recoilless gun on tripod or wheeled mount a] “4 sie] vomfers o[ 6 Guns less than 25 calibres long and howitzers, 27 273 [5s [«][«]|e« Longer guns up to 57mm calibre 2] 2] 3 [4 s [os fs Longer guns up to 85mm calibre a jo2 [2333 4[sf[s fs Longer guns larger than 85mm calibre 2] 2] 3 [3 4{[s fs ]s [s Petard mortar 2] 5 380mm Howizter in sturmtiger 2{ 2/3 /[s 6 [| 6 [ele Man-pack flame thrower 2 AF.V. flame thrower 2/6 == Deduct 1 from your dice score: If the target moved either 100 metres or into or out of sight during the enemy bound just elapsed. Deduct 2: If you do not declare before dicing that the firer will not move during the current bound. IFiti the firess first shot at that target and the range is at least 500 metres. If the target isan A.F.V. which was hull down for the whole time that the firer could see it during the enemy bound just elapsed, If the final total required to hit is greater than 6, throw 2 dice, counting a score of 10 as 7 I1as8 1289 Treat each barrel of a multi-barrel M.G, H.M.G. or auto cannon as 2 separate weapon firing at the sime target. 15 Direct Area Fire This is possible to M.G. rockets, and guns and hot G., auto-cannon, flak, mortars, recoilless guns, salvo and heavy artillery izersof at least 65mm calibre. Firer and target must both be on the table. Indirect Area Fire This is possible to tripod-mounted MG., mortars, infantry guns and howitzers, tripod or wheeled recoilless guns, artillery pieces, salvo and heavy rockets, 75mm or larger flak, and guns or howitzers of at least 75mm calibre in British, German or U.S. turreted A.F.V. or in assault A.F.V. of all nations. These can be controlled: (a) By a platoon commander or other officer. (6) By aradio equipped A.F.V. whose platoon commanders vehicle has been knocked-out. (© By any element in a bunker or pill box. (@ Byan AOD. aircraft. However, the call for fire must be passed through all relevant command links. For example, a call from an artillery observer to his battery passes one link. To add the fire of another battery requires three links, observer to battery commander, battery commander to battalion commander, and battalion commander to second battery. An infantry platoon commander requires one link, being on the same net, to obtain support from his own companies heavy weapon platoon, but two, platoon to company, company to battalion and support company, if heavy weapons are concentrated at battalion level. If radio is not used, the number of relays may be even greater. Target and observer must both be on the table. The firers must not have moved during their last previous bound. Neither firers or observer may move during the current bound, ‘An observer can control any number of weapons but can engage only one target at a time Map Fire This can be direct, indirect, or completely blind, the last being limited to weapons suitable for indirect area fire. The point of aim is nominally a conspicuous terrain feature likely to be shown on a map and to be easily recognisable on the ground, such as a spot height, crossroads, bridge, an isolated farm, a church, the centre or corner of a wood, or the point where a road enters a built-up area. Other types of feature should be agreed by opponents in advance. If the fire is unobserved, dice to see if any error has crept in. A score of 1 indicates that the point of aim is offset nearer the firer, 2, to the left, 3, to the right, 4 over, or 5 or 6, that the fire is accurate. If the point of aim is offset, dice again. Multiply the score by 50 metres to get the extent of the offset. Observed fire can be called down only when enemy have been located within S00 metres of the point of aim, or friends are within 1,000 metres of it and advancing, or within 500 metres and stationary. Unobserved fire must be planned before the game, targets, firers and periods all being specified. Such fire can be cancelled, but not postponed, on request. 16 Testing for Hits from Area Fire Dice for each element, enemy or friendly, or construction, within the beaten zone. A score of $ \dicates that soft vehicles, animals or troops moving on foot, have been neutralised. A score of 6 indicates that other types of target have been neutralised. Maximum ranges for Area Fire These are mainly useful in map campaigns or when deciding whether a unit assigned to counter-battery fire can reach its target. Where a range is not specified, it is the same as for individual direct fire. Maximum Range in Metres 60mm 3”, 80mm and 105mm mortars. 2,000 155mm, 82mm and U.S. 81mm mortars. 3,000 4.2", 107mm and Italian 81mm mortars. 4,000 100mm and 120mm mortars. 5,000 57mm recoilless guns on tripods. 4,000 ‘75mm ot larger tecoilless guns on tripod or wheeled mounts. 7,500 65mm to 76mm infantry guns and British close support tank howitzers. 3,500 150mm infantry howitzers. 5,000 ‘Sturmtiger 380mm howitzer. 6,000 Single heavy rocket. 2,000 Salvo rockets. 5,000 Pack howitzers. 7,500 18 pdr and 75mm guns, 25 pdr, 105mm and 122mm howitzers. 10,000 Jom to 90mm guns, 5.5” to 7.2” howitzers. 15,000 8” to 210mm howitzers. 17,500 100mm to 150mm guns, 240mm and larger howitzers. 20,000 152mm to 155mm guns. 25,000 170mm and larger guns. 30,000 37mm to 7mm flak. 3,000 Tripod-mounted M.G. and M.G, H.M.G, 20mm and 30mm in multiple flak mounts. 2,000 Some AFV may have to be positioned on reverse slopes or ramps to achieve these ranges. Ranges are measured to the point of aim, so individual shells may travel further than specified here. 7 Counter-Battery Fire When a friendly unit is fired on by artillery, rockets or 60mm or heavier mortars, it can request counter-battery action, If the request gets through immediately to an artillery unit assigned to counter- battery work. dice to see if the firers are located. A score of 6 is required. However, this requirement is reduced by I for each previous occasion that the enemy fired from the same position. It is reduced by 3 if the firer isa 3” or larger mortar and there is a counter-mortar radar or an A.A. radar being used for the same purpose within 15,000 metres. All pieces of an off-table battery are assumed to be positioned 50 metres apart, with tractors or animals 250 metres to the rear except when preparing to move. Test for off-set point of aim, as for unobserved map fire, each time the target is engaged. It is possible for a battery already moving off to be hit. It cannot be considered safe until it has moved at least 400 metres. ‘Arcs of Fire and Dead Ground Arcs of fire are maximum traverse, usually 360°, for flak and turreted weapons, and 224° each side of the direction pointed for all others. Stationary infantry can be shot over by all other classes of troops except flame throwers. Stationary sground-fired weapons other than flak can be shot over by flak of at least 37mm calibre or by turret or roof mounted weapons of vehicles, again excepting flame throwers. Weapons engaging aircraft can shoot ‘over any troops. 2” or SOmm mortars cannot engage targets closer than 50 metres. Those from 60mm to 82mm calibre, targets closer than 250 metres, and larger mortars and multiple rocket launchers, targets closer than 1,000 metres. Direct fire cannot be used against targets in full defilade behind a crest or well within, rather than concealed at the edge of, a wood or built-up area When using other types of fire, mortars have no limitations in these circumstances. Howitzers can engage such targets if the range is at least 1,500 metres, guns if itis at least 2,500 metres. ‘Troops withif!l cone extending 100 metres to the rear of a recoilless weapon or rocket launcher are neutralised when it fires, and must test for casualties as if under fire by small arms from beyond 25 metres. Bazooka and panzerfaust have a 25 metre danger cone, a P.I.A.T. none. Hull-down A.F.V. ‘A hull-down A.F.V. is one that shelters behind a ridge crest in partial defilade so that nothing below its gun is exposed, reducing the chance of it being hit. This cannot be claimed by a turreted vehicle using a hull gun, or a vehicle shooting down from a steep hill defined as such by both players. A similar position behind cover such as a wall, hedge, building, ruin or other vehicle counts as hull-down only for location purposes or under attack with bazooka, P.LA.T. or panzerfaust type weapons, recoilless guns, stick bombs, flame throwers, and other weapons not employing kinetic energy shot. Testing for the Effects of a Hit onan A.F.V. When an A.F.V. is hit or neutralised, it may be necessary to dice again to establish if it has been knocked-out. The following table gives the range band within which a hit from individual direct fire must be diced for and/or the score necessary for a knock out, Hits at ranges less than a specified band are all knock-outs. Those at ranges greater than the band are harmless. Ronn mia a miko | auko | aiKo Ron Stew 5 a | nino | anxo Sr 08m | son! "owm {1505 aiko | atko | ako ‘ith i pnd 7mm an 2, ETS eT Seman woxo | woKo | eo “oom anxo | Anko Soren aterm a mieo eT 5 i 7 tae Fee] oo phan Sn wero | olin [awn | xo | mxo | ano Screens, wro | mo | wxo ano Scum pa Saat noo | roxio | sexo 055", 79mm, 127mm Sem and me Al neko | exo | oxo ‘ArT pea ie yin 25 mt « . s + : : ‘la PIA pk ont em AT po 3 3 3 a 3 3 Shots fired from behind a line projected through diagonal corners of an A.F.V.’s hull are assumed to strike its side armour. A.F.V. neutralised by area fire dice if the firing weapon is a gun, howitzer or recoilless gun of at least 65mm calibre, a 5 or 6 being required if the target has “E” or “F” frontal armour or the firing weapon is 130mm or larger calibre, 6 in all other circumstances, or if attacked by aircraft, 19 Neutralisation A neutralised element will not attempt to fire or move during its next bound, except that cavalry, or infantry riding in soft vehicles or on top of AFV must dismount and may complete their normal move provided they do not move nearer to a located enemy. AFV cannot be neutralised in the full sense, but any externally mounted weapons or infantry carried internally will be unable to fire. Such infantry may choose to dismount on the same terms as those cartied in soft vehicles Troops in vane cannot be shot at ov KD sepamtely If an infantry platoon command group is neutralised, other elements of the platoon can fire but cannot move. Neutralisation of a construction implies neutralisation of its occupants. They need not test individually. If a bridge is neutralised troops on it do not halt but must attempt to get to the safest bank. They cannot fire, and no others can start to cross. Neutralisation does not hinder communication by speech, telephone, radio, bugle call or flare pistol. Testing for Actual Destruction of Neutralised Targets Un-armoured elements that have been neutralised must all test individually to see if they have been permanently knocked-out. All occupants of a construction must test individually. Except in the case of a bridge, the construction itself does not have to test. Timing of Fire Although the firing is adjudicated during the firers bound, it is assumed to take place at any time during the movement phase of the preceeding enemy bound that the firer chooses. ‘An element that has been knocked-out or neutralised may therefore have to be moved back to the point where this occured. 20 The following table gives the minimum scores required to convert neutralisation into a knock-out, TARGET | Infantry ina Anfantsy Afantry Haver fpeancracapons| Sof vehi: ero | chee ‘s yng” | spans ig | a oh, TNSNG pope wT es : sere : _greater than 25 metres £ awe ee ¢ ¢ A 5 . ls ska PEAT or pert 3 3 ‘ 3 3 3 3 Ton iaot gn Hi ¢ 7 5 7 7 > 10 reas 3 3 7 3 > 3 Tred wor or Oem Stine 3 7 2 3 7 7 aa provided with H.E. shell, or 17 pds. 6 2 Z Heavier gan or howitar or eaty rocket Salvo rocket lucher Damage to Constructions A pill box or bunker is destroyed when an occupant element is knocked-out. A building is destroyed when the first occupying element to be tested for during the bound is knocked-out, unless by a rifle ‘group or an infantry or soft vehicle machine gun. One span of a bridge is destroyed if dice throw of 6 follows neutralisation by guns or howitzers of at least 130mm calibre or by a heavy rocket. oy vehicle Destruction of a construction entials the loss of all its occupants. Knocked-out Elements The visual effect is enhanced by removing knocked-out infantry elements, but leaving heavy weapons, vehicles and constructions in situ and marking them with pieces of cotton wool tinted with red, brown and black water colours. a ‘SMOKE PROJECTILES ‘Smoke is best simulated by the type of white cotton wool sold as puffs roughly 2” in diameter. Place one puff at the point where the projectile strikes, immediately it does so. Add another during each of your bounds until the maximum number allowed have been used, placing each succeeding puff downwind of the last one. If the screen is not being maintained by continuous fire, remove the original puff during your next bound following the one in which the last additional puff was laid. Carry on removing one each bound, working downwind until all are gone. If the screen is being maintained by continuous fire, do not start to remove puffs until the fire has ceased. If several weapons are firing, start with a contiguous line of one puff per weapon extending downwind, but add or take away only one in succeeding bounds. A screen started by several weapons can be fully maintained by only one. A salvo rocket launcher produces an initial screen 4 pufis long, but cannot ‘maintain it 2" mortars, including those carried exclusively for smoke in some British and U.S. tanks, produce a soreen which increases to 3 puffs long, plus 1 extra for each additional weapon. Guns of at least 75mm calibre, howitzers, and 3°" of larger mortars produce a screen which increases to 5 puffs long, plus 1 for each extra weapon. Salvo rockets produce a sLreen extending +0 10 put British 4” or multiple smoke projectors produce a 2 puff screen SO metres in front of the tank. As these are one-shot weapons, the screen cannot be maintained, It lasts through the following enemy bound. Screens are considered to be sufficiently high to prevent them being over looked, except when looking to or from at least half way up a steep hill. Even so, observers looking down from a steep hill cannot see the area up to 500 metres behind the screen. Wind direction is decided by dicing the first time it needs to be known it can blow from any corner of the table, or across it from either end, but not from directly behind either player. ‘Smoke projectiles must be so placed that the screen at its maximum extent blocks observation from a located enemy element or a point suitable for map fire. 22 GROUND TROOP REACTION Units required to take Reaction Tests ‘Sometimes the local situation will have more effect on troops actions than their formal orders. The possibility of this occuring is evaluated by reaction tests A test must be taken at the start of a bound following an enemy bound during which: @ (o) © @ ‘An A.F. unit came under fire for the first time during the game from a weapon capable of knocking-out any of its vehicles. A non-A.F.V. unit came under fire for the first time during the game. ‘An element of the unit is neutralised or knocked-out. ‘A unit was engaged by a previously unlocated element using direct fire. Units must also test at the start of a bound in which they wish to cease retreating. Tests are taken by platoon-sized units or sections of support weapons. Animals and soft vehicles do not test when loaded or limbered or when fighting elements of their own unit are dismounted or unlimbered within 50 metres, but share the reactions of their loads. In other circumstances they test separately. Infantry riding on, rather tha in, A.F.V. test separately, and may have to dismount if the results differ. Evaluation Throw | dice. Add to or deduct from the score as follows. Deduct 1: For each element at present neutralised. For each element knocked-out since the start of the game. If under fire during the enemy bound just finished from a previously unlocated element. If under fire from a point nearer the friendly base line than its own most advanced element. If friends, other than empty soft vehicles, messengers or animals, retired during the last friendly bound within 250 metres. If under attack during the enemy bound just ended from salvo rockets, flame throwers or aircraft. Deduct 2: If A.F.V. at night, in fog, or in mirage or falling snow, or within 100 metres ef woods or ‘buildings, and with no friendly infantry within 100 metres. Ifenemy infantry are known to be within 100 metres and were advancing when last seen. If units orders permit retreat. Deduct 3: If unit command element has been knocked-out or has retreated out of touch. Add 1 Add 2: If under fire during the enemy bound just ended from A.F.V. within 50 metres. If soft vehicles or animals stationary in the open. If carrying out a “retreat” reaction. ‘ If orders require an advance. If enemy can be seen retreating. For each enemy A.F.V. seen to be knocked-out within 500 metres or by the unit during the last friendly bound. If enemy who have fired on the unit were engaged during the last friendly bound by elements not belonging to the unit. If Russian or Japanese. 23 Add or Deduct 1 to Choice: If hull-down A.F.V. If occupying woods or buildings Add or Deduct 2 to Choice: If occupying field defences Ifa higher level command element is within 25 metres. Results of Tests Score of 4ormore Obey Orders 1to3 Oto-2 310-6 -7to-10 “10 or less Infantry and A.F.V. may either halt immediately, or move to any cover which they can reach during the bound, and which is further from any located enemy than from their present position. Other units will obey orders. ‘Troops may either remain halted, or move to any cover which they can reach during the bound without going closer to any located enemy than they are at present. Infantry support weapons and non-A.F.V. heavy weapons cease fire. They may, and other troops must, move to a position either 50 metres or their full move, if less, further away from all located enemy troops within 250 metres than they started. If such a retirement is impossible, any but Japanese troops will surrender, Tapanese will attempt to burst through. All non-Japanese troops within 25 metres of enemy A.F.V. or infantry, except troops in or on A.F.V. surrender. All others retreat at full speed towards their own baseline. Unit transport is allowed to pick up passengers and load equipment. The retreat continues until a new reaction result applies. If their path of retreat is covered by enemy fire, they will press on through this. Ifit is physically blocked, they will try to detour. As above, except that no new reaction test can be taken, and the retreat cannot be halted. All non-A.F.V. heavy weapons are abandoned. ‘A retreat reaction does not override neutralisation However, neutralised elements must try to rejoin their unit when this becomes possible, provided they know what has happened. In some circumstances, they may have to test reaction separately from the retreating part of the unit. Troops who have retreated off the table cannot come back. 24 FIELD ENGINEERING Scope ‘The scope for field engineering under these rules is limited by the time scale used, as most tasks take far too long to be possible during a game. ‘Those that remain including the destruction of pill boxes and bunkers by satchel charges, firing prepared demolitions, water crossing and gapping minefields and obstacles. ‘A group of 4 sappers, in addition to its other abilities, can function asa rifle group. Destruction of Pill Boxes and Bunkers ‘An engineer group requires to be in contact with a pill box or bunker at the start of a bound, un-neutralised, and neither shooting or communicating, in order to plant the charge and move clear. A dice score of 1 indicates that the charge has failed to destroy the structure and its occupants. This technique cannot be employed against buildings as they have too many spaces open to the air, Bridge Demolitions ‘The minimum time required to prepare a bridge for demolition is 2 hours, so this cannot be done during a game. ‘A pre-laid demolition must be controlled from a building or dug-out between 100 and 200 metres from the charge and connected to it by a length of thread representing the wire from a detonator. ‘An engineer group must be left in charge. They can only detonate if they see enemy within 100 metres of the bridge, or on specific orders from the overall Commander. Dice. A score of 1, indicates that the charge has failed to explode. 2; that area fire (if any) has cut the wire, otherwise that a span has been destroyed. 3; that the bridge is now crossable by infantry or man-packed weapons, but not by wheels, tracks or animals. 4, 5 or 6, that one span is completely destroyed, If the charge fails to explode, an engineer group can go to it and spend a whole bound fitting and igniting atime fuse, If not extinguished, this will explode the charge at the start of the 3rd friendly bound from then. Dice. 1 indicates that it has gone out, 2,3 or 4, indicates that it has been extinguished by an un-neutralised enemy soldier who has passed it on foot or dismounted by it, otherwise that a span has been destroyed. 5, that it is now crossable by infantry or man-packed weapons only. 6, that one span is completely destroyed. If area fire cuts the wire, it can be repaired by sending an engineer group along it, dicing at the end of each bound. If 4, 5 or 6 is scored, the break is found and can be repaired by the group in one complete bound. If the break is not found by dicing, itis near the charge. If desired, a time fuse can be used instead of repairing the wire 25 Water Crossings A single 3 ton lorry can hold 16 folding assault boats, 4 of which can be unloaded each bound. ‘An engineer group takes one period to erect an assault boat, or to assemble two of them into a raft which will take an infantry gun or anti-tank gun of 75mm calibre or less. ‘An empty assault boat is a 4 man load. It will hold up to 12 passengers. Count a tripod or wheeled M.G, a tripod-mounted recoilless gun, or a mortar of from 60mm to 82mm calibre, as equivalent to a man, An A.F.V--launched bridge can bridge a stream, canal or anti-tank ditch. An A.R.C. produces a similar effect by driving into a depression so that other troops can pass over it. To position an A.R.C. or bridge requires one bound To recover a bridge takes two bounds. A.R.C. are not recovered during the game. ‘A fascine can be used to cross a dry ditch, taking one bound to lay, and being non-recoverable. Mines Each element crossing a mined area must dice each period. A score of 4,5 or 6 knocks-out an A.F.V. with “F” side armour, a soft vehicle, animals and all but man-portable heavy weapons. Other elements are knocked-out by a score of 5 or 6. A hidden patch of mines is located when one explodes. A dummy minefield is recognised as such when one does not, in spite of a correct score! Wire A roll of concertina wire is impassible to animals, wheeled and half-track vehicles, and wheeled heavy weapons, and counts as « linear obstacle to other elements on foot. A single strand around a minefield does not constitute any sort of obstacle. Dragons Teeth Dragons teeth and similar concrete or steel obstacles are impassible to all vehicles, animals, and wheeled weapons other than M.G. They are no obstacle to other troops. 26 Obstacle Gap; A one vehicle wide gap through a mined area can be cleared by a rifle group at 5 metres per bound, by an engineer group at 10 metres per bound, or by a flail or similar tank at 50 metres per bound. Each side of the passage should be marked with thin wire painted white. ‘A one vehicle wide gap in concertina wire can be made by the passage of an A.F.V. an engineer group taking one bound, or by area fire from mortars or artillery. Dice after each bound during which such fire has fallen, The score represents the number of such gaps evenly spaced across the beaten zone. However, the number of gaps created must not exceed the number of weapons that fired. Dragons teeth and similar obstacles and anti-tank ditches can be breached by engineer groups requiring ‘one bound to set up time fused charges for every 10 metres deep of a one vehicle wide passage. All charges set will be fired simultaneously by a ring main, and will explode at the start of the third friendly bound from the lighting of the fuse, Dice. A score of 1 indicates fuse failure. 2,3 0r 4, that the fuse has been extinguished by an enemy on foot going to it, or lacking this, that the obstacle is gapped. Sor6 that the obstacle is gapped. Four hits from a petard mortar will also clear a one vehicle gap 10 metres deep through dragons teeth or similar obstacles. 7 AIR ATTACKS Obtaining Air Support Aircraft intervention in the land battle must either be pre-planned to take place during specific bounds, or else be called in by a “Tentacle” consisting of an air force officer in a radio-equipped ground vehicle, and able to call on a “cab-rank" of aircraft already in the air. Other ground radios can communicate with the tentacle only through the senior army command element present on the table. Sortie Rate Each aireraft can make one sortie during the game. Flight Path Each aircraft must enter and leave the table only over its own sides base line. Its flight path during each bound should be marked on the table with markers at each turning point, and it can remain over the table for five of its own sides bounds. It cannot return having once left. Level bombers can attack at either high or low altitude, other aircraft at low altitude. Target Location Normal location distances apply. However, weapons are assumed to be fired or released at 500 metres range, s0 targets first located at less than that distance cannot be attacked on that pas. Air-to-Ground Firing, Rocketing and Bombing waidaol Awect fire ov M.G. H.M.G. and autocannon up to 37mm calibre may be used to make one low altitude direct area fire attack per bound, counting as their ground-fired equivalents at 500 metres range, except that turret weapons count as pivoted and fixed weapons as turreted. If bombs, rockets or tank-buster cannon are to be used during the same bound, fixed guns can only be used against other targets at least 500 metres further along the flight path. ‘Tank busters must use their semi-automatic A/tank guns at low altitude, each gun counting as the ‘equivalent ground-fired A/tank gun at 500 metres range, and one individual direct fire target being ‘engaged per bound. Rockets are also fired at low altitude, one individual direct fire target being engaged per bound. They can be fired in pairs, each pair counting as a single 75mm recoilless gun, or all at once, counting as two. A.F.V. attacked with H.M.G, autocannon, other guns or rockets count as having armour one class lower, if possible, than their own side armour. Movement of ground targets is ignored, but the aircraft must always deduct 2 from its scores in respect of its own movement. An aircraft must release its entire bombload simultaneously, while flying straight. Dive bombers and fighter bombers always attack from low altitude. Single and twin-engined level bombers can attack from low or medium altitudes, four-engined level bombers can attack from medium and high altitude. Dive bombers can make direct area, direct map and counter-battery attacks, counting the same as 15Smm howitzers, but with a beaten zone 100 metres in diameter. Fighter bombers can make direct area, direct map and counter-battery attacks, counting the same as 120mm mortars, but with a beaten zone 75 metres wide by 150 metres along the flight path. ‘Single-engined level bombers count the same as fighter bombers, except that they can make blind map attacks. ‘Twin-engined level bombers count the same as single-engined, except that their beaten zone is 75 metres wide by 250 metres along the flight path. Four-engined bombers count as salvo rockets instead of 120mm mortars. During blind attacks at high altitude error distances are multiplied by 4. 28 Flak Anti-aircraft fire is limited to proper flak weapons and bipod or pivot-mounted M.G. H.M.G. or cannon, within effective range of the aircrafts line of flight, capable of reaching its altitude, and not engaging other targets. Effective Ranges are: M.G. 250 metres. Low flyers only HMG. 500 metres. Low flyers only 20mm to 30mm cannon 1,000 metres Low flyers only 37mm to 40mm flak 2,000 metres Low and medium flyers 50mm to 57mm flak 3,000 metres Low and medium flyers Larger flak 10,000 metres lll altitudes Dice for each weapon or barrel firing. A pivot or bipod-mounted weapon, or a flak gun larger than S7mm requites a score of 6 for a hit or damaging near miss. Other weapons require a 5 Hits are now converted to damage points according to the weapons calibre. M.G. Hit 1 HM.G. Hit 2 20mm to 27mm 10 30mm to 35mm, 20 37mm to 57mm, 35 75mm to 76mm, = 15 85mm to 95mm 25 100mm and larger = 30 Multiply the total of damage points by the score of one dice. If the result is 100 or more, the aircraft is shot down, All paratroop elements it dropped during its bound must dice, any failing to score at least 4 being assumed to have never left the aircraft If the result is less than 100 but at least 10, the aireraft is damaged and must leave the table as soon as possible without further hostile action, Damage is cumulative. AOR. Aircraft Unarmed light aircraft with an artillery observer on board can remain over the table for 5 periods at low or medium altitude, They can direct artillery fire from a unit they are allocated to. They locate on-table units at normal ranges, and firing off-table weapons at any range. Airto- Combat If hostile aircraft encounter, dice for each, adding 2 to the score of the fastest at low altitude. An aircraft with an inferior total cannot shoot with fixed weapons, Subtract 50 m. ae if bombs bop irare are carried externally and not jetisoned. Dice for hits and damage as for flak, bet multiply number of Wits Scored by 3, “This sind the grecterbving sre. poor AIR LANDING TROOPS Gliders All but the British Hamilcar require a towing aircraft equivalent to a two-engined bomber, the Hamilcar, one equivalent to a four-engined bomber. The normal load for a glider is a jeep, accompanied by a trailer of similar capacity, or by a pack howitzer or infantry gun, or by an anti-tank gun of up to $7mm calibre, or by a multiple flak mounting up to 20mm calibre, or a heavy mortar. Alternatively, up to 8 infantry, infantry support, sapper or observer elements can be carried, the exact load depending on glider type, or half this number and a jeep. A Hamilear can carry a Locust or Tetrarch light tank, or two Universal Carriers with erews, or a 17 pdr A/tank gun or 40mm Bofors, in each case accompanied by an appropriate light tractor. Gliders are released from their tugs off-table, and must land during their first or second bound over the table. They fly at normal aircraft speed and at low altitude. ‘They require « minimum of 50 metres clear straight ground run after touch-down to avoid complete destruction. If the ground run is less than 150 metres or the glider has received 10 damage points, then it must be diced for, A score of | indicates total destruction of the glider and its load, a score of 2 that it is too badly crumpled for vehicles or heavy weapons to be unloaded, and that other troops are neutralised Paratroops ‘The only troops that can be dropped by parachute are infantry, infantry support, observer and sapper elements, 20/28mm cone bore A/tank guns, wheel-mounted recoilless guns and 75mm pack howitzers. They can be dropped at low or medium altitude. Each element is represented by a 20mm square piece of paper with identification. These are dropped from a height of 300mm if at low altitude, SOOmm if at medium altitude, at SOmm intervals along the aircrafts track. Each square landing on the table is then diced for, those making the required score being replaced by the elements they represent. The remaining elements are then treated as “Troops that have left the table”. The scores required in daylight are as follows. Limited visibility increases them by 1 Landing in the open Landingon Landing in__Landing in steep slopes, woodsor water or oramong’ among swamp rocks. buildings. Infantry and observer elements 2 3 3 2 Infantry support elements, cone bore A/tank and wheel-mounted 3 4 5 5 recoilless guns. Pack howitzers 4 5 5 6 Infantry elements are neutralised during their landing bound, others during the next bound as well ‘Transport and Towing Aircraft ‘These cost the same points as two or four-engined bombers, including disposable warload. Transports ‘can carry up to 8 infantry, infantry support, sapper or observer elements, depending on aircraft type. Only one heavier air-dropable element can be carried, counting double. However, if a proper 750 metre airstrip is available, they can land with loads of 2 jeeps or mule teams, for one of these and any field, A/tank or light flak gun. 30 FIGHTING IN POOR VISIBILITY Night Vehicles moving at night without illumination from moonlight or artificial sourees are limited to 100, metres per bound. Vehicles using headlights or C.D.L. lights and weapons which are firing are Iccated at normal daylight distances. Other troops are located at half the normal day light distance in moonlight or under C.D.L. illumination, at daylight distance if illuminated by flares, or at half daylight distance or 100 metres, whichever is less, if there is no illumination, C.DLL. search lights provide artifical moonlight up to 4,000 metres over a 45° arc. The searchlight is not vulnerable to weapons that do not injure the tank itself. It can be used while moving, anti- aircraft search lights can also provide artifical moonlight, by reflecting their beams from low cloud, Anartillery or mortar illuminating flare lights up an area 100 metres in diameter and lasts for the remainder of the bound and the following enemy bound. Level bomber aircraft can substitute $ such flares for their normal load. Fog All troops are limited to a maximum move of 100 metres per bound, Maximum location distance for all targets is 50 metres. Artificial illumination does not help. Mirage Conditions ‘These occur during two or three hours around midday in the desert. Location distances for area fire remain the same, but those for individual fire are reduced to a maximum of 1,000 metres for fully exposed vehicles and flak, 500 metres for other troops. Falling Snow Location distances are reduced to a maximum of 500 metres down or cross wind, 250 metres if there is any upwind component. Combinations of Conditions Use the worst case. Aircraft and Flak Aircraft may use blind map techniques, or use clear visibility methods to attack targets that can be located at at least 500 metres. If flying in fog or falling snow, they must dice on take-off and landing, ‘asocre of | indicating a fatal crash. The same applies to single engined aircraft other than level bombers when flying at night, even in moonlight. Flak batteries including a radar equipment are not hindered by poor visibility. Radar can also be used to direct search lights to illuminate aircraft for other weapons at night. If search lights are in use, dice for each, adding 1 to the scores if radar assisted. A score of 6 is required to pick up an aircraft up to 4,000 metres away. Other searchlights can then switch to the same aircraft during the following bound, adding 2 to their scores, but not counting radar. 31 An aircraft remains illuminated until it makes a turn or turns of over 45°, It then dices, requiring 2 for ‘each searchlight holding it, in order to escape. Visually aimed weapons without artificial illumination can locate aircraft at S00 metres in moonlight. Establishing the Victor Ignore points values and work out the percentage of the original number of elements that each side has left. Ignore field defences and obstacles. Count a friendly game as a win for a side having a surviving percentage 10 higher. In a competition game, we suggest each side counts half its surviving percentage plus half the enemies percentage loss, the side with the higher total being the winner. In either a friendly or a competition game, objectives can be nominated and given a value equivalent to ‘5% or 10%. This value can then be added to the score of the side in possession at the end of the game. 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