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Dadi&Piombo

il trimestrale dei wargamer italiani

se il wargame
é il tuo hobby,
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é la tua rivista!
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OPERATION
WORLD WAR II
We would like to thank Valentino Del Castello, Andrew Carless, Adriano Losi, Matteo Zacchè, Marzio Valeri,
Umberto Bonomi, “Il Presidente”, Giacomo “Gixx” Peroni and Dennis Peroni for all their help.
Without them, this rulebook would never have been published.

We would also like to thank the playtesters all over the world that have contributed to the development
of these rules since 2002, as well as the forum http://operationoverlord.forumfree.net for their precious and
constant support.

We would also like to thank


For the creation and painting of the river and bridge: Abbiati Wargames.
For the creation and painting of the Berlin table: Richard Mead.
For the painting of the miniatures and vehicles: Abbiati Wargames, Giorgio Bassani, Fabio Moroni, Massimo
Galimberti, Marco Secchi, Viktor Towers.
For the creation of the wargames scenery for the European Front: Abbiati Wargames, Andrew Carless, Manor
House, Marco Secchi, Viktor Towers.
For the original photographs: Viktor Towers.
For the photographs of scenarios, miniatures and vehicles: Marco Mignani, Viktor Towers.
Miniatures and vehicles: Italeri, Overlord

Printed by: New Copy Service s.r.l.


Via Palmanova, 219 – 20132 Milano.

Copyright 2003 Operation Overlord, Copyright 2004 Paratrooper Attack, Copyright 2005 Upgrade Vehicle, Copyright
2005 Berlin 1945, Copyright 2008 this volume.

All rights reserved.

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

For updates: www.torrianimassimo.it

© Torriani Massimo. All rights reserved. For personal use only.


CONTENTS
INTRODUCTION 8 Close assaulting vehicles 78
Basic concepts 9 OPTIONAL RULES FOR EXPERIENCED PLAYERS 79
Game philosophy 10 Special equipment for scenarios 98
Game components 12 Paratroopers and gliders 104
The game system 16 PLAYING THE GAME 110
Definition of units and models 18 ARMY LISTS 112
The game turn 20 STANDARD MISSIONS – EUROPEAN FRONT 114
Orders 24 Scenario 1: fuel depot 115
Order execution 26 Scenario 2: take that town! 116
INFANTRY – Movement 29 Scenario 3: a gap in the line 117
Fire! 32 Scenario 4: the factory 118
The weapons table 36 Scenario 5: the river 119
The firing sequence 38 REFERENCE TABLES – Turn sequence 120
Rolling to hit 40 American weapons table 121
The damage table 41 British weapons table 122
Weapons with assistants 43 Russian weapons table 123
Burst weapons 46 German weapons table 124
Indirect fire 48 Heavy weapons table 125
Communications 51 Modifiers to hit 126
Close combat 53 Damage table 128
Morale 55 Damage modifiers 129
VEHICLES 57 Damage effects 130
Movement 59 Awareness/Movment table 131
Fire! 64 Tests 132
Damage effects 72 Terrain and Cover table 133
Burst weapons 74 Other damage 134
Communications 76 Miscellaneous 135
Morale and Steady Nerve tests 77 Characteristics 136

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© Torriani Massimo. All rights reserved. For personal use only.
T he Second World War has recently returned to the limelight thanks to the release
of countless films and videogames. Never, until today, has so much been said
about that time, which is certainly one of the bloodiest and darkest periods of man’s
existence. In terms of those who lost their lives the war compares to no other, especially
considering the number of countries involved. So putting
to one side a widespread thirst for knowledge, the need
for some healthy historical revision and even the morbid
curiosity of a small minority, a question comes to mind:
why is there such interest in the Second World War? The
answer is simple. It belongs to us. It is part of us. Whether
willing or unwilling, our grandparents were nonetheless
witnesses to the war and sometimes even actors in
it. Indeed it would be strange if we weren’t interested
in an event that has touched us so closely. But don’t
misunderstand me – I’m not being nostalgic. On the
contrary. A person who studies the history of war cannot
help but be shocked when faced with the possibility
of a new World War. Knowing the facts should help
us to avoid repeating the mistakes that were made in
the past. These few words are intended to explain the
mistaken thinking behind the classic misconception: “If
you play at war, you’re a warmonger”. Nothing could
be further from the truth. Simulating a battle allows you to see the number of victims
in a very immediate way... moreover, an historical simulation creates the desire to learn
and read about the real facts. Who has never wondered what really happened at El
Alamein, at Monte Cassino, in Normandy…? Playing a wargame doesn’t incite violence,
nor does it create violent individuals. Look at chess. Can a chess player be defined as
violent? There is little difference between a game of chess and a wargame. Both are
simply a hobby, a pastime that gets us out
of the house to meet other players and
that will broaden our minds. Unlike chess,
however, a wargame will also stimulate
our manual skills, encouraging us to build
increasingly realistic scenery, models and
vehicles. Believe me; reading, painting
and playing a game has never hurt
anyone.

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© Torriani Massimo. All rights reserved. For personal use only.
MONTE CASSINO, 8th March 194 4
third
“We’re being attacked for the
time. They’ll try to weaken our
n
defences and get into the tow
call ed a
again… if it can still be
town… we’re surrounded by ru-
b-
ins now. The artillery and bom
d job, not a
ers have done a goo
single house remains intact. But
General Alexander doesn’t realise
that by destroying the town and
s
the abbey he’ll prevent the tank
from reaching the hill-top. The re
are too many ruins. It’s a night-
mare for them. They’ve tried to
weed us out for the past three
months but so far they’ve only
suffered. Of course, things
aren’t easy here but we Falls-
chirmjäger are hard men, forged
with a sense of duty and fear-
y
lessness. Here they come. The ugh. We
cover, but they’re not crafty eno
move cautiously, staying under ians and all have
, Americans, New-Zealanders, Ind
have fought the English, the French house opposite.
ed… swe at blinds me as I aim . I spot the glint of a rifle in the
fail thinks I should
he passes the ammunition belt. He
Gustav looks at me grimly while ion is scarce. I
can penetrate a wall, but ammunit
start firing. The 7.92mm bullets fire. The crack
ing out. They run fast and low. I
decide to hold my fire. They’re com ressive rate of fire
the mac hine-gu n brea ks the silence. The weapon has an imp
of in all directions
ly, cutting down soldiers who run
from its tripod and I aim tireless . Bul lets whistle
to return fire; we’ve been spotted
like mad wasps. Someone stops edded in the wall
ter from the walls, ending up emb
past our heads and tear the plas the houses
us. Bes t to mov e on. The y’re showering us with bullets from
behind y know where we
at must have been bait. Now the
nearby. The squad that we shot e that a couple
to keep our heads down. I’m sur
are, and they’ll keep firing our way We cease fire. En-
ow grenades inside our house.
of men are moving closer to thr bursts fill the air,
fire is des troy ing the atti c that we were hiding in. Grenade
emy re we’re hiding, and
Thick smoke fills the lobby whe
throwing debris in all directions. their boots on the
We’re only saved by the noise of
visibility is nearly down to zero. lets. Screams and
time and riddle the walls with bul
steps. This time I don’t waste move again. We
fro m the oth er side of the wall confirm their presence. We
shouts k of the Allied
t and try to get away from the bul
move around the house to the Eas es through our
destroy the spearhead that mov
force. Behind us, an ambush will
ay…”
lines. They won’t take Cassino tod

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STALINGRAD, 15th January 1943
“Our glorious army has General
Paulus’ troops in a trap. Staling
We are now near to the landing rad is under siege.
sites that are the only connec
stein’s force that is desperate tion with General Man-
ly trying to reach its comrades.
them to succeed! Comrades! We must not allow
The moment you’ve been waiting
years of suffering we’re ready for has come. After
to deal the hardest blow ever
victory is only the beginning! Ou on the Nazi army. This
r offensive will begin from her
Comrades, advance!”. The rum e. Our goal is Berlin.
ble of the engines made the gro
of T34 tanks moved together und tremble. Dozens
over the hill towards the Ger
positions, with their Pak 40 gun man lines. The defensive
s, had been spotted by our sco
riding on the back of the tanks uts and the troops
would have no problem dealing
real threat was the group of with them. The only
tanks hiding in the woods. A fro
ation like this could be suicida ntal attack in a situ-
l but the STAVKA, the Russi
no doubts; “The enemy is tire an High Command, had
d, undernourished and their mo
will not resist and will run awa rale is finished, they
y”.
“The line of tanks moved over
the crest, and all-hell ensued
stroyed armour everywhere and . Anti-tank shells de-
our Russian mammoths blew
Trained to protect the tanks, apart like tin cans.
the infantry swarmed towards
The stutter of German machin the enemy positions.
e guns welcomed our brave com
my tank I saw a Panzer IV hidd rades. While I drove
en in the undergrowth. It had
moshenko’s tank, destroying it… just fired at Thi-
I ordered my loader to ready
our position I could see the our 85mm gun. From
side of the German tank so I
reversed for a short distance. sto ppe d. The enemy tank
They’d seen us. The Panzer’s
I took careful aim while the turret turned slowly.
y tried to get me in their sigh
the heavy metal shell ripped ts. FIRE! In an instant
their side armour apart and exp
Dense black smoke poured fro loded inside. Hurrah!
m the turret where the comman
“Fire!” I ordered the machin der had met his end.
e-gunner; I had to avenge the
Thimoshenko…” death of my comrade

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© Torriani Massimo. All rights reserved. For personal use only.
INTRODUCTION
If this is the first time that you’ve bought a set of min- you’ll see some detailed battlefields that required
iature wargames rules then WELCOME! You’re about many hours of work. But you don’t have to go that
to embark upon a stimulating new hobby. Simulat- far. A good dose of imagination will suffice to enjoy
ing a battle is a fantastic and exciting experience. I your game. When cut into shape, a sheet of green
can see you’re confused… maybe I should explain card can represent a wood, and a pencil can be a wall
what a wargame is. “Wargame” normally means a behind which your troops can hide; remember that
simulated battle between two or more players who the most important thing is to start playing.
use models instead of counters, and play on three- To help you along we have produced specific books
dimensional terrain instead of a cardboard map or (called BATTLEBOOKS) which will help you learn the
a chessboard. You’ll move infantry and vehicles over rules in a simple and immediate way. Each of these
the battlefield and make them fight using a tape volumes is dedicated to a particular historical period
measure, a rulebook and some dice. The battlefield and contains not only general information but also
is fundamental to a wargame because it simulates a a set of scenarios of increasing difficulty. This means
“real place” where houses, hills, woods and hedges that after reading the rules through once you’ll be
are represented by scale models. You will decide how able to play your first game using the infantry and
real it must look; you can stop at the basics and play soldiers shown in the scenario and copying the bat-
with unpainted soldiers and improvised scenery, or tlefield that is shown in the book. After playing all
attempt a real “simulation” by faithfully reproducing the scenarios provided and learning the mechanisms
the uniforms and by making each element of scen- used in the game, you’ll be able to design your own
ery as realistic as possible. While reading this book army and enjoy well-balanced personalised battles.

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BASIC CONCEPTS
OPERATION WORLD WAR II s an easy-to-learn and
intuitive wargame that uses a series of basic con-
cepts that make it unique in its genre. Let’s have a
look at them here:

One dice
The game is designed around a ten-sided dice. All
tables refer to a result between 1 and 10.
Dice introduce that element of luck that,
in real-life, is the difference between a
glorious victory and a miserable failure.
The 0 on the dice represents a 10.

Simple but not banal
Unlike other games, nothing is left to luck in a war-
game so a high dice-roll doesn’t necessarily mean
success - if you fire at a tank with a rifle you won’t be
able to destroy it! Every weapon has a table which
is simple and easy-to-read, just cross-reference the
weapon and the target to see the minimum number
that you must roll on the dice.

1:1 scale
The 1:1 scale (one miniature represents one man, one
model vehicle represents a vehicle) guarantees the
connection with reality that makes strategic choices Some U.S. Paratroo
pers take cover in
easier. If a tank is hit and the tracks are broken you a ruined house.
won’t have to waste time describing the situation. An-
yone can see what’s happened, no matter their level
of military expertise. If some men in a squad are killed Game duration
it won’t be hard to understand that in order to con- Only a lucky few can spend hours and hours playing
tinue fighting, the survivors will have to check their games, so the game system has been designed to
morale to see if they panic… at this level everything allow the simulation of a battle in 2 or 3 hours. The
becomes intuitive and easy to understand. game duration will depend on the number of units
on the battlefield.
Realism (but without exaggerating)
Infantry units and vehicles follow realistic rules on Competition
the battlefield, but without excessive detail which Every single unit has been classified with a mathe-
could dull your enjoyment. You don’t have to con- matical system that gives it a points value. This way,
sult dozens of tables to perform an action. Let’s be as soon as you know the rules properly you’ll be able
clear about this; a person who is playing a simula- to build your own army and compete against an en-
tion wants to see the battle evolve, they don’t want emy with the same number of points and find out
to hold a book in their hand all the time, consulting who is the best general.
table after table… Have a look at the site at www.torrianimassimo.it

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© Torriani Massimo. All rights reserved. For personal use only.
GAME PHILOSOPHY

A German vanguard moves into the city supported by a Tiger tank.

Unlike other wargames, the game-mechanics of and prevents us from recreating that imponderable
Operation: World War Two are based on the factor called luck. Will that squad get across that
use of Order Cards rather than the players’ choices. stretch of road before the enemy machine gun in-
In real-life, the “perfect soldier” who always obeys all terrupts their movement and cuts them down? In a
his orders to the letter does not exist... if you read classic game the result is fairly predictable. With the
battle reports you will see that even the best trained Order Card system there is no way of knowing for
troops hesitate when facing the enemy and some- sure until you try to cross that road!
times they even refuse to obey orders. For the same Each order also has a numerical value – called Prior-
reason, a good number of shots fired never had a ity – that defines the speed with which that order is
clear target; mostly they were fired at a “presumed applied. The lower the order number, the faster it is
presence”. Noise and nervousness had a big impact implemented. When assigning orders you must also
on the number of shots fired… and in an attempt to take this variable into account as the enemy may
recreate this aspect of war we invented the ORDER INTERRUPT or ANTICIPATE your action by playing
CARD system. an Order Card with a lower Priority.
Instead of choosing what your units will do, you will Indeed in the example above the squad will only
only be able to move, fire or assault if you have the manage to cross the road safely if the enemy doesn’t
right Order Card. The use of Order Cards also gives have a card with a lower Priority, otherwise many
the game some other huge advantages. In most men will be cut down by machine gun fire. Obvious-
games the turns alternate from one player to the ly the deck doesn’t only contain Priority 1 cards (the
other in the so-called “IGOUGO” (“I go, You go”) sys- fastest) and so you will have to manage your army
tem, where first Player A moves followed by Player with the cards that you have available and devise a
B and so on. This method seriously limits the action winning strategy. Another difference between this

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© Torriani Massimo. All rights reserved. For personal use only.
game and others is the concept of Awareness. without a target. Maybe they’re nervous, maybe a
Too often it is assumed that what the player can see trigger-finger slipped… as you will have guessed,
is what the models can see. this may be frustrating but it creates realistic situ-
This is obviously unrealistic. For example you know, ations. Try to put yourself in their shoes... are you
as a player, that there are no enemy soldiers behind certain that there are no enemy troops in those
that wall but in real-life your men may not be aware woods, in that house, behind that wall? Are they
of all the enemy’s movements. In order to avoid the your friends? There is no doubt that during the war
use of too many markers to represent units that they often shot first, and asked questions later.
have been spotted, we have developed a system From game to game you will discover how to mini-
based on the type of unit and the last action that it mise these situations and with time you will man-
performed. It is easy to see a tank that is advancing age to build an army that satisfies your strategic
and firing, but not as easy to spot an infantry unit requirements. Remember that this “simple” game is
that is moving slowly through a house. A simple ta- a simulation of war, and so nothing is left to pure
ble has solved the problem. chance.
Just cross-reference the type of target and the last Even with the worst luck in the world, the best play-
action they performed and you’ll find a number, in er will always win.
centimetres (cm). If the enemy unit is within that dis- Remember that some terms will only become clear
tance, it can be seen and your unit becomes AWARE later, so we advise you to read to rules for the Infan-
of its presence. try first, play a few games and then read the Vehicles
When playing your first few games you may be sur- section. More experienced players, or those that al-
prised by the fact that every turn you MUST play an ready play Operation Overlord (from which these
order for every unit. Sometimes this will force a hid- rules are derived) are advised to read through to the
den unit to fire (and give away their position) even end at least once before they start playing.

ncing Russian troops.


A German sniper team delays the adva

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GAME COMPONENTS
After this long introduction I imagine that you’ll be
curious and will want to play your first game. Great! Tape measure: All measurements in the game
Let’s start with the basics and look at what you’ll are in centimetres. Movement, weapon ranges and
need to play. burst areas are all measured with a simple tape meas-
ure. Remember that you are allowed to measure
DiCE: The game system uses ten-sided dice to de- distances before performing any action and before
termine the result of many actions. For this reason making any declaration whatsoever. Later on we’ll
when you fire, attempt to pass a Test or want to check explain how these measurements should be made.
the damage inflicted on a man or vehicle, you’ll have Checking whether you’re within close range, within
to roll a dice. Compare the dice roll with the number the awareness distance of the enemy, whether your
you needed. Normally, if the roll is equal to or higher unit is in cohesion and much more will always require
than the number you needed, you’ll have been suc- a quick measurement and a tape measure is funda-
cessful. mental. Considering the size of the battlefield a tape
measure or a wooden builder’s ruler will suffice.
� If the unit’s Training is 3+ you have to roll at
least 3 (or more) to avoid your unit panicking; a Deck of Order Cards: Players use Order Cards
roll of 1 or 2 will be a failure. to move their troops on the table and to make them
fire. The decks are available in the Battlebooks, sepa-
In other cases the dice roll will decide the amount rately, or can be cut out from the end of this book,
of damage caused; the higher the number, the more and are distinguished on the back by army (Axis, Al-
the damage. lies) and for the type of card they are (Manoeuvre,
Fire).
� If you roll a 3 on the Heavy Weapons Dam-
age Table against a Medium tank, you’ll have 3
3
blown a track, but if you roll a 10, the tank will
blow up! A big difference.

Remember that the only dice used is a ten-sided dice


where the ‘0’ is considered a ’10’.
Sometimes you will apply modifiers to the result
and in this case you should add or subtract them to
obtain the final result. The ten-sided dice will also 3
3
be used to define the deviation of indirect fire that
misses the target; the new point of impact will be de-
cided by the direction that the dice is pointing in and
the number rolled. On their front each card shows the speed of ex-
ecution of that order (the Priority); the bigger the
number, the slower the action is.
These cards are divided into five types: FIRE, to shoot
at the enemy; MOVEMENT, to move your unit; AS-
SAULT, to both move and fire; AMBUSH, to shoot
while aiming carefully; SUPPRESSION FIRE, to fire at
hidden enemies. You will find a detailed explanation
of each type of order further on in these rules.

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TabLES: We have grouped all the tables togeth-
er in a separate section at the back of the book to
ease their consultation during play. Movement, fire,
awareness, the tables have everything you’ll need.
Their use is described in detail in the sections below.

A German patrol collects some ammunition.

ModelS: Plastic miniatures of men and vehicles


represent the army that you will move around the
table and lead into action. Every man must be based
on a 2cm diameter disc. The bases of the models
cannot overlap for any reason whatsoever during
the game. Consider this area as the space occupied
by one person, remembering that normally we don’t
move “stuck” together in a group. You should ensure
that each model is armed as indicated in the Army
Lists to ease identification. Vehicles don’t need bas-
es, and models should be identified by a colour de-
pending on their unit. This will help you identify your
units and ensure that they don’t get mixed up when
playing with large armies (Red unit, Blue unit etc. )

PLAYSHEET: For those players that want all important MARKERS: During play you will use various mark-
information to hand, we’ve produced a condensed 2-sid- ers to show the state of some units in special situ-
ed Playsheet. After playing a few games this sheet will ations. This game uses the bare minimum as far as
become indispensable. markers are concerned, but some are necessary to
remind you what the unit just did.

� A marker will be placed next to
each UNIT after it performs an action.
There are three types of marker:
STATIONARY, MOVED, FIRED.
To determine whether you are aware
of an enemy unit it is important to
know what sort of action they just per-
formed.
Spotting a man that is hidden, station-
ary, amongst some ruins is much more
difficult than spotting a man who is
advancing down a road, firing as he
goes.

These markers will be explained in full in the various


paragraphs that follow.

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© Torriani Massimo. All rights reserved. For personal use only.
24 cm
Burst Templates: In order to identify the area
involved by the explosion of high-explosive shells,
in this game we use four types of circular templates
with different diameters; 3, 5, 8 and 10cm. There is
another, triangular, template that you’ll use for flam-
ethrowers. Generally if the base of an infantry model
or part of a vehicle is even partially within the bor-
ders of the template then that model has been hit.

Firing and Armour Template: It’s not al-


ways easy to see whether a shot came from the front,
rear or side of a vehicle. To make your life a bit easier
we’ve included a template that has 45° corners and
that also shows 45° and 22.5° firing arcs. Don’t worry,
after looking at the examples it’ll be easy to use. Use
this when you have any doubts. 12 cm

Allied Area

No-Man’s Land

Axis Area

Wargames table: This is a wargame so you tables (at least 160cm x 120cm) for games using larg-
won’t be using a map or a chessboard, you’ll have er armies. The number of scenery elements that you
to prepare a battlefield. First of all decide how big should use will depend on the type of scenario that
the battlefield will be and what sort of terrain you you want to play. For a countryside setting, just a few
will depict. As for the size, decide where you will play. houses, some walls and a few woods will suffice, but
A table? The floor? Anything works for the first few you’ll need lots of buildings for urban combat.
games, but remember that the outcome of a battle Generally the battlefield should be balanced and
will depend on the size of the area you use. should not favour either of the two players; a good
These rules were written for a table that measures a system is to allow one player to set up the table and
minimum of 120cm x 120cm, but we suggest bigger then let the other player choose the side he’ll deploy

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© Torriani Massimo. All rights reserved. For personal use only.
his troops on. In order to create a balanced table, we to reproduce the battlefield as shown and place the
advise you divide it into 30/40cm squares, putting armies as suggested in the various scenarios.
one element of scenery, such as woods, a house, a After playing a little you’ll be able to create your own
hill or a field in each. scenarios but we don’t advise you to attempt this un-
Once these main elements have been placed, add til you’re familiar with the game - it’s hard to balance
other elements such as roads, walls and hedges to a battle as you have to take into account the infinite
make it even more realistic. variables that this system provides.
But no matter what the size, all battlefields will nor- An easy “short-cut” is to play both sides of the bat-
mally be sub-divided into three sections: your de- tle (Axis/Allies), remembering how many losses you
ployment area, your opponent’s deployment area, inflict on the enemy in each game. After both games
and some No-Mans Land in-between. it’ll be easy to see who was really the best player.
In standard games the minimum distance between This variant will also allow you to “test” both armies
two enemy units at the start of the game (the No- on the battlefield and evaluate their strengths and
man’s Land) must not be less than 50cm. weaknesses.
As we have already mentioned, some supplements Knowledge of the forces on the battlefield will soon
(called Battlebooks) are also available which are become the key to your strategic decisions and, later,
especially designed to introduce you to the game- will allow you to build a made-to-measure army, per-
mechanics; just follow the instructions in the manual fectly matched to your playing style.

A British Paratrooper column trium


phantly enters a French town.

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© Torriani Massimo. All rights reserved. For personal use only.
THE GAME SYSTEM

Hoc.
W on the French coast near Pointe du
American Rangers unload from a DUK

• ADVICE FOR BEGINNERS

Don’t expect to learn these rules immediately – they Any game-system is hard-put to cover every incred-
are easy and intuitive but have many subtleties and ible situation that a player can create… and an au-
variants. The best idea is to start by reading the In- thor cannot imagine them all. In these borderline
troduction to the game-system and the Infantry sec- cases remember that you’re playing a game. Don’t
tion. Play a few games, varying the army you use as argue or raise your voice. Look for a logical solution,
well as the scenario you play. The Battlebooks will be trying to work out what would happen in real life in
a great help since the scenarios they contain have a similar situation. If you still can’t agree then each
been written with increasing difficulty to help you roll a dice; the highest roll wins and decides.
along the learning curve. Try to use the Playsheet Write the example down.
and the Reference Tables at the end of the book to When the game is over and when competitiveness
play and solve the situations you come across. has given way to logic, check the rules and find the
Only refer to the specific paragraphs in the rules right answer. After more than six years of playtesting
as a last resort, and avoid browsing the rules while it’s hard to find something that hasn’t been though
playing, as the tables will contain all the information of. Remember to check the Optional Rules too; some
you’ll need. This is a three-dimensional game, so the “limit situations” can be found there. If you still can’t
possibilities are infinite, and it would be impossible find the answer, write to us on the web-site at:
to plan for everything. www.torrianimassimo.it.

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© Torriani Massimo. All rights reserved. For personal use only.
•ADVICE FOR EXPERIENCED PLAYERS • ADVICE FOR our SEASONED PLAYERS
If you’re an experienced gamer and this isn’t the first If you’re already an experienced player and have fol-
set of rules you’ve read, then there’s little advice we lowed the evolution of Operation Overlord and all of
can give apart from this: read the rules all the way its various supplements, this version differs from the
through at least once. preceding ones in a few key concepts.
Don’t assume anything. The mechanisms at the The mechanism is the same but has been re-written
heart of the game system are completely new. The to make it more immediate and accessible.
use of cards to give orders may throw you, consider- Some rules have been simplified to speed the game
ing that all other games systems currently available up, some terms have been changed to permit easier
let you do what you want with your units. But don’t mental association, and new rules have been added
stop at first impressions. Try it. If you want full control such as Off-table fire.
of your army use the optional rule called Alternative So read the manual anyway, you’ll find a lot of sur-
Card Management, so you’ll always have what you prises. This adaptation also had an impact on the val-
need in your hand, but at the same time you’ll still ue of some units so you’ll need to download the new
have the concept of Priority which is the real “heart” Army Lists from www.torrianimassimo.it pending
of the system. their publication.

A Jagdpanzer moves in to support the


German troops.

17
© Torriani Massimo. All rights reserved. For personal use only.
DEFINITION OF UNITS
AND MODELS
• General Comments
When reading these rules, and during the
description of the various phases of the
game, you will often find the terms infan-
try and vehicle as well as the terms model
and unit.
This classification allows us to identify a
group of soldiers and a tank; I don’t think
I need to say that their movement capaci-
ties and firepower differ wildly… every ac-
tion will refer to that specific category and
will not apply to the others. There are of
course some exceptions, which are high-
lighted and explained below. For example,
artillery and stationary motorbikes are
treated like infantry.
With the aim of making the rules easy to
learn, we decided to include all vehicles in a
single category. For game purposes, there-
fore, a tank, an armoured car, a half-track, a
truck, a car and a moving motorbike are all
treated together in the vehicles category.
Let’s look at the terms used here:

Model: This term identifies a single man, a single tank, Unit: This term identifies the basic formation that can
a single vehicle, a single gun, a single motorbike, perform an order. It can consist of a single model,
etc. such as a tank, or more than one model in the case
of infantry units.
When an order is given the entire unit performs

“No bastard ever won a war by dying for


that same order even if it comprises more than one
model.
his country. He won it by making the
other poor dumb bastard die for his ➲ If you give a Fire order to a Panzergrenadier
country.” unit, all models will fire at the same target. If
you give them a Movement order, they will all
General George S. Patton move together, maintaining cohesion, towards
their declared destination.

Models can be subdivided into the following categories:

18
© Torriani Massimo. All rights reserved. For personal use only.
Infantry: Men in general, unloaded vehicle crew, gun Truck: Vehicles that can carry infantry units, they can
crew, mortar crew, etc. have four, six or eight wheels and sometimes have
tracks.
Armoured Car: Vehicles with four, six or eight wheels.
These vehicles are classified as armoured vehicles.

Artillery: Guns in general from anti-tank guns to anti-


aircraft guns, from howitzers to rocket-launchers (for
awareness purposes artillery counts as infantry).

Tanks: Tracked vehicles. These vehicles are armoured


vehicles and are sub-divided into Light tanks, Medium
tanks and Heavy tanks.
Assault guns, motorised artillery, self-propelled guns
and others have been included in the categories above
to simplify the tables, while their specific nature has
been maintained with the use of the characteristics.

Motorbike: Vehicles with two or three wheels, includ-


ing special vehicles such as the German Kettenkrad
and the Sidecar.
Car: Four-wheeled vehicles that can carry up to four
men.

Characteristics
Models and units may have particular specifications
that influence various aspects of the game (movement,
fire, awareness, etc.). You will find a Characteristics sec-
tion in the unit’s description if your unit has any special
Half-track: Vehicles with two front-wheels and rear abilities or penalties. Check the Characteristics Table at
tracks. These vehicles are classified as armoured vehi- the end of this book to find out what they mean.
cles. Some can transport infantry units.
Training and Tests
The troop’s basic skills, their value, their tenacity and
their bravery are all summed up in one number: Train-
ing. All Tests (Morale, Assault, etc.) use this number.
Given that to pass a Test you need to roll equal to or
better than this number, this means that the lower it is,
the better the troops are.

19
© Torriani Massimo. All rights reserved. For personal use only.
THE GAME TURN
In order to rationalise the various actions that oc- ✪ Orders are now executed in Priority order.
cur during the battle it is sub-divided into a series ✪ A marker is placed next to the unit to show
of turns which are, in turn, sub-divided into a series the action performed (MOVED, FIRED, STATION-
of phases. Normally a battle will last 6 turns during ARY).
which the units follow the orders that are given to
them. All units that are not panicking MUST be as- The turn sequence is repeated until all units have
signed an order every turn. received and executed an order.

• TURN SEQUENCE 5) Turn Ends. When both players’ units have all per-
formed an action then the turn is over and a new
1) Order Card Re-Fill one can begin.

2) Recover Panicked units

3) Initiative – Definition of Player A and Player B

4) Order Sequence

✪ Player A chooses a unit, gives it an order and


declares their precise intentions.
✪ Player B can react by selecting a unit, giving it
an order and declaring their precise intentions,
or he can pass.
✪ Player A can counter-react by selecting a unit,
giving it an order and declaring their precise in- German troops advance into town.

tentions, or he can pass.


✪ The players alternate reactions and counter- • Order Card Re-fill
reactions until BOTH pass. On the first turn each player must draw 5 cards + 1
✪ Orders are now executed in Priority order. card for every friendly unit in the game.
✪ A marker is placed next to the unit to show the
action performed (MOVED, FIRED, STATIONARY). ➲ An army of 10 units will draw 15 cards
(5+10).
The sequence is repeated for the other player
These cards represent the different orders that can
✪ Player B chooses a unit, gives it an order and be given that turn. To simulate the varying efficien-
declares their precise intentions. cy of the chain of command in the different armies
✪ Player A can react by selecting a unit, giving it covered, the following variants apply:
an order and declaring their precise intentions,
or he can pass. German Army: Draws 7 cards (instead of 5) + 1 for
✪ Player B can counter-react by selecting a unit, each unit.
giving it an order and declaring their precise in- American Army: Draws 5 cards + 1 for each unit.
tentions, or he can pass. Every turn, after drawing his cards, the player can
✪ The players alternate reactions and counter- replace one card by discarding one from his hand
reactions until BOTH pass. and drawing a new card.

20
© Torriani Massimo. All rights reserved. For personal use only.
Russian Army: Draws 5 cards + 1 for each unit.
British Army: Draws 5 cards + 1 for each unit.
Once per game, after the Re-fill, you can replace up
to 3 cards, discarding the unwanted ones from your
hand and taking 3 new cards.

From the second turn onwards the players must


Re-fill their hand so they can give new orders to
their units. At the end of each turn the cards that
have been played or discarded are shuffled back
into the deck.
Un-played cards that are left in your hand are car-
ried forward to the next turn and count towards the
mission.
new hand. An American Recon unit plans the next
From the second turn onwards, at the start of each
new turn the player must have 5 cards for his basic • Recover Panicked Units
hand (7 for the Germans) + 1 card for each un-pan- When playing, and after taking losses, some units
icked unit he has left on the table. may panic and flee or throw themselves Pinned! to
After counting the number of un-panicked units left the ground, petrified. In game terms these units are
in your army and the number of cards left in your useless as they will refuse to follow any orders you
hand, draw the right number of cards. may give them.
Before you can use them again you’ll have to recover
the panicked units. In this phase all Panicked units
that are in the open must move as fast as possible
towards the closest cover without moving closer
to the enemy. When they reach this cover they
throw themselves to the ground and are Pinned!
Panicked units that are already Pinned! and in cov-
er can try to recover by taking a Morale Test. If they
pass the test then they are no longer in panic; stand
all the models up.
Whether the unit has recovered or not, and to help
you remember that the unit may not do anything
else this turn, place a Unit MOVED marker next to the
unit (whatever the distance they have covered) mak-
ing sure it’s the right colour (white for even turns,
black for odd turns). If they were already in cover the
➲ Mark has an American army and at the start turn before, place a Unit is STATIONARY marker next
of the second turn he still has four cards in his to them (white for even turns, black for odd turns).
hand and six units on the battlefield. During These markers help when defining awareness of the
the Order Card Re-fill phase he will draw 1 card unit (see the rules below).
to complete his basic hand (5-4=1) and 1 card If the unit is reduced to only one man after losses,
for each un-panicked unit he has on the table, and even if he’s not Panicked, he must perform a
or 7 cards in total (1+6=7). Morale Test every turn. If the model passes the test
then he can carry on fighting, but if he fails then re-
move the model from play.

21
© Torriani Massimo. All rights reserved. For personal use only.
The German invasion is often
likened to Napoleon’s invasion
of Russia. But the comparison
doesn’t hold... we are faced
by more than 3 million soldiers,
all armed with the tools of
modern war.
Stalin

• Order Sequence
The Order Sequence requires that all units perform
one order per turn. The player that won the initia-
tive becomes Player A. He chooses one of his units
and gives it an order. He shows the card to the op-
ponent, declaring his intentions and the Priority.
Player B can react, giving an order to one of his units
as long as it has a lower Priority and declaring his in-
tentions and the Priority; alternatively he can pass,
letting Player A decide what to do. Player A can now
give another order to a different unit, as long as the
order has a lower Priority than the last card played
and declaring his intentions and the Priority; he can
also pass. This alternation between Players A and
B continues as long as cards with a lower Priority
are played. When a player plays an order card with
• Initiative Priority of 1, or when both players pass, proceed to
In order to win the initiative both players choose a the order execution phase, starting with the lowest
card from their hand and place it face-down on the numbered Priority card (the fastest order) up to the
table. They turn the cards over at the same time and highest Priority number (the slowest order).
compare the Priority numbers (the number at the
top).
Whoever has played the lowest Priority number has
won the initiative; the Order type is irrelevant here.
The cards used to bid for initiative are discarded and
cannot be used to give orders this turn. If the Priority
numbers are the same then it is a draw, and both
players must play another card.
In the event of yet another draw, both play another
card and so on. If it is still a draw after the fifth card
then both players draw a card from the deck and
compare numbers until a winner is found.
The player that wins the initiative must play the first
Order Card in that turn.

22
© Torriani Massimo. All rights reserved. For personal use only.
Mark plays a Priority 3 Fire order on his Panther.

or counter-react as above. Players A and B alter-


nate giving orders to units on the battlefield until
all units have performed an order; a new turn then
starts, starting with the Order card Re-fill phase.
Remember: Once you have assigned an Order card
and declared the intentions of a unit you cannot
change your mind for any reason whatsoever. Each
unit can only receive one Order each turn.

• The Turn Ends


The turn is over when all the units on the table
Chris anticipates him with a Priority 2 Ambush Order. have received and performed one order. To ensure
that all units have performed an action make sure
➲ Mark won the initiative and declares that that each has been given the right coloured Action
he gives a Fire Order with Priority 3 to his Pan- marker (white for even turns, black for odd turns). If
ther to fire at the Sherman. Chris decides to an- the number of turns allowed for the game has been
ticipate the move and plays an Ambush order reached then the game is over, otherwise it’s time
with Priority 2 on the Sherman that will shoot for a new turn.
first. Mark passes, and Chris plays an Ambush 1
on his Firefly. They proceed to the order execu-
tion phase.

Once the units have executed their orders they will


be given a Action performed marker to show that
they have performed an action this turn (MOVED,
FIRED, STATIONARY).

Once this phase has been completed, it’s Player B’s


turn (it doesn’t matter if he reacted or counter-react-
ed) to choose a unit and give it an order, declaring
their intents. Obviously it will be possible to react Mark passes, and Chris makes the most of his chance and plays an
Ambush1 on his Firefly.

23
© Torriani Massimo. All rights reserved. For personal use only.
ORDERS

Russian tanks advance victoriously


through Berlin.

• Relationship between number of • General Description


Units and Order cards. Order Cards are the heart of this game system. We chose
The fact that you draw a number of Order Cards that to leave this paragraph in the introductory section as it’s
is proportional to the number of Units you have on the same for infantry and vehicles. When reading it you’ll
the battlefield is very important. If you have fewer find some unfamiliar terms which will be explained fur-
units than your enemy, he may be able to delay im- ther on. In general it suffices to know that the line of sight
portant actions, waiting for all your units to move is a straight line between the firing model and the target
and thus avoid an immediate reaction. This mecha- model and that awareness represents that fact that your
nism simulates the confusion that begins when you unit has spotted the enemy unit. When talking about
start taking losses, and the advantage that you gain movement just remember that the difference between
when you outnumber the enemy. When you start to Slow and Fast movement is found on the Movement Ta-
lose units you lose cards and this reduces both your ble by cross-referencing the type of model with the type
strategic and your tactical choices. of movement (Slow, Fast). The Assault will be explained
The drama of the losses taken translates into less later on.
command capacity.
In the historical scenarios contained in the Battle- ➲ Mark gives a Movement Order, with Priority 6, to
books you’ll find the number of units is balanced; his Panther. This is a Medium tank, and checking on
for scenarios based on Army points you’ll decide the the Movement Table we find that it can move up to
maximum number of units that you can deploy on 18cm with Slow movement and up to 35cm with a
the battlefield. Fast movement.

24
© Torriani Massimo. All rights reserved. For personal use only.
➲ Chris gives an Assault order, with Priority 3,
to his Sherman and declares that it will move
from Point A to Point B with Slow movement.
Once it reaches Point B it will fire at a unit of
Grenadiers in the house with the turret gun
and the hull machine gun.

Fire: Declare the target unit and any eventual ex-


posed models. If you intend to interrupt an enemy
unit whilst it is moving then you must indicate the
exact point at which you will open fire.
A Panther waits in ambush
➲ Massimo gives a Fire Order, with Priority 3,
When you give an order to a unit you must declare to his M8 and says it will fire at the Panther.
your intentions to the other player, i.e. explain precisely
what actions you intend to perform. This declaration Ambush: Declare any exposed models and, if you
will allow your opponent to react, playing a card with use the card to fire, the target unit. If you intend to
a lower priority. interrupt an enemy unit whilst it is moving you must
Your opponent, too, will have to declare their intentions indicate the exact point at which you will open fire.
to allow a counter-reaction which, in turn, may provoke If you use the card to remain stationary without firing
a further counter-reaction. This sequence is only inter- then you must only declare the unit that will receive
rupted when one of the players plays a Priority1 card (a the order.
card with a Priority of 1) or when both players pass.
➲ Mark gives an Ambush order, with Priority 2,
• Declaration of Intents to his Panther and says it’ll fire at the American
Depending on the order given, the declaration may M8 armoured car.
include different elements;
Suppression Fire: You must declare the target and
Movement: You must declare the direction, type of any exposed models.
movement (slow or fast), the unit’s destination and
any exposed models in an armoured vehicle. ➲ Massimo gives a Suppression Fire order,
with Priority 1, to his Panther and says it’ll fire
➲ Mark gives a Movement Order, with Prior- at a unit of Russian Assault troops hidden in the
ity 6, to his Jagdpanther and says he’ll move it ruins of which he is not aware but is in Line of
from Point A to Point B, with Slow movement. Sight.

Assault: You must declare the direction, type of


movement (slow or fast), the destination and any
exposed models in an armoured vehicle. You must
also identify the target of your fire as well as any
close combat. Fast movement cannot exceed the
distance shown in the Assault column of the Move-
ment Table because normally during the Second
World War weapons were used when stationary;
you can assault while moving slowly.

its position.
A Jagdpanzer IV Ausf.F moves from

25
© Torriani Massimo. All rights reserved. For personal use only.
• ORDER EXECUTION ✪ Assault: Units that have received this order will
You must now proceed to the Order Execution
move, Slow or Fast, up to the destination that was
phase which must follow the increasing numerical
priority order and which must respect the intentions declared and that must be within the maximum dis-
declared beforehand. tance allowed for that unit during an assault. If you
have declared that you will fire at an enemy unit
✪ Movement: Units that have received this order then you can fire before or after moving as long as
will move, Slow or Fast, to the destination that was the target unit is in line of sight and you are aware of
them when you fire. Apply a penalty of -1 to hit. If the
target has moved thanks to a lower priority card, you
can ignore your original destination and try to follow
the target by moving towards the enemy unit up to
the maximum distance allowed during an assault
along the shortest route. For awareness purposes
you should consider this order as a combination
of a Movement Order and a Fire Order. If you fire
after moving then the unit is considered to be mov-
ing until it fires. Remember that in any case the unit
will fire even without a valid target; you can post-
pone fire but you cannot avoid firing completely.
Imagine that a soldier has fired a shot accidentally, or
“A member of the that your men, who haven’t got your view of the bat-
crew needs to pop his declared and that must be tlefield, have fired at a point on the battlefield where
head out to move at within the maximum distance they think the enemy is to be found. You are allowed
high speed. Those lo- allowed for that unit (Infantry, to assault with Slow movement; just imagine a Com-
opholes are so damned Medium Tank, etc.). Vehicles mando unit creeping up behind an enemy unit to
small!”.
with this order are always con- take them by surprise. If the order is played to react
Tank Commander
William Barth.
sidered to be in movement for or counter-react YOU MAY NOT delay your fire to ob-
awareness purposes, even if tain better conditions by interrupting enemy move-
they don’t actually move. The ment. Afterwards give the unit a FIRED marker.
engine noise has given their position away.
After moving, place a MOVED marker next to the ✪ Fire: A unit that receives this order can fire at a tar-
unit. Infantry units that move slowly are given a get of which they are both aware and in line of sight.
STATIONARY marker. If played to react or counter-react you can delay fire
and interrupt enemy movement after waiting for
the best conditions. Declare the point at which you
will fire. You are allowed to react or counter-react by
firing at a unit of which you were not aware or which
was not in line of sight originally as long as both con-
ditions are satisfied when you fire. For awareness
purposes the unit has fired even if it does not actu-
ally fire at a unit. Imagine that a soldier has fired a
shot accidentally or that your men, who haven’t got
your view of the battlefield, have fired at a point on
the battlefield where they think the enemy is to be
found. Afterwards give the unit a FIRED marker.
Two Russian tanks surprise a half-track that is loading ammunition.

26
© Torriani Massimo. All rights reserved. For personal use only.
✪ Suppression Fire: A unit that receives this order
can fire at a unit that is in line of sight even if they are
not aware of them; for this reason you have a -1 to hit
(the penalty for not being aware) and a -3 penalty on
the Damage Table for any successful hits.
For awareness purposes the unit has fired even if it
does not actually fire at the enemy. Imagine that a
man has fired a shot accidentally or that your men,
who haven’t got your view of the battlefield, have
The Sherman outflanks a German position to fire at close range. fired at a point on the battlefield where they think
the enemy is to be found. If the order is played to
✪ Ambush: A unit that receives this order can fire react or counter-react you may NOT delay your fire
or remain stationary. A unit that intends to fire with to obtain better conditions by interrupting enemy
this order may fire at a target of which it is aware movement. If you fire at a unit of which you are aware
and which is in line of sight. If the target is within the and in line of sight you will not apply the penalties
close range of the weapon used then you have a +1 outlined above; treat the card as a Fire card without
to hit. If this card is used to react or counter-react you the possibility of interrupting the enemy. Afterwards
may delay fire and interrupt the enemy’s movement give the unit a FIRED marker.
to obtain the best conditions possible. Declare the
point at which you will fire. IMPORTANT!
You are allowed to react or counter-react by firing at Once the order has been performed, place an Action
a unit of which you were not aware or which was not completed marker that is the colour of the current
in line of sight as long as both conditions are satisfied turn next to the unit that has performed an action:
when you fire. it must be white for even turns, black for odd turns.
For awareness purposes, units that receive this order This way it will always be possible to identify the
are only considered to have fired if they actually fire units that still have to receive an order that turn.
at an enemy unit. Give the unit a FIRED marker if it Remember that awareness will depend on the last
has fired, or a STATIONARY marker if it has not (in- action performed.
cluding vehicles).

ican troops that have just landed.


and can direct mortar fire on the Amer
The Germans are in a raised position

27
© Torriani Massimo. All rights reserved. For personal use only.
Instead of the markers you may want
to use items of scenery mounted on a
square or rectangular base to set the
apart from the infantry on the battlefield.
For STATIONARY units we would sug-
gest using a road sign or a flag, for those
that have MOVED you could use petrol
cans and for those that have FIRED you
could use an open ammo box. Obviously
the bases must still be differentiated by
colour, i.e. black and white, to show which
turn it is.

To anticipate or to interrupt?
In order to avoid any confusion we want to
explain the difference between these two
terms in depth. You can anticipate with any
order, but you can only interrupt with Fire
and Ambush orders.
In game terms, the player that anticipates
wants to play their action before the op-
ponent, while he who interrupts allows the
opponent to perform part of his move be-
fore intervening.

➲ Mark won the initiative and plays


an Assault 3 Order card.
to clear it of German infantry.
British Paratroopers assault the house

In the declaration of intents he states that


his squad will jump over the wall that they
were hiding behind and assault a Grenadier unit Massimo is lucky and has two cards with a
inside the house. lower priority. He looks at his choices:
• He could play an Assault 2, anticipating Mark’s
assault, or
• He could play an Ambush 2, interrupting the
move.
If he anticipates the move, Mark’s unit will benefit
from the cover of the wall. Logic suggests that he
should let them come over the wall before open-
ing fire. Since they’ll almost certainly be at close
range when he fires, it will be easy to hit the en-
emy troops and, once over the wall and without
cover, it’ll be easier to kill them too.

ising the American armoured car.


A Panther moves out of the wood, surpr

28
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
MOVEMENT

German Paratroopers assemble after a drop.

• CLASSIFICATION: FAST OR SLOW ➲ Imagine a unit that advances crouched to the


Units move across the battlefield when given Move- ground before firing; in game terms, the crouched unit
ment or Assault Orders. In both cases consult the will move slowly and until it fires it’ll be considered
Movement Table to find the maximum distance al- STATIONARY. Now imagine a unit that runs to assault
lowed for that type of unit. The distance is measured a house; in game terms they’ll be moving Fast and until
from the front edge of the base to the destination, they fire they’ll be considered to be MOVING. In both
always using the front and not the back. This is nec- cases they fire after movement at which point the unit
essary to avoid differences arising from different will become a unit that has FIRED.
base sizes; 10cm is always 10cm not 12cm!
There are two possible speeds: Fast or Slow. The The only limitation given to the Assault order is the
movement type is an attempt to recreate the situa- distance for fast movement which is reduced from
tion on the battlefield: if a unit is moving slowly we 20cm to 15cm. Note that in any case 15cm is more
assume that they are being careful, trying to make as than the 10cm that would classify the movement as
little noise as possible and ready to use all the cover slow.
available; a unit that is moving fast is trying to cover This reduction in the distance allowed can be con-
the maximum distance in the least amount of time sidered as a representation of the time lost to shoot;
possible, ignoring their surroundings. As explained the soldier stops, aims and fires. With slow movement
in the Order section above, an Assault is a combina- he has all the time in the world to aim while mov-
tion of a Movement and a Fire order. When giving an ing cautiously ahead. The importance of the Assault
Assault order you can still choose the type of move- order and the limitation to movement will become
ment performed (Slow, Fast). even clearer in the Vehicle section.

29
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
MOVEMENT TABLE
Unit SLOW MOVEMENT FAST MOVEMENT ASSAULT
Artillery 5 cm 10 cm -

Infantry 10 cm 20 cm 15 cm

• TERRAIN TABLE
Running along a road, inside a wood or within a
building is not the same thing. Obstacles or broken
ground will slow movement. For this reason the Ter-
rain Table shows a series of penalties (in centimetres)
that are subtracted from movement.

➲ In game terms, an infantry model can move


slowly up to 10cm in open ground but will be
forced to reduce movement to 5cm when mov-
ing through a wood or a building. Imagine that
he’s moving doubled-up and looking in all di-
rections to avoid making the slightest sound.

Sometimes you can move faster.

➲ In game terms, an infantry model can move


fast up to 20cm in open ground but can move
The Paratrooper squad advances in cohesion.
up to 25cm if the entire movement is along a
road.
• COHESION
Models in the same unit must stay in cohesion
amongst themselves during play. Cohesion means
that the maximum distance between two models
in the unit must be 10cm. You can create a sort of
chain or a compact group but you must always re-
spect the limit of 10cm from a base to another base
in the unit.
If this distance becomes greater after losses then the
unit must regroup and re-establish cohesion as soon
as they receive a Movement or Assault order. Units
that are not in cohesion will suffer a penalty in their
Morale Test.
As we have already specified, declarations must al-
ways indicate the unit’s destination; if the unit com-
prises more than one model then move the men one
by one ensuring that the unit is in cohesion and that Movement is measured starting from the front of the model and ending
at the front.
at least one model is standing at the declared desti-
nation at the end of the turn.

30
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
Art. xxxx Xxxxxxxxxxxx; Art. xxxx Xxxxxxxxxxxxxxx

Movement in buildings means a 5cm penalty.

Some types of terrain may prevent transit by some • BUILDINGS


models but it is very unlikely that infantry will en- In game terms, houses oblige us to be a bit more
counter these problems, normally it’s only vehicles abstract, as it would be very difficult to build mod-
that have these limitations. els with internal walls, furniture, etc. Normally just
The Terrain Table at the back of the book shows the apply a penalty of -5cm to move inside a building,
limits and bonuses (or penalties) that should be ap- allowing access to buildings only through a door,
plied. window or gap.
Movement between floors is resolved by subtract-
Key: ing the vertical distance from the distance covered,
✪ -5/-10: The model must sacrifice 5cm/10cm without considering the presence of stairs or ladders
to even partially move in or through this sort that are often not included in the models available.
of terrain. In the Optional Rules there’s a chapter on buildings
In the case of hedges or walls, a model next that allows more realism; decide whether you want
to the obstacle can move over them by sac- to use those rules or not.
rificing 5cm for low hedges and walls, and
10cm for high ones; the model is placed on ➲ Mark wants to move his sniper slowly to the
the other side of the obstacle after spending second floor to get a better view of the battle-
the extra cm required. field. He measures the vertical distance up to
✪ +5: The model can move 5cm more than the second floor; 5cm. Considering that he’ll
normally allowed as long as the entire move- lose 5cm when moving inside a building, and
ment is performed on this type of terrain. that slow movement is 10cm, he can just place
✪ Slow: Only slow movement is allowed on his model on the second floor above the origi-
this type of terrain. nal position; no horizontal movement will be
✪ Impassable: The model cannot move over allowed this turn.
this type of terrain.

31
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
FIRE!
Valid targets
In order to fire at an enemy unit, you must give a
Fire, Ambush, Suppression Fire or Assault Order… but
that isn’t enough.
You must also fulfil another two requirements: you
must have line of sight and be aware of the target.
Without one of these two elements you cannot fire.
There are three exceptions to this rule; Indirect fire,
Suppression Fire and a Successful communication
from an HQ for direct fire. When you have line of
sight and awareness then the enemy unit is defined
a valid target. Artillery (guns, howitzers etc.) must
aim at the target, which means they must line up
their barrel in the direction of the enemy model. If
they can’t aim at the enemy unit then they can’t fire.
Infantry units can only fire at one valid target even if
all of its models cannot fire.
Normally you cannot split your fire between more
than one target but if the firing unit has a heavy
weapon (rocket-launcher, etc) then you can select
two different targets: one for the small arms and an-
other for the heavy weapons. In this case the target
for the heavy weapons must be a vehicle.

German Paratroopers ambush an American convoy.

Line of sight between infantry models


The position of the firing model does not alter the
chance of hitting an enemy model since we con-
sider that an infantry model can see (and fire) at
360°. The firing arc is only limited by the use of some
weapons. Consider the line of sight as a straight line
that connects the firing model to the target model.
If your model can see all of the target then the line
of sight is considered free; if the target can be seen
partially then it is in cover. Models from the same
unit do not block line of sight. When firing, the line of
sight becomes the firing line.

The American troops can’t see all of the German troops.

32
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INFANTRY
In order to check the line of sight it can sometimes consider that woods, buildings, ruins and cultivated
be enough to get down to the level of the firing field provide cover to any model within their bound-
model and “look” if you can see the whole enemy ary. These elements are called areas of cover.
model (including the base); a ruler can be useful, or Walls, hedges and linear obstacles, on the other
even a laser pointer. hand, are defined as elements of cover. A model be-
Remember in any case that you’ll need to apply yond an element of cover is only in cover if this is on
some specific rules for scenery elements such as the line of sight.
woods, buildings, hedges etc. You’ll find some more There are three types of cover: light, medium and
detailed rules below to cover these items. heavy. If they are hit, models will take different de-
grees of damage according to the type of cover they
COVER are in; it’s not hard to imagine that a stone wall will
This is a simulation and even the most realistic scen- have more chance of deflecting a shot than a hedge;
ery does not correspond to the real world, and even this is explained below.
the pose of a miniature may strongly influence the
line of sight; to speed the game up and to avoid
representing every brick or tree on the battlefield
or to require all soldiers to have the same pose, we

Men hide behind a DUKW. A vehicle can provide cover too.

“That town was a nightmare. There were


snipers everywhere. We fell like flies.
We were veterans but we felt power-
less against those bastards. In the end
the High Command decided to send us a
support tank and the Huns’ fate was
sealed.”
Sgt. Robert Forlan, 1st Division.

33
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INFANTRY
SCENERY ✪ Woods: These elements
Even the most detailed wargames table cannot re- limit the line of sight with-
produce every wall, piece of furniture or tree on the in their perimeter and are
table; for this reason, strange situations can arise defined as areas of cover.
where concepts like line of sight are too dependent Line of sight extends up to
on the model’s position. This is why we have intro- a maximum of 5cm with-
duced some general rules. in them. Models beyond
this distance cannot be
✪ Low walls and hedges: Models at ground level considered valid targets
can extend their line of sight up to a maximum of 5cm as they are not in line of
beyond low walls and hedges. Models ignore low sight. Single trees or por-
walls and hedges if they are within 5cm of them. tions of woods that are
smaller than 5cm wide are
considered small woods;
line of sight does not go further than the normal
5cm. Models inside a wood and within 5cm of the
edge can extend their line of sight towards models
outside without limitations. The line of sight between
two models inside a wood is limited to 5cm.

✪ Cultivated field: These elements limit the line of


sight within their perimeter and are defined as areas
of cover.
✪ High walls and hedges: Models at ground level Line of sight extends up to a maximum of 5cm within
may not extend their line of sight beyond high walls them. Models beyond this distance cannot be con-
and hedges (over 2.5cm). Infantry models within sidered valid targets as they are not in line of sight.
5cm of high walls can throw grenades over them if Models in a cultivated field and within 5cm of the
they are aware of enemy models within 5cm of the edge can extend their line of sight towards models
wall. Infantry models within 5cm of high hedges can outside without limitations. The line of sight be-
fire and throw grenades beyond the hedge if they are tween two models inside a cultivated field is limited
aware of enemy models within 5cm of the hedge. to 5cm.
Walls and hedges (both low and high) are elements
of cover.

34
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INFANTRY
✪ Firing levels: Models on the upper floors of a
house or on a hill should use the real line of sight
when considering intervening areas, or elements, of
cover. If the players disagree, roll a dice to decide.

AWARENESS
A sniper in a bell-tower or a camouflaged gun in
some bushes are certainly more difficult to spot
than a tank that is moving and firing… and in the
confusion of battle it is almost impossible to know
✪ Buildings and ruins: These elements limit the the enemy’s real position if they remain stationary…
line of sight within their perimeter and are defined but if they fire or run towards you, they are much
as areas of cover. The line of sight extends up to a easier to see. In game terms, and to ensure that the
maximum of 5cm from a window, gap or door model that wants to fire is aware of the presence of
that is in between the firing unit and the target. the target model, you must take two factors into
Models beyond this distance cannot be consid- account: what the enemy model did last time they
ered valid targets as they are not in line of sight. received an order and if they are in cover.
You can only throw a grenade through a door, The first condition depends on the last order PER-
window or gap. Mod- FORMED, and the second depends on its position
els inside a building or on the battlefield compared to the firing unit.
ruin and within 5cm To decide whether you are aware of an enemy mod-
of the outside edge el you must measure the distance between your
can extend their line model and the target.
of sight towards mod- Looking at the Awareness Table you will find the
els outside without minimum distance, in cm, at which you can spot a
limitations as long model depending on the type, the conditions and
as there is a window, the cover.
gap or door between If the distance between the two models is less than
them. The line of sight or equal to the distance shown then you are aware
between two models of them. If a unit contains more than one model, it
inside a building or is enough that one model is aware to extend that
ruin is limited to 5cm. awareness to the rest of the unit.

AWARENESS TABLE
PREVIOUS MAXIMUM DAY- MAXIMUM NIGHT-
TYPE OF TARGET COVER
ACTION LIGHT DISTANCE TIME DISTANCE

STATIONARY 30 cm 10 cm
In cover MOVED 60 cm 30 cm
Infantry
(Infantry, Artillery, FIRED 120 cm 90 cm
stationary Motorbike) STATIONARY 60 cm 40 cm
In the open MOVED 100 cm 60 cm
FIRED 150 cm 120 cm

35
© Torriani Massimo. All rights reserved. For personal use only.
THE WEAPONS TABLE
INFANTRY

We are facing an enemy


that is both skilled and
brave and that is, may I
say, a great General.
Winston Churchill, talking about
Generalfeldmarschall Rommel.

• GENERAL DESCRIPTION comes back down again.


With the latter you can fire upon units that are not
The Weapons Tables are sub-divided by nationality in line of sight as long as you receive a communica-
and provide statistics for all types of weapons. Each tion that tells you where to fire (explained later on).
weapons table is also sub-divided into sections for In general terms when you cross-reference the type
Small Arms and Heavy Weapons. This sub-division of weapon with the type of target you will see a
indicates which section of the Damage Table you number. That is the number you must roll (or more)
should use when consulting the damage after a suc- to hit the target.
cessful hit.
The tables also specify if you are firing with direct or ➲ On the American Weapons Table, cross-
indirect fire. This classification defines the difference referencing a Garand rifle with an Infantry
between a shot that travels in a straight line and one target, we find a 7. This means that to hit you’ll
that has an arched trajectory. have to roll 7, 8, 9 or 10 on the dice.
A direct shot has a trajectory that follows a straight
line to the target. An indirect shot means the trajec- Some modifiers may apply to the dice roll; this will be
tory traces an arc that goes up into the air and then explained below.

AMERICAN WEAPONS TABLE


Small Arms Ammunition and Close Normal Extreme Rate Infantry
method range range range

Garand M1 semi-
Direct fire 30 cm 60 cm 120 cm 2 7
automatic rifle

36
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INFANTRY
The table also shows the range, in centimetres (cm) There are some modifiers that apply to the dice roll
and shows three numbers: close – normal – extreme. here too. Specific rules that apply to certain weapons
The distance between the firing model and the tar- are mentioned on the bottom of the table itself.
get makes the difference between an easy shot and
a hard one. ➲ M3A1 Grease Gun sub-machine gun: apply
a penalty of -1 on the Damage Table.
➲ If the distance is equal to or less than the
close range and you are using an Ambush Or- Sometimes instead of a number there will be an “A”
der then you get a +1 to hit. If the target is be- with a number in brackets, or maybe an “F”. The “A”
yond normal range but within extreme range means that it uses an explosive shell (the “A” stands
then you can fire but you have a penalty of -2 for Burst Area), and the “F” means that it’s a Flam-
to hit. ethrower. Both are Burst Weapons. An explosive shell
has a rate of fire of 1 and, if you hit the target, place a
You cannot fire at an enemy that is farther than the template (how big depends on the number follow-
extreme range (the third number). ing the “A” on the model that has been hit. All mod-
els touched by, or within, the template are hit and
➲ A Garand rifle cannot fire at an enemy more will suffer damage. Flamethrowers will be explained
than 120cm away. further on in this book, in more detail.

Grenades do not have a close range as they can’t


be thrown less than 4cm. Only a fool would throw
a grenade to the ground where he’s standing!
Shaped-charge weapons only show normal range,
as they do not apply the bonus for close range nor
the penalty for extreme range.

The rate indicates the number of dice that you roll


to hit.

➲ The rate of fire of a Garand rifle is 2, so it’ll


roll two dice to hit.

As you will have noticed, the Garand rifle mentioned


in our examples is in the Small Arms section. When
you get a hit you’ll check for damage by rolling
1d10 and finding the result in the
correct section of the Damage
table.

➲ If you hit, the Garand rifle


t
M1 uses the Small Arms section un” go
“G rease G s h ape
of the Damage Table to deter- The ro m its
f
its na
me r to a
mine the damage caused. Roll as simila
which
w f the
1d10 to find out what has hap-
tio n tool o
a
lubric
name.
pened.
sam e

37
© Torriani Massimo. All rights reserved. For personal use only.
THE FIRING SEQUENCE
INFANTRY

• GENERAL RULES Range: Here you must verify which, and how many,
weapons are within range, referring to the Weapons
Once you have ascertained that the firing unit is in
Table. For infantry models the range is measured
line of sight and is aware of the enemy model follow
from base to base. If the distance between the fir-
these steps:
ing model and the target is less than or equal to the
stated close range and you are using an Ambush Or-
✪ Positioning der, then you get a +1 to your roll to hit.
✪ Range
✪ Rate of Fire
✪ Fire ➲ A model armed with a Thompson gets the
✪ Damage bonus if the enemy model is at 7cm or less.

Positioning: Infantry models normally have a firing If the distance between the firing model and the tar-
arc of 360°. During this step the men can be turned get is greater than close range but less than or equal
on the spot so that they are pointing at the enemy to the normal range there are no modifiers.
model or unit. Models that do not have valid targets If the distance between the firing model and the tar-
may not fire. Artillery (guns, howitzers, etc) can turn get is more than normal range but within extreme
a total of 45° (22.5° right and left) to aim at the tar- range then apply a penalty of –2 to hit.
get. The gunner behind the barrel must have a clear
line of sight from behind the gun. Mortar units have
a 180° firing arc and can fire if at least one member of ➲ A model armed with a Thompson M1 sub-
the unit has a clear line of sight to and is aware of the machine gun can fire up to 28cm (extreme
target, as long as he is in cohesion. range) but if the target is beyond 14cm he’ll
have a -2 penalty to hit.

Rate of Fire: Now you must check how many shots


are fired at the target by checking the Weapons Ta-
ble. Cross-reference the weapon and the “Rate” to
find the number of dice you’ll roll.

➲ An American Thompson M1 sub-machine


gun has a “rate” of 3 and so it rolls 3 ten-sided
dice… we say it rolls 3d10. To speed the game
up we suggest you roll all the dice for each sort
of weapon at once.

Fire: Once you have determined the number of dice


that must be rolled you must check what value you
need to roll. Cross-reference the weapon used with
the type of target to find the minimum roll needed.
Remember to apply all the modifiers to the Roll to Hit
that apply to each single model (these can be found
at the end of the book); models in the same unit may
have different modifiers.

A member of the squad directs the mortar fire.

38
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
The Thompson sub-
machine gun was
popular since it was
robust and had a good
range.

The hits are applied by the player that owns the “tar-
get unit”, starting with the worst results first and with
one “effect” per model.
Only models in line of sight can be hit. If the number
of hits is more than the number of models that can
be hit then the excess hits are lost.

➲ The American player has rolled 5 hits on a


German unit of 3 men. He rolls for Damage and
gets 3 KIA and 2 Pinned! The German player re-
moves the three models; the other results are
lost.

If a unit that includes several models that are already


British Paratroope Pinned! is fired upon again, damage must first be as-
rs “Red Devils” mo
ve out from their cov
er. signed to standing models and only afterwards to
the Pinned! ones.
➲ If two models are within This may mean that you have to remove some
5cm of the target, while the others in the unit support weapons such as machine guns, mortars,
are farther away, only those two will get the +3 rocket-launchers etc; just assume that the weapon
bonus. is jammed, has run out of ammunition or has even
been damaged by a shot.
All rolls that are equal to or greater than the number
required are considered to be “hits”. ➲ If a unit of 12 Germans has 9 Pinned! men
and 3 standing, and is hit and must remove 4
➲ If an American solider armed with a Thomp- KIA, the first 3 to die will be the standing mod-
son M1 sub-machine gun fires at a German els. The fourth dead man will be chosen by the
trooper he must roll a 7 or more to hit him. German player.

If the table indicates “NE” (No Effect) rather than a ➲ If a unit of 12 Germans with 6 Pinned! and 6
number then you cannot damage this target with standing is hit and takes 4 KIA and 4 Pinned!, he
this type of weapon. must choose the 4 KIA from the standing mod-
els and Pin the other 2 (the 2 excess Pinned! re-
Damage: Roll 1d10 on the Damage Table for every sults are lost).
hit in the correct section (Small Arms/Heavy Weap-
ons). Here there are different modifiers that must be If the firing unit also uses weapons with a Burst Area,
applied (again, they can be found at the end of this resolve the Burst weapon damage first, then the
book). Small Arms Fire.

39
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY

ROLLING TO HIT
The Britis
h Bren w
portable bu as
t had a lo
rate of fire w
due to its
30-shot m
agazine.

When a model fires at a target you should roll a ✪ -2 if the target is beyond the weapon’s normal
number of dice that is equal to the weapon’s rate of range but within extreme range. Shaped charges
fire. Each dice roll may be subject to modifiers, be and flamethrowers do not apply this modifier.
they positive or negative. After rolling the dice, add
or subtract the modifiers to the roll; if more than ✪ +1 if the firing model has been given an Am-
one modifier applies, apply them all to get the final bush Order and the target has at least one model
result. within the close range of the weapon. Shaped
charges and flamethrowers do not apply this
➲ An infantryman receives an Assault Order modifier.
and moves to within 5cm of the enemy before
firing. The modifiers to the roll to hit are: -1 for ✪ -3 if the target is in a bunker and you are using
the Assault Order and +3 because he is 5cm direct fire or indirect fire. Does not apply to flam-
from the enemy, for a total of +2 to the roll. ethrowers nor models next to the loophole.

✪ -2 if the target is in a sandbagged position or


• GENERIC MODIFIERS a trench and you are using direct or indirect fire.
Does not apply to flamethrowers nor models
✪ -1 if the firing unit is not in line of sight and/or next to positions or trenches.
aware of the target when the order is given.
✪ -2 when using direct fire and the target is
✪ -1 if the firing unit has been given an Assault transported troops or exposed crew. Does not
Order. apply to flamethrowers or models next to vehi-
cles.
✪ +3 if a small arm fires at an infantry unit with at
least one model within 5cm. Flamethrowers do not ✪ -1 if the firing unit has the poor training char-
apply this modifier. acteristic and is performing direct fire.

40
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INFANTRY
THE DAMAGE TABLE
After rolling for, and obtaining, a hit you’ll have to roll • DAMAGE ROLL MODIFIERS
another 1d10. When cross-referencing this die-roll Just like the roll to hit, rolls for Damage may be sub-
with the type of target, the table shows the damage ject to modifiers; if there is more than one then apply
to be applied for a successful hit. Given that this sec- them all to get the final result.
tion of the rules only looks at infantry units, let’s look
at the results you can obtain when firing at them. If GENERIC MODIFIERS
the target unit contains more than one model then ✪ -3 if the firing unit was given a Suppression
the player that takes the damage can choose how Fire Order and is not aware of the target.
to apply it, starting with the highest values first, and ✪ -1 if the target is infantry that is STATIONARY.
with one “damage effect” per model. If the amount of ✪ +1 if the firing model is using a burst weapon
damage exceeds the number of models that can be in a wood against infantry.
hit, the “excess” hits are lost.
MACHINE GUNS
✪ KIA: One model is “Killed In Action” – remove ✪ +1 if the firing model is using a medium ma-
him from play. chine gun against infantry.
✪ Pinned!: A model is laid on its side. He has ✪ +2 if the firing model is using a heavy ma-
thrown himself to the ground to avoid being hit. chine gun against infantry.
The next time his unit is given an order, all he can
do is stand up; he may do nothing else. • THE “1” RULE
✪ Pinned! if LMH/KIA: If the model is in Light, No matter what the modifiers are, if you roll a “1”
Medium or Heavy cover then he is Pinned!, when rolling to hit or for damage, stop right there;
otherwise he is KIA. the shot has missed, or was a dud... nothing hap-
✪ Pinned! if MH/KIA: If the model is in Medium pens.
or Heavy cover then he is Pinned!, otherwise he
is KIA. • DIRECTING FIRE
✪ Pinned! if H/KIA: If the model is in Heavy There are specialised reconnaissance units in any
cover then he is Pinned!, otherwise he is KIA. military organisation. Their main aim is to locate and
✪ NE: No effect. The shot bounces off a helmet, identify enemy units in order to direct fire from their
makes a hole in a uniform or whistles by just a own troops. In game terms an HQ that is in line of
few millimetres from your model. sight and aware of an enemy model can send a com-
munication to a friendly unit that is in line of sight of
the target to allow them to fire without being aware
of it themselves. This is barrage fire and without
awareness you will apply a -1 to hit.

• MINGLED INFANTRY UNITS


Sometimes during a battle models from a player’s
different units can get mixed up or be very close to
each other. If there are less than 5cm between the
models from two different infantry units, treat the
group as a single target for direct fire purposes.
The player that is fired at will split the damage
amongst models in his units respecting line of sight
and awareness.

A sandbag position
provides medium
cover.
41
© Torriani Massimo. All rights reserved. For personal use only.
cide how many shots will be aimed at each “group”,
INFANTRY
applying modifiers separately. Obviously, hits on one
“group” cannot be assigned to the other.

➲ An American unit is partially behind bushes


(light cover), partially behind a wall (medium
cover) and the others are out in the open. The
German player decides to fire at them with
an infantry squad; in this case he can split his
“to hit” rolls amongst the three “groups” as he
wishes, but must declare it before rolling the
dice. He must also roll the dice separately when
rolling for damage as the result may be dif-
ferent depending on the cover in each of the
three “groups”; with the same roll a man maybe
Pinned! behind medium cover or die in light
cover (with a roll of 6 on the Small Arms Dam-
age table).

➲ If the target unit was partially in a trench


other and so are considered to
The two units are within 5cm of each and partially outside, only the “group” in the
be a single target. trench would benefit from the -2 to be hit.

You may not split the fire from the same weapon be-
• “FRIENDLY” INFANTRY MODELS IN THE tween different groups.
FIRING LINE
If the line of sight between the firing model and the ➲ The 7 dice from an Mg34 must all be aimed
target passes through one or more “friendly models” at the same group; this does not prevent other
that are not in the firing unit, they may be hit. Check models from the same unit from firing at the
each “hit” separately with a Precision Test (without other group.
modifiers).

Precision Test (1d10)


✪ If the dice roll is equal to or more than
the unit’s Training then the model has hit
an enemy model.
✪ If the dice roll is lower than the unit’s
Training then the model has hit a friend.

Models in the firing unit cannot be hit.


Losses are removed, as normal, by the player
that has suffered them.

• TROOPS PARTIALLY IN COVER


OR IN MIXED COVER: DIFFERENTIATED
TARGETS
If the target unit has some models in cover,
or if it is in a situation where it is subdivided Three groups: light cover, no cover, medium cover.
by different types of cover or partially inside a
position or a bunker, the firing player must de-

42
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INFANTRY
WEAPONS WITH ASSISTANTS

“Guns are my credo, mortars


my words, and my rifle is the
pen with which I will write
the last sentence of the Nazi
regime”
Anon. Graffiti found on a Paris
wall during the liberation.

• GENERAL DESCRIPTION
Some infantry support weapons require one or more rate is halved (rounded up). This weapon has a
assistants to use them properly. firing arc of 180° (90° right and left), and cannot
move and fire in the same turn.
✪ Light machine guns: Can only fire when
moving if another model in the squad is in base
contact with the machine-gunner when they
fire. If no one is in contact with the machine-
gunner then the weapon rate is halved (rounded
up) and the weapon can only fire if the model
doesn’t move. When on a tripod it has a firing arc
of 180° (90° right and left), but it cannot move
and fire in the same turn.
✪ Medium and Heavy machine guns: Can only
fire if another model in the squad is in base con-
tact with the machine-gunner. If no one is in con-
tact with the machine-gunner then the weapon

43
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INFANTRY
✪ Infantry rocket-launcher: Can only fire when ✪ Artillery (Guns, howitzers, multiple rocket-
moving if another model in the squad is in base launchers): Can only fire if another two models in
contact with the model armed with the rocket- the squad are in base contact with the gunner. If only
launcher when they fire. If no one is in contact one model is in base contact with the gunner then
with the model armed with the rocket-launcher the weapon can only fire on alternate turns. If no one
then it fires in alternate turns and only if the is in contact with the gunner then the weapon can
model does not move. only fire every third turn. This type of weapon has a
firing arc of 45° (22.5° right and left), and it cannot
move and fire on the same turn.
During Order Execution, the assistants cannot do
anything else if they are helping with the weapon.
Pinned! models cannot act as assistants since all they
are allowed to do is to stand up.
If the weapon is forced to fire in alternate turns, eve-
ry three turns or has the slow re-load characteristic,
place one or more RELOADING markers next to the
model to remind you when the weapon will be ready
to fire again. Remove a marker at the end of every
✪ Light mortars: Can only fire if another mod- turn that the weapon does not fire and the model
el in the squad is in base contact with the man stays stationary.
armed with the mortar. If no one is in contact
with the model armed with the mortar then the GERMAN MG34 AND MG42 MACHINE GUNS
weapon can only fire in alternate turns. This type The reduced weight and innovative characteristics of
of weapon cannot move and fire in the same these weapons allowed their use as either light or me-
turn. Normally, mortars cannot fire from within dium machine guns. If bought without a tripod they
buildings or from inside vehicles or woods. are considered light, and if bought with a tripod then
✪ Medium and Heavy mortars: Can only fire if they are considered medium. This abstraction allows
another two models in the squad are in base con- them to be used in a way that approaches reality in as
tact with the man armed with the mortar. If only much as their use as section support weapons had an
one model is in contact with the model armed impact on the amount of ammunition carried, the roles
with the mortar then the weapon can only fire of the men and the command structure. They are never
on alternate turns. If no one is in contact with the considered medium if mounted on a vehicle, despite
model armed with the mortar the weapon can the fact that they get the +3 rate bonus.
only fire every third turn. This weapon has a firing
arc of 180° (90° right and left) and cannot move
and fire in the same turn. Normally, mortars can-
not fire from within buildings or from inside ve-
hicles or woods.

44
© Torriani Massimo. All rights reserved. For personal use only.
• ARTILLERY

INFANTRY
If you fire at artillery then the target will always be
the gun, the multiple rocket-launcher or the how-
itzer.
In this case, if you hit, apply the effects by rolling on
the artillery column. When using direct fire against
an artillery unit, you must take the protection of any
shield into account.
If the gun does not have a shield then treat all assist-
ants as if they were in light cover.
If it does have the shield characteristic, and the shot
comes from the front, all assistants that are hit will
get a Protection Roll;

Protection Roll
(1d10 for every gun crew/assistant hit)
✪ 1-4: No Effect. The shot has been deflected by
the shield, the man is unharmed;
✪ 5-10: A hit! Consult the Infantry column of the
Damage Table, allowing medium cover. with a harassing action that tends to demoralise the
enemy. There are two types of snipers in this game:
If artillery crew are behind a wall or in an area that the Lone Sniper and the Sniper team (observer-snip-
gives better cover, then apply the better cover. The er).
shield will in any case continue to deflect fire. In the first case the sniper works on his own and al-
ways has the infiltrator characteristic in addition to
➲ A German gun with a shield is in a bun- the other standard ones. In the second case, while
ker. A unit of American infantry fires, and after both men have a rifle, one acts as observer and the
checking damage, has hit one gunner. He is other as the sniper, so when the unit fires they only
behind the shield so the gunner rolls 1d10 to fire one shot (and not one per model). Since they are
see if the shot is deflected. With a roll of 1-4, both trained snipers, their roles are interchangeable.
the shot has been deflected and nothing else
happens. On a 5-10, roll on the Damage Table If the sniper has a semi-automatic rifle he can fire two
again in the Infantry column, considering the shots;
heavy cover of the bunker. ✪ If he only fires one shot then everything is as
normal and he fires using all of his characteris-
If the crew is not within 5cm of their gun, roll to hit tics;
on the Infantry column without considering the ✪ If he fires two shots, and both are aimed at
cover given by an eventual shield. This rule always the same model, he loses the accurate shot char-
applies to the crew of destroyed guns. acteristic;
If the man that is armed with the artillery piece dies, ✪ If he fires two shots, each at a different model,
another man can become the gunner. Unlike sup- he loses the accurate shot and sight characteris-
port weapons (machine guns, mortars etc), the ar- tics.
tillery piece is only destroyed if the “Main weapon”
result comes up on the Damage Table. In a Sniper team, both models can fire at the same
time, but you automatically lose the sniper character-
SNIPERS istics for awareness purposes that turn. Snipers do not
A sniper’s main task is to kill enemy officers and, in apply the rule for Solitary models (see the Morale sec-
special circumstances, to slow the enemy advance tion below).

45
© Torriani Massimo. All rights reserved. For personal use only.
BURST WEAPONS
INFANTRY

You may find a letter “A” or an “F” with a number in


brackets in the “Rate” column of the Weapons Tables;
this means that it is a Burst Weapon. The rate of fire is
1 (i.e. you roll 1d10 only) but the effects are applied
to all models (both enemy and friendly) whose base
is even partially within the template that is placed
over the point of impact.
There are five types of template; A3 (radius 3cm);
A5 (radius 5cm); A8 (radius 8cm) and A10 (radius
10cm), and F, which comes in two sizes, 12cm and
24cm (which are used for Flamethrowers). Unlike INTERRUPTING MOVEMENT TO FIRE WITH A
the standard procedure, when using a burst weapon BURST WEAPON
you must declare the exact point of impact which is If you interrupt the movement of an enemy unit
the point that you are aiming at. This must be on a to fire at it with a Fire or Ambush order, identify the
specific model. If it is a unit consisting of more than point at which you will fire. If you use a grenade or
one model, you must still choose one model who is another burst weapon to interrupt movement and
within range and in line of sight. Each template (ex- then hit, you will have hit a number of models that is
cept for those used for flamethrowers, explained be- shown on the table below. If the number obtained is
low) shows the centre of the explosion that must be greater than the number of models in the unit then
placed over the point of impact. the excess is lost. If the burst weapon misses, con-
Burst weapons apply all modifiers. When damage sider the result as NE and the shot does not deviate.
is caused, hits are applied by the player that suffers If some models are Pinned!, place at least one model
them and starting with the worst results, but are only on the exact point where movement was interrupted
shared amongst the models whose base is under the and the other Pinned! men in cohesion with the first
burst template (even partially). Pinned! man. Remember that this rule only applies if
you interrupt movement. It would be difficult to de-
LIGHT AND HEAVY FLAMETHROWERS fine the exact position of each model at the time the
When using light or heavy flamethrowers, instead explosion occurs so it is easier to trust to a dice roll in
of placing the template over the target model, place order to establish the number of models involved.
the flamethrower template with the tip next to the
firing model to show the area that has been affected. Number of models hit, depending on the
This way it will be easy to see who is caught in the Burst Area:
flames (under the template) and who is not. Un- ✪ If the burst weapon is an A(3) then you hit
like other burst weapons, roll 1d10 for every model 1d10-5 models (a minimum of 1 model is hit in
touched by the template to see if they are hit; any case).
then check for damage on the models ✪ If the burst weapon is an A(5) then you hit
that have been hit by consulting 1d10 models.
the Small Arms Damage Table ✪ If the burst weapon is an A(8) then you hit
(for the light flamethrower) or 1d10+3 models.
the Heavy Weapons Damage Ta- ✪ If the burst weapon is an A(10) then you hit
ble (for the heavy flamethrower) 1d10+5 models.
and ignoring all cover. ✪ If the burst weapon is an F(12) then you hit 1d10
models.
✪ If the burst weapon is an F(24) then you hit
1d10+5 models.

46
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
BURST WEAPONS AGAINST ARTILLERY BURST WEAPONS IN WOODS: DIRECT FIRE
If you fire at artillery with a burst weapon then the Line of sight extends 5cm into woods to simulate
target will always be the gun, the multiple rocket- trunks and vegetation that are not shown in the
launcher or the howitzer. If you hit then the centre game. When a shot hits a model in woods the trees
of the burst area will be placed on the artillery: ap- explode producing hundreds of lethal splinters that
ply damage by rolling on the Artillery column. If, after spread far beyond the 5cm allowed by the line of
the deviation of indirect fire, the gun is only within sight. This is why, in woods, burst weapons use their
the burst area but the impact is not on the artillery template starting from the target model.
itself, do not roll on the Artillery column. Obviously in
both cases the gun-crew within the burst area may be ➲ Inside woods a 150mm shell, for example,
hit normally using the damage shown on the infantry will apply its 10cm burst area starting from the
column. You should only consider medium cover if the target model.
shield lies between the point of impact and the men.
Light and Heavy Flamethrowers use their own tem-
BURST WEAPONS IN BUILDINGS: DIRECT FIRE plate.
As already specified, line of sight penetrates up to
5cm inside buildings to simulate furniture, indoor DEVIATION OF DIRECT FIRE WITH BURST
walls and other furnishings that are not represent- WEAPONS
ed in the game. When firing a gun at a unit inside When a burst weapon uses direct fire against a tar-
a building it is hard to aim through a window, but get and misses, do not calculate the deviation but
rather the building itself is aimed at. The explosion treat the shot as NE. This prevents strange situations
and debris from a successful hit occupy whole areas where the shot may deviate in improbable direc-
of the building and sometimes even hit models that tions compared to the line of sight.
are not in sight. For this reason burst weapons apply When applying this rule imagine that the shell has
their template starting from the outside wall closest flown over the unit or exploded nearby without
to the target model. causing any damage. The only exception are gre-
nades thrown by hand and satchel charges, which
➲ A 150mm shell, for example, will extend are explained below.
the explosion 10cm inside the building start-
ing from the outside wall.

Light and Heavy Flamethrowers use their own tem-


plate but can only fire through doors, windows and
gaps.

!
em and fires The burst ar
tank spots th ea is measu
The Russian red from th
e outer wal
l.

in the building
A Grenadier unit is hiding
47
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
INDIRECT FIRE
DEVIATION OF INDIRECT FIRE
When an indirect fire shot misses the target, the shot
deviates. An indirect shot may fall somewhere in the
general area, independently of the line of sight. Roll
a dice: the direction the dice is pointing in and the
number rolled indicate the direction and the dis-
tance of the new point of impact. This distance will
increase proportionally depending on the distance
between the firing model and the target:

✪ Up to 30cm = result on the dice in cm (a 1 or


2 means a dud; treat as NE)
✪ Up to 60cm = result on the dice in cm x 2 (a 1
or 2 means a dud; treat as NE)
✪ Up to 120cm = result on the dice in cm x 3 (a
1 or 2 means a dud; treat as NE)
✪ More than 120cm = result on the dice in cm x

• GENERAL DESCRIPTION
4 (a 1 or 2 means a dud; treat as NE)

Some models in the Army Lists have the indirect If the firing unit is not in line of sight then increase
fire characteristic. These weapons can fire with an the modifier by +1 (e.g. 25cm = dice roll x 2)
arched trajectory (that describes an arc, going up,
reaching the top of the arc and then returning to the
ground); this type of fire can be very useful in some
cases. The best example is the possibility of firing
from hidden positions (behind a wood, a house etc)
without exposing yourself to enemy fire. When firing
with an arched trajectory then any large intervening
obstacle (house, wood etc) on the firing line must be
at least 5cm away from the firing model or models.
Obviously if the firing unit does not have line of sight
then a unit that does have line of sight to the target
unit and that is aware of it will have to communicate
the exact position of the enemy unit. How these com-
munications are performed will be explained further
on. Unlike with direct fire weapons, a model inside
the burst area of an indirect fire shot only gets the
benefit of cover if this cover is positioned between
the model and the point of impact and so, unlike the
rule on Page 33, it’s not enough that the cover is on
ding.
the line of sight/firing line. t is hidden behind the buil
cts fire from a mortar tha
A model, in cohesion, dire

48
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
• EXAMPLE OF DEVIATION BURST AREAS IN WOODS: INDIRECT FIRE
As with direct fire, when a shot hits a model in a wood
➲ An American Paratrooper throws measure the explosion from the target model.
a grenade at a Grenadier squad of
whom he is in line of sight and aware. OFF-TABLE FIRE
He rolls to hit but fails. He rolls 1d10 Some guns (normally howitzers) and some mortars
for deviation and get a 6. He check the (with calibres over 100mm) have the Off-table fire
distance to the target model: 10cm. characteristic; these models can be deployed on the
The grenade deviates in the direction table or off-table at the player’s choice. If you decide
of the arrow by 6cm (the distance fac- to leave the unit off-table then it is placed next to
tor). the battlefield to show that it is nearby but not di-
rectly on the battlefield itself. If you leave the unit
If, when applying all modifiers, the number required off-table then you must buy an Observation Post. The
to hit is 11 or more, then indirect fire cannot be per- Observation Post (if it is not Panicked or Pinned!) can
formed. The chance of success is so remote that the perform a communication to the off-table gun every
shot is not even attempted under any circumstances. turn, giving the coordinates of an enemy model of
which they are both aware and in line of sight. You
INDIRECT FIRE ON UNITS ON THE TOP FLOOR can identify any model, as long as they are at least
OF A BUILDING 25cm away from any friendly unit. There is no mini-
When using indirect fire the shot will arrive on an mum range; if the shot does not hit, for deviation
arched trajectory; if the building still has a roof over purposes treat the range as beyond 120cm, and at
the target model then measure the explosion from close range. Once the Observation Post has success-
the roof. If the building is damaged then measure fully communicated the coordinates then in the Card
from the floor where the target model is standing Re-fill phase the player will take an additional card.
and not from the roof. Off-table fire can only be called up by an Observation
Post. If the Observation Post is destroyed after giving
coordinates of an enemy objective, or the if the target
moves, the player will continue to draw the additional
card and fire for the next 2 turns.

The use of field


batteries allows us
to limit our losses.
Observers must be
located in strategic
positions which pro-
vide a good view of th
e
battlefield. We advise
deploying a squad of
infantry to protect
them.

49
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY

A German Nebelwerfer is about to unleash a salvo of deadly rockets.

If the target is no longer there, the roll to hit becomes MULTIPLE ROCKET-LAUNCHERS
7, to which normal modifiers apply. During the Deploy- Some weapons fire their whole arsenal in a single sal-
ment phase Off-table units count as a choice given that vo. Russian Katyusha rocket-launchers and German
it is only at this time that the player decides where to Nebelwerfers are the best examples. The number of
deploy them. templates available per salvo is the number shown
in brackets. If you decide to fire a salvo, declare the
OBSERVATION POSTS target point of impact. Roll 1d10 to see whether you
These are the only units that can call for Off-table fire. have hit or if the shot deviates. After placing the tem-
They also have an extra 10cm of awareness of the en- plate on the real impact point and having calculated
emy. the damage, check for the deviation of the remaining
templates starting from the actual impact point of
➲ An Observation Post is aware of a stationary the first shot. Once a salvo has been fired the model
infantry unit in cover at 40cm instead of 30cm. cannot fire for the rest of the game.

If you buy an Observation Post and deploy the artil- HAND GRENADES
lery unit Off-table then you automatically get two You will have noticed that grenades are classified
WAIT actions that you can use during the game. In as direct fire (with an *) and also as indirect fire in
the Order Phase, every turn, you can spend one WAIT the Weapons Table. In game terms consider direct
action to pass the hand to your opponent without throws like indirect fire: if you miss, they deviate.
performing any action. Once spent, these WAIT ac- This rule simulates the fact that unlike a shell, and
tions are definitively lost. in extreme cases, a hand grenade can be thrown
back at the model that threw it. When thrown inside
➲ Mark has deployed a unit of 105mm Howit- buildings and ruins, grenades measure their Burst
zers Off-table and has an Observation Post. Chris Area from the target model and not from the outside
wins the initiative, chooses a unit and declares wall. Remember that grenades can only be thrown
his intents. Mark does not react. Chris performs through doors, windows and gaps.
his declared action. Now it’s Mark’s turn but he
spends a WAIT action to pass and force Chris to
move again.

50
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INFANTRY
COMMUNICATIONS

• GENERAL DESCRIPTION During Order Execution, the radio operator will use
his action to roll 1d10 to see if the communication
It is fundamental to spot enemy units in order to suc- has been successful: 1-5 failure; 6-10 the commu-
cessfully direct your fire. Only HQ units and Observa- nication is successful.
tion Posts can send communications to other units in
their army to guide either direct or indirect fire. In any
event the target model must be at least 25cm away
from any model in the firing army. There are three
types of communication: radio, voice, and runners.
Let’s look at them one at a time:

✪ Radio: Some units have a radio operator.


During the declaration of intents phase, no matter
what order is used, the radio operator can try to
communicate with another radio operator about
an enemy model (of whom the unit must be aware
and in line of sight). You must specify to which ra-
dio operator you are trying to send the enemy co-
ordinates to.

51
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INFANTRY
✪ Voice: Infantry HQs can perform voice com- tion the leader gives those coordinates to a run-
munications to units within 10cm. During the ner. No matter the order given to his unit, the
declaration of intents phase, no matter what or- runner will move as fast as possible towards the
der is used, the leader can state that he is per- unit that is to receive the communication. Every
forming a voice communication (about an ene- turn, during the Order Execution phase, and no
my model of whom the unit must be aware and matter the order given to his unit, the runner
in line of sight) to another unit. will continue to run towards the friendly unit
You must specify which unit you are trying to that he has to take the coordinates to. During
communicate the enemy coordinates to. Dur- the Order Execution phase on the turn that he
ing the Order Execution the Leader can use his reaches his destination roll 1d10 to see if the
action to roll 1d10 to see if the communication communication has been successful: 1-4 failure;
has been successful: 1-4 failure; 5-10 the com- 5-10 the communication is successful.
munication is successful. On the next turn, no matter the result, the run-
ner runs back to his own unit. Once he reaches
✪ Runners: Units with runners and a Leader them he will follow standard rules until he has to
can communicate with another unit. During the deliver another set of coordinates.
declaration of intents phase, no matter what or-
der the unit has received, the leader can declare When a communication is successful, place a “tar-
that he will give the coordinates of an enemy get coordinates” marker on the specified target
unit of which his unit is both aware and in line model. When a unit that receives a communica-
of sight, stating to which unit they are destined. tion is given a Fire, Ambush or Assault order they
During the Order Execution phase, as his sole ac- must fire at the coordinates received unless they
decide to fire at another unit which is in
line of sight and of which they are aware,
or receive a communication to cease fire.
A new successful communication can-
cels coordinates received beforehand.
Different units can receive different
coordinates. If the unit is performing
direct fire and the target moves then
the communication ceases to exist and
the marker is removed. If the unit is
performing indirect fire and the tar-
get moves then the marker remains
where it is; without a specific target
to fire at, the basic roll to hit those
coordinates is now 7. When rolling to
hit remember to use the penalty of
-1 for not being in line of sight and/
or aware of the target when the or-
der is given.

ition.
ates of the Russian pos
s to deliver the coordin
A German runner run

52
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INFANTRY
CLOSE COMBAT

Close combat in the woo


ds.

• CLOSE COMBAT
By the term close combat we mean hand-to-hand During the Order Execution phase all models in the
combat. unit will move to contact an enemy model within
A unit can only initiate close combat with an enemy the limits imposed by the Movement Table and any
unit by using an Assault Order to bring his models modifiers that apply from the Terrain Table.
into base-to-base contact with the enemy. Models Each attacking model must be assigned a different
separated by a low wall, a window or any other sort enemy model within range.
of negotiable obstacle are considered to be in base- Any excess attacking models can gang up on models
to-base contact. within their movement range (and get a bonus) or
Close combat is a last-ditch attempt to overpower they can engage in close combat with models from
the enemy forces and always occurs after you have other units that are within reach.
fired. If some models are still in contact after the fir- Models must follow the shortest path during the as-
ing phase then close combat will ensue. sault and engage enemies starting with the closest
ASSAULTING INFANTRY MODELS man as far as the farthest one.
During the declaration of intents phase the unit that Always remember that you must fire before or after
has been given the Assault Order declares their target moving so sometimes, despite your well-laid plans,
unit for close combat and if they intend to fire before no models are actually in contact after you have
or after moving. moved.
You are allowed to declare an Assault on a unit for A unit that survives close combat can receive any
which, before movement, you did not have line of order, including Movement, but if it receives orders
sight and/or awareness but obviously in this situation such as Fire, Ambush, Assault or Suppression Fire then
you cannot fire before movement. it must fire at the unit with which it is engaged.

53
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INFANTRY

t.
res an Assaul
n squad decla
The America

It fires, and losses are rem


oved.

✪ +1 for every friendly model in contact after


the first. This bonus applies to all models.
✪ +1 if the model in close combat has a better
Training than the enemy model.
✪ +1 if the model is trained with the bayonet.
The Infantry charge forwards and engage the survivors in close combat.

Note: You are not allowed to fire at units engaged in


Close Combat; the risk of hitting men on your own
CLOSE COMBAT PROCEDURE side is far too high.
All models in base contact with an enemy model
roll 1d10 and apply the Close combat modifiers be-
low. The model that gets the highest result has hit
the other and rolls 1d10 on the Small Arms Damage
Table to check for damage. In close combat we do not
consider any cover on the Damage Table. Close com-
bat damage is applied to the model that took the hit.
Losses in close combat may lead to both sides need-
ing to perform a Morale Test (see below).

Close Combat Modifiers


✪ +1 if the model is a Leader.
✪ +1 if the model has a pistol.
✪ -3 if the model is Pinned!
✪ -3 if the model is panicked.
✪ +4 if the model is in a building, ruin, fortified
position, a bunker, trench or sandbag position
and the enemy is outside.
✪ +2 if the model is being assaulted and is behind
a wall or improvised barrier (only first turn).
The American squad cannot fire.

54
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INFANTRY
MORALE
• HEROES OR COWARDS? TRAINING
Soldiers undergo incredible stress during battle. This term describes the unit’s tactical and military
Seeing your companions cut down by machine gun training and is used to check their psychological re-
fire or blown apart by an explosion is certainly not an sistance to events.
easy experience to go through and can make even
the most hardened veteran flee. For this reason, MORALE TEST
when a unit takes a number of losses that is equal to Every unit also has a Training number in their statis-
its Panic Resistance, it must perform a Morale Test. tics.
When a unit has lost a number of men equal to their
PANIC RESISTANCE Panic Resistance, you must roll 1d10 and, after apply-
Every unit has a Panic Resistance value (RP) in their ing all modifiers, obtain a value that is equal to or
statistics. This number shows the number of losses greater than their Training number.
(KIA) that the unit can take before it must perform a
Morale Test. Infantry units normally have an RP of 3, ➲ An American infantry unit (Training: 4+)
which means they must test when every third man must roll at least 4 to pass the test.
dies. The Morale Test must be repeated every time
a multiple of the RP dies (e.g. a unit with RP:3 will If the dice roll is less that the value required then the
test after the third, sixth, and ninth men die and so unit has failed the test and panics. If you have to take
on). These losses don’t necessarily have to be taken multiple tests, just one failure is enough to make the
in the same turn, nor do they have to be caused by unit panic.
the same enemy unit. A unit may take two losses in
one turn and another the following turn; after the ➲ An American unit (RP:3, Training: 4+) takes
third victim they must test their Morale. If the losses 7 losses and so must perform 2 Morale Tests
are a multiple of the RP value then multiple tests are (3+3 KIA).
made. The player rolls 2d10 and gets a 5 and a 1. One
test has been passed, but the other is a failure:
➲ An American Infantry unit (RP:3) takes 7 the unit panics. Place a PANIC marker next to
losses; it must perform 2 Morale Tests (3+3 KIA). the unit.

As mentioned above, there are some modifiers that


apply to this Test.

Morale Test modifiers


✪ -1 if all leaders in the unit are KIA or Pinned!
✪ -1 if the infantry unit is not in cohesion when
the test is performed (runners delivering coordi-
nates do not count).
✪ -4 if there is only one man left in the unit.
✪ -3 if the unit has lost more than half of the
initial models.

55
© Torriani Massimo. All rights reserved. For personal use only.
INFANTRY
Training, then the unit recovers. Stand all the models
up and remove the “Panic” marker. If they fail the test
they will remain in panic; they can test again next turn.
The unit CANNOT receive any orders on the turn that
they recover; the men are still too shocked to return to
battle. To help you remember that the men cannot per-
form any other actions, place the right coloured UNIT IS
STATIONARY marker next to them.

MANAGEMENT OF PINNED! MODELS AND


PANICKED UNITS
Sometimes a unit with Pinned! models will fail a Mo-
rale Test and panic. In this case the panic overrides
the Pinned! condition.

➲ An American Infantry unit is fired upon by a


Grenadier squad while crossing an open area.
Panicked units After having checked the number of hits and
Units that fail their Morale Test and panic cannot re- rolled on the Damage Table, the Americans suf-
ceive Order cards until they recover. Models that fer 3 KIA and 2 Pinned! Given that the American
are already in cover when they fail their test throw unit has RP:3 they must take a Morale Test. A roll
themselves to the ground immediately, Pinned. Mod- of 1d10 produces a 3; a fail (Training 4+). Panic
els that are not in cover when they fail the Test must takes precedence over the Pinned! result so the
move as fast as possible towards the closest available stand models up and flee too… in the next
cover without moving closer to the enemy (place an Panic Recovery Phase they will run towards the
appropriately coloured UNIT MOVED marker next to closest cover.
the unit no matter how far they move). This move-
ment occurs in the Panic Recovery Phase. If models Consider these Pinned! models as scared by enemy
are forced to move closer to the enemy when mov- fire. Their only real goal is to try to avoid enemy fire
ing towards the closest cover then they must move by lying flat. Most likely their companion’s death will
towards the next closest cover. Panicked models that make them think they are not safe enough lying
would move closer to the enemy whichever direc- down and so they will run away with the others!
tion they choose are eliminated (the men surrender,
desert, leave the battlefield, etc). When models reach SOLITARY MODELS
some cover they throw themselves to the ground A unit that has been reduced to one model must per-
and are Pinned! form a Morale Test every turn, before the Order Card
To show that a unit is panicked you can use the mark- Re-fill Phase. If he fails the test he is removed from the
er provided, or maybe you could use an appropriate battlefield and you do not receive the correspond-
miniature (a dead body, a man helping a friend, etc.) ing card. If you pass the test then the unit receives an
on a square or rectangular base to set him apart from Order Card as normal.
those used during the game.

PANIC RECOVERY
During the Panic Recovery phase, units that are entirely Important
under cover and Pinned! can attempt to recover. If some Before you read the chapter about vehicles,
of their models have moved into cover this turn then try playing a few games with infantry on their
they cannot recover immediately. If the roll of 1d10 own; once you’re confident with them then it’ll
(applying all modifiers) is equal to or greater than their be time to move on to the next section.

56
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VEHICLES

A Panzer IV leads the assa


ult of a German armour
ed unit.

• GENERAL COMMENTS • CREW AND DUTIES


The unstoppable advance of a tank, half-tracks trans- Vehicles need a crew to do anything. Each vehicle in
porting motorised infantry, jeeps that speed across the Army Lists has details that show the number of
the battlefield… all these things make our games men in the crew and the duties that can be assigned
even more exciting. This chapter will teach you the to them. Crew members can perform any duty and
basic mechanisms related to the use of vehicles. Just change that duty from turn to turn during the game.
like Infantry, each unit gets one order per turn even Sometimes the application of this rule may lead to
though sometimes, when performing certain orders, some strange situations but for reasons of playabil-
some crew members may remain inactive. ity we preferred to adopt this solution rather than re-
sorting to countless markers to represent the single
crew members and their duties.

57
VEHICLES

Identification of the front,


sides and rear of vehicles
This diagram will help you when iden-
tifying the front, sides and rear of a
vehicle. You can also use the vehicle
template at the back of the book.

LIST OF DUTIES: Remember that each man can only perform one
✪ Anti-aircraft: This duty allows the use of an duty every turn, and that Pinned! models can do
anti-aircraft weapon on a support. The target does nothing at all.
not necessarily have to be an aircraft, it can also be Models must be onboard the vehicle for the entire
a ground unit. turn to perform their duty. Models that get back on-
✪ Assistant (loader): This duty allows the use board cannot perform any duties that turn.
of the gun without any delays and the choice of
using high-explosive or armour-piercing shells. ➲ Crew members that jumped out of their
If the assistant is missing for any reason then the tank receive an Assault order. The men can get
weapon can only fire on alternate turns. Use a RE- back into the tank but cannot move the tank
LOADING marker. nor use the tank’s weapons this turn.
✪ Commander: This duty allows you to expose
a man to guide the vehicle, to move faster and to
exploit awareness distances without any limita-
tions. The radio operator, machine-gunner or driver
can only pop their heads out if the commander is
dead.
✪ Radio operator: This duty allows the use of the
radio for a communication.
✪ Driver: This duty allows the vehicle to be driven.
✪ Gunner: This duty allows the use of the main
weapon or the coaxial weapon with which it is cou-
pled.
✪ Machine-gunner: This duty allows the use of
the machine gun on a support. Normally this is a
secondary weapon.

German units stop to plan their next move.

58
© Torriani Massimo. All rights reserved. For personal use only.
VEHICLES
MOVEMENT
During the early years of the war the
Germans had enjoyed huge successes
on all fronts thanks to the use of their
Blitzkrieg tactics. 1943 was the turnaround
with the first real defeat in Stalingrad.
The huge cost, in terms of human life and
vehicles, ruined Hitler’s dreams forever.

• GENERAL DESCRIPTION
While there are no limitations for infantry, that can
move in any direction, vehicles must take the direc-
tion they are going in into account because that’s the
way the steering unit is pointed. You cannot turn ve-
hicles at will, but rather each turn (or rotation up to
a maximum of 90° per rotation) costs 5cm of move-
ment. If a vehicle moves slowly it can rotate as many
times as it wants by paying the appropriate cost in ➲ A Medium Tank with a Movement Order
cm. But if the vehicle is moving fast then only 2 ro- can move fast up to 35cm, but in Assault it can
tations per game-turn are allowed. In reverse gear only move 25cm. Remember that in any case
vehicles can only move slowly and are only allowed 25cm is more than the 18cm that would clas-
2 rotations. Just like Infantry, vehicles with an Assault sify the movement as slow.
Order can choose what type of movement they per-
form.

MOVEMENT TABLE
VEHICLE SLOW MOVEMENT FAST MOVEMENT ASSAULT

Heavy Tank 15 cm 30 cm 20 cm
Medium Tank 18 cm 35 cm 25 cm
Light Tank 20 cm 40 cm 30 cm
Half-track 25 cm 45 cm 35 cm
Armoured Car 30 cm 50 cm 40 cm
Car 30 cm 60 cm 40 cm
Truck 25 cm 50 cm 35 cm
Motorbike 35 cm 60 cm 45 cm

59
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VEHICLES
➲ A Panther crew fails their Morale Test and
abandons their tank; consider the unloaded
crew as infantry when rolling to hit them and for
awareness purposes.

Models that load or unload are not required to move


slowly, but they must sacrifice 5cm of their move-
ment. So for example an infantry unit could move
fast 15cm and then load (20-5=15). The desire to
The Medium tank moves more than
25cm, so the Commander must be expos
ed. load/unload must be specified in the Declaration of
intents phase. Some units can act autonomously and
VEHICLES AND MOVEMENT independently of their means of transport after un-
Since orders are assigned to units and not to single loading. In this event they will receive distinct orders
men, and since there are different duties within a ve- and can act consequently; remember to declare this
hicle, some crew may remain inactive in any given before the Order Card Re-fill phase and draw the cor-
turn. For example in a tank with a Movement Order, rect number of cards. On the other hand there are
the gunner, machine-gunner and assistant cannot some units that always remain with their vehicle; in
perform their duties. The driver, on the other hand, this case they will continue to act together with only
will perform his to the full. one order.

TERRAIN ➲ An American Motorised Rifle Squad consists


When using the Terrain Table you must also consider of 12 men and a half-track. The unit only re-
wheeled and tracked vehicles. ceives one order. With a Movement Order, some
Key: of the men can stay on board while others
✪ Test/2 Tests: when you try to cross or move continue on foot, or you can carry on with all
through his sort of terrain you must make one of the troops on board. The choice is yours but
(or two) Driving Skill Tests. remember that all models must stay in cohesion
✪ Remove: After crossing this obstacle remove and that in the Declaration of intents phase you
a portion of the element that is as wide as the must specify what you plan to do.
front of the vehicle that moved through it (a gap
has been created)... alternatively indicate the
“gap” with a small piece of black card.

LOADING AND UNLOADING FROM A VEHICLE


Models inside (or transported by) a vehicle can only
get off that vehicle if it moves slowly that turn. Simi-
larly, it must move slowly in the turn in which models
are loaded onto the vehicle. Loading or unloading
costs 5cm of movement for the models. You cannot
load and unload in the same turn. In order to load,
models must be next to the vehicle. When unload-
ing, the men are first placed next to the vehicle and
then they can move wherever they want (slow or
fast), within the distance allowed. Unloaded men are
considered to be infantry.

60
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VEHICLES
Armoured cars are
the eyes and
ears of every army.

UNLOADING FROM A MOVING VEHICLE


When you unload the crew or a transported unit
from a moving vehicle remember to leave the driver
on-board. His entire turn was taken up driving, so he
cannot get out too.
EXPOSED MODELS
DRIVING SKILL TEST The game term exposing a model means popping a
Driving over broken ground can lead to serious dam- head out from a hatch, the turret or over the edge of
age and malfunction. When you move a vehicle over an armoured vehicle, taking the risk of being hit by
some types of terrain you must perform a Driving enemy fire. An exposed man can be shot at by the
Skill Test to simulate this; enemy; remember to apply the -2 penalty to hit and
use the infantry column both to hit and for damage.
DRIVING SKILL TEST (1d10) Some vehicles also have “exposed” written next to
After driving 5cm over the obstacle, roll 1d10 (or some duties. If this is the case, and if you decide to
2d10 if 2 Tests): perform this duty, then the model is considered ex-
posed. If a burst template includes an exposed man
✪ If you roll 1 or 2 then the vehicle is stuck and in a vehicle, roll for damage on the infantry column,
cannot move any further. using the cover provided by the vehicle.
✪ If you roll 3 or more then the vehicle can pro- An exposed model can be fired at with direct fire with
ceed up to the declared destination. small arms but not with heavy weapons.

When a stuck vehicle receives a Movement or As- EXPOSED CREW IN ARMOURED VEHICLES
sault order, roll 1d10: Driving inside an armoured vehicle undoubtedly
offers a series of advantages but also some big dis-
✪ If the roll is equal to or greater than the vehi- advantages. Loopholes or periscopes dramatically
cle’s Training then the obstacle is passed; move limit visibility and so it was normal for commanders
forwards 1d10cm. The vehicle can move normal- to solve the problem by popping their heads out to
ly next turn. coordinate both movement and fire.
✪ If the roll is less than the vehicle’s Training then When the Commander of an armoured vehicle is ex-
the vehicle is well and truly stuck and is consid- posed, you can see all enemy models normally with-
ered immobilised (see Vehicle damage). out penalties. If he is not exposed or is Pinned! due to
enemy fire, apply a penalty of -25cm on the Aware-
This procedure is followed every time a vehicle cross- ness table.
es terrain that requires a Driving Skill Test.

61
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VEHICLES
➲ A Medium tank that moves 10cm also turns
twice: we consider it to be moving fast as it has
moved 10+5+5=20cm, which is more than the
18cm allowed for slow movement. It has not
exceeded Assault speed (25cm), so the com-
mander need not be exposed.

Any bonus for distance travelled (road movement,


the fast vehicle characteristic, etc.) DOES count to-
wards the distance travelled.

➲ A Russian T34 Medium tank with the fast ve-


hicle characteristic moves 30cm in Assault thanks
to the +5cm bonus. In this case it must expose
the commander, as the distance covered exceeds
the standard Assault distance (25cm).

The Commander must be TOWED ARTILLERY


exposed to see the enemy
infantry. Various types of vehicle were used to tow artillery.
Whatever type of vehicle you use you’ll need at least
➲ Moving enemy infantry that are under cover three men to limber or unlimber artillery. They can
will only be visible at 35cm instead of 60cm. do nothing else while performing this task. The gun
may not fire in the turn in which it is limbered or un-
If an armoured vehicle does not have an exposed crew limbered. Vehicles that tow artillery can only move
member and it exposes a man to get the awareness slowly.
then apply a penalty of -1 to hit as the vehicle was While towing only consider the movement capacity
not aware when the order was given. (and the Terrain Table) for the towing vehicle and not
the towed gun. Once unlimbered, artillery moves as
➲ A Panzer IV wants to fire at a unit of Para- shown in the Artillery section of the Movement Table
troopers armed with a bazooka 40cm away and and applies the Artillery limitations shown on the
hidden behind a wall after moving fast. Look- Terrain Table. At least two men are needed to move
ing at the table you will see that the distance artillery by hand. If you fire at towed artillery you
needed to be aware of them is 60cm, but, not must fire at the towing vehicle. In the event of a
having exposed crew, this drops to 35cm (60- Catastrophe! both are destroyed.
25=35). In this the German player will have to
declare that he exposes the Commander to get
awareness and fire, but the roll to hit will have
a -1 penalty due to the fact that they were not
aware when the order was given.

If an armoured vehicle doesn’t move more than its As-


sault movement (e.g. a Medium tank does not move
more than 25cm), then it is not obliged to expose
the commander; any turns are included in the calcu-
lation of the distance covered. If the Assault distance
is exceeded then you must expose the Commander.

A Nebelwerfer is towed by an SdKfz. 11.

62
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VEHICLES
MOTORBIKES
Motorbikes are anomalous vehicles that share some
similarities with infantry. A motorbike is only con-
sidered STATIONARY if it uses an Ambush Order (and
does not fire). When a model on a motorbike is STA-
TIONARY, use infantry awareness to spot it. When
motorbikes move, at any speed, use vehicle aware-
ness due to the engine noise but they can turn as
many times as they want, whatever speed they are
doing. Motorbikes can be bought as single models
or in squadrons. If a motorbike in a squadron is im-
mobilised then the others may:

✪ Abandon it, leaving cohesion; in this case the ➲ A unit of German pathfinders consisting of
motorbike and any models on board are lost. 4 motorbikes and 1 sidecar and attached into a
✪ Stay in cohesion; in this case the surviving mod- squadron is hit by an American squad that gets
els will continue to act with their unit, apart from 6 hits. The American player rolls 6 times on the
the fact that they continue on foot. If the models Damage Table in the Motorbike column, and
on foot leave cohesion of the rest of the motorbike the German player applies the results, one to
unit during play then they are immediately lost. each motorbike, including the sidecar; one mo-
torbike will obviously have to take two hits.
If a motorbike unit panics in the open, leave the mod-
els where they are. During the Panic Recovery Phase, If a motorbike driver is killed or Pinned! while moving
they must turn around and go at top speed towards at more than Assault speed then he crashes. Remove
the closest cover in a straight line, steering around the model and any passengers. A model on a motor-
impassable obstacles. Once they have reached that bike that is Pinned! immediately dismounts; place
cover the models dismount and become Pinned!; him, Pinned!, next to the model of the motorbike.
they can only get back on after they have overcome
their panic. The whole unit can dismount, but must leave motor-
Hits on a motorbike squadron are assigned at the bike models behind them; like transport vehicles, you
discretion of their owner, starting with the worst re- can leave them somewhere and collect them later. If
sults and respecting a proportional system, not for- rider-less motorbikes are in the burst area of an ex-
getting the line of sight. plosion then they are automatically destroyed. If you
don’t have a model of a motorbike without a rider
➲ A unit of German pathfinders consisting of then once dismounted the motorbike is lost.
4 motorbikes and 1 sidecar and attached into a
squadron is hit by an American squad that gets
4 hits. The American player rolls 4 times on the
Damage Table in the Motorbike column, and
the German player applies the results to 4 dif-
ferent motorbikes. It is logical to assume that he
will leave the sidecar unscathed.

MOVEMENT TABLE
VEHICLE SLOW MOVEMENT FAST MOVEMENT ASSAULT
Motorbike 35 60 45

63
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FIRE!
VEHICLES

penalty for shooting at targets that are not in line of


sight; imagine that maybe the commander is direct-
ing the machine-gun fire.

• AIMING AT THE TARGET


Guns mounted on vehicles and coaxial machine
guns must aim at their target to fire at them. To aim
they must be able to trace a straight line to the target
along the entire length of the gun. In extreme cases
beyond the wall and the hedge.
The Panther can trace its line of sight you may wish to use a laser pointer to check the line
of sight.
• LINE OF SIGHT
All vehicles can see 360° but, unlike infantry, they can
trace a line of sight over cultivated fields, low walls
and hedges without limits, except for weapons in the
lower hull, low profile vehicles and motorbikes, which
use the same rules as infantry in this case. Some vehi-
cles have a weapon mounted in a sort of pulpit with
a very high profile: here, weapons mounted in the
hull are considered to belong to the upper hull cat-
egory for game-purposes; this sort of weapon does
not have the limits provided by the lower hull and can
trace their line of sight over cultivated fields, low walls
and hedges. Models behind a vehicle get cover from
the vehicle if the line of sight to them goes through
it.

NOTE: If there is an intervening low hedge then a


lower hull weapon can fire as long as the vehicle has
line of sight to the target; in this case, apply the -1

64
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VEHICLES
45°

22,5°

The template can be used to measure


firing arcs. The whole template measures
During the positioning phase, vehicles with a Fire, 90°, half is 45° and the two coloured areas
Assault, Ambush or Suppression Fire order can rotate in the middle are 22,5° each.
their turrets up to 180° (90° right and left) to aim at
the enemy unit. avoid an endless list that is sub-divided by national-
Vehicles with a slow turret can rotate in a 90° arc ity, we have classified the calibres into groups with-
(45° right and left). out specifying the model of the gun in the table.
Vehicles with hull-mounted weapons can turn the This way, with the small variants contained in the de-
vehicle on the spot up to 45° total (22.5° right and scription of the vehicle or artillery, we can manage
left). all calibres and at the same time give you an easy-
Machine guns mounted in the hull or fixed positions to-read table.
have a firing arc of 90° (45° right and left). Cross-reference the calibre of your gun with the type
Anti-aircraft guns have a 360° firing arc if the vehi- of target to find the number that you’ll need to hit, as
cle is stationary; if it moves then the arc is reduced to well as the rate of fire and the range.
180° (90° right and left).
• RANGE
• DIFFERENT TARGETS AND AUTOMATION Unlike for infantry, where range is measured from
Unlike infantry, vehicles can fire at a different target base to base, with vehicles all ranges are measured
with each mounted weapon. Treat light, medium from the mouth of the gun and it suffices to be able
and heavy machine guns mounted on vehicles as to “touch” any point on the perimeter of the target
partially automated; in game terms they don’t need vehicle to shoot at it.
an assistant and they fire at full rate every turn. Treat
guns as partially automated too; in game terms they • MODIFIERS
only need one gunner’s assistant to avoid a reduc- As you’ll have noticed, the rolls to hit and to pene-
tion in their rate of fire. trate the armour have been united in one dice roll.
This simplification makes the game much faster but
• WEAPONS TABLE requires the use of some modifiers, some of which
In order to make the game more realistic we needed are generic, while others are related to the type of
to differentiate between gun calibres, but so as to gun used.

65
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VEHICLES
✪ -1 if a gun fires at a vehicle with armour-pierc-
ing shells and has the short barrel characteristic.
✪ +1 if a gun fires at a vehicle with armour-pierc-
ing shells and has the long barrel characteristic.
✪ +2 if a gun fires at a vehicle with armour-
piercing shells and has the extra-long barrel char-
acteristic.

ARMOUR
✪ +1 if the target has extra-light armour and the
shot comes from the front of the vehicle.
✪ +2 if the target has extra-light armour and the
Below you’ll find the modifiers that apply to vehicles. shot comes from the side or rear of the vehicle.
The full list is at the back of the book in the Reference ✪ +1 if the target has light armour and the shot
Tables section. comes from the front, side or rear of the vehicle.
✪ -1 if the target has medium armour and the
Generic shot comes from the front of the vehicle.
✪ -2 when using direct fire and the target is ✪ -1 if the target has heavy armour and the shot
transported troops or exposed crew. Does not ap- comes from the side or rear of the vehicle.
ply to flamethrowers or models next to vehicles. ✪ -2 if the target has heavy armour and the shot
✪ -1 if the firing unit or the target have moved comes from the front of the vehicle.
more than 25cm (this is cumulative, i.e. if both ✪ -2 if the target has extra-heavy armour and the
have moved more than 25cm then apply a pen- shot comes from the side or rear of the vehicle.
alty of -2). ✪ -3 if the target has extra-heavy armour and the
shot comes from the front of the vehicle.
GUNS AND SHAPED-CHARGE WEAPONS ✪ -3 if the target has super extra-heavy armour
✪ +1 if a gun fires at a vehicle more than 10cm and the shot comes from the side or rear of the ve-
away but within 30cm. hicle.
✪ +2 if a gun fires at a vehicle within 10cm. ✪ -4 if the target has super extra-heavy armour
✪ +2 if a gun fires with high-explosive shells at and the shot comes from the front of the vehi-
an infantry unit with at least one model within cle.
10cm.
✪ +1 using shaped charge weapon or anti-tank
rifle when firing at a vehicle within 10cm.

TYPE OF TARGET COVER PREVIOUS AC- MAXIMUM DAY- MAXIMUM NIGHT-


TION LIGHT DISTANCE TIME DISTANCE

Stationary 50cm 30cm

Vehicle In cover Moved 100cm 60cm


(Moving Motor-
bike, Car, Truck, Fired 200 cm 150cm
Half-track, Ar-
moured Car,
Stationary 100cm 60cm
Tank)
In the open Moved 150cm 100cm

Fired 300cm 200cm

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VEHICLES
Shaped charge weapons that fire at a vehicle within
10cm get a +1 to hit. Sandbags and Schurzen are
very effective against these weapons; read how to
use them in the Characteristics section at the back
of the book. As well as their anti-tank function, these
weapons can also be used against infantry hiding in-
side buildings, in ruins or behind walls; in this case if
you hit use an A(3) template starting from the out-
side wall. You cannot fire at infantry units in other
locations (in a wood, in the open, behind a hedge,
etc.). If you miss, consider the shot as NE.
Let’s have a closer look at the rules that apply to In-
fantry shaped charge weapons.

Modifiers: If the spotting unit is an armoured vehi-


cle without an exposed model then subtract 25cm
from the awareness distance.

• COVER AND AWARENESS


Vehicles that are more than half hidden by, or more
than half inside, a scenery element are considered to
be in cover. Vehicles with ambush camouflage that
are more than 25% hidden by or inside an element of
scenery are considered to be under cover. The shape
of a vehicle cannot be modified and only a careful
use of materials or special camouflage patterns can
come close to concealing their presence.

• SHAPED CHARGE WEAPONS (HEAT)


In the Weapons Tables you will have noticed that
there are four sorts of ammunition: High-explosive,
armour-piercing, smoke and shaped charges. While a
solid shell (AP, or Armour Piercing) uses mass and ve-
locity to penetrate a target, a shaped charge (HEAT)
only needs to detonate on contact to develop the A fallschirmjäger with a Panzerschreck
necessary heat reaction and obtain the same effect. is ready for combat. This rocket-laun-
In game terms, shaped charge weapons do not get cher, derived from the American bazooka,
a +1 to hit at close range with an Ambush Order, but proved to be particularly lethal amongst
the bocage in France.
nor do they have the -2 penalty when firing at ex-
treme range: for this reason we have only shown nor-
mal range in the Weapons Table.

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VEHICLES
Bazooka: Can only fire when moving if another
model in the squad is in base contact with the
model armed with the Bazooka at the moment it
fires. If no one is in contact with the model armed
with the Bazooka, it fires in alternate turns and
only if the model does not move.
Characteristics: Shaped charge.

Piat: Can only fire when moving if another mod-


el in the squad is in base contact with the model
armed with the Piat at the moment it fires.
Panzerfaust: Does not require an assistant. Can Considering the fact that this weapon has a
move and fire. Fires on alternate turns. slow reload, it fires on alternate turns but only if
Characteristics: Shaped charge, slow re-load. a member of the squad remains stationary and
NOTE: In this case it isn’t actually a re-load but rath- in base contact with the model armed with the
er the man that is preparing another Panzerfaust Piat for the whole turn. If no one is in contact
to fire. with the model armed with the Piat, it fires every
three turns and only if the model does not move.
Given that it uses a spring mechanism, when
they fire the model and his assistant are treated
as STATIONARY (with Slow movement) or as if
they have MOVED (with Fast movement) .
Characteristics: Shaped charge, silent weapon,
slow re-load.
Can use 2” mortar shells which have an A(5) tem-
plate and characteristics: Silent weapon, slow re-
load.
Panzerschreck: Can only fire when moving if
another model in the squad is in base contact RPG-1: Does not need an assistant. Can move
with the model armed with the Panzerschreck at and fire.
the moment it fires. If no one is in contact with Characteristics: Shaped charge, slow re-load.
the model armed with the Panzerschreck then it NOTE: In this specific case it isn’t a real re-load, but
fires in alternate turns and only if the model does the rule simulates the fact that the soldier must
not move. prepare a new RPG1 for firing.
Characteristics: Shaped charge.
• PROTECTION BEHIND MEDIUM COVER
If a direct fire shot hits a vehicle and if that vehicle,
with respect to the firing unit, is more that 50% hid-
den behind or within any element of scenery that
offers medium or heavy cover, then roll 1d10 on the
Protection Table for each shot at the target.

Protection Table
✪ 1-3 = NE. The scenery element absorbs the
shot and the vehicle is safe.
✪ 4-10 = Continue normally by rolling 1d10 to
hit the target.

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VEHICLES
• Vehicles as cover
Tanks are our sal-
vation. These steel
Vehicles offer cover to both loaded models and to
the models behind them; consider unarmoured ve-
hicles as light cover, armoured vehicles as medium
monsters really make
a difference
cover and tanks as heavy cover.

• Vehicles in the firing line:


Precision Test
If a unit fires with direct fire at a vehicle that is more
than 50% hidden behind another vehicle, no matter
whether the obstructing vehicle is friendly or not,
then there is a chance you’ll hit it instead of the tar-
get. Perform a Precision Test.

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VEHICLES

you want to fire with a Panzerfaust, Panzerschreck or


Bazooka then you must get out first. Obviously there
are some exceptions to this rule which are highlight-
ed later in the vehicle descriptions.
If an unarmoured vehicle remains stationary then all
loaded models can decide to be exposed, fire with
small arms and stay on board.
If an open-topped armoured vehicle remains station-
ary, up to four loaded models can fire with small
arms, becoming exposed.
Precision Test (1d10)
✪ If the roll is equal to or greater than the firing • “LAST DITCH” ROLL: GUNS AND ANTI-TANK
unit’s Training then you have hit the target. RIFLES
✪ If the roll is lower than the firing unit’s Train- Sometimes guns and anti-tank rifles damaged tanks
ing then the obstructing vehicle has been hit. that had seemingly impenetrable armour. Hitting
  a tank could mean breaking the tracks, the impact
Once the target has been identified roll to hit nor- might wound or even kill a crew member and so on.
mally with all modifiers. If you hit check for Damage If, when using direct fire and cross-referencing the
as normal. gun calibre and the target you see NE, you can try a
last ditch roll. You can only attempt a “last ditch” roll
• FIRING FROM A VEHICLE WITH SMALL ARMS at close range. Consider the roll to hit as if it were
AND HEAVY WEAPONS an 11 and apply all modifiers. If you hit then roll for
The only weapons that can fire when moving are damage on the Small Arms Damage Table instead of
weapons on supports, coaxial weapons and turret or the Heavy Weapons Table. Anti-tank rifles are treated
hull-mounted guns, even though they have a penalty like light guns for the purposes of the modifiers to
of -1 for the Assault Order. Remember that the du- the Damage Table.
ties state that a man that uses certain weapons is
exposed when he fires; in this case, if you don’t fire, ➲ A 20mm gun fires at a Medium Tank. Cross-
you may choose not to expose him. Weapons on referencing the details on the table gives an NE
supports cannot be removed from the vehicle during so the player tries a last ditch roll.
the game. Units on a half-track can decide whether He starts at 11 but being a long-barrel the +1
to mount the secondary machine gun or not. If they bonus gives 10.
decide not to mount it then they can take it off and If the player is lucky enough to roll a 10 then
use it normally. he’ll check the effects on the Small Arms Dam-
Heavy weapons used by infantry cannot fire from a age Table with a -1 penalty as the gun is classi-
vehicle at any time, whether moving or stationary. If fied as light while the target is medium.

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VEHICLES
• THE ADVANTAGES OF FIRING FROM ABOVE lowed to return to the vehicle to get back onboard
If a unit fires from above and is at a distance from which is why the vehicle must be left on the battle-
the target that is equal to or less than the height at field. Only the original unit can get back onboard an
which the firer is, ignore the characteristics: medium, abandoned vehicle. An abandoned vehicle remains
heavy, extra heavy and super extra-heavy armour. a target that can be fired at.
From this raised position he can fire directly at crew If your target has some of its models loaded on a ve-
members in an open-topped vehicle, treating them hicle and some unloaded, declare how many shots
as infantry targets without considering cover and are aimed at the vehicle and how many are aimed
without treating them as exposed troops. If a unit at the unloaded troops (infantry), applying normal
fires from above the distances are measured from modifiers and damage to any hits. Obviously, hits on
the base of the building under the point where the the vehicle will be checked on the Damage Table un-
firing unit is located. der the column that regards the vehicle and those
aimed at the infantry on the Infantry column.

➲ A Kübelwagen is under fire from an American


squad. One man is still on board (the driver), while
the other two got out the previous turn. The Ameri-
can can roll 22 dice (4 for the automatic rifle and 18
for semi-automatic rifles) and decides to split them
as follows: 16 on the men (in light cover behind a
hedge) and 6 on the Kübelwagen.

• TROOPS PARTIALLY LOADED ONTO VEHI-


CLES: AWARENESS AND FIRING
Vehicles and their associated crew or squad are nor-
mally considered to be a single unit for awareness
purposes, but if some of the men have unloaded,
they are treated as two distinct targets.

➲ If a unit that is partially onboard a half-track


receives a Movement order and moves slowly,
the unloaded models are considered STATION-
ARY, while the vehicle is considered to be mov-
ing.

➲ A Grenadier unit decides to abandon their


truck during deployment. Since they must de-
ploy in cohesion, place at least one man 10cm
from the truck. During the current turn the en-
emy can fire at the truck applying the aware-
ness of the vehicle or at the men applying the
awareness regarding the infantry.

Vehicles can be abandoned after deployment, so


you are allowed to move farther than the normal
cohesion with your first movement. You are also al-

71
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DAMAGE EFFECTS
VEHICLES

After hitting the vehicle you’ll have to check what Main weapon: The main weapon and any associ-
damage has been inflicted. With the introduction ated coaxial weapons are destroyed and cannot be
of vehicles, the list of damage effects has been en- used. If it is artillery then the gun is destroyed.
riched with new terms: NE: No Effect.
Secondary weapon: The secondary weapon and
Catastrophe!:The vehicle/artillery is destroyed any associated coaxial weapon are destroyed and
and explodes. All models that are loaded or trans- cannot be used. If the vehicle has more than one sec-
ported, assistants and crew are KIA. The burst area ondary weapon, the player that has been hit chooses
of the explosion depends on the type of vehicle: if which is lost. The radio is destroyed.
it is an unarmoured vehicle (or artillery) it extends Steady Nerve Test: Take the Steady Nerve Test. If you
1d10/2 cm, rounded up; if it is an armoured vehicle fail the test then all the models are placed Pinned! in-
it extends 1d10cm. Measure the distance from the side the vehicle.
edge of the vehicle or gun; all models in the burst Tracks: The vehicle cannot move, but may turn on
area are hit. Check for damage by rolling 1d10 on the the spot. If it takes this damage again (or a wheel is
relevant column of the Small Arms Weapons Table for destroyed, for half-tracks), it is Immobilised and can
each model involved. Leave the wreck on the table. no longer turn.
Crew/assistants/transported troops: The number Wheel: If the vehicle has 2 or 4 wheels then move-
preceding this word is the number of models that ment is halved. If a vehicle with 2/4 wheels takes this
have been hit. Check the effects by rolling 1d10 damage again (or the tracks are destroyed in the case
on the Infantry column of the Small Arms or Heavy of a half-track), then it is Immobilised where it stands
Weapons Damage Table (according to the weapon and it can no longer move nor turn on the spot.
used). If the vehicle has 6 or 8 wheels you need to get this
Immobilised: The vehicle can neither move nor turn result twice to halve movement. If a vehicle takes
on the spot. If the last order received was a Move- this damage a third time then it is Immobilised where
ment or Assault, move the vehicle in the direction it stands and it can no longer move nor turn on the
it is pointing for another 1d10cm. The radio is de- spot.
stroyed.

72
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VEHICLES
• GUN CLASSIFICATION • MODIFIERS
Remember to use the modifiers when calculating
As you’ll have noticed in the Heavy Weapons Table, damage. As we have already mentioned, they are
guns are classified into three categories: light, me- sub-divided into generic modifiers and others that
dium and heavy. When a gun hits a target, compare are specific to the gun used.
its category with that of the target that has been
hit. If a heavy gun hits a medium tank, you get a +1 Generic Modifiers
bonus to the Damage roll; if it hits a light tank, you ✪ -1 if the target is an armoured vehicle and the
get a bonus of +2, and if it hits an unarmoured ve- shot comes from the front.
hicle you will get a +3. In the same way, a medium ✪ +1 if the target is an armoured vehicle and the
gun that hits a light tank gets a +1 bonus and so on. shot comes from behind.
Half-tracks and armoured cars are considered to be ✪ -1 if a model is in the burst area of a vehicle
light tanks for the purposes of this modifier. If a light that has suffered a Catastrophe!
gun hits a medium tank, apply a penalty of -1 to the ✪ +1 on the penetration roll if the target vehi-
Damage roll. Gun classification does not apply for cle is open-topped and the firer is using indirect
infantry. fire.
Guns
• CALCULATING DAMAGE ✪ +1 if a heavy gun hits a medium tank with an
Normally, if the amount of damage exceeds the number armour-piercing shell.
of models hit then the excess is lost but in the case of ve- ✪ +2 if a heavy gun hits a light tank, an armoured
hicles this restriction does not apply and more than one car or a half-track with an armour-piercing shell.
sort of damage can be taken by the same model. ✪ +3 if a heavy gun hits an unarmoured vehicle
with an armour-piercing shell.
➲ An American jeep is peppered with shots ✪ -1 if a medium gun hits a heavy tank with an
from a Panzergrenadier squad that gets 7 hits. armour-piercing shell.
After rolling on the Small Arms Damage Table 7 ✪ +1 if a medium gun hits a light tank, an ar-
times in the Car column apply ALL the results. moured car or a half-track with an armour-pierc-
ing shell.
✪ +2 if a medium gun hits an unarmoured vehicle
with an armour-piercing shell.
✪ +1 if a light gun hits an unarmoured vehicle
with an armour-piercing shell.
✪ -1 if a light gun hits a medium tank with an
armour-piercing shell.
✪ -2 if a light gun hits a heavy tank with an ar-
mour-piercing shell.

• PRE-EXISTING DAMAGE
When rolling on the Damage Table, if you get a result
that is impossible to apply because the location has
already been destroyed or is inexistent, apply the
The tank hits the moving armoured car. The pla- other effects.
yer rolls for damage and gets “Immobilised”. Given ➲ After hitting a medium tank and consulting
that the vehicle was moving roll 1d10 to see how the damage on the Heavy Weapons Damage
many cm the armoured car continues forwards Table, you have hit the Secondary Weapon; this
before finally stopping. location has already been destroyed before-
hand so apply; 2 crew + Steady Nerve Test

73
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BURST WEAPONS
VEHICLES

• INDIRECT FIRE: HITTING AND PENETRATING


ARMOURED VEHICLES
Indirect fire ignores the characteristics: medium,
heavy, extra heavy and super extra-heavy armour.
In order to have full effect the centre of the template
(i.e. the point of impact) must be on the vehicle. You
will see that some of the rolls needed for indirect fire
show “7” (or “8” for rocket-launchers), a slash “/” and
then another number.
This means that the shot must first hit the vehicle
and then penetrate the armour, and that two dice
rolls are required.
When rolling to hit use the standard method with all
the relevant modifiers.
If the shot hits then roll another 1d10 without modi-
fiers. If this roll is equal to or greater than the second
number then check for damage on the Heavy Weap-
ons Damage Table.
If the roll is lower then the shot explodes on the ve-
hicle but does not penetrate the armour; check for
damage on the Small Arms Damage Table unless the
table shows NE; in this case no damage is caused.
Remember that the centre of the explosion must be
on the vehicle to get penetration; if it is only within area but the centre is not on top of it, then check for
the burst area then you must roll on the Small Arms damage on the Small Arms Damage Table unless,
Damage Table. when you cross-reference the vehicle and the cali-
If, when deviating, the centre of a template lands bre, you find NE; this means that it cannot be dam-
exactly on top of an armoured vehicle, check on the aged in any way.
Weapons Table for the second number and roll 1d10
without modifiers to see if it penetrates the upper
amour; if the armour is penetrated roll for damage ➲ An 81mm mortar needs a 7 to hit a half-
on the Heavy Weapons Damage Table, otherwise use track with indirect fire. If it hits, roll again to see
the Small Arms Damage Table. if the shot has penetrated the armour.
If, after deviation, the vehicle is only inside the burst If you get a 7 or more (normally 8 but there’s
a +1 bonus since it’s an open-topped vehicle)
then check for damage on the Heavy Weapons
Damage Table in the Half-track column, other-
wise use the Small Arms Damage Table.
If the shot penetrates you’ll also have to roll for
damage to the occupants without any cover.

74
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VEHICLES
➲ An 81mm mortar fires at an infantry unit • OPEN-TOPPED ARMOURED VEHICLES; HAND
but misses, and the shot deviates, hitting a GRENADES AND INDIRECT FIRE
light tank. The centre of the explosion is on All open-topped armoured vehicles can be damaged
the centre of the tank. Roll for penetration im- (even with an NE on the table) if a hand grenade,
mediately. Checking the table we find that the mortar shell or gun shell goes into the open area
“penetration” value is a 10. If you roll 10 on 1d10 with a “lobbed” indirect fire shot. Remember to ap-
then check for damage on the Heavy Weapons ply the -3 penalty to hit the infantry within an open-
Damage Table, but if you roll 1-9 then use the topped vehicle. If you hit then all soldiers inside are
Small Arms Damage Table. Roll normally for automatically hit and get the benefit of light cover.
damage against all the other units in the burst The burst area of the explosion remains within the
area in both cases. vehicle. If the shot misses it will deviate.

For obvious reasons open-topped vehicles are par- • Impossible INDIRECT FIRE
ticularly vulnerable to indirect fire so add +1 to the If, when applying all modifiers, the roll needed to hit
penetration roll. If the shot penetrates, as well as nor- is 11 or more, or if, when consulting the Weapons Ta-
mal damage, also roll for damage for all crew mem- ble and cross-referencing the weapon with the target
bers and any transported units, without the benefit you find an “NE”, indirect fire cannot be performed;
of cover (see first example above). the chance of success is so remote that the shot is
not even attempted because, even if it were to hit
• INDIRECT FIRE AGAINSt unarmoured with a deviation, the shot could not damage it.
VEHICLES This may seem drastic but some players tend to
If the target is an unarmoured vehicle and the cen- “bend the rules”, trying to hit a nearby target with
tre of the template is on top of the vehicle or if the the lucky deviation of the original shot… this rule is
template covers it completely, roll for damage for all intended to stop that practice. For the same reason
members of the crew and any transported troops, you are NEVER allowed to use indirect fire against
treating them like infantry in light cover. All unar- a vehicle’s exposed crew member or to use a Burst
moured vehicles are classified as open-topped, so weapon classified as NE to hit exposed crew.
you can try to throw a hand grenade inside the vehi- As we have said already, any rules must find a bal-
cle with an indirect fire shot. Consider the target like ance between playability and realism. Deviation of
infantry inside an open-topped vehicle (penalty -3) missed indirect fire must be seen as a failure, not as
and remember to apply all relevant modifiers. If you the possibility of hitting something else in the area.
hit then all soldiers inside are automatically hit and The table was written with this in mind.
do not get the benefit of any cover at all. No one would really try to fire a Thompson at a Tiger
hoping that a ricochet would hit a man hidden be-
hind a wall… but some players hope that a mortar
deviation will hit another unit!

• DIRECT FIRE AGAINST unARMOURED


VEHICLES
If the target is an unarmoured vehicle and the cen-
tre of the template is on top of the vehicle or if the
template covers it completely, roll for damage for all
members of the crew and any transported troops, al-
lowing them the benefit of light cover.

occupants will be hit.


If the StuG hits the jeep then all the

75
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VEHICLES
• LIGHTAND HEAVY FLAMETHROWERS USED
AGAINST ARMOURED VEHICLES
The effects of a flamethrower on a vehicle were far more
devastating than the effects of a normal shell. For this rea-
son we ignore the characteristics: medium, heavy, extra-
heavy and super extra-heavy armour. When a flamethrow-
er hits an armoured vehicle use the tables below.
A quad-20mm anti-aircraft position.

Light Flamethrower Damage on vehicles


✪ 1-4: The flames die out immediately and cause • RAPID FIRE 20MM, 37MM AND 40MM ANTI-
no damage: NE. AIRCRAFT GUNS
✪ 5-7: 2 crew members are Pinned! + Steady The A(3) used by anti-aircraft guns is an interpretation
Nerve Test. of the weapon to adapt the rate of fire to the game sys-
✪ 8-9: 1 crew member is Pinned! + 1 KIA + Steady tem. This way men within the area are easily cut apart
Nerve Test. by the shells and at the same time the weapon is not
✪ 10: Catastrophe! too devastating when used against tanks or half-tracks.
Given that with rapid fire each barrel has two 3cm areas,
Heavy Flamethrower Damage on vehicles remember to place them either next to each other or
✪ 1-2: The flames die out immediately and overlapping (wholly or partially).
cause no damage: NE. If it is a 4-barrelled weapon, the 8 templates can be over-
✪ 3-5: 2 crew members are Pinned! + Steady lapped or placed next to each other in a long chain. All
Nerve Test. the templates must be placed within the line of sight of
✪ 6-8: 2 crew members are Pinned! + 2 KIA + the weapon. Templates can be overlapped to intensify
Steady Nerve Test. the effect in a specific area. Roll to hit separately and if
✪ 9-10: Catastrophe! you hit then check to see who is within the (A3) tem-
plate and roll for damage.
If the number shown is more than the number of
models present then ignore the difference. • ALTERNATIVE MARKERS
If you hit an open-topped vehicle, then all models on- In order to keep track of damage taken you can use
board must roll on the Infantry column of the Dam- markers or just show the damaged areas with white
age Table, ignoring any cover. cotton wool. Black or coloured cotton wool should
only be used for destroyed vehicles. You can also
• ARTILLERY / HOWITZER: AMMUNITION buy miniatures of dead crew to represent losses. You
If a gun is classified as a howitzer, it has high-explo- could also use miniatures of men helping others or
sive shells but cannot use armour-piercing shells. with similar poses for Pinned! models. Remember to
mount these miniatures on a square base so as not
to confuse them with your troops.

COMmUNICAtions
Only units defined as Headquarters (HQ) and Ob- nication to the HQ to give details about an enemy
servation Points (OP) can send communications to model of whom the unit has line of sight and is aware
other units in their army to direct their fire. in order to allow them, in turn, to direct fire.
Radio operators in vehicles can only contact other This “chain of communication” simulates the sight-
vehicles in their section, unit or platoon but cannot ing procedures used during the war fairly accu-
direct their fire. You are allowed to send a commu- rately.

76
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MORALE AND STEADY NERVE TESTS

VEHICLES
• GENERAL DESCRIPTION
Seeing your own comrades ripped apart by bul-
lets is far from pleasant but without doubt it’s even
worse when a friend dies next to you inside a tank.
Considering the space available inside a tank it’s
not hard to imagine what happens when a shell
penetrates the armour and rips the crew apart with
shrapnel and flames… a truly horrendous experi-
ence. This is why tank crews tended to abandon
the tank when they felt they were in danger. But it’s
r cover of a Matilda Mk.II.
very different to seeing your own tank commander British 8th Army troops move unde

being killed by a sniper… to simulate this situation


we introduced the Steady Nerve Test, less devastat- take a Morale Test.
ing than the Morale Test but just as troublesome in When an unarmoured vehicle loses a number of men
game-terms. equal to its Panic Resistance after Small Arms fire
then the vehicle must take a Morale Test.
• MORALE TEST
When a vehicle (armoured or unarmoured) loses a • STEADY NERVE TEST
number of crew equal to its Panic Resistance after When a vehicle is hit and must perform a Steady
taking fire from Heavy Weapons it must perform Nerve Test, roll 1d10 without modifiers to see wheth-
a Morale Test. If it fails this Test then all the models er the crew keeps their nerve.
get out immediately and are placed in cover, Pinned! If the roll is equal to or greater than the unit’s Train-
next to the vehicle and in panic. From this moment ing then nothing happens, but if it is lower then the
on they are considered infantry until they get inside crew and all loaded models are placed Pinned! inside
again. If they recover from the panic and get back on the vehicle.
board they will once again be treated as a vehicle. If a vehicle has to make a Morale Test in addition to
If some models are Pinned! inside the vehicle when a Steady Nerve Test because it has reached the unit’s
the unit panics then Pin! them in cover outside the RP, first perform the Morale Test and then perform
vehicle. the Steady Nerve Test.
If the unit panics there is no point in testing for
➲ A tank is hit by a gun. When checking for dam- Steady Nerves.
age, the result is 1 KIA and 1 Pinned! The Morale Test
comes first (RP:1 for the tank). Unfortunately the roll Steady Nerve Test (1d10)
on 1d10 is not good and the crew must abandon ✪ If the roll is equal to or greater than the unit’s
their tank. In this case the Pinned! man will also bail Training then there are no consequences, apart
out fast and will be placed in cover, Pinned! next to from the fact that you can’t expose another
the tank, with his friends. crew-member this turn.
✪ If the roll is lower than the unit’s Training then
When an armoured vehicle loses a number of men all surviving crew are Pinned! inside the vehicle.
equal to its Panic Resistance from Small Arms fire, the
vehicle does not have to take a Morale Test, but rath- • TROOP CARRIERS
er a Steady Nerve Test. An armoured troop carrier only Vehicles classified as Troop carriers in their character-
performs a Steady Nerve Test if the entire unit is on istics apply the Panic Resistance (RP) of the loaded
board; if part of the unit is dismounted then it must unit.

77
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CLOSE ASSAULTING VEHICLES
VEHICLES

• CLOSE-ASSAULTING ARMOURED VEHICLES


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

CLOSE ASSAULT TEST (1d10) placed between the tracks or in the engine com-
✪ If the roll is equal to or greater than the unit’s partment. Missed shots do not deviate, but explode
Training then the model can assault. Place him without causing any damage.
next to the vehicle. Models with Satchel charges or Gammon grenades
✪ If the roll is less than the unit’s Training then do not need to close-assault armoured vehicles
the model refuses to assault. The model does not and can throw their explosives directly using the
move this turn and stays where he is. He can’t do relative table.
anything else.
However if a model
All models in contact with armed with a Satchel
the side or rear of the vehi- charge or Gammon
cle and that have passed the grenade close-assaults
Test roll 1d10 to hit, apply- a vehicle then use the
ing all modifiers. A roll of 1 same procedure as for
or 2 means the model is KIA normal grenades (per-
(he has been crushed, or the form the Close Assault
grenade has exploded pre- Test, ignoring charac-
maturely…). Infantry close- teristics of medium ar-
assaults ignore medium, mour, etc), but use the
heavy, extra heavy and super Heavy Weapons Dam-
extra-heavy armour. age Table.
Roll 1d10 on the Small Arms
Damage Table for every hit.
Forget the burst area for hits,
as the grenade has been The men inside this German Sdkfz 142 Stug III Ausf. G aren’t
aware of the danger behind them.

78
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OPTIONAL RULES FOR
EXPERIENCED PLAYERS

American troops move during the night.

This section contains a selection of optional rules ➲ An M8 can move up to 45cm at night even if
that will enrich your game. Decide which ones you it uses a Movement Order and moves Fast.
want to use and agree with your opponent before
play. They have been organised into sections to ease
consultation.

• NIGHT FIGHTING
Some operations took place at night to protect
both men and vehicles when they were advancing
towards the enemy. Obviously in conditions of re-
duced visibility your awareness of the enemy’s pres-
ence is limited too, so use the Night-time column of
the Awareness Table. As well as modifying awareness,
night-time also forces vehicles to expose their Com-
mander if the vehicle moves faster than their slow
speed. The maximum speed that can be used at night
is the Assault speed. assault a fortified house.
American paratroopers prepare to

79
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Infantry inside illuminated structures ignore this • ALTERNATIVE CARD MANAGEMENT
limitation.
If a unit detonates a mine it is treated as having fired
for awareness purposes.
You can play any scenario in night-time conditions
using the Night-time Awareness Table if you agree
with your opponent beforehand.

SEARCHLIGHTS AND STAR SHELLS


You can use searchlights and star shells during night-
time scenarios. The procedure is as follows:

Searchlights. During the declaration of intents phase


a man that is next to a searchlight can shine the
beam of light A(5) onto any unit in line of sight and
within 100cm, even if he is not aware of them, with A good plan is a pre-requisite for success. In order
any order. Roll 1d10: 7+ you’re shining the light on to reduce the element of luck and not find yourself
the target; 1-6 the light deviates 2d10cm. Consider limited during the game you can split the deck into
the target unit and all units within the template to two halves after initial deployment. The first half (20
be in Daylight conditions for awareness purposes. If cards) will include Movement and Assault cards (re-
you used an Ambush, Fire, Suppression Fire or Assault ferred to as Manoeuvre Cards), while the second
order then the unit can fire at the unit that has just half (the other 20 cards) will include the Fire, Sup-
been spotted. Any unit within 200cm and in line of pression Fire and Ambush cards (these are called Fire
sight becomes aware of the unit that is using the Cards).
searchlight. You can shoot the light out by sacrificing The two halves will be kept separate during play, so
two hits on the unit. remember to discard any used cards to the correct
Cost: 10 points each. A(5) half. You can choose which half to draw from dur-
ing the Card Re-fill phase, informing your opponent.
➲ An American squad fires at a German position This way the cards will correspond more closely to
with a searchlight, hitting the unit 3 times. The player your plan but at the same time the system will at
decides to shoot out the searchlight and so sacrific- least partially reveal your intentions. At the end of
es 2 hits, and rolls only once on the Damage Table the turn each half is shuffled with its own discards.
against the other men. The hand is used normally, including the playing of
a card for initiative. This method does not prevent a
Star shells. Mortars and pistols can use star shells. normal Re-fill phase.
You can fire a star shell at units that are in line of sight It is perfectly acceptable that one player uses the
but of which you are not aware, or at units of which “alternative” method and his opponent the “classic”
you are neither in line of sight nor aware if you receive method. But if both players opt for this “alterna-
a communication from a unit that is in line of sight of tive” solution then they must take turns in deciding
the target. You need to roll a 7 or more on 1d10 to hit how many cards they choose from each section first
the target unit; if you fail then the star shell will devi- (Player A on even turns, Player B on odd turns); this
ate. All units in the area are considered in Daylight way whoever chooses second has the advantage of
conditions for awareness purposes. The other models knowing the enemy’s intentions, at least vaguely.
in the unit that uses star shells can fire at the unit that As you can imagine, even the choice of which system
has just been spotted. At the end of the turn remove to use is an important strategic choice.
the star shell marker.
Cost: 10 points per Star shell. Template: A(8)

80
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• BUILDINGS
Infantry: Stairs, rooms and gaps
When using smaller houses you can simulate move-
ment between floors in an abstract way. But larger
buildings will require the use of stairs. Distances, in
this case, are measured as normal but you will need
to find a staircase to gain access to floors above/be-
low your models. If part of the building has collapsed
and there are holes between one floor and another
then you can move vertically (climb). To make the
game more interesting we advise you to subdivide
the inside of the building into rooms whose maxi-
mum size is around 10x15cm. Of course you can vary
this depending on the sort of building it is; a factory
or church will have much larger spaces, while a ho-
tel will contain a lot of smaller rooms. The important
thing is that the rooms be marked out by inner walls.
Each room must have at least one door. If an enemy
model is standing on a threshold then you cannot
cross that threshold without killing him first. Models
with shaped charge weapons, demolition charges,
gammon grenades, satchel charges or mines can
move through inner walls. In normal games, artillery

“Taking a city is like plunging you


bare hands into a bees nest… the only
certainty is that it’s going to hurt.
A lot…”
Anon.

models can only be deployed on the ground floor


and only if the doors or holes in the walls would al-
low access. Gun positions are sometimes an excep-
tion when used in historical scenarios which assume
prior positioning with a crane or hoist.

Definition of buildings and their size


Buildings are sub-divided into four categories:
small, medium, large and enormous. Unlike in country
towns or villages, buildings are always considered
enormous in a large city. To make your life easier,
whether you have a building or a ruin, it is a good
idea to decide the perimeter before playing to avoid
any disagreements during the game. In game terms,
the perimeter of a building does not change even
A bell-tower is a great
observation post. when it is reduced to rubble.

81
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✪ Small building: Less than 10x15cm, single
floor.
✪ Medium building: At least 10x15cm with a
single floor, or at least 10x10cm with two floors.
✪ Large building: At least 20x20cm with a sin-
gle floor, or at least 10x20cm with two floors.
✪ Enormous building: At least 30x40cm with a
single floor, or at least 20x20cm with two or more
floors.

The effects of large calibre artillery on buildings:


direct fire
Large calibre shells can irreparably destroy a roof or
gut a building.
When a gun uses direct fire at a unit in a building with
a 105mm shell or greater, in addition to the normal
damage roll 1d10 on the Building Demolition Table
and apply the result.
A typical building on the African front (small building).

BUILDING DEMOLITION TABLE


1, 2, 3: NE. The building shakes but the structure remains intact.
4, 5: If the building is small, all units inside must perform a Steady Nerve Test and if they fail the test all models
in the unit that failed the test are Pinned! If it is medium, large or enormous nothing happens.
6, 7: If the building is small or medium, units in the room hit and those rooms adjacent to the room that has
been hit (including the ones above and below) must perform a Steady Nerve Test and if they fail the test all
models in the unit that failed the test are Pinned! If it is large or enormous nothing happens.
8, 9: If the building is small it collapses. From now on consider it a ruined building. All models inside the bu-
ilding roll on the Small Arms Damage Table without any cover. If the building is medium or large, units in the
room hit and those rooms adjacent to the room that has been hit (including the ones above and below) must
perform a Steady Nerve Test, and if they fail the test all models in the unit that failed the test are Pinned!
If it is enormous nothing happens.
10: If the building is small or medium it collapses. From now on consider it as a ruined building. All models
inside the building roll on the Heavy Weapons Damage Table without any cover. If the building is large, units
in the room hit and those rooms adjacent to the room that has been hit (including the ones above and below)
must perform a Steady Nerve Test and if they fail the test all models in the unit that failed the test are Pinned!
If it is enormous nothing happens.
11: If the building is small, medium or large it collapses. From now on consider it a ruined building. All models
inside the building roll on the Heavy Weapons Damage Table without any cover. If the building is enormous,
units in the room hit and those rooms adjacent to the room that has been hit (including the ones above and
below) must perform a Steady Nerve Test and if they fail the test all models in the unit that failed the test are
Pinned!
12,13: The building collapses. From now on consider it a ruined building. All models inside the building roll on
the Heavy Weapons Damage Table without any cover.

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

Note: Really enormous buildings crumble in sec-


tions. Treat each 20x20cm section independently, no
matter how many floors there are. If the building is
bigger than one section then mark out the 20x20cm
area that has been ruined (maybe with black card).
When a “whole” building crumbles, remove the mod-
el and replace it with a ruined model that is the same
size. After the collapse there is a cloud of smoke
all around the house that extends 5cm from every
edge. Apply smoke rules (line of sight, modifiers, etc.)
This building has been gutted by explosions.
with the exception that the “dust cloud” doesn’t dis-
perse using the smoke rules (don’t roll on the table)
Building Demolition Table modifiers: but disperses automatically after 1d10 turns. Treat
From calibre 110mm to 155mm: bonus +1 to the roll Bunkers like enormous buildings on the Building
From calibre 156mm to 200mm: bonus +2 to the roll Demolition Table.
From calibre 201mm to 320mm: bonus +3 to the roll
The effects of large calibre artillery on buildings:
Steady Nerve Test (1d10). indirect fire
✪ If the roll, without modifiers, is equal to or When a gun, mortar or rocket-launcher uses indirect
greater than the unit’s Training, there are no con- fire against a unit in a building, with a 105mm shell or
sequences. greater, roll 1d10 on the Roof Demolition Table before
✪ If the roll is lower than the units’ Training then checking for normal damage and apply the result.
all models are Pinned!

The Russians will flush the Germans out thanks


to the support of a self-propelled
ISU152.
this position.
The Germans dominate the city from

83
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ROOF DEMOLITION TABLE
1, 2, 3: The roof withstands the shell or the shell is deflected. Apply the burst area for the weapon used
starting from the roof.
4, 5: If the building is small the roof falls in; remove it. All models inside must roll on the Heavy Weapons Da-
mage Table without any cover. Further hits no longer consider the roof: it has been destroyed. If the building
is medium, large or enormous the roof holds. Apply the burst area for the weapon used starting from the
roof.
6, 7: If the building is small or medium, the roof falls in; remove it. All models on the top floor must roll
on the Heavy Weapons Damage Table without any cover. Any further hits no longer consider the roof:
it has been destroyed. If the building is small it may even collapse. Roll 1d10 on the Building Demolition
Table with a +1 modifier. If the building is large or enormous the roof holds. Apply the burst area for the
weapon used starting from the roof.
8, 9: If the building is small, medium or large, the roof falls in; remove it. All models on the top floor
must roll on the Heavy Weapons Damage Table without any cover. Any further hits no longer consider
the roof: it has been destroyed. If the building is small or medium it may even collapse. Roll 1d10 on the
Building Demolition Table with a +1 modifier. If the building is enormous the roof holds. Apply the burst
area for the weapon used starting from the roof.
10, 11: If the building is small, medium, large or enormous, the roof falls in; remove it. All models on the
top floor must roll on the Heavy Weapons Damage Table without any cover. Any further hits no longer
consider the roof: it has been destroyed. If the building is small, medium or large it may even collapse.
Roll 1d10 on the Building Demolition Table with a +1 modifier.
12,13: The roof falls in and the building may collapse too. All models on the top floor must roll on the
Heavy Weapons Damage Table without any cover. Roll 1d10 on the Building Demolition Table with a +1
modifier.

Roof Demolition Table modifiers Crashing Through Walls Test. Before any move inside
From calibre 110mm to 155mm: bonus +1 to the roll a building roll 1d10 on the Crashing Through Walls
From calibre 156mm to 200mm: bonus +2 to the roll Table. You are not allowed to crash through enor-
From calibre 201mm to 320mm: bonus +3 to the roll mous buildings.

Treat Bunkers like enormous buildings for the pur- Crashing through walls Test (1d10)
poses of the Roof Demolition Table. ✪ If the roll is equal to or greater than the unit’s
Training, you can crash into the building; the tank
Note: With really enormous buildings, only remove destroys the walls and enters 5cm into the build-
the roof if the building measures up to 20x20cm. If ing before rolling 1d10 on the Crashing through
the building is bigger, mark out the 20x20cm area of walls Table.
the collapsed roof, maybe using some black card. ✪ If the roll is lower than the unit’s Training, the
driver refuses to move. The tank does not move
Tanks: Entering a building by crashing through and stays where it was.
the walls.
Crashing into a building with a tank can be very dan-
gerous: you can fall into the cellar, the house can fall
down on top of you, and so on. For this reason a tank
that wants to “crash through” a building must pass a

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A Churchill crashes into a building with its turret rotated towards the rear.

Crashing through walls Table (1d10)


✪ 1: Either the roof falls in or the tank falls into the enormous building to ruins by crashing into it. You
cellar. Check for damage by rolling 1d10 on the can only enter into or move through a building with
Heavy Weapons Damage Table. the gun pointing backwards. Once you are inside
✪ 2: The tank is Immobilised. Perform a Steady you can rotate the tank to aim at a target up to 45°
Nerve Test. (22.5° right and left). Heavy tanks can crash through
✪ 3-10: The tank crashes through the building stone buildings; medium and heavy tanks can crash
up to the declared destination. through brick, clay and wood houses; light tanks,
however, are limited to crashing through clay or
Modifiers for the Crashing through Walls Ta- wooden buildings.
ble Tanks cannot crash through a bunker or an enor-
✪ -1 or a medium-sized building. mous building. Infantry inside a building that is
✪ -2 for a large building. thus ruined will take damage on the Heavy Weapons
Damage Table with no cover. Infantry in a room that
After a tank “crashes through” a small building, treat is crashed into take automatic damage on the Heavy
it as ruined. You cannot reduce a medium, large or Weapons Damage Table with cover.

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• VEHICLES Ramming: Modifiers to the Damage Table
Involuntary ramming and flattening ✪ +2 if the target has extra-light armour.
If, due to unforeseen circumstances, a vehicle (that is ✪ +1 if the target has light armour.
Immobilised whilst moving, blocked by a vehicle in its ✪ -1 if the target has medium armour.
path etc), crashes into a element of scenery or rams/ ✪ -2 if the target has heavy armour.
crashes into another vehicle then you must check for ✪ -3 if the target has extra-heavy armour.
damage on both vehicles. Consider the vehicles as if ✪ -4 if the target has super-extra heavy armour.
they were in one of 4 categories:
➲ A Panther that is rammed by a Sherman rolls
✪ Heavy tanks (large and enormous buildings) 1d10 on the Heavy Weapons Damage Table with a -2
✪ Medium tanks (walls, medium buildings) for its Heavy armour. The Sherman also rolls 1d10 on
✪ Light tanks (including armoured cars and half- the Heavy Weapons Damage Table without a modi-
tracks, small buildings) fier.
✪ Unarmoured vehicles
You cannot ram with a motorbike. A rammed motor-
If the vehicles belong to two different categories bike will perform a Dodge Test.
then the smaller vehicle rolls 1d10 on the Heavy
Weapons Damage Table while the larger vehicle rolls
1d10 on the Small Arms Damage Table.
If they in are the same category then they both roll
1d10 on the Heavy Weapons Damage Table. If the
crash occurs between two vehicles of the same cat-
egory then the vehicles both stop at the point of
contact.

If they are different categories then the vehicle in


the smaller category stops at the point of contact
while the vehicle in the larger category continues on
its way “moving” the other (see the paragraph “Mov-
ing destroyed or immobilised vehicles” below). Me-
dium and heavy tanks can always ram a car without
checking for damage. This not a real ram but rather a Motorbike Dodge Test
“flattening”. The car explodes (Catastrophe!) and be-
comes broken ground. ✪ If the dice roll is greater than your unit’s Training
then the motorbike swerves away at the last mo-
➲ A Sherman (medium tank) is immobilised after a ment.
close-range shot from a Tiger (heavy tank). The previ- ✪ If the dice roll is equal to the unit’s Training then
ous turn it had moved in Assault, so, as foreseen by the vehicle destroys the motorbike but the pas-
the damage, it must move 1d10cm straight ahead sengers have escaped. They are Pinned! next to the
before finally stopping. The dice comes up with a 10; wreck of the motorbike.
the tank moves but rams the Tiger. ✪ If the dice roll is less than the unit’s Training, the
vehicle destroys the motorbike and kills its passen-
The Sherman rolls for damage on the Heavy Weap- gers
ons Damage Table while the Tiger rolls on the Small
Arms Damage Table. The motorbike remains in its initial position when
the vehicle has gone past. If the ramming vehicle
In all cases apply the following modifiers to the Dam- ends up on the original position then the motorbike
age Table: is moved to one side, next to the vehicle.

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Running over Infantry with tanks B
It was common practice to drive over enemy infantry
and attempt to crush them under the vehicle’s tracks.
A tank must receive an Assault Order to run over in-
fantry and must move at least 10cm in a straight line
(but not necessarily immediately before impact).
During the declaration of intents the vehicle’s route
must be indicated and the player must identify all in-
fantry models (friends and enemy) that will be con-
tacted by front of the vehicle. During Order Execution
move the vehicle up to the destination and perform
a Dodge Test for all models in its path.

Infantry Dodge Test C


✪ If the roll is greater than the unit’s Training then
the model jumps out of the way.
✪ If the roll is equal to the unit’s Training then the
model is Pinned!
✪ If the roll is less than the unit’s Training the model
dies.

If the model survives then he remains in his initial


position. If the tank that tried to run him over stops
on the man’s original position then the model is
placed next to it.

Models that are subject to Political Fanaticism will “flatten it” as described above.
take their Dodge Test like all other units using their If you want to push it then during the Order Assign-
normal Training number. Sometimes, due to unfore- ment phase declare your intention and your vehicle’s
seen conditions (e.g. immobilised during move- destination, within the range of a Slow move. If the
ment), a vehicle may crash into one or more models terrain next to it is clear then move it until your path
– in this case apply these rules normally. is free by moving it to one side from the point of con-
tact. If this is impossible due to impassable ground
Moving destroyed or immobilised vehicles or objects that provide medium cover then push it
When a vehicle that has been destroyed, immobi- as far as possible keeping the same initial orienta-
lised or that has been abandoned blocks the path of tion. As always, if in doubt then use your common
a tank, you can choose to “push it to one side” or to sense. You can only “push” tanks of the same class or
less (i.e. a medium tank can push a medium tank or a
A light tank), so tanks that are a class higher cannot be
moved. The exception is a tank with a bulldozer that
can push a tank of a higher class (for example a light
tank with bulldozer can push a medium tank): in this
case every centimetre moved while “pushing” costs
double. For these purposes consider half-tracks and
armoured cars as is they were light tanks.

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• UNDERGROUND TUNNELS AND SEWERS

Infantry units in Tunnels and Sewers


During urban combat, apart from the normal strate-
gic manoeuvres, you also have to consider the possi-
bility of infantry units getting round enemy defences
by using tunnels.
If your wargames table is so realistic that it includes
scenery elements like sewers or underground tun-
nels, you can play normally but must roll 1d10 on the
Underground Table every time that a unit descends
into or emerges from the tunnels through one of the
entry points on the table.
If you do not have a suitable table, just place some
man-hole covers to mark the various entry points.
If all the models in the unit are in cohesion with the
entry point then it can descend into the tunnel with a
Movement or Assault Order.
The Russians move around the German positions using an under-
Every time a unit descends through an entry point ground tunnel.
you must roll 1d10 on the Underground Table.
After checking the table replace the unit with a mark- units. If the markers of two enemy units are within
er placed on the entry point (e.g. Unit A, B, C etc.). 10cm of each other then they can fire at each other.
The turn ends with this replacement and the marker Consider all men to be in line of sight and aware no
cannot move. To show further movement move the matter what order they received beforehand.
Unit marker on the wargames table. If you use a burst weapon in underground combat
The route from one entry point to another is consid- then, considering that this is an abstract combat, for
ered to be a straight line that leads from the entry each hit with a burst weapon you will hit a number
point where the unit descended, and ends at the en- of models proportional to the size of the burst tem-
try point declared as your destination. plate. If the number is greater than the number of
When the marker reaches an entry point it stops. models in the unit then the excess is lost. Remove
Next turn you can emerge (with a Movement or As- losses as normal. You can enter into close combat
sault order). using an Assault order to moving your marker next
Once outside the marker is replaced by the models to or overlapping the enemy marker. In this case all
in the unit, in cohesion with the entry point. models are considered to be next to an enemy.
Models that emerge from tunnels can fire at any Any extra models will have the normal close combat
enemy unit that is in line of sight and of which they bonus. When underground, where units are repre-
become aware, and can also assault any enemy sented by markers, any eventual Pinned! models pre-
unit within 10cm of the entry point from which they vent the whole unit from moving.
emerge. Remember that the entire unit must de- For balanced games place up to 6 entry points.
scend or emerge: you cannot split the unit between Before play the players place entry point markers al-
the surface and underground. ternately, following these criteria:
Only infantry units can go underground, units de- ✪ entry points cannot be less than 30cm from the
fined as artillery may not. table edge
Exceptional cases may be mentioned in specific his- ✪ entry points cannot be less than 30cm from each
torical scenarios. Units on the surface do not have other
line of sight or awareness towards units underground, ✪ entry points can only be located on roads or pave-
and vice versa. ment, not inside buildings or ruins.
Units underground can fight other underground

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

Note: Fighting underground gives a penalty of -1


to the Morale Test due to the claustrophobic sur-
roundings. Models with the infiltrator characteris-
tic can be deployed underground without rolling
A man moves into the tunnel through a manhole (entry point).
on the Underground table. When they emerge or
descend again, they must roll on the table as nor-
mal.

Russian infantry leave the tunnel and take the German troops by surprise.

89
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• SMOKE Using smoke
The devastating power of new weapons, as well as If you decide to use smoke, declare this when giving
their increased rate of fire and range, forced armies the Order. The model that uses smoke cannot do any-
to find new solutions. Advancing towards the enemy thing else, but his unit can act normally. You can use
over open ground meant certain death for infantry. smoke with any order (even Movement). Normally in
Sometimes even tanks had to find strategies that a vehicle it is the Commander that uses the smoke: if
would help them advance towards or flee from en- he dies the other crew members can use it in his place.
emy tanks with bigger guns. To this end smoke was You can fire smoke at any point on the table that is in
used more and more to both protect troops from the line of sight, or even at a point that is NOT in line of
enemy and to confuse them. Integrated grenade- sight if you receive a communication from a unit that is
launcher systems were introduced on tanks in all in line of sight with that point.
armies, sometimes even combining their screening When you use smoke, place the corresponding tem-
function with an offensive one. plate on the target and roll 1d10: if you roll a “1”, it
doesn’t go off (remove the template); if you roll from 2
Wind direction to 6, it deviates in the direction of the wind, a number
If you plan to use smoke during the game then you of cm equal to twice the number rolled; if you roll from
must decide the wind direction before play com- 7 to 10, it lands where you planned.
mences. From this moment onwards it is not possible to trace
Roll 1d10 and, like with indirect-fire deviation, the a line of sight beyond the smoke template (unless you
direction the dice is pointing in becomes the wind use a Suppression Fire order), but line of sight can go
direction. Place the special marker on the table to re- into the template. Units in smoke are considered to
mind both players of this direction. If you roll a “1” in be in light cover and you have a penalty of -2 to hit
the Smoke Dispersion Phase then the wind changes them and -2 to damage. You must not exceed Assault
direction: repeat the operation. speed when moving through smoke. Every turn, in the
Smoke Dispersion Phase, the players take it in turns to
choose a template and roll 1d10 on the Smoke Table.
Continue to roll alternately until all templates have
been checked.

SMOKE TABLE

1: The wind changes direction and the smoke


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

Given that there are different sorts of smokescreens,


the template to be used is specified in the descrip-
tion of the weapon used. The range is measured
from the edge of the vehicle.

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A Pz.Kpfw. V Panther Ausf. G. These tanks can be equipped with both smoke
and the Nähverteidigungswaffe system.

Types of smoke launchers Vehicles with Nähverteidigungswaffe have external


Vehicle smoke. Close, normal, extreme ranges: n/a. mines. Assaulting infantry are killed if they roll from
Place the smoke on the vehicle. A(8) template. One 1-4 on 1d10 instead of the normal 1-2.
use only. Cost: 50 points.
Catastrophes and explosions
Rear smoke-launcher.Range 5cm. Frontal 90° firing arc. When a vehicle is destroyed by a Catastrophe!, and
A(8) template. One use only. Cost: 50 points. after having checked the effects of the explosion,
roll another 1d10.
Lateral smoke-launcher. Close range: n/a. Normal With a roll of 9 or more the vehicle is wrapped in
range: 15cm. Extreme range: n/a. Frontal 90° or lat- flames and a smokescreen blocks line of sight.
eral 90° firing arc. A(8) template. One use only per For the rest of the game treat the vehicle as if it
side. Cost: 80 points. were covered in smoke.
Just like with normal smoke, you may not trace a
Smoke-screen mortar. Close range: n/a. Normal line of sight beyond the vehicle, unless you use a
range: 30cm. Extreme range: n/a. Frontal 90° or lat- Suppression Fire order.
eral 90° firing arc. A(8) template. One use only. Cost: Unlike smokescreens, however, the smoke will not
60 points. disperse. Seeing that the vehicle is burning, in-
fantry or exposed components that cross or stop
Smoke for guns and mortars. Range depending on within 5cm of the vehicle take an immediate hit on
the weapon. Template depending on the calibre. One the Small Arms Damage Table due to the heat of the
use only but you can buy more smoke if you spend the flames.
required points. If specified you can also buy white- If you try to move or flatten a burning vehicle take
phosphorous grenades. Cost 50 points. an immediate hit on the Light Flamethrower Dam-
age Table if the vehicle is unarmoured, and on the
Nähverteidigungswaffe. Close range: n/a. Normal Heavy Flamethrower Damage Table if it is. In night-
range: 30cm. Extreme range: n/a. Frontal 90° firing time scenarios a burning vehicle lights up an area
arc. In game terms it uses an A(5) template that in- the size of an A(10) template.
cludes a light mortar shell and a smoke grenade. One Inside this area apply the Daytime Awareness Table.
use only. Cost: 100 points.

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hed to the M8 armoured car.
These American paratroopers are attac

• ATTACHMENT
Compact Groups of artillery and multiple rocket
General Description launchers.
The term “attachment” is used to indicate the joining When building your army you can attach artillery
of more than one unit into a larger unit. Attachment or multiple rocket launchers of the same type and
can be definitive or temporary. In both cases, when from the same platoon/section, as long as this is de-
two units are attached they follow the same order clared at the start of the game. Models in this Com-
and panic together, just as if they were a single unit. pact group must remain in cohesion (10cm) and will
all perform the same action: they only get one Order
Infantry units attached in Compact Groups card, but can fire at different targets. However, if they
Some units have the Compact group characteristic. use indirect fire then they must fire at the same tar-
When choosing your army, you can attach several get.
of these infantry units from the same platoon to- A model that fires at a Compact Group of artillery
gether. will choose the target gun and apply all modifiers.
All models in a Compact Group must remain in cohe- If the gun suffers a Catastrophe! Then only that gun
sion and act as the same unit: they will only receive is destroyed but the others may be affected by the
one order card and they will fire at the same target. explosion.
Models with Heavy weapons can choose a different The Compact Group’s Panic Resistance is equal to the
target (but only one, no matter how many Heavy sum of the single RPs. The units cannot revert to act-
weapons there are in the group). The Compact ing singly once the group has been formed. If a Com-
Group’s Panic Resistance is equal to the sum of the pact Group fails a Morale Test then the whole Com-
single RPs. The units cannot split up once the group pact Group is Panicked.
has been formed. If the Compact Group has a towing or transport ve-
hicle and fails the Steady Nerves Test then the whole
group will be Pinned!

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If a towing or transport vehicle is immobilised, the start of the game. The units must remain in cohesion
other vehicles can: between themselves and act as a single unit: they
✪ Abandon it, leaving cohesion. In this case the only get one Order card, but they can fire at different
vehicle is considered lost; targets. However, if they use indirect fire then they
✪ Stay in cohesion. The vehicle will continue to must fire at the same target. All vehicles in a bat-
act with the others but cannot move. tery move maintaining cohesion for vehicles which
is 20cm. A model that fires at a Compact Group of
armoured artillery will choose the target and apply
all modifiers.

➲ If a Sherman decides to fire at a battery of two


Hummels, he must decide which is his target and ap-
ply all modifiers to hit.

The Battery’s Panic Resistance is that of the single ve-


hicle that tests for Morale or Steady Nerves on its own.
If an armoured vehicle attached to a battery fails a
Morale Test or is Immobilised then the other vehicles
can:
Two Hummels attach into a battery.

✪ Abandon it, leaving cohesion. In this case the


vehicle is considered lost.
Armoured Artillery batteries ✪ Stay in cohesion. Panicked crew can try to re-
When designing your army you can attach identical cover. Immobilised vehicles will continue to fol-
pieces of armoured artillery from the same platoon/ low orders like the others but may not move.
section in a battery as long as this is declared at the

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The fact that an armoured vehicle is Panicked, Immo-
bilised or that it fails a Steady Nerve Test does not in-
fluence the other vehicles in the battery.
Vehicles attached in Squadrons
When building your army you can group identical
armoured vehicles from the same platoon/section
into troops/squadrons as long as this is declared at
the start of the game. The units must stay in cohe-
sion (20cm) and will act as a single unit, receiving
just one Order card, but can fire at different targets.
However, if they use indirect fire then they must fire
at the same target. A model that fires at a Squadron long as they are within 20cm of each other and have
of armoured vehicles will choose the target and ap- performed a successful radio communication the pre-
ply all modifiers. The Panic Resistance of the troop/ vious turn. After the declaration they become a sole
squadron is that of the single vehicle that tests for unit and will only draw one card.
Morale or Steady Nerves on its own. They must obey the same order but can fire at dif-
If a vehicle belonging to a troop/squadron fails their ferent targets. However, if they use indirect fire then
Morale Test or is Immobilised, the other vehicles they must fire at the same target. Vehicles can return
may: to acting separately by declaring it at the start of a
new turn and without the need for a communication;
✪ Abandon it, leaving cohesion. In this case the in this case they draw one card each as normal. A
vehicle is considered lost. model that fires at a Squadron of armoured vehicles
✪ Stay in cohesion. Panicked crew can try to re- will choose the target and apply all modifiers. The
cover. Immobilised vehicles will continue to fol- Panic Resistance of the temporarily attached vehicles
low orders like the others but may not move. is that of the single vehicle that tests their Morale or
Steady Nerves in an autonomous way. If an attached
The fact that an armoured vehicle is Panicked, Im- vehicle fails a Morale Test, a Steady Nerve Test or is Im-
mobilised or that it fails a Steady Nerve Test does not mobilised then the others return to behaving singly.
influence the other vehicles in the squadron. Starting on the next turn the tanks will have their
own order card and the temporary attachment has
ended.

Infantry units following vehicles on foot


Infantry units in cohesion with a vehicle can be tem-
porarily attached on foot by declaring as much at the
start of the turn.
The vehicle doesn’t have to be a transport vehicle for
you to attach and follow it on foot. Given that the at-
tached unit must maintain cohesion (10cm), you are
allowed to move the vehicle slowly and the men fast;
just declare as much in your intentions.
You are allowed to fire at a Temporarily attached in-
fantry unit that is following on foot.
Temporarily attached Armoured Vehicles These models on foot only get cover if the line of
Identical armoured vehicles from the same platoon sight crosses the vehicle. If the vehicle to which they
can temporarily attach at any time by declaring this are temporarily attached suffers a Catastrophe!, the
at the start of the turn before the Card Re-fill phase. models on foot will take normal damage if they are
Any number of vehicles can temporarily attach, as within the burst area.

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Using Tanks as Transport vehicles You can start play with some units already temporar-
Vehicles that are able to transport infantry are classi- ily attached.
fied as transport vehicles. Because of the lack of vehicles and to help with the
Any infantry unit can load onboard or be trans- rapid transport of men, tanks were sometimes used
ported by a transport vehicle. In order to temporar- as excellent transport vehicles. In game terms, each
ily attach, the unit must declare their intention at medium or heavy tank can transport an infantry
the start of the turn and all the models must load unit on top of it, as if it were a transport vehicle (for
onboard. The temporarily attached unit is no longer up to 12 men).
considered a separate unit and becomes an integral Considering the fact that it is rather a special sort
part of the transport vehicle. of transport, to represent the attachment and the
Until they separate the vehicle and the temporarily crowding place only one model from the transport-
attached unit only receive one order card and obey ed unit on the rear of the vehicle; he represents the
the same order but can fire at different targets. whole unit, both in terms of line of sight as well as for
The temporarily attached unit can separate and re- any eventual damage (they are so crowded that if
turn to acting on its own by stating as much at the the model is in a burst area they will all be hit).
start of the turn. In this case, both units will receive In this case the unit only gets cover if the firing line
their own Order card. comes from the frontal arc of the vehicle they are
travelling on.
Units transported on tanks that are hit by a Heavy
weapon must always perform a Steady Nerve Test.
If the transported unit fails the test, they unload im-
mediately (place the models Pinned! and next to the
vehicle) but they are not in Panic; treat them as an
independent unit as from the next turn.
If an infantry unit that is attached to a tank receives
an Assault order it can choose a target that is differ-
ent to that of the tank.

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• ADDITIONAL WEAPONS
Grenade Launcher
All platoons can buy a grenade launcher for a
model with a rifle.

Range: Close: 10cm. Normal: 20cm. Extreme:


40cm.
Roll to hit: Like a standard army grenade. Tem-
plate: A(3).
Characteristics: Indirect fire (minimum range
25cm), slow re-load.
Cost: +30 points each. Can be used with smoke
for +50 points.
Template: A(5). One use only.

Molotov Cocktail
All Infantry units can buy up to 3 Molotov cock-
tails. If you roll a 1 or 2 to hit, the weapon flares
up and the model is killed. For effects on closed
vehicles use the Light flamethrower on Vehicles Ta-
ble with a penalty of -1. If you hit an open-topped
vehicle, all models on board must roll on the In-
fantry column of the Small Arms Damage Table,
ignoring any cover.

Range: Close: n/a. Normal: 5cm. Extreme: 10cm. The area is engulfed in flame for two turns and since
Characteristics: Ignores cover (L/M/H), ignores the area is on fire, infantry or exposed crew mem-
medium, heavy, extra-heavy and super extra- bers that cross through the area of the template
heavy armour. or that stop within it take an immediate hit on the
Cost: 30 points. You can move and throw a Molo- Small Arms Damage Table without cover. In night-
tov. time scenarios a Molotov illuminates A(10). Within
Template: A(3). One use only. this area use the Daytime Awareness Table.

White Phosphorous
Bazookas, some mortars and special artillery units
used white phosphorous. When white phosphorous
explodes, as well as releasing dense white smoke,
the weapon also produces an extremely high-tem-
perature gas that burns anyone in the area.
In game terms, treat these shells as a combination
of a flamethrower and a smoke grenade. Unlike oth-
er burst weapons, roll 1d10 for each model touched
by the template to see if he has been hit; check for
damage on the models that have been hit, rolling
on the Small Arms Damage Table (light flamethrow-
er) without any cover. In addition to this damage
the area has been hit by smoke.

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The smoke will disperse the following turn, when If a model dismounts he must leave a bicycle model
the template is removed. behind him; like transport vehicles, you can leave
If the template covers an open-topped vehicle, roll them somewhere and collect them later. If rider-less
1d10 for all models on board; if they are hit check for bicycles are caught up in the burst area of an explo-
damage on the Small Arms Damage Table, without sion then they are automatically destroyed.
any cover. If you do not have models of bicycles without riders
If you hit an armoured vehicle then roll for damage then once the men have dismounted the bicycles
on the Light Flamethrower Damage Table. are lost. Bicycles use the Terrain Table as if they were
“motorbikes”.
Range: depends on the gun.
Roll to hit: as normal, applying normal devia- • CORRECTING FIRING COORDINATES
tion.
Cost: 80 points. Repeated indirect fire on the same target
Template: depends on the calibre. One use After firing at least once at coordinates that have
only. been given to you, you can perform a second com-
munication as long as the unit that is providing the
Bicicles second communication remains in line of sight and
Bicycles are anomalous infantry units and require aware of the target unit and that the latter does not
some explanation. Models spend 5cm movement to move.
mount or dismount, just like with vehicles, and this A successful second communication allows the men
can only be done with slow movement. Even if mod- to correct their fire, and so you are allowed to repeat
els on bicycles move slowly they are not considered the roll to hit once if you miss but only is the unit
STATIONARY due to the fact that they have to keep remains in line of sight and aware of the target.
a “high” profile to pedal. Further successful communications do not have any
additional effects.
UNIT SLOW FAST ASSAULT
MOVEMENT MOVEMENT Repeated direct fire with guns on the same target
If the firing unit is in line of sight and aware of the
Bicycles 15 25 20
target then after firing at least once, in the follow-
ing turns you can repeat the to hit roll once per turn,
but only if the firing unit remains in line of sight and
aware of the target.

A German PAK 40 AT gun with gun-crew.

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SPECIAL EQUIPMENT
FOR SCENARIOS

Assaulting a bunker protected by barbed-wire and minefields is a job for heroes.

General Description
Sooner or later, when you’ve read some war-reports
and become more interested in the history of the
Second World War, you’ll want to create your own
scenarios. To try to help you on your way we’ve
provided some rules for equipment and structures
that you may want to use in your game. This section
shows their cost and explains how they are used.

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

Anti-Tank Obstacles Barbed Wire Table


These obstacles are classified into two types: cement
and steel. Although they both work in the same way 1-2: The model finds his way through and can
(Impassable terrain for vehicles), the cement obsta- continue up to his declared destination.
cles are harder to remove. 3-10: The model is stuck. Place him Pinned!
10 x 4cm Cement section: 50 points. where he is.
10 x 4cm Steel section: 30 points.

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When a man is stuck and gets a Movement or Assault
order, roll 1d10:

✪ If the roll is equal to or greater than the unit’s


Training then he has freed himself; move him
forwards 1d10cm. He can move normally next
turn.
✪ If the roll is less that the unit’s Training then the
man remains stuck.

10 x 4cm Barbed wire section: 20 points. clear the minefield. A man can cross an anti-tank
minefield without rolling on the table.
However if a wheeled vehicle or a half-track crosses
an anti-personnel minefield it may suffer some dam-
age, although tanks can cross them without any
problem. If a wheeled vehicle or a half-track crosses
an anti-personnel minefield roll on the anti-tank
table with a -2 to your roll. If the crew is forced to
abandon the vehicle they are considered infantry
and must immediately roll on the anti-personnel ta-
ble (maybe they jumped out of the vehicle onto a
mine…).

Shears, Cutters etc. ANTI-PERSONNEL MINEFIELD TABLE:


If a model with shears or cutters slowly crosses 1-2: The model finds a gap and can continue
an area of barbed wire, he can attempt to clear up to his declared destination.
it; after moving 2cm roll 1d10 and apply the re- 3-4: Finds a mine but avoids it. Place the
sult below. model Pinned! where he is, maintaining cohe-
sion with the other models from his unit.
Barbed Wire Clearing Test (shears, cutters) 5-10: A mine explodes! Remove the model.
✪ If the roll is equal to or greater than the unit’s
Training, the clearing has succeeded! Remove
the barbed wire section and place the model at
his declared destination.
✪ If the roll is less than the unit’s Training then
the barbed wire has not been cleared. Place the
model Pinned! where he is.
Shears, cutters: 10 points each.

Minefields
Any model can move through a minefield but after
travelling 2cm it must roll 1d10 and apply the result
below. You can put a minefield under a section of
barbed wire or combine an anti-personnel minefield
with an anti-tank minefield.
If the unit is accompanied by a sapper subtract -1
from the roll, but only if the sapper doesn’t try to

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ANTI-TANK MINEFIELD TABLE: Mine-Clearing Vehicles
1-2: The model finds a gap and can continue If a mine-clearing vehicle slowly crosses a minefield
up to his declared destination. then they can attempt to clear it; after moving 2cm
3-4: A wheel blows. The model stops where it roll 1d10 and apply the result below.
is. Perform a Steady Nerve Test. If it is a tank then
NE. ✪ If the roll is equal to or greater than the unit’s
5-6: A track is blown. The model stops where Training, the model has been successful and can
it is. If it is a truck, motorbike, armoured car or continue up to his declared destination. Remove
car then see 7-8. the minefield.
7-8: A mine explodes and the vehicle is Im- ✪ If the roll is less than the unit’s Training then
mobilised where it stands. Perform a Steady the minefield has not been cleared. Leave the
Nerve Test. model where it is. If you rolled a “1” then a mine
9-10: A mine explodes: Catastrophe! Leave the exploded: the vehicle is Immobilised. Perform a
wreck where it stands. Steady Nerve Test.

10 x 4cm Anti-personnel minefield: 50 points. Clearing equipment: See the cost of the vehicle.
10 x 4cm Anti-tank minefield: 100 points.
Bangalore
If a model with a Bangalore spends an entire turn
STATIONARY next to a section of barbed wire or a
minefield, he can attempt to clear it; roll 1d10 and
apply the result below

✪ If the roll is equal to or greater than the


unit’s Training then clearing was successful. The
barbed wire or minefield is removed.
✪ If the roll is less than the unit’s Training then
the clearing has not been successful. With a roll
of 1 or 2, the model dies in the explosion.
Sappers
If a sapper (mine-clearer) model slowly crosses a Bangalore: 30 points each.
minefield then he can attempt to clear it; after mov-
ing 2cm roll 1d10 and apply the result below.
The rest of the unit can act normally.

✪ If the roll is equal to or greater than the unit’s


Training, the model has been successful and
can continue up to his declared destination.
Remove the minefield.
✪ If the roll is less than the unit’s Training, he
has not been able to clear it. Leave the model
where he is. If you rolled a “1” then a mine ex-
ploded: the sapper is removed.

Metal detector for infantry: 50 points each (the mod-


el becomes a sapper).

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Satchel charges Demolition Charges
Engineer units often carried satchel charges to de- If a model armed with demolition charges spends
stroy buildings, bridges, anti-tank obstacles, barbed a full turn STATIONARY and next to an obstacle, ar-
wire and even enemy vehicles. moured door, bridge, section of barbed wire or a
These weapons can be used immediately, like a “gre- minefield, he can prime the charges and places the
nade”; in this case the model just throws the charge, relative marker as his only action. He can move away
and you check the table to hit. But if a model with next turn. In the following turns (not necessarily next
satchel charges spends an entire turn STATIONARY turn) the charge can be detonated by the man as his
and next to an obstacle, an armoured door, a bridge entire action. Roll 1d10 and apply the result; the rest
or a section of barbed wire, he can prime the charge of the unit can act normally with any order.
and places the relative marker. He can move away Bridge demolition is identical. If destroyed, all infan-
during the next turn. In the following turns (not try on the bridge are KIA and vehicles are destroyed.
necessarily the next one) the satchel charge can be You get an extra +1 bonus on the Damage Table for
detonated by the model as his only action. each extra charge used. Up to 3 additional charges
Roll 1d10 and consult the table below; the rest of the can be used.
unit can act normally with any order.
The procedure is the same to destroy a bridge but
you will need at least three satchel charges. DEMOLITION CHARGE DAMAGE TABLE
If it is destroyed then all soldiers on the bridge at that
time are killed and all vehicles are destroyed. 1: NE. The charge does not explode.
2-4: Remove the scenery element if it is a steel
anti-tank obstacle or barbed wire.
SATCHEL CHARGE DAMAGE TABLE 5-6: Remove the scenery element if it is a steel or
cement anti-tank obstacle, an armoured door, or
1: NE. The satchel charge doesn’t work. barbed wire.
2-4: Remove the scenery element if it is barbed 7 -10: Remove the scenery element.
wire.
5-6: Remove the scenery element if it is a steel Demolition charges: 80 points each. A (8)
anti-tank obstacle or barbed wire.
7-8: Remove the scenery element if it is a steel Bulldozers
or cement anti-tank obstacle, an armoured There is a French word that was included in all dic-
door, or barbed wire. tionaries after the Normandy landings. “Bocage”.
9-10: Remove the scenery element. This word indicates embankments topped by
thick hedges that separated the French fields.
Range: Close range: n/a. Normal range: 5cm. Ex- To pass these obstacles the Allies fitted their tanks
treme range: 10cm. with bulldozers and other accessories that could
Note: If you roll 1 or 2 to hit while throwing the satch- clear this sort of terrain. Consider bocage, barbed
el charge it explodes and the throwing model is KIA. wire and steel anti-tank obstacles as slow/test/
Place the template on the model and see if other remove. If you ram another vehicle, the one with
models are caught in the explosion. the bulldozer is considered to be one size greater
You can move and throw a satchel charge than it is, and add +1 to the damage roll.
Satchel charges: + 50 points each. It can push tanks that are one level above their
Template: A(3). One use only. own.

Bulldozer: Cost 50 points.

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• REINFORCED POSITIONS

A sand-bagged position protects a German anti-aircraft gun.

General Description Trenches


During the war different sorts of reinforced positions The most simple method of protection is the trench,
were used to protect both men and the equipment where the soldiers dug a hole that was reinforced
they used. This section contains detailed rules for these with sandbags. Trenches can be connected into long
elements as well as their cost. chains.
To understand the logic behind these rules we should
explain that camouflaged positions were difficult to Open sand-bagged trench section for Infantry
spot and so in game terms for awareness purposes the 20 x 4 cm Section: 50 points.
position is considered to be a STATIONARY infantry in Cover: Medium.
cover as long as the unit inside does not fire. Modifiers to be applied to hit : -2.
After the unit has fired the position is treated like a ve- Characteristics: Open position.
hicle in cover and the actions of the unit inside them Camouflage: 30 points.
will apply (STATIONARY, MOVED, FIRED).
Open-topped sandbag positions
Non-camouflaged positions are easier to spot, so As well as long trenches, soldiers sometimes built larger
they are treated like STATIONARY vehicles in cover for reinforced areas, reinforced by sandbags, from which
awareness purposes until the units inside them fire. Af- they could use mortars, artillery and other cumbersome
ter the unit has fired, for awareness purposes the posi- equipment. Trenches and positions can be connected
tion is considered to be a vehicle in the open and the to make organised defensive networks.
actions of the unit inside them will apply (STATIONARY,
MOVED, FIRED). Sandbag open position for infantry, artillery and
Despite the fact that the unit inside is infantry, we must mortars
not forget that once a position or a bunker has been 10 x 8cm Position:: 50 points.
identified it is a lot more visibile than a group of men Cover: Medium.
on the ground. Modifiers to be applied to hit : -2.
If indirect fire hits the target inside the structure the Characteristics: Open position.
models inside do not have the benefit of cover. Camouflage: 30 points.

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• bunkers

Bunkers
This term is used to define reinforced concrete posi-
tions built to withstand direct fire from large calibre
guns. In covered bunkers the line of sight can only
pass through the loopholes. You can only enter and
exit a bunker through the armoured door. In covered
bunkers, if a burst weapon hits the target inside the
This bunker will be a tough nut to crack
.
structure, passing through a loophole, the models
inside do not get the benefit of cover. If indirect fire
hits the target inside an open bunker, the models in-
side do not get the benefit of cover. considered as STATIONARY infantry in cover. After
As long as the unit inside a camouflaged bunker the unit has fired the bunker is treated like a vehi-
does not fire, for awareness purposes the bunker is cle in the open for awareness purposes and the ac-
tions of the unit inside them will apply (STATIONARY,
MOVED, FIRED).
Non-camouflaged bunkers are considered to be
vehicles in the open for awareness purposes and the
actions of the unit inside them will apply (STATION-
ARY, MOVED, FIRED).

Open-topped bunker for infantry, artillery, mor-


tars
10x10cm Open bunker: 200 points.
Cover: Heavy.
Modifiers to be applied to hit: -3.
Characteristics: Open position.
Camouflage: 30 points.

Covered bunker for infantry, artillery


10x10cm Covered bunker: 300 points.
Cover: Heavy.
Modifiers to be applied to hit: -3.
Characteristics: Loophole, armoured door.
The armoured door is often a bunker’s only weak-point.
Camouflage: 30 points.

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PARATROOPERS AND GLIDERS
Assign units and define jump order
Place the Paratrooper units next to the table and
give each one an identification marker (Paratrooper
Unit A, B, C etc).
Place all the models in the unit in a line so it is clear
who will be the first to jump, the second, the third
and so on.

➲ Mark has a series of paratrooper units. He


arranges them in a line and starts to assign
identification markers. The first unit will be
given the “Unit A” marker.

If you have independent units, they will jump with


their parent unit; once on the battlefield they will re-
ceive different orders and act on their own.
A coordinated attack by airborne troops.

Paratroopers and Airborne troops


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

Support units
Support Units cannot be dropped, nor can they be
airborne. Select planned drop points
Place the twin Paratrooper Unit marker for each
• PARATROOPER PROCEDURE jumping unit on its planned jump destination on the
During the deployment phase place all units on the battlefield
battlefield except for the Paratrooper squads; once all
other models have been placed, use this procedure: Jump!
For each jumping unit, roll a black dice and a white
1. Assign units and define jump order dice.
2. Select drop points ✪ The black dice shows the number of men that
3. Jump! have landed.
4. Start play ✪ The white dice shows their deviation from the
As you will have noticed this procedure is applied be- planned landing point.
fore the start of the game and may bring some units
into line of sight and aware of the enemy. Repeat this procedure until all the men from that
unit have landed. Now land the next unit and con-
tinue until all units are down.

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Black dice: Landed models ✪ With a 1-9, the landing point deviates in the
direction shown by the dice and by a number of
centimetres equal to the dice roll multiplied by 3,
(e.g. a roll of 4 means 4x3 = 12cm in the direction
in which the dice is pointing).

Each unit consists of a variable number of models;


before moving on to the next unit you must first land
all the men in the unit before them.
Once you have defined the real landing point, the
➲ Unit A (a squad of 10 British Paratroopers) player places the first model on the landing point
rolls a black dice and gets a 5; this means that only itself and the other landed models in cohesion with
the first 5 men in the squad have landed so far. him. The real landing point now becomes the NEW
point from which the remaining models in the unit
After calculating their actual landing point and hav- may deviate. If a landing point deviates over the edge
ing placed the first men on the battlefield, roll the dice of the battlefield, consider the models involved and
again. If you get a number that is higher than the re- the remaining members of the unit to be lost (KIA).
maining number of men in the unit then ignore the
excess. Once all men in the unit have landed continue Start play
with the next unit until all the units have landed. Continue play normally, taking cards depending on
the nationality of the army and the number of units on
the battlefield.
Place a Unit MOVED marker on all landed units.

Paratroopers: Landing in dangerous areas


Landing areas were normally chosen flat to avoid
accidents or deaths.
In some cases, or because of unforeseen circum-
stances, units were dropped into towns or wooded
areas. In these cases mortalities were high.
In game terms a model that land on woods, ruins,
buildings, rivers, bunkers, walls, or anti-tank obsta-
White dice: Deviation cles take an automatic hit on the Small Arms Dam-
The white dice represents the real landing point age Table without benefiting from any cover.
with respect to the planned one. Once you have Given that only one model must be placed exactly
rolled for the number of models that will land on the landing point, while his companions may be
each time (with the black dice, explained above) placed in cohesion with him (up to 10cm away), it is
roll the white dice. obvious that the choice of good landing points is
fundamental for a successful drop.
✪ With a “0” the models land exactly where the
unit had planned to, on the landing point.

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• GLIDER PROCEDURE

American paratroopers unload from a glider.

During the deployment phase place all units on the Assign units and landing order
battlefield except for the Airborne squads; once all Place the airborne units to one side of the table and
models have been placed, and after any Paratroopers assign each one to a glider, respecting the load ca-
have landed, use this procedure for the gliders: pacity allowed. There are no limits to transporting
1. Assign units and landing order different units in a glider but you cannot split a unit
2. Select landing points into more than one glider. Place markers showing the
3. Landing loaded units next to each glider (Unit A, B, C etc).
4. Start Play
➲ Mark assigns Units A, B and C to the first
As you will have noticed this procedure is applied be- glider and so the corresponding markers will be
fore the start of the game and may bring some units associated to it.
into line of sight and aware of the enemy.
Select Landing points
Place a Glider landing point marker on the table for
each glider

➲ If you use Gliders 1,2 and 3 then place Land-


ing Points 1, 2 and 3 on the table.

Landing
Roll a white dice and a black dice for each glider:
✪ The white dice indicates the deviation from the
landing point
✪ The black dice is the “slide”
Repeat this procedure until all the gliders have land-
ed.

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on the battlefield. Place a Unit MOVED marker on all
units that landed in a glider.

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

Gliders: Landing in dangerous areas


Areas destined for glider landings were normally
chosen as flat as possible to prevent serious crashes
White dice: Deviation during landing. In some cases, or because of unfore-
The white dice represents the real landing point with seen circumstances, some gliders landed in danger-
respect to the planned one. ous areas with disastrous results. In game terms, each
✪ With a “0” the glider has landed exactly where glider that lands or “slides” across or into woods, ruins,
it planned to. buildings, rivers, bunkers, walls and anti-tank obsta-
✪ With a 1-9, the landing point deviates in the cles is automatically hit on the Glider Crash Table (see
direction shown by the dice and by a number of below). Place the model next to the scenery element
centimetres equal to the dice roll multiplied by 3, and interrupt any slide; this is the final landing point.
(e.g. a roll of 4 means 4x3 = 12cm in the direction Any surviving transported models are placed nor-
in which the dice is pointing). mally in cohesion with the glider.

GLIDER CRASH TABLE


1d10 Damage
1 2 men
2 4 men
3 6 men
4 8 men
5-6 Vehicle + 10 men
7-8 Artillery + 20 men
9-10 Destroyed!
Key:
Black dice: Slide Men (n° models): Check the damage for each of
The black dice represents the ”slide” from the land- the men hit on the Heavy Weapons Damage Table
ing point. Multiply the number rolled by 2. This is with Light cover. If the number shown exceeds the
the number of centimetres of “slide” in the direction number of models being transported then ignore
shown by the dice itself. Once the final landing point the excess.
(after the slide) has been found, the player places the Vehicle: If there is a vehicle in the glider then check for
glider and all transported models next to the glider damage on the Heavy Weapons Damage Table. If you
and in cohesion with it. roll Catastrophe! then the glider is Destroyed! See be-
low.
If the final landing point after the “slide” or the landing Artillery: If there is artillery in the glider then check
point itself deviate off-table, the glider is considered for damage on the Heavy Weapons Table. If you roll
to be destroyed and all units inside it are lost. Catastrophe! then the glider is Destroyed! See be-
Start Play low.
Continue play normally, taking cards depending on Destroyed!!: The glider is in pieces. All models are
the nationality of the army and the number of units dead, and vehicles and artillery are destroyed.

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Paratroopers: Containers, baskets and realism Containers, leg-bags, baskets
For safety reasons, Paratroopers normally jumped Containers and leg-bags are the first models in
without encumbering weapons or support weapons. the drop order. Apart from models with machine-
Many systems were used to get round this problem. pistols, pistols and special carbines, all the other
Some armies used containers, others the infamous models are considered to only have grenades and
leg-bags, and so on. In game terms there are two bayonets until they retrieve their equipment from
ways of playing when you drop Paratroopers. the container/basket.
To retrieve equipment from a container/basket at
least one model must remain adjacent to the con-
tainer/leg-bag/basket and STATIONARY for a turn;
the unit it belongs to can perform any order. On the
next turn all models in cohesion with the container/
leg-bag/basket are considered armed and equipped
as per the Army list. For artillery and mortars, all the
containers/baskets must be next to the model to as-
semble them; a model must spend a full turn STA-
TIONARY to assemble the weapon.
A model can pick up a container/basket by sacrific-
ing 5cm of movement. The container/basket can be
picked up while moving; you don’t need to be next
to it at the start of the turn. A model can carry a con-
tainer/basket that he has picked up by sacrificing
5cm of movement. This procedure is useful when
moving away from enemy fire.

1. Consider all models as being armed as shown


in the Army List (not historically accurate, but im-
mediate...)
2. 2.Use a container/basket for each infantry
squad, a container/basket for each light, medium
or heavy machine gun, two containers/baskets
for each mortar section, and three for artillery. If
you choose this method then each unit costs 50
points less. In game terms the unit consists of the
original models plus the number of containers/
baskets required.

Americans and British troops can jump with their


small arms but roll 1d10 for each model after land-
ing; a 1 means the model is killed: he died on im-
pact. In any case both nationalities use baskets for
machine guns, mortars and artillery. Because of the
type of parachute they used, the Germans always
used containers, even for personal weapons, but can
choose to drop with an MP40 sub-machine gun re-
placing the weapon they were originally given.

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British Paratroopers regrouping.

Parachuted jeeps Gliders and Unit costs


If a jeep is parachuted treat the vehicle and its crew The use of gliders to transport vehicles and men in a
separately. Two men can free the vehicle from its par- short period of time was a very common technique.
achute by spending an entire turn STATIONARY and Unfortunately gliders were badly armoured and
adjacent to it; the rest of their unit may act normally. tended to crash quite easily. If you decided to use
The models can then get on board as normal by sac- the Glider Landing procedure then each loaded unit
rificing 5cm of movement. A parachuted jeep costs costs 50 points less.
50 points less than a normal one. A jeep that lands
on woods, ruins, buildings, rivers, bunker, walls and
anti-tank obstacles take a hit on the Heavy Weapons
Damage Table.

aissan-
s ar e an exc ellent reconn
Jeep med, can
if properly ar
ce tool and, the side
t a thorn in
also represen without
an y enem y. They are
o f sts
if u sed as observation po
equ al oyed to
that are depl
for batteries
the rear.

109
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PLAYING THE GAME

Allied Area

No-Man’s Land

Axis Area

Preparation Dividing up the battlefield


As we have already mentioned, before playing you Normally a wargames table is divided into three are-
will need to prepare a wargames table. For your first as: your deployment area, No-man’s land, and your
games we advise you to play on a small 120cm x opponent’s deployment area. The No-man’s land
120cm surface divided into 40x40cm squares, with must be 50cm wide; the rest of the table is divided
1-4 scenery elements per square. Later you will have equally.
learnt enough to play battles on larger tables. By
“scenery elements” we intend houses, woods, wal- ➲ If you have a table that is 120cm deep then
ls, hills or hedges. Roads, paths and/or rivers can be subtract 50cm for the No-mans land and divide
added later if both players agree. For a game using the rest by 2 (120-50 = 70/2 = 35).
the points system you can download some scenarios The deployment areas, in this case, will each be
from www.torrianimassimo.it. 35cm deep.

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Deployment Transported units can be deployed either loaded or
If you are playing a scenario based on an historical unloaded (partially or completely). If a player has in-
battle then the positions of the units are pre-establi- filtrator units he must declare the unit but will place
shed and will be marked on the map. it on the table only after all units without this cha-
The Battlebooks offer a selection of scenarios of va- racteristic have been placed.
rying difficulties that are ideal for beginners. If both players have infiltrator units then they will be
For your first games we advise you to use these sce- deployed alternately, continuing to draw cards to
narios to help you understand the game-mechani- deploy the infiltrators.
sms in a simple and interesting way. If a player has units with the Off-table fire characte-
If you are a seasoned player and want to play a points ristic then he or she must declare if they intend to
game, once the battlefield has been organised you deploy these units on the table or off-table.
must deploy the models on the battlefield. In the first case they are deployed as normal.
Each player shuffles his deck, draws the top card In the case of Off-table deployment the unit is not
and places it face up on the table. placed on the table.
The player with the highest priority chooses a unit Both alternatives count as one choice.
and places it in his deployment area; his opponent Once the units have been deployed, shuffle all the
will now place a unit of his choice in his own deploy- cards.
ment area.
Draw new cards and repeat this procedure until all The First Turn
units are on the table. If a player has more units than On the first turn all units are considered STATIONA-
his opponent he can place the last ones without RY until they receive their first order, after which the
drawing a card. last performed order counts.

GASWORKS

   
  35 cm
 

BATTLEBOOK: BERLIN 1945


SCENARIO:
CHARLEMAGNE CHARGE!
INITIAL DEPLOYMENT

   
 
35 cm

 

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ARMY LISTS
However in this case you’ll have to be faithful to the
real structure that these armies adopted historically,
given that each unit will be contained within a pla-
toon, section, etc. In the Army Lists all units have a
number next to them, which indicates the number
of units of that type that can (or must) be bought.
If the number is “0–x” it means that you may decide
whether you want to buy this unit for your platoon/
section or not. If, however, the number is “1-x” it me-
ans that you must buy at least one, “2-x” at least 2
A German unit patrols a railway station. and so on.

Unit Description ➲ An American Infantry Platoon allows you to


There is a huge variety of units in the ARMY LIST have 0-1 Command Groups (this is a choice) but
section of the Battlebooks and in those that can be you must buy at least 2 Infantry squads since
downloaded from www.torrianimassimo.it. Each they show “2-3”.
unit shows the number of men they contain, their
weapons, equipment, and main characteristics. If no Training number is indicated in the Optional units,
Obviously vehicles have the same sort of details but use the Training of the Standard unit from which they
also describe the crew’s duties, the position of the stem.
weapons, the type of armour etc. Let’s have a closer
look. In the downloadable armies there is also a referen-
ce date shown next to the units. This is not a simple
✪ Every Infantry unit shows a Training number, a production date but should be considered more
Panic Resistance (RP), a points value, the number as an indication of availability. Some vehicles were
of models in the unit and how they are armed. In produced in large numbers and were available right
some cases some characteristics are also shown. until the end of the war, despite the fact that pro-
✪ Every Vehicle unit also indicates the main and duction had completely stopped much before that.
secondary weapons, the crew and their duties. In In other cases we have looked at the type of weapon
some cases some characteristics are also shown. they used since many units, albeit bearing the same
name, had completely different weapons from one
To ease the learning process and to avoid your losing year to another. For example initially British Infantry
time building an army, the Battlebooks offer a series Squads used Thompson sub-machine guns, but af-
of pre-prepared scenarios where the type and de- ter the disastrous events at Dunkerque these were
ployment of the units is already established. In these nearly completely replaced by the economical Sten
cases, the cost of the units is not shown given that (1943-1945); another example is the “Boys” rifle that
the battles are already balanced. Over time we will was replaced by the famous PIAT (late 1942-1945).
publish more Battlebooks, some of which will be ba- These dates help us avoid some improbable or im-
sic, while others will be for experienced players. The- possible encounters (like a King Tiger in the African
se supplements will cover the entire Second World campaign!). But remember that during the Norman-
War and specific periods, illustrating the background dy Landings the Germans still used Panzer IIIs with
and the main battles in detail. Once you’ve under- 50mm guns (although production had ceased in
stood the game-mechanics you can download August 1943); this shows that sometimes, when ne-
complete armies from internet to play points battles. eded, they used everything that moved.

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experts and one of Infiltrators that cost 1 option
each, or buy a Commando Support Tank Troop
that costs both of the options available.
Sometimes the units that you buy will give rise
to a certain number of options that can then be
spent on their list and which may be standard
units too.
In our example, if Mark decides to spend 2 options to
buy a medium tank, classified as standard, he would
immediately have 2 new options to spend, but from
the section reserved for the medium tanks.
There is no limit to this chain… apart from the total
number of Army points you can spend!

Advanced rules for Armies and the Cost of Units


As we have already mentioned, the points system in
no way alters the scenarios in the Battlebooks.
The aim of the points system is to allow two players
to have a game with reasonably matched armies.
For this reason, all units have been given a cost which
is related to their value in the game.
When building your army you will have to respect
some limits which attempt to follow the historical
structure of the armies concerned. You will build
your army around an initial choice.
When reading through the ARMY LIST section you’ll
notice that some units are called Standard units.
You will see that the purchase of these units (or a mi-
nimum number of these units) will allow you buy op-
tional units. In order to build an army you must start
with ONE Standard choice and develop your army in Game Duration
a pyramidal fashion. The length of a games will vary depending on the
Nothing will stop you using the options to buy ano- number of units you use and the ARMY POINTS you
ther standard unit but the options stemming from spend.
two different units cannot be added together, each For experienced players the first games should invol-
must be managed (and spent!) separately. ve a maximum of 1,000-1,5000 points and 6-8 units.
Tournament games are normally played with 3,500
➲ Mark wants to build a British army. points and 8 units.
He looks at the BRITISH ARMY section and he A battle with 3,500 point armies containing 8 units
chooses the Commandos from amongst the will take around 3 hours (for beginners) and will re-
Standard units. quire a wargames table that measures at least 120cm
Starting with a Commando Platoon and buying x 160cm. Obviously your first few games will take
1 HQ and 2 Assault Sections, he can buy 2 op- a little longer so we advise you to start with 1,500
tions from those in the Commando Options List. points armies (with 6 units) and a wargames table
This means that he can buy a unit of Demolitions that measures 120cm x 120cm.

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STANDARD MISSIONS
EUROPEAN FRONT
Maximum number of units and deployment
The Sample Armies provided in the Battlebooks are
already based around the limit of eight units.
With an army based on points, the maximum num-
ber of units you can have is 8; units with the Off-table
fire characteristic DO count towards the number of
units allowed.
The player can decide whether to use them on the
battlefield or deploy them off-table depending on
the scenario and the role they will have in the battle.
You are reminded that players with these units have
to play with a card less (the one for the off-table gun)
until a successful communication is performed to the
off-table unit.
Even if they are divided into several units, models in
A Russian column moves towards the front.
the same squad (section, etc.) must be deployed at
the same time during deployment.
This section introduces a number of scenarios that This simulates that despite the fact that they’ve re-
can be used with the Armies provided in the Bat- ceived different orders, the models are part of the
tlebooks or with 3,500 point armies that you design same original unit and arrived on the battlefield to-
yourself. For the points values refer to the ARMY LIST gether.
that can be downloaded from the site. Infiltrator units are declared in the deployment pha-
se but are deployed last on the battlefield, after both
Models armies have been deployed.
The models must be equipped as described in the If both players have infiltrator units, deploy all non-
Army List. The units must be easily distinguishable, infiltrator units first and then alternately deploy the
we suggest you indicate which unit each model be- infiltrators. Off-table units are declared in the deploy-
longs to under its base. ment phase and count as a choice.
Use a letter or a colour and write this on the Army
List (for example, Units A, B or Red, Green etc). Optional rules that can be used if both players
agree
Preparing for the game Smoke; Tanks used as transport vehicles; Moving
Before each game both players will tell the opponent destroyed or immobilised vehicles; Night Fighting;
which army they intend to use (Axis or Allied). If they Compact Groups of artillery and multiple rocket lau-
both choose a different side then they can proceed nchers; Alternative Card Management; Demolition
to the Deployment phase. of buildings and roofs; Moving through buildings/
If, however, both players want to use the same side ruins with Infantry; Moving through buildings/ruins
then they must roll a dice. The highest roll wins, and with vehicles; Temporary attachment; Transported
that player can choose. Re-roll if it’s a draw. or Armoured Artillery batteries.

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SCENARIO 1:
FUEL DEPOT
Both sides have found out about some enemy fuel
depots in the area. The aim of the mission is to take
control of those depots.

Date: 1944/1945
Location: Italy, Germany, France, Russia
Table dimensions: 160 x 120 cm
Duration: 6 turns

Vertical deployment:
Player A: Within 55cm of the Eastern edge of the table
Player B: Within 55cm of the Western edge of the table

Special Rules:
Sandbag positions.
Before set-up, place petrol tanks and/or petrol cans in the middle of the positions shown to represent the
depots. These tanks/cans must be mounted on a 20mm base.
In order to control a depot you must have more than twice the number of enemy models inside the depot.
Armoured vehicles (not troop carriers) within 5cm of the edge of the position count as if they were inside
it; each crew member is worth double (e.g. a Sherman with a full crew of 5 men within 5cm counts as 10
men).

If petrol tanks/cans are caught up in the burst area of an explosion during the game then roll on the Damage
Table as if it were an infantry model. If you roll a KIA result then the depot explodes with a burst area (A5);
treat the explosion like a light flamethrower and roll 1d10 for each model within the template to see if it’s
been hit. Check for damage on the models that have been hit, using the Small Arms Damage Table without
any cover. Then remove the depot from play. A tank that drives over a position, as shown in the Terrain Table,
removes it and the depot explodes; apply the Light flamethrower Damage Table to see how the tanks fares.
Apply night-time awareness rules for the first turn. The second turn is played in daytime.

Victory conditions after 6 turns:


Whoever controls most depots after six turns has won the scenario. If the player doesn’t control at least one
depot in the enemy’s deployment area then it’s a marginal victory. If both players control the same number
of depots then the game is a draw. Panicked models do not count towards models that have control of a
depot.

TOURNAMENT POINTS
Axis/Allied Victory: 21 points +1 for each depot controlled.
Marginal Axis/Allied Victory: 16 points +1 for each depot controlled.
Axis/Allied Defeat: 5 points +1 for each depot controlled.
Draw: 10 points each +1 for each depot controlled.

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SCENARIO 2:
TAKE THAT TOWN!
The enemy is trying to move their troops into
the city and immediate action is needed to
re-establish control. The aim of the mission is
to control the majority of the town’s buildings
- at any cost!

Date: 1944/1945
Location: Italy, Germany, France, Russia
Table dimensions:: 160 x 120 cm
Duration: 6 turns

Horizontal deployment:
Player A: Within 35cm of the Northern edge of the table
Player B: Within 35cm of the Southern edge of the table

Special Rules:
To control a house you must have more than double the enemy models inside the building. Armoured
vehicles (not troop carriers) that are within 5cm of the edge of the house are considered to be inside; all
crew members count double (e.g. a Sherman with a full crew of 5 men within 5cm counts as 10 men). A
unit can only control one house; if it is in a position that would allow it to control two or more then it must
choose one of them.

Victory conditions after 6 turns:


The player that control the most houses wins. If the winning player doesn’t own at least two houses then
it’s a marginal victory. If both players have the same number of houses the game is a draw. Panicked mod-
els do not count towards models that have control of a house.

TOURNAMENT POINTS
Axis/Allied Victory: 21 points + 1 for each house controlled.
Marginal Axis/Allied Victory: 16 points +1 for each house controlled
Axis/Allied Defeat:: 5 points + 1 for each house controlled.
Draw: 10 points each + 1 for each house controlled.

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SCENARIO 3:
A GAP IN THE LINE
Both sides are testing the enemy lines to try to find
a gap in their defences while at the same time
defending their own lines.

Date: 1944/1945
Location: Italy, Germany, France, Russia
Table dimensions:: 160 x 120 cm
Duration: 6 turns

Horizontal deployment:
Player A: Within 35cm of the Northern edge
Player B: Within 35cm of the Southern edge

Special Rules:
In order to control a position you must have more than twice the number of enemy models inside it. Ar-
moured vehicles (not troop carriers) within 5cm of the edge of the position are considered as if they were
inside it; each crew member counts as double (e.g. a Sherman with a full crew of 5 men within 5cm counts
as 10 men). A tank that moves over a position removes it, as shown by the Terrain Table.
On the first turn apply night-time awareness.
On the second turn roll 1d10: 1-5 the sun rises, use daylight awareness, 6-10 keep using night-time aware-
ness.
On the third turn roll 1d10: 1-6 the sun rises, use daylight awareness, 7-10 keep using night-time awareness.
On the fourth and fifth turns roll 1d10: 1-8 the sun rises, use daylight awareness, 9-10 keep using night-time
awareness.
On the sixth turn roll 1d10: 1-9 the sun rises, use daylight awareness, 10 keep using night-time awareness.

Victory conditions after 6 turns:


The player who occupies the greatest number of positions wins. If the winner doesn’t control at least one
position in the enemy’s deployment area then it’s a marginal victory. If both players have the same number
of positions, then it is a draw. Panicked models do not count towards models that have control of a posi-
tion.

TOURNAMENT POINTS
Axis/Allied Victory 21 points +1 for each position controlled.
Marginal Axis/Allied Victory: 16 points +1 for each position controlled.
Axis/Allied Defeat:: 5 points +1 for each position controlled.
Draw:10 points each +1 for each position controlled.

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SCENARIO 4:
THE FACTORY
Local contacts have identified a factory that
produces sighting mechanisms. Take the factory
at all costs!

Date: 1944/1945
Location: Italy, Germany, France, Russia
Table dimensions:: 160 x 120 cm
Duration: 6 turns

Horizontal deployment:
Player A: Within 35cm of the Northern edge
Player B: Within 35cm of the Southern edge

Special Rules:
We’ve used the ground floor of the Berlin House to represent the factory. The building is sub-divided into
four sections; in order to control a section you must have more than twice the number of enemy models in-
side it. Armoured vehicles (not troop carriers) within 5cm of the edge of a section are considered as if they
were inside it; each crew member counts as double (e.g. a Sherman with a full crew of 5 men within 5cm
counts as 10 men). A unit can only control one section; if it is in a position that would allow it to control two
or more then it must choose one.
On the first turn apply night-time awareness.
On the second turn roll 1d10: 6-10 the sun rises, use daylight awareness.
From the third turn onwards roll 1d10 but add an extra +1 for every turn that has passed (i.e. +1 on the 3rd
turn, +2 on the 4th etc).

Victory conditions after 6 turns:


The player that occupies the most sections after six turns wins. If the winner doesn’t have control of at least
two sections then it’s a marginal victory. If both players have the same number of sections the game is a
draw. Panicked models do not count towards models that have control of a section.

TOURNAMENT POINTS
Axis/Allied Victory: 21 points +1 for each section controlled.
Marginal Axis/Allied Victory: 16 points +1 for each section controlled.
Axis/Allied Defeat: 5points +1 for each section controlled.
Draw:10 points each +1 for each section controlled.

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SCENARIO 5:
THE RIVER
The bridge and the ford are key to the imminent advance.
Control of both is fundamental.

Date: 1944/1945
Location: Italy, Germany, France, Russia
Table dimensions:: 160 x 120 cm
Duration: 6 turns

Horizontal deployment:
Player A: Within 35cm of the Northern edge
Player B: Within 35cm of the Southern edge

Special Rules:
In order to control the bridge (or the ford) a player must have at least 5 models or an armoured vehicles (not
troop carriers) on the bridge (or ford). The presence of enemy infantry or armoured vehicles (not troop carri-
ers) within 5cm of the boundary of the bridge (or ford) prevents you from controlling it. Treat the riverbanks as
bushes giving light cover to represent the vegetation that normally grows there. Apply night-time awareness for
the first three turns, after which time the sun rises and daytime awareness applies.

Victory conditions after 6 turns:


You must control both the bridge and the ford to win. If a player controls one and the opponent has none
then it’s a marginal victory. If both players have one each, or none at all, then it’s a draw. Panicked models
do not count towards models that have control of an area.

TOURNAMENT POINTS
Axis/Allied Victory: 25 points for control of the bridge and the ford.
Marginal Axis/Allied Victory: 18 points for control of either the bridge or the ford.
Axis/Allied Defeat: 5 points for the player that controls nothing.
Draw:10 points each +2 for control of either the bridge or the ford (one each).

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REFERENCE TABLES
TURN SEQUENCE - PRELIMINARY PHASES
✪ Wind phase (first turn only). Roll 1d10 to check the wind direction and place the marker to remind you
which direction it is.
✪ Smoke Dispersion Phase. Roll 1d10 on the Smoke Table.

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

✪ Temporary attachment. Declare all units that temporarily attach this turn and those that are detaching.
This declaration changes the number of cards that must be drawn.
✪ Solitary Model Test. If the model does not pass this test then it is removed from play.

TURN SEQUENCE
1) Order Card Re-Fill
2) Recover Panicked units
3) Initiative – Definition of Player A and Player B.
4) Order Sequence
✪ Player A chooses a unit, gives it an order and declares their precise intentions.
✪ Player B can react by selecting a unit, giving it an order and declaring their precise intentions, or he
can pass.
✪ Player A can counter-react by selecting a unit, giving it an order and declaring their precise intentions,
or he can pass.
✪ The players alternate reactions and counter-reactions until BOTH pass.
✪ Orders are now executed in Priority order.
✪ A marker is placed next to units that have performed an action showing the action performed
(MOVED, FIRED, STATIONARY).
The sequence is repeated for the other player.
✪ Player B chooses a unit, gives it an order and declares their precise intentions.
✪ Player A can react by selecting a unit, giving it an order and declaring their precise intentions, or he can
pass.
✪ Player B can counter-react by selecting a unit, giving it an order and declaring their precise intentions, or
he can pass.
✪ The players alternate reactions and counter-reactions until BOTH pass.
✪ Orders are now executed in Priority order.
✪ A marker is placed next to units that have performed an action showing the action performed (MOVED,
FIRED, STATIONARY).
… and so on until all units have received and executed an order.
5) Turn ends. When both players’ units have all performed an action then the turn is over and a new one
can begin.

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AMERICAN WEAPONS TABLE
Close Normal Extreme Heavy Medium Light Armoured Half-
Small Arms Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range Range range tank tank tank car track
Colt 1911A1 pistol direct fire 3 6 12 2 NE NE NE NE NE 7 7 7 7 7

Thompson M1 sub-machine gun direct fire 7 14 28 3 NE NE NE NE NE 7 7 7 7 7

M3A1 Grease Gun sub-machine gun direct fire 5 10 20 3 NE NE NE NE NE 7 7 7 7 7

M1 semi-automatic carbine direct fire 25 50 100 2 NE NE NE NE NE 7 7 7 7 7

Garand M1 semi-automatic rifle direct fire 30 60 120 2 NE NE NE NE NE 7 7 7 7 7

BAR M1918A2 automatic rifle direct fire 50 100 200 4 NE NE NE NE NE 7 7 7 7 7

Springfield M1903 rifle direct fire 60 120 240 1 NE NE NE NE NE 7 7 7 7 7

M1919A46 Light machine gun direct fire 75 150 300 5 NE NE NE NE NE 7 7 7 7 7

M1919A4 Medium machine gun direct fire 125 250 500 5 NE NE NE NE NE 7 7 7 7 7

M1917A1 Medium machine gun direct fire 125 250 500 6 NE NE NE NE NE 7 7 7 7 7

M2HMG Heavy machine gun direct fire 175 350 700 5 NE NE NE 10 10 6 6 6 7 7

Twin M2HMG Heavy machine gun direct fire 175 350 700 10 NE NE NE 10 10 6 6 6 7 7

Quad M2HMG Heavy machine gun direct fire 175 350 700 20 NE NE NE 10 10 6 6 6 7 7

M2 Light flamethrower direct fire - 12 - F(12) 10 9 8 7 6 6 6 5 5 4

M2 60mm light mortar high-explosive, indirect fire 100 200 400 A(5) NE NE NE NE NE 7 7 7 7 7

M2 60mm light mortar smoke, indirect fire 100 200 400 A(5) NE NE NE NE NE NE NE NE NE NE

M19 60mm light mortar high-explosive, indirect fire, Paras 75 150 300 A(5) NE NE NE NE NE 7 7 7 7 7

M19 60mm light mortar smoke, indirect fire, Paras 75 150 300 A(5) NE NE NE NE NE NE NE NE NE NE

Mk.II Pineapple Grenades (standard) high-explosive, direct* and indirect fire - 5 10 A(3) NE/9# NE/8# NE/7# NE/7# NE/7# 7 7 7 7 7

M15 White phosphorous grenades high-explosive, smoke, direct* and indirect fire - 5 10 A(5) NE NE NE NE NE NE NE NE NE 7

AN-M8 Grenades smoke, direct* and indirect fire - 5 10 A(5) NE NE NE NE NE NE NE NE NE NE

Molotov direct* and indirect fire - 5 10 A(3) 10 9 8 7 6 6 6 6 6 6


Close Normal Extreme Heavy Medium Light Armoured Half-
Heavy weapons Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range Range range tank tank tank car track
Bazooka shaped charge, direct fire - 30 - 1/A(3) 8 7 6 5 4 4 4 7 7 7

Gammon Grenade N°82 high-explosive, direct and indirect fire - 5 10 1/A(3) 8 7 6 5 4 4 4 7 7 7


NOTE: M3A1 Grease Gun sub-machine gun: apply a penalty of -1 on the Damage Table M1 Semi-automatic carbine: apply a penalty of -1 on the Damage Table
#: only for infantry when assaulting the vehicle *: if the direct-fire grenade misses it deviates

© Torriani Massimo. All rights reserved. For personal use only.


BRITISH WEAPONS TABLE
Close Normal Extreme Heavy Medium Light Armoured Half-
Small Arms Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range range range tank tank tank car track
Colt 1911A1 pistol direct fire 3 6 12 2 NE NE NE NE NE 7 7 7 7 7

Webley Mk. IV Revolver Pistol direct fire 3 6 12 1 NE NE NE NE NE 7 7 7 7 7

Mk. V Sten sub-machine gun direct fire 5 10 20 3 NE NE NE NE NE 7 7 7 7 7

Thompson M1 sub-machine gun direct fire 7 14 28 3 NE NE NE NE NE 7 7 7 7 7

Enfield N°4 Mk.1 rifle direct fire 60 120 240 1 NE NE NE NE NE 7 7 7 7 7

Bren light machine gun direct fire 60 120 240 4 NE NE NE NE NE 7 7 7 7 7

Twin Bren light machine gun direct fire 60 120 240 8 NE NE NE NE NE 7 7 7 7 7

© Torriani Massimo. All rights reserved. For personal use only.


Besa Medium machine gun direct fire 125 250 500 5 NE NE NE NE NE 7 7 7 7 7

M1919A4 Medium machine gun direct fire 125 250 500 5 NE NE NE NE NE 7 7 7 7 7

Mk I .303 cal. Vickers medium machine gun direct fire 125 250 500 5 NE NE NE NE NE 7 7 7 7 7
Twin Mk I .303 cal. Vickers medium machine
direct fire 125 250 500 10 NE NE NE NE NE 7 7 7 7 7
gun
M2HMG Heavy Machine gun direct fire 175 350 700 5 NE NE NE 10 10 6 6 6 7 7

2” 51mm light mortar high-explosive, indirect fire 37 74 148 A(5) NE NE NE NE NE 7 7 7 7 7

2” 51mm light mortar smoke, indirect fire 37 74 148 A(5) NE NE NE NE NE NE NE NE NE NE

Ack Pac Light flamethrower direct fire - 12 - F(12) 10 9 8 7 6 6 6 5 5 4

N° 36 Mills Bomb grenades (standard) high-explosive, direct* and indirect fire - 5 10 A(3) NE/9# NE/8# NE/7# NE/7# NE/7# 7 7 7 7 7

Molotov direct* and indirect fire - 5 10 A(3) 10 9 8 7 6 6 6 6 6 6


Close Normal Extreme Heavy Medium Light Armoured Half-
Heavy weapons Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range range range tank tank tank car track
Besa 15mm machine gun direct fire 25 50 100 A(3) NE NE 10 9 8 6 6 7 7 7

Gammon Grenade N°82 high-explosive, direct and indirect fire - 5 10 1/A(3) 8 7 6 5 4 4 4 7 7 7

“Boys” anti-tank rifle direct fire 25 50 100 1 NE NE 10 9 8 6 6 7 7 7

Piat shaped charge, direct fire - 25 - 1/A(3) 8 7 6 5 4 4 4 7 7 7

Piat (indirect fire minimum range 25cm) high-explosive, direct and indirect fire 15 30 60 A(5) NE NE NE NE NE 7 7 7 7 7

290mm mortar high-explosive, indirect fire --- 20 40 A(10) 7/5 7/4 7/4 7/4 7/4 5 5 5 5 5
NOTE: Bren light machine gun: does not require an assistant - Sten sub-machine gun: apply a penalty of -1 on the Damage Table
#: only for infantry when assaulting the vehicle - *: if the direct-fire grenade misses it deviates
RUSSIAN WEAPONS TABLE
Close Normal Extreme Heavy Medium Light Armoured Half-
Small Arms Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range range range tank tank tank car track
Tula Tokarev 1933 pistol direct fire 3 6 12 2 NE NE NE NE NE 7 7 7 7 7

M1895 Nagant revolver direct fire 3 6 12 1 NE NE NE NE NE 7 7 7 7 7

PPSh-41/43 sub-machine gun direct fire 7 14 28 3 NE NE NE NE NE 7 7 7 7 7

M1944 carbine direct fire 25 50 100 1 NE NE NE NE NE 7 7 7 7 7

SVT 38/40 semi-automatic rifle direct fire 30 60 120 2 NE NE NE NE NE 7 7 7 7 7

AVS 36 automatic rifle direct fire 40 80 160 4 NE NE NE NE NE 7 7 7 7 7

Mosin-Nagant 1891/30 rifle direct fire 60 120 240 1 NE NE NE NE NE 7 7 7 7 7

DP light machine gun direct fire 125 250 500 4 NE NE NE NE NE 7 7 7 7 7

DT light machine gun direct fire 125 250 500 5 NE NE NE NE NE 7 7 7 7 7

M1910 Maxim medium machine gun direct fire 100 200 400 5 NE NE NE NE NE 7 7 7 7 7

SG43 medium machine gun direct fire 100 200 400 5 NE NE NE NE NE 7 7 7 7 7

DshK 12.7mm heavy machine gun 1938 direct fire 125 250 500 5 NE NE NE 10 10 6 6 6 7 7

Light flamethrower direct fire - 12 - F(12) 10 9 8 7 6 6 6 5 5 4

PM 40 50mm light mortar high-explosive, indirect fire 50 100 200 A(5) NE NE NE NE NE 7 7 7 7 7

PM 40 50mm light mortar smoke, indirect fire 50 100 200 A(5) NE NE NE NE NE NE NE NE NE NE


high-explosive, direct* and indirect
RGD 33 grenade (standard) - 5 10 A(3) NE/9# NE/8# NE/7# NE/7# NE/7# 7 7 7 7 7
fire
high-explosive, direct* and indirect
RPG 43 grenade - 5 10 A(3) NE/8# NE/7# NE/6# NE/6# NE/6# 7 7 7 7 7
fire
Smoke grenade smoke, direct* and indirect fire - 5 10 A(5) NE NE NE NE NE NE NE NE NE NE

Molotov direct* and indirect fire - 5 10 A(3) 10 9 8 7 6 6 6 6 6 6


Close Normal Extreme Heavy Medium Light Armoured Half-
Heavy weapons Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range range range tank tank tank car track
RPG-1/Panzerfaust direct fire - 20 - 1/A(3) 7 6 5 4 4 4 4 7 7 7

PTRD 14.5 mm anti-tank rifle direct fire 25 50 100 1 NE NE 10 9 8 6 6 7 7 7

PTRS 14.5mm anti-tank rifle direct fire 25 50 100 2 NE NE 10 9 8 6 6 7 7 7

122mm Heavy Gun armour-piercing, direct fire 300 600 1200 1 6 5 4 4 4 4 4 7 7 7

122mm Heavy Gun high-explosive, direct fire 500 1000 2000 A(10) 8 7 6 5 4 4 4 5 5 6

122mm Heavy Gun high-explosive, indirect fire 500 1000 2000 A(10) 7/7 7/6 7/5 7/4 7/4 7 7 7 7 7

NOTE: DP light machine gun: does not require an assistant #: only for infantry when assaulting the vehicle *: if the direct-fire grenade misses it deviates

© Torriani Massimo. All rights reserved. For personal use only.


GERMAN WEAPONS TABLE
Close Normal Extreme Heavy Medium Light Armoured Half-
Small Arms Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range range range tank tank tank car track
Walther P38 pistol direct fire 3 6 12 2 NE NE NE NE NE 7 7 7 7 7

Luger pistol direct fire 3 6 12 2 NE NE NE NE NE 7 7 7 7 7

MP40 sub-machine gun direct fire 7 14 28 3 NE NE NE NE NE 7 7 7 7 7

Kar98K rifle direct fire 60 120 240 1 NE NE NE NE NE 7 7 7 7 7

G43 semi-automatic rifle direct fire 50 100 200 2 NE NE NE NE NE 7 7 7 7 7

FG42 automatic rifle direct fire 25 50 100 3 NE NE NE NE NE 7 7 7 7 7

© Torriani Massimo. All rights reserved. For personal use only.


MP44 or Stg44 assault rifle direct fire 25 50 100 3 NE NE NE NE NE 7 7 7 7 7

Mg34 light/medium machine gun direct fire 125 250 500 7 NE NE NE NE NE 7 7 7 7 7

Mg42 light/medium machine gun direct fire 175 350 700 8 NE NE NE NE NE 7 7 7 7 7

Flammenwerfer 41 Light flamethrower direct fire - 12 - F(12) 10 9 8 7 6 6 6 5 5 4

Granatwerfer 36 50mm light mortar high-explosive, indirect fire 35 70 140 A(5) NE NE NE NE NE 7 7 7 7 7

Granatwerfer 36 50mm light mortar smoke, indirect fire 35 70 140 A(5) NE NE NE NE NE NE NE NE NE NE


high-explosive, direct* and indirect
StG39 grenade (standard) - 5 10 A(3) NE/9# NE/8# NE/7# NE/7# NE/7# 7 7 7 7 7
fire
NeG39 grenade smoke, direct* and indirect fire - 5 10 A(5) NE NE NE NE NE NE NE NE NE NE
high-explosive, direct* and indirect
Handgranate 43 grenade (6 StG39) - 5 10 A(5) NE/8# NE/7# NE/6# NE/6# NE/6# 6 6 6 6 6
fire
Molotov direct* and indirect fire - 5 10 A(3) 10 9 8 7 6 6 6 6 6 6
Close Normal Extreme Heavy Medium Light Armoured Half-
Heavy weapons Ammunition and method Rate Truck Car Motorbike Artillery Infantry
range range range tank tank tank car track
Panzerfaust shaped charge, direct fire - 20 - 1/A(3) 7 6 5 4 4 4 4 7 7 7

Panzerschreck shaped charge, direct fire - 30 - 1/A(3) 7 6 5 4 4 4 4 7 7 7

75mm Medium recoilless gun shaped charge, direct fire - 150 - 1/(A5) NE 10 9 8 7 6 6 7 7 7

Heavy recoilless gun up to 120mm shaped charge, direct fire - 200 - 1/(A8) 9 8 7 6 5 4 4 6 6 6

380mm Mortar high-explosive, indirect fire 150 300 600 1(A10) 7/5 7/4 7/4 7/4 7/4 5 5 5 5 5

NOTE: MP40 sub-machine gun: apply a penalty of -1 on the Damage Table #: only for infantry when assaulting the vehicle *: if the direct-fire grenade misses it deviates
HEAVY WEAPONS TABLE
Range Rate or Heavy
Class Ammunition and method Medium tank Light tank Armoured car Half-track Truck Car Motorbike Artillery Infantry
Close Normal Extreme Area tank
Gun up to 20mm light Armour-piercing, direct fire 25 50 100 1 NE NE 10 9 8 7 7 7 7 7
Gun up to 40mm light Armour-piercing, direct fire 50 100 200 1 NE 10 9 8 7 6 6 7 7 7
Gun up to 50mm medium Armour-piercing, direct fire 75 150 300 1 NE 9 8 7 6 5 5 7 7 7
Gun up to 60mm medium Armour-piercing, direct fire 100 200 400 1 9 8 7 6 5 4 4 7 7 7
Gun up to 80mm medium Armour-piercing, direct fire 150 300 600 1 8 7 6 5 4 4 4 7 7 7
Gun up to 99mm heavy Armour-piercing, direct fire 250 500 1000 1 7 6 5 4 4 4 4 7 7 7
Gun up to 110mm heavy Armour-piercing, direct fire 300 600 1200 1 6 5 4 4 4 4 4 7 7 7
Gun up to 130mm heavy Armour-piercing, direct fire 350 700 1400 1 5 4 4 4 4 4 4 7 7 7
Gun up to 160mm heavy Armour-piercing, direct fire 400 800 1600 1 4 4 4 4 4 4 4 7 7 7
Gun up to 20mm light high-explosive, direct fire 125 250 500 A (3) NE NE NE NE NE 7 7 7 7 7
Gun up to 40mm light high-explosive, direct fire 150 300 600 A (3) NE NE NE NE 10 7 7 7 7 7
Gun up to 50mm medium high-explosive, direct fire 175 350 700 A (5) NE NE NE 10 9 7 7 7 7 7
Gun up to 60mm medium high-explosive, direct fire 225 450 900 A (5) NE NE 10 9 8 7 7 7 7 7
Gun up to 80mm medium high-explosive, direct fire 250 500 1000 A (5) NE 10 9 8 7 6 6 7 7 7
Gun up to 99mm heavy high-explosive, direct fire 300 600 1200 A (8) 10 9 8 7 6 5 5 6 6 6
Gun up to 110mm heavy high-explosive, direct fire 500 1000 2000 A (8) 9 8 7 6 5 4 4 6 6 6
Gun up to 130mm heavy high-explosive, direct fire 500 1000 2000 A (10) 8 7 6 5 4 4 4 5 5 6
Gun up to 160mm heavy high-explosive, direct fire 500 1000 2000 A (10) 7 6 5 4 4 4 4 5 5 6
Gun over 160mm heavy high-explosive, direct fire 500 1000 2000 A (10) 6 5 4 4 4 4 4 4 4 5
Gun up to 60mm medium high-explosive, indirect fire 500 1000 2000 A (5) NE 7/10 7/9 7/8 7/7 7 7 7 7 7
Gun up to 80mm medium high-explosive, indirect fire 500 1000 2000 A (5) 7/10 7/9 7/8 7/7 7/6 7 7 7 7 7
Gun up to 99mm heavy high-explosive, indirect fire 500 1000 2000 A (8) 7/9 7/8 7/7 7/6 7/5 7 7 7 7 7
Gun up to 110mm heavy high-explosive, indirect fire 500 1000 2000 A (8) 7/8 7/7 7/6 7/5 7/4 7 7 7 7 7
Gun up to 130mm heavy high-explosive, indirect fire 500 1000 2000 A (10) 7/7 7/6 7/5 7/4 7/4 7 7 7 7 7
Gun up to 160mm heavy high-explosive, indirect fire 1000 2000 4000 A (10) 7/6 7/5 7/4 7/4 7/4 6 6 6 6 6
Gun more than 160mm heavy high-explosive, indirect fire 1250 2500 5000 A (10) 7/5 7/4 7/4 7/4 7/4 5 5 5 5 5
Mortar from 61mm to 81mm medium high-explosive, indirect fire 100 200 400 A (5) NE NE 7/10 7/9 7/8 7 7 7 7 7
Mortar up to 99mm medium high-explosive, indirect fire 175 350 700 A (5) NE 7/10 7/9 7/8 7/7 7 7 7 7 7
Mortar up to 110mm heavy high-explosive, indirect fire 300 600 1200 A (8) 7/10 7/9 7/8 7/7 7/6 7 7 7 7 7
Mortar up to 140mm heavy high-explosive, indirect fire 400 800 1600 A (8) 7/9 7/8 7/7 7/6 7/5 7 7 7 7 7
Heavy flamethrower heavy direct fire - 24 - F(24) 9 8 7 6 5 5 5 4 4 4
Rocket-launchers up to 160mm heavy high-explosive, indirect fire 250 500 1000 A (10) 8/7 8/6 8/5 8/4 8/4 7 7 7 7 7
Rocket-launchers up to 210mm heavy high-explosive, indirect fire 500 1000 2000 A (10) 8/6 8/5 8/4 8/4 8/4 6 6 6 6 6
Rocket-launchers up to 320mm heavy high-explosive, indirect fire 500 1000 2000 A (10) 8/5 8/4 8/4 8/4 8/4 5 5 5 5 5
Satchel charges heavy direct fire, indirect fire - 5 10 A (3) 6 5 4 4 4 4 4 6 6 6

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MODIFIERS
Generics
✪ -1 if the firing unit is not in line of sight and/or aware of the target when the order is given.
✪ -1 if the firing unit has been given an Assault Order.
✪ -2 if the target is beyond the weapon’s normal range but within extreme range. Shaped charges and
flamethrowers do not apply this modifier.
✪ +3 if a small arm fires at an infantry unit with at least one model within 5cm. Flamethrowers do not
apply this modifier.
✪ +1 if the firing model has been given an Ambush order and the target has at least one model within
the weapon’s close range. Shaped charges and flamethrowers do not apply this modifier.
✪ -3 if the target is in a bunker and you are using direct or indirect fire. Does not apply to flamethrowers
nor models next to a loophole.
✪ -3 if you use indirect fire against infantry inside an open-topped vehicle. Does not apply to models
that are adjacent to the vehicle.
✪ -2 if the target is in a sandbagged position or a trench and you are using direct or indirect fire. Does
not apply to flamethrowers nor models next to positions or trenches.
✪ -2 when using direct fire and the target is transported troops or exposed crew. Does not apply to
flamethrowers or models next to vehicles.
✪ -1 if the firing unit or the target have moved more than 25cm (this modifier is cumulative, i.e. if both
have moved more than 25cm then apply a penalty of -2).
✪ -1 if the firing unit has the poor training characteristic and is performing direct fire.

Guns and shaped-charge weapons


✪ +1 if a gun fires at a vehicle more than 10cm away but within 30cm.
✪ +2 if a gun fires at a vehicle within 10cm.
✪ +1 using shaped charge weapon or anti-tank rifle when firing at a vehicle within 10cm.
✪ +2 if a gun fires with high-explosive shells at an infantry unit with at least one model within 10cm.
✪ -1 if a gun fires at a vehicle with armour-piercing shells and has the short barrel characteristic.
✪ +1 if a gun fires at a vehicle with armour-piercing shells and has the long barrel characteristic.
✪ +2 if a gun fires at a vehicle with armour-piercing shells and has the extra-long barrel characteristic.

126
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MODIFIERS TO HIT
Armour
✪ +1 if the target has extra-light armour and the shot comes from the front of the vehicle.
✪ +2 if the target has extra-light armour and the shot comes from the side or rear of the vehicle.
✪ +1 if the target has light armour and the shot comes from the front, side or rear of the vehicle.
✪ -1 if the target has medium armour and the shot comes from the front of the vehicle.
✪ -1 if the target has heavy armour and the shot comes from the side or rear of the vehicle.
✪ -2 if the target has heavy armour and the shot comes from the front of the vehicle.
✪ -2 if the target has extra-heavy armour and the shot comes from the side or rear of the vehicle.
✪ -3 if the target has extra-heavy armour and the shot comes from the front of the vehicle.
✪ -3 if the target has super extra-heavy armour and the shot comes from the side or rear of the vehicle.
✪ -4 if the target has super extra-heavy armour and the shot comes from the front of the vehicle.

Close Combat
✪ +1 if the model is a Leader.
✪ +1 if the model has a pistol.
✪ -3 if the model is Pinned!
✪ -3 if the model is panicked.
✪ +4 if the model is in a building, ruin, fortified position, bunker, trench or sandbag position and the
enemy is outside.
✪ +2 if the model is being assaulted and is behind a wall or improvised barrier (only first turn).
✪ +1 for every friendly model in contact after the first. This bonus applies to all models.
✪ +1 if the model in close combat has a better Training than the enemy model.
✪ +1 if the model is trained with the bayonet.

PROTECTION TABLE
1-3 = NE. The scenery element absorbs the shot.
4-10 = Continue normally by rolling to hit the target.

PRECISION TEST
• If the dice roll is equal to or more than the unit’s Training then you hit the enemy model.
• If the dice roll is lower than the unit’s Training then you hit the intervening vehicle.

127
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DAMAGE TABLE
Roll Heavy tank Medium tank Light tank Armoured car Half-track Truck Car Motorbike Artillery Infantry
1 NE NE NE NE NE NE NE NE NE NE
2 NE NE NE NE NE NE NE NE NE Pinned!
3 NE NE NE NE NE Wheel Wheel Wheel NE Pinned! if LMH/KIA
4 NE NE NE NE Wheel Wheel Wheel Wheel 1 Assistant Pinned! if LMH/KIA
5 NE NE NE Wheel Tracks Tracks + Wheel Wheel 1 Crew 1 Assistant Pinned! if MH/KIA
Tracks Wheel Tracks 1 Crew 1 Crew
6 NE NE 1 Crew 1 Assistant Pinned! if MH/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Small
Arms Tracks Tracks Tracks 1 Crew 1 Crew 1 Crew 1 Crew
7 1 Crew 1 Assistant Pinned! if H/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Tracks Tracks 1 Crew 1 Crew 1 Crew 1 Crew 1 Crew Immobilised
8 1 Assistant Pinned! if H/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + 1 Crew
Immobilised Immobilised Immobilised Immobilised
1 Crew 1 Crew 1 Crew Immobilised

© Torriani Massimo. All rights reserved. For personal use only.


9 + 1 Crew + 1 Crew + 1 Crew + 1 Crew 1 Assistant KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + 1 Crew
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Immobilised Immobilised Immobilised Immobilised Immobilised Immobilised Immobilised
10 + 1 Crew + 1 Crew + 1 Crew + 1 Crew + 1 Crew + 1 Crew + 1 Crew Immobilised 1 Assistant KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + 1 Crew
Roll Heavy tank Medium tank Light tank Armoured car Half-track Truck Car Motorbike Artillery Infantry
1 NE NE NE NE NE NE NE NE NE NE
Tracks Tracks Tracks Wheel Wheel Wheel Wheel Wheel

128
2 1 Assistant Pinned!
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Secondary weapon
Tracks Tracks Tracks Wheel Tracks 3 Crew
3 + 3 Crew 1 Crew 1 Assistant Pinned! if LMH/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
+ Steady Nerve Test
Secondary weapon Secondary weapon Secondary weapon Secondary weapon Secondary weapon Immobilised Immobilised
4 + 2 Crew + 2 Crew + 2 Crew + 2 Crew + 3 Crew + 3 Crew + 3 Crew 2 Crew 2 Assistants Pinned! if MH/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Immobilised Immobilised Immobilised Immobilised Immobilised Immobilised Immobilised
Immobilised 2 Assistants
5 + 2 Crew + 2 Crew + 2 Crew + 2 Crew + 3 Crew + 5 Crew + 3 Crew Pinned! if H/KIA
+ 1 Crew
Heavy + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
weapons Main weapon Main weapon Main weapon Main weapon Main weapon Main weapon + Main weapon +
Immobilised Main weapon
6 + 2 Crew + 2 Crew + 2 Crew + 2 Crew + 3 Crew 5 Crew + Steady 3 Crew + Steady KIA
+2 Crew + 1 Assistant
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test Nerve Test Nerve Test
Immobilised + Main Immobilised + Main Immobilised + Main Immobilised + Main Immobilised + Main Immobilised + Main Immobilised + Main Main
Main weapon
7 weapon+ 3 Crew weapon+ 3 Crew weapon+ 3 Crew weapon+ 3 Crew weapon+ 4 Crew weapon+ 5 Crew weapon+ 4 Crew weapon + 2 KIA
+2 Crew
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test Assistants
Immobilised + Immobilised + Immobilised + Immobilised + Immobilised +
Immobilised + Main Immobilised + Main
Main weapon + Main weapon + Main weapon + Main weapon + Main weapon + Immobilised +
weapon + Secondary weapon + Secondary
8 Secondary weapon Secondary weapon Secondary weapon Secondary weapon Secondary weapon Main weapon Catastrophe! KIA
weapon + 3 Crew weapon + 3 Crew
+ 3 Crew + 3 Crew + 4 Crew + 5 Crew + 4 Crew +2 Crew
+ Steady Nerve Test + Steady Nerve Test
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
9 Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! KIA
10 Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! KIA
DAMAGE
MODIFIERS
Generics
✪ -3 if the firing unit was given a Suppression Fire Order and is not aware of the target.
✪ -1 if the target is an armoured vehicle and the shot comes from the front.
✪ +1 if the target is an armoured vehicle and the shot comes from behind.
✪ -1 if the target is infantry that is STATIONARY or that has moved slowly.
✪ +1 if the firing model is using a burst weapon against infantry in a wood.
✪ -1 if a model is in the burst area of a vehicle that has suffered a Catastrophe!
✪ +1 on the Penetration roll if the target vehicle is open-topped and the firer is using indirect fire.

Machine guns
✪ +1 if the firing model is using a medium machine gun against infantry.
✪ +2 if the firing model is using a heavy machine gun against infantry.

Guns
✪ +1 if a Heavy gun hits a Medium Tank with an armour-piercing shell.
✪ +2 if a Heavy gun hits a Light tank, an Armoured car or a Half-track with an armour-piercing shell.
✪ +3 if a Heavy gun hits a unarmoured vehicle with an armour-piercing shell.
✪ -1 if a Medium gun hits a Heavy Tank with an armour-piercing shell.
✪ +1 if a Medium gun hits a Light tank, an Armoured car or a Half-track with an armour-piercing shell.
✪ +2 if a Medium gun hits a unarmoured vehicle with an armour-piercing shell.
✪ -2 if a Light gun hits a Heavy Tank with an armour-piercing shell.
✪ -1 if a Light gun hits a Medium Tank with an armour-piercing shell.
✪ +1 if a Light gun hits a unarmoured vehicle with an armour-piercing shell.

Morale Test modifiers


✪ -1 if all leaders in the unit are KIA or Pinned!
✪ -1 if the infantry unit is not in cohesion when the test is performed (runners delivering coordinates do
not count).
✪ -4 if there is only one man left in the unit.
✪ -3 if the unit has lost more than half of the initial models (for vehicles consider the number of crew; for
troop carriers count the number of models in the unit ).
✪ -1 if the vehicle is IMMOBILISED.

129
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DAMAGE EFFECTS
DAMAGE ON VEHICLES
✪ Catastrophe!: The vehicle/artillery is destroyed and explodes. All models that are loaded, transported,
assistants and crew are KIA. The burst area depends on the type of vehicle: if it is an unarmoured vehicle,
(or artillery) then it is 1d10/2 cm, rounded up; if it is an armoured vehicle it is 1d10cm. Measure the distance
from the edge of the vehicle or gun; all models within the area are hit. Check for damage rolling 1d10 on the
right column of the Small Arms Weapons Table for each model involved. Leave the wreck on the table.

✪ Crew/assistants/transported troops: The number preceding this word is the number of models that
have been hit. Check the effects by rolling 1d10 on the Infantry column of the Small Arms or Heavy Weapons
Damage Table (according to the weapon used). Any excess on the dice roll is ignored.
✪ Immobilised: The vehicle can neither move nor turn. If the last order received was a Movement or Assault,
move the vehicle in the direction it is pointing for 1d10cm. The radio is destroyed.

✪ Main weapon: The main weapon and any associated coaxial weapons are destroyed and cannot be used.
If it is artillery, then the gun is destroyed.
✪ NE: No effect.

✪ Secondary weapon: The secondary weapon and any associated coaxial weapon are destroyed and can-
not be used. If the vehicle has more than one secondary weapon, the player that has been hit chooses which
is lost. The radio is destroyed.
✪ Steady Nerve Test: Roll 1d10: if the roll is equal or greater than the Training then the Test is passed. If you
fail the Test the models are placed Pinned! inside the vehicle but they are not in panic.

✪ Tracks: The vehicle cannot move, but may turn where it is. If it takes this damage again (or a wheel is de-
stroyed, for half-tracks), it is Immobilised and can no longer turn.
✪ Wheel: If the vehicle has 2 or 4 wheels then movement is halved. If it takes this damage again (or the
tracks are destroyed in the case of a half-track), then it is Immobilised where it stands and it can no longer
turn nor move.
If the vehicle has 6 or 8 wheels you need to get this result twice to halve movement. If it takes this damage
again (or the tracks are destroyed in the case of a half-track), then it is Immobilised where it stands and it can
no longer turn nor move.
N.B. Remember that since you can’t eliminate a specific duty, you must declare every turn what duties will be
performed by the surviving crew.
DAMAGE ON INFANTRY
✪ KIA: One model is removed from play.

✪ Pinned!: A model is laid on its side. He has thrown himself to the ground to avoid being hit. The next
time his unit is given an order, all he can do is stand up; he may do nothing else.

✪ Pinned! if LMH/KIA: If the model is in Light, Medium or Heavy cover then he is Pinned!, otherwise he is KIA.
✪ Pinned! if MH/KIA: If the model is in Medium or Heavy cover then he is Pinned!, otherwise he is KIA.

✪ Pinned! if H/KIA: If the model is in Heavy cover then he is Pinned!, otherwise he is KIA.

✪ NE: No effect. The shot bounces off a helmet, makes a hole in a uniform or whistles by just a few mil-
limetres from your model.

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AWARENESS TABLE
PREVIOUS AC- MAXIMUM DAY- MAXIMUM NIGHT-
TYPE OF TARGET COVER
TION LIGHT DISTANCE TIME DISTANCE
Stationary 50 cm 30 cm
Vehicle In cover Moved 100 cm 60 cm
(Moving motorbi- Fired 200 cm 150 cm
ke, Car, Truck,
Half-track, Armou-
red Car, Tank) Stationary 100 cm 60 cm
In the open Moved 150 cm 100 cm
Fired 300 cm 200 cm

Stationary 30 cm 10 cm
In cover Moved 60 cm 30 cm
Infantry Fired 120 cm 90 cm
(Infantry, Artillery,
Stationary motor-
bike) Stationary 60 cm 40 cm
In the open Moved 100 cm 60 cm
Fired 150 cm 120 cm
Modifiers: If the observing unit is an armoured vehicle that does not expose a crew member, subtract 25cm from the aware-
ness. Observation Posts add 10cm to the distances shown above.

MOVEMENT TABLE
VEHICLE SLOW MOVEMENT FAST MOVEMENT ASSAULT

Heavy Tank 15 30 20

Medium Tank 18 35 25

Light Tank 20 40 30

Half-track 25 45 35

Armoured Car 30 50 40

Car 30 60 40

Truck 25 50 35

Motorbike 35 60 45

Artillery 5 10 -

Infantry 10 20 15

• Vehicles (that are not moving Slowly) can perform up to two 90° turns. Each turn (or part thereof) costs 5cm.
• Reversing must be done Slowly.
• To load or unload from a vehicle, that vehicle must move Slowly; units that are loading onto or unloading from a vehicle lose
5cm of movement.
• The commander must be exposed to allow vehicles move faster than Assault speed.

131
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TESTS
STEADY NERVE TEST
✪ If the roll is equal to or greater than the unit’s Training then the unit stands fast and nothing happens.
✪ If the roll is less than the unit’s Training then the crew and any transported troops are immediately
Pinned!

CLOSE ASSAULT TEST


✪ If the roll is equal to or greater than the unit’s Training then the model can assault. Place him next to the
vehicle.
✪ If the roll is less than the unit’s Training then the model refuses to Assault. The model does not move this
turn and stays where he is. He can’t do anything else.

CRASHING THROUGH WALLS TEST


Before any move inside a building, roll 1d10.
✪ If the roll is equal to or greater than the unit’s Training, the tank destroys the wall and enters 5cm.
✪ If the roll is less than the unit’s Training then the driver refuses to move. The tank does not move and
stays where it was.

INFANTRY DODGE TEST


✪ If the roll is greater than the unit’s Training then the model avoids the oncoming vehicle.
✪ If the roll is equal to the unit’s Training then the model is Pinned!
✪ If the roll is less than the unit’s Training then the model dies.

MOTORBIKE DODGE TEST


✪ If the roll is greater than the unit’s Training then the motorbike swerves away at the last moment.
✪ If the roll is equal to the unit’s Training then the tank destroys the motorbike but the passengers have
escaped. They are placed Pinned! next to the wreck of the motorbike.
✪ If the roll is less than the unit’s Training then the tank destroys the motorbike and kills its passengers.

DRIVING SKILL TEST


After driving at least 5cm over the obstacle, roll 1d10 (or twice if “2 Tests”):
✪ If you roll 1 or 2 then the vehicle is stuck and cannot move any further.
✪ If you roll 3 or more then the vehicle can proceed up to the declared destination.

When a stuck vehicle receives a Movement or Assault order, roll 1d10:

✪ If the roll is equal to or greater than the vehicle’s Training then the obstacle is passed and you can move
forward 1d10cm. Next turn the vehicle may move normally.
✪ If the roll is less than the vehicle’s Training then the vehicle is well and truly IMMOBILISED.

132
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TERRAIN AND COVER TABLE
Terrain Infantry Heavy Tank Medium Tank Light Tank Armoured Car Half-track Truck Car Motorbike Artillery COVER
Anti-tank
- Impassable Impassable Impassable Impassable Impassable Impassable Impassable Slow Impassable
obstacle Light
Slow
Barbed Wire -5 Remove Remove Remove Slow + Remove Slow + Remove Slow + Remove + Driving Skill Test Impassable Impassable
-
+ Remove
Slow + 2 Driving Slow + 2 Driving Slow + 2 Driving
Bocage -10 Impassable Impassable Impassable Impassable Impassable Impassable
Skill Test Skill Test Skill Test Medium
Slow + 2 Driving Slow + Driving Skill -10 + Slow + 2 -5 + Slow + 2 -5 + Slow + 2
Broken ground Slow Slow Slow Slow Impassable
Skill Test Test Driving Skill Test Driving Skill Test Driving Skill Test Light
Slow + Crash into Slow + Crash into Slow + Crash into
Building -5 Impassable Impassable Impassable Impassable Impassable Slow
building building building Medium
Slow + Driving Slow + Driving Slow + Driving Skill
Ruined building -5 Impassable Impassable Impassable Impassable Impassable Slow
Skill Test Skill Test Test Medium
Bunker Slow Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable Heavy

Cemetery - Slow Slow Slow Slow Slow Slow Slow Slow Slow Light

Crater - Slow Slow Slow -5 + Slow Slow -10 + Slow -5 + Slow -5 + Slow Slow Medium

Cultivated field -5 -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 -5 Light

Ditch -5 Slow Slow Slow Impassable Impassable Impassable Impassable Impassable Impassable Light
Slow + 2 Driving Slow + Driving Skill Slow + 2 Driving Skill
High hedge -10 Slow + Remove Slow + Remove Slow + Remove Impassable Impassable Impassable Light
Skill Test Test Test

133
Slow + Driving Skill Slow + Driving Skill Slow + 2 Driving
Low hedge -5 Slow + Remove Slow + Remove Slow + Remove Slow + Remove Impassable Impassable Light
Test + Remove Test Skill Test
Improvised Slow + Driving Skill Slow + Driving Skill Slow + Driving Skill Slow + Driving Skill
-5 Slow + Remove Slow + Remove Slow + Remove Impassable Impassable Light
barrier Test + Remove Test + Remove Test + Remove Test + Remove
Slow + Driving Slow + Driving Slow + Driving Skill Slow + 2 Driving Slow + Driving Skill Slow + 2 Driving Skill Slow + 2 Driving Slow + Driving
Marsh* Slow Slow -
Skill Test Skill Test Test Skill Test Test Test Skill Test Skill Test
Path +5 - - - +5 +5 +5 +5 +5 - -

Road +5 +5 +5 +5 +10 +5 +10 +10 +10 - -

Sandbag position -5 Slow + Remove Slow + Remove Slow + Remove Impassable Impassable Impassable Impassable Impassable Impassable Medium
River bank
Sea, River, Lake Slow # Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable
is Light
-5 + Slow + Driving -5 + Slow + Driving -5 + Slow + Driving -5 + Slow +
Stream or shore Slow Slow Slow Slow -5 + Slow Slow -
Skill Test Skill Test Skill Test Driving Skill Test
Slow + Driving Slow + Driving Slow + Driving Skill
Trench -5 Impassable Impassable Impassable Impassable Impassable Impassable Medium
Skill Test Skill Test Test
Slow + Driving Skill Slow + Driving Skill
High Wall -10 Slow + Remove Impassable Impassable Impassable Impassable Impassable Impassable Medium
Test + Remove Test + Remove
Slow + Driving Skill Slow + Driving Skill
Low Wall -5 Slow + Remove Impassable Impassable Impassable Impassable Impassable Impassable Medium
Test + Remove Test + Remove
Woods -5 Slow Slow Slow Slow Slow Slow Slow Slow Slow Light
Whole and
-5 See text See text See text See text See text See text See text See text See text **
wrecked vehicles
* Vehicles can only move along a path in Marshes, otherwise they are Impassable # Only Swimming ** Tanks provide Heavy cover, Armoured vehicles provide Medium cover, and Other vehicles provide Light cover.

© Torriani Massimo. All rights reserved. For personal use only.


OTHER DAMAGE
RAMMING DAMAGE
There are 4 Categories:
✪ Heavy Tanks ✪ Light Tanks (including Armoured Cars and Half-tracks)
✪ Medium Tanks ✪ Unarmoured vehicles
If the vehicles belong to two different categories, the lighter vehicle rolls 1d10 on the Heavy Weapons Damage
Table while the heavier vehicle rolls 1d10 on the Small Arms Damage Table.
If they belong to the same category then both roll 1d10 on the Heavy Weapons Damage Table.
You cannot ram with motorbikes.

Ramming: Modifiers to the Damage Table


✪ +2 if the target has extra-light armour. ✪ -2 if the target has heavy armour.
✪ +1 if the target has light armour. ✪ -3 if the target has extra-heavy armour.
✪ -1 if the target has medium armour. ✪ -4 if the target has super-extra heavy armour.

CRASHING THROUGH WALLS TABLE


1: Either the roof collapses or the tank falls into the cellar. Check for damage by rolling 1d10 on the Heavy
Weapons Damage Table.
2: The tank is IMMOBILISED. Perform a Steady Nerve Test.
3-10: The tank crashes through the building up to the declared destination.

Modifiers for the Crashing through Walls Table


✪ -1 for a medium-sized building (at least 10x15cm with a single floor, or at least 10x10cm with two floors).
✪ -2 for a large building (at least 20x20cm with a single floor, or at least 10x20cm with two floors).

LIGHT FLAMETHROWER DAMAGE ON Armoured VEHICLES


1-4: The flames die out immediately and cause no real damage. NE.
5-7: 2 crew are Pinned! + Steady Nerve Test
8-9: 1 crew is Pinned! + 1 KIA + Steady Nerve Test
10: Catastrophe!

HEAVY FLAMETHROWER DAMAGE ON Armoured VEHICLES


1-2 The flames die out immediately and cause no real damage. NE.
3-5: 2 crew are Pinned! + Steady Nerve Test
6-8: 2 crew are Pinned! + 2 KIA + Steady Nerve Test
9-10: Catastrophe!

SATCHEL CHARGE DAMAGE TABLE


1: NE. The satchel charge doesn’t explode.
2-4: Remove the scenery element if it is barbed wire.
5-6: Remove the scenery element if it is a steel anti-tank obstacle or barbed wire.
7-8: Remove the scenery element if it is a steel or cement anti-tank obstacle, an armoured door, or barbed
wire.
9 -10: Remove the scenery element.
Note: If you hit an open-topped vehicle, all crew and transported troops are automatically hit. Check for damage on
the Infantry Column of the Damage Table.

134
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MISCELLANEOUS
COMMUNICATIONS FOR INDIRECT FIRE
Only HQ and OP units can send a communication to direct the fire of other units.
Radio: -5 failure; 6-10 successful.
Voice: 1-4 failure; 5-10 successful.
Runners: 1-4 failure; 5-10 successful.

DEVIATION OF INDIRECT FIRE


The shape of the dice shows the direction of the deviation. The number rolled shows the number of cm (mul-
tiplied by a number that is proportional to the distance between target and firing unit):

✪ Up to 30cm = result on the dice in cm (1 or 2 means a dud; treat as NE)


✪ Up to 60cm = result on the dice in cm x2 (1 or 2 means a dud; treat as NE)
✪ Up to 120cm = result on the dice in cm x3 (1 or 2 means a dud; treat as NE)
✪ More than 120cm = result on the dice in cm x4 (1 or 2 means a dud; treat as NE)
If the firing unit is not in line of sight then increase the modifier by +1 (e.g. 25cm = dice roll x2).

INTERRUPTING MOVEMENT TO FIRE WITH A BURST WEAPON


Dice roll +/- modifiers = models hit
✪ If the burst weapon is an A(3), then you hit 1d10-5 models (a minimum of 1 model is hit).
✪ If the weapon is an A(5) then you hit 1d10 models.
✪ If the weapon is an A(8) then you hit 1d10+3 models.
✪ If the weapon is an A(10) then you hit 1d10+5 models.
✪ If the burst weapon is an F(12) then you hit 1d10 models.
✪ If the burst weapon is an F(24) then you hit 1d10+5 models.

POLITICAL MOTIVATION TABLE


1-2: The unit deserts after killing the Commissar. Remove the Commissar and all of his men from play.
3-7: The Commissar kills 2 men from the unit; repeat the Morale Test immediately. If you fail again then
roll a 1d10 on this table with a -1 penalty (not cumulative).
8-9: The Commissar kills 2 men. The men return to battle as if they had passed their Morale Test.
10: Political Fanaticism. Consider any Order card given to them as an Assault for the rest of the game
(just apply the correct Priority). They must move at maximum speed towards the closest enemy that is
in their line of sight and of which they are aware, following the shortest route and preferring infantry tar-
gets if they are at the same distance as enemy vehicles. The closest unit is their target so if possible they
must assault them. If no units are within reach they will fire at the unit towards which they are charging.
Treat Morale Tests as automatically passed. Treat Pinned! results as NE; they will never be Pinned! for any
reason.

BAPTISM OF FIRE TABLE


1-2: The unit flees. Remove them from play.
3-7: This turn the unit has a Training of 6+.
8-9: This turn the unit has a Training of 4+.
10: This turn the unit has a Training of 2+.

135
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CHARACTERISTICS
Accurate shot: A model with a rifle reduces his Compact group: Units from the same platoon
target’s cover by one level: heavy cover becomes with this characteristic can be attached by declar-
medium, medium cover becomes light and light ing as much at the start of the game.
cover is treated as no cover at all. The units in the group are no longer considered sin-
Ambush camouflage: A vehicle with ambush gly for the rest of the game. In this case the group
camouflage that is more than 25% hidden by an el- is considered to be a single unit and receives and
ement of scenery, a wood or a ruined building or obeys the same order. The group’s Panic Resistance
a cultivated field is considered to be in cover. Vehi- is equal to the sum of the single RPs. Once the group
cles with this characteristic and that are in cover are has been formed, the units cannot revert to acting
seen with difficulty. In game terms subtract -10cm separately.
from the Awareness Table. External fuel tanks: Before the game roll
Amphibious: This vehicle can move in deep wa- 1d10 to see if the vehicle has external fuel tanks or if
ter. It does not have to move slowly in shallow wa- they have been removed before the battle: 7-10 the
ter. Does not treat rivers, lakes and the sea as im- external tanks are present; 1-6 they have been re-
passable. moved. If you don’t have the right model you could
Anti-aircraft: All weapons classified as anti-air- use a model of a fuel tank placed on the rear of the
craft get a +2 to hit in the first turn if they fire at para- vehicle. If the fuel tanks are present then add a pen-
trooper units that have just landed or units that have alty of +1 when rolling for damage to the crew.
just disembarked from a glider. They have a 360° fir- Extra-heavy armour: Apply a penalty of -3 to
ing arc when STATIONARY and 180° when moving. hit from the front and -2 from the sides and from
Armoured door: An armoured door can only the rear.
be destroyed by direct fire from a heavy weapon: Extra-light armour: Apply a bonus of +1 to
the basic roll to hit is 7. Roll 1d10 for Damage on the hit from the front and +2 from the sides and from
door. 1-6 the door holds; 7-10 the door is destroyed the rear.
and the occupants of the room roll for Small Arms Extra-long barrel: The gun’s barrel is longer
Damage with cover. Calibres over 80mm get a +1 than normal and has improved penetration capac-
bonus on this roll. Bunker doors are considered to ity. Add +2 to hit when using armour-piercing shells
be closed if at least one model is inside. Opening against vehicles.
and closing the door does not require you to sacri- Fast vehicle: Models with this characteristic add
fice movement. +5cm to the numbers on the Movement Table.
Baptism of fire: When the unit has to take a Test Gun crew: Models in this unit are considered to
(or more than one), roll 1d10 and check the table be gun-crew (assistants) and must remain in 5cm
to find the Training number to use that turn. The cohesion with the gun, howitzer or multiple rocket-
Test(s) are then taken normally. launcher.
Bogs down easily: Vehicles with this character- Gyrostabiliser: When a vehicle with a gyrosta-
istic remain blocked during a Driving Skill Test on a biliser fires during an Assault with the main weapon
roll of 1, 2 or 3 instead of a roll of 1 or 2. do not apply the -1 penalty to hit.
Bullet-proof tyres: A vehicle with bullet- Half-track (Assault): When a vehicle with this
proof tyres that is hit by Small Arms fire treats the characteristic fires its main weapon in an Assault do
“Wheel” result as NE. not apply the -1 penalty to hit.
Coaxial weapon: The gunner can choose which Hawkins Mines: You can lay a minefield. If a
of the two weapons he wants to fire. If the main model with Hawkins mines spends a whole turn
weapon is destroyed then the coaxial weapon is STATIONARY (the rest of the unit can act normally),
also destroyed. Consider the main weapon as being at the start of the next turn you can place a mixed
partially automated and the coaxial weapon as al- anti-personnel/anti-vehicle minefield next to the
ways having a support. model. One use only.

136
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CHARACTERISTICS
Heavy armour: Apply a penalty of -2 to hit from Loophole: Units in a position with a Loophole can
the front and -1 from the sides and rear. only fire (or be hit) if the line of sight goes through
Highly manoeuvrable: The vehicle can reverse that Loophole.
at top speed. Low Pressure Tyres: Vehicles with this charac-
Howitzer: Guns classified as howitzers do not teristic only remain blocked during a Driving Skill
have armour-piercing shells. Test with a roll of 1 and not with a roll of 1 or 2.
Hull-mounted weapon: The main weapon is Low profile: Vehicles with this characteristic
mounted in the hull and this limits the traverse. To in cover can only be seen with difficulty. Subtract
aim at the target you can only turn on the spot up to -10cm on the Awareness Table (e.g. you will only be
45° (22.5° right and left). aware of a STATIONARY tank in cover at 40cm instead
HVSS Suspension: Vehicles with this characteris- of the normal 50cm).
tic do not suffer the effects of bogs down easily. Magnetic Mines: Use standard grenade rules
Ignores cover (L/M/H): When rolling for Dam- but apply a bonus of +1 to hit and to +1 to damage
age ignore the cover shown (or less). when close-assaulting an armoured vehicle.
Improved shells: Apply a bonus of +1 to hit Marksman: Models with this characteristic add
when using armour-piercing shells. One use only. +1 to hit infantry if they use an Ambush order.
Independent unit: The model or models with Medium armour: Apply a penalty of -1 to hit from
this characteristic can be separated from the unit to the front.
which they belong by declaring as much at the start Militia: Units with this characteristic have a re-
of the game. The independent unit is not required duced cohesion of 5cm instead of 10cm.
to stay in cohesion with the squad it stems from Multiple rocket-launcher: Models with this
and is treated as a separate unit for the rest of the characteristic fire more than one rocket simultane-
game, receiving an Order card of its own. The unit ously (a salvo). The number in brackets indicates the
has RP:1. number of templates that must be used when firing
Indirect fire: Weapons with this characteristic a salvo. The weapon can only be used once during
can fire using an arched trajectory. If they are not in the game, as it takes too long to reload.
line of sight and/or aware they must receive a com- Nähverteidigungswaffe: As well as the smoke,
munication from another unit that is both in line of vehicles with Nähverteidigungswaffe also have exter-
sight and aware of the target. nal mines. Models that close assault these vehicles
Infiltrator: Infantry models with this character- must roll 1d10. They are KIA on a roll of 1-4 instead of
istic can be deployed in No-man’s Land but must be the normal 1-2.
placed at least 35cm from any enemy unit. Infiltrat- Off-table fire: Units with this characteristic can
ed units are declared in the deployment phase but be deployed off-table if desired. If they are off-table
are deployed last, after both armies have been de- and receive a successful communication from an
ployed. If both players have infiltrator units, deploy Observation Post they can fire at the enemy’s coor-
all non-infiltrator units first and then alternately de- dinates with a Fire, Ambush or Assault card. Off-table
ploy the infiltrators. units do not receive Order cards until they receive
Light armour: Apply a bonus of +1 to hit this a communication. They DO count for deployment
target. purposes. If the army has an Observation Post it au-
Long barrel: The gun’s barrel is longer than nor- tomatically gets 2 WAIT actions. You may pass in the
mal and has improved penetration capacity. Add Order Assignment Phase by spending a WAIT action.
+1 to hit when using armour-piercing shells against Open position: This position does not have a
vehicles. roof, and so it is extremely vulnerable to indirect fire.
Long-range radio: Add +1 to the communica- If the point of impact of a grenade or burst weapon
tion roll, but only if made from the vehicle or from is inside the open part of the position, all units in-
an OP. side are hit without any cover at all.

137
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CHARACTERISTICS
Open-topped vehicle: The vehicle does not having No Effect, 5-10 roll for damage normally.
have an upper shield, and so is vulnerable to indirect Self-propelled gun (Assault): When a vehi-
fire. Apply a +1 bonus to the Penetration roll. Even cle with this characteristic fires its main weapon in
if it shows NE you can throw grenades, fire mortars an Assault do not apply the -1 penalty to hit.
and artillery into vehicles with this characteristic. Shaped charge: Weapons with this technology
The target is treated as Infantry. do not get a +1 from an Ambush Order, no matter
Pathfinders: If you use this unit the landing area the range, but neither do they suffer a -2 penalty for
deviation is only multiplied by x2 instead of x3 with- firing at more than normal range and less than ex-
in in an area measuring 50cmx50cm and centred on treme range. If you hit an Infantry unit in a building,
the Pathfinder leader. Pathfinders are deployed like ruin or behind a wall, apply the Burst template A(n);
infiltrators. if you miss the shot is NE.
Perfect timing: Sample Armies with this charac- Shield: Artillery with this characteristic affords
teristic receive 7 WAIT actions and consider all their some protection to the crew. See rules.
Priority 2 cards to be Priority 1. In the Order Assign- Schurzen: If a Shaped charge weapon or a gun
ment phase you can spend a WAIT action to pass and that fires a last ditch roll hits a vehicle fitted with
force your opponent to play. You cannot use more Schurzen, roll 1d10; with a result of 1-4 consider the
than 3 WAIT actions in one turn, and WAIT actions shot as having No Effect; 5-10 roll for damage nor-
cannot be recovered once used. . mally.
Political Commissar: If the Political Commis- Short barrel: The barrel is shorter than normal
sar is alive and not Pinned! then every time the unit and has less penetration power. Subtract -1 to hit
he belongs to fails a Morale Test roll 1d10 on the Po- when using armour-piercing shells against vehicles.
litical Motivation Table and apply the result immedi- Sight: If a model with rifle and sight remains STA-
ately. The tests are rolled for one at a time. TIONARY, he gets a +1 to hit and +1 to damage. Only
Political zeal: Units with this characteristic valid against infantry.
are subject to the Political Motivation Table if they Silent weapon: For awareness purposes, models
include or are attached to a (live and not Pinned!) that fire this sort of weapon (and any assistants who
Political Commissar. are loading or did not fire) are considered STATION-
Poor training: Units with this characteristic al- ARY (if they move slowly) or in movement (if they
ways have a -1 to hit when using direct fire. move fast).
Radio operator: The model has radio equip- Slow re-load: Weapons with this characteristic
ment. It can attempt one communication per turn. can only fire every other turn.
Rapid fire: This weapon has a doubled rate of Slow turret: When positioning you may turn the
fire. turret up to a maximum of 45° to aim at the target
Recoilless: After firing, a gun with this character- (22.5° left and right).
istic is considered a vehicle the next turn for aware- Slow vehicle: Models with this characteristic
ness purposes. The gas produced when firing has subtract -5cm from the numbers on the Movement
clearly revealed the position of the gun. Table.
Ronson: Add a penalty of +1 when rolling for Soft skin: Add +1 to the Damage roll when you
damage to the crew. hit a vehicle with this characteristic.
Runner: A member of this squad can leave his unit Support unit: These units identified cannot be
to perform a voice communication. dropped or airborne.
Russian Guard: Units with this characteristic can Sniper: A model with this characteristic and armed
repeat one failed Test per turn. with a rifle can chose his target; Leader, Radio Oper-
Sandbags: If a shaped charge weapon or a gun ator, Runner or Political Commissar. Snipers can only
that fires a last ditch roll hits a vehicle with sandbags be seen with the Night-time Awareness Table, even
roll 1d10; with a result of 1-4 consider the shot as during daytime scenarios. Enemies subtract -5cm

138
© Torriani Massimo. All rights reserved. For personal use only.
CHARACTERISTICS
from the Awareness Table at night. For awareness apply the Panic Resistance (RP) of the loaded unit.
purposes, when the sniper fires with his rifle treat Unprotected ammunition: Add a penalty of
him as if he owns a silent weapon. Infantry units that +1 when rolling for damage to the crew.
suffer a KIA because of sniper fire must immediate- Waffen Korps: Units with this characteristic can
ly perform a Steady Nerves Test; if they fail the Test repeat one Test per turn. If they have to roll on the
then all models within 5cm of the dead soldier are Baptism of Fire Table they can re-roll the result once
Pinned! If you interrupt a moving infantry unit con- but the second roll is applied even if it is worse than
sider that 1d10-3 models are in the area. Snipers are the first.
not subject to rules governing Solitary models and Weapon support: Weapons with a support do
add 10cm to the Awareness Table when they spot an not need assistants and increase the rate of fire by
enemy model. +3.
Stealthy: Infantry in cover and with this charac- Wet: Annuls the Ronson characteristic.
teristic can only be seen using the Night-time Aware- Wide tracks: When performing a Driving Skill Test,
ness Table even in daytime scenarios. At night the vehicles with this characteristic are only blocked on
opponent subtracts -5cm from the values shown on a roll of 1 and not with a roll of 1 or 2.
the Night-time Awareness Table. Zimmerit: An infantry unit that close-assaults a
Super extra-heavy armour: Apply a penalty tank with this characteristic cannot use the mag-
of -4 to hit from the front, -3 from the sides and from netic mines characteristic.
the rear.
Tank hunter: A model with this characteristic
adds +1 to hit when close-assaulting an armoured
vehicle or when they use shaped charge weapons
or anti-tank rifles.
Tankoviy desant: Models with this characteris-
tics and loaded on medium or heavy tanks can un-
load even if the tank has moved at Assault speed.
Trained with the bayonet: Apply a bonus of
+1 in close combat. Models with this characteristic
can enter close combat without firing. For awareness
purposes, models that use an Assault Order to enter
close combat and do NOT fire before or after move-
ment are considered STATIONARY.
Transport vehicle: This vehicle can transport
men either inside or outside. They are passengers.
The number in brackets shows the number of mod-
els it can transport.
Tripod: If a light, medium or heavy machine gun
has a tripod, increase the rate of fire by +3.. Both the
machine-gunner and the assistants must remain
STATIONARY to get this bonus. Twin, triple or quad
weapons only get the +3 bonus once, no matter
how many barrels they have.
Troop carrier: This vehicle can be used by in-
fantry units. The number in brackets shows the
maximum number of models it can carry. Check for
the duties in the vehicle description. These vehicles

139
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KEY
UNIT IS STATIONARY WIND DIRECTION

UNIT MOVED IMMOBILISED

UNIT FIRED TRACK

TARGET COORDINATES WHEEL

UNIT IS IN PANIC SECONDARY WEAPON

1 2 NUMBER OF SURVIVING
MODELS (IN A VEHICLE)
MAIN WEAPON

1 2 NUMBER OF PINNED
MODELS (IN A VEHICLE)
COMMANDER EXPOSED

PARATROOPER UNIT GLIDER

DEMOLITION CHARGES RELOADING

SMOKE USED FAST MOVEMENT

© Torriani Massimo. All rights reserved. For personal use only.


© Torriani Massimo. All rights reserved. For personal use only.
© Torriani Massimo. All rights reserved. For personal use only.
1 1

2 2 3 3 4 5
1
1 2 2 3 3 4

© Torriani Massimo. All rights reserved. For personal use only.


1 1

5 4 3 3 2 2
1
4 3 3 2 2 1

© Torriani Massimo. All rights reserved. For personal use only.


2 2 3 3 4 4 5 5
2 2 3 3 4 4 5 5
1 1 3 3 4 4 5 5
1 1 3 3 4 4 5 5
6 6 2 2 4 4 4 4
6 6 2 2 4 4 4 4
6 6 1 1 3 3 4 4
6 6 1 1 3 3 4 4
5 5 6 6 2 2 3 3
5 5 6 6 2 2 3 3
5 5 6 6 1 1 3 3
5 5 6 6 1 1 3 3
4 4 5 5 6 6 2 2
4 4 5 5 6 6 2 2
4 4 4 4 4 4 1 1
4 4 4 4 4 4 1 1
1 1 2 2 3 3 4 4
1 1 2 2 3 3 4 4
1 1 2 2 3 3 4 4
1 1 2 2 3 3 4 4
2 2 3 3 4 4 5 5
2 2 3 3 4 4 5 5
1 1 3 3 4 4 5 5
1 1 3 3 4 4 5 5
6 6 2 2 4 4 4 4
6 6 2 2 4 4 4 4
6 6 1 1 3 3 4 4
6 6 1 1 3 3 4 4
5 5 6 6 2 2 3 3
5 5 6 6 2 2 3 3
5 5 6 6 1 1 3 3
5 5 6 6 1 1 3 3
4 4 5 5 6 6 2 2
4 4 5 5 6 6 2 2
4 4 4 4 4 4 1 1
4 4 4 4 4 4 1 1
1 1 2 2 3 3 4 4
1 1 2 2 3 3 4 4
1 1 2 2 3 3 4 4
1 1 2 2 3 3 4 4
OPERATION: WORLD WAR TWO
AWARENESS CLOSE COMBAT
TARGET COVER ACTION DAYLIGHT NIGHT-TIME Leader +1
Stationary 50 30 Pistol +1
In cover Moved 100 60 Model is Pinned! or Panicked -3
Fired 200 150 Enemy outside building, ruin, fortified position etc +4
Vehicle
Stationary 100 60 Protected by a wall or improvised barrier (only 1st turn) +2
In the open Moved 150 100 Every friendly model in contact after the first +1
Fired 300 200
Better Training than the enemy model +1
Stationary 30 10
Trained with the bayonet +1
In cover Moved 60 30
Fired 120 90 Damage is rolled for on the Small Arms Damage Table
Infantry
(+Art, stationary motorbike) Stationary 60 40 MORALE TEST
In the open Moved 100 60 All leaders in unit are KIA or Pinned! -1
Fired 150 120 Infantry unit is not in cohesion -1
Modifiers: -25cm if Armoured vehicle and no exposed crew. +10cm if OP. Only one man left in the unit -4
MOVEMENT The unit has lost more than 50% of its models (also vehicles) -3
VEHICLE SLOW FAST ASSAULT Vehicle is IMMOBILISED -1
Heavy Tank 15 30 20
Medium Tank 18 35 25 BAPTISM OF FIRE TABLE
Light Tank 20 40 30 1-2 The unit flees. Remove them from play.
Half-track 25 45 35 3-7 This turn the unit has a Training of 6+.
Armoured Car 30 50 40 8-9 This turn the unit has a Training of 4+
Car 30 60 40 10 This turn the unit has a Training of 2+
Truck 25 50 35
Motorbike 35 60 45 DEVIATION OF INDIRECT FIRE
Artillery 5 10 - Up to 30cm (1-2=NE) 1d10
Infantry 10 20 15 31-60cm (1-2=NE) 2x1d10
• Vehicles (that are not moving Slowly) can turn twice 90°. Each turn costs 5cm. 61-120cm (1-2=NE) 3x1d10
• Reversing must be done Slowly. 121cm+ (1-2=NE) 4x1d10
• To load or unload from a vehicle, the vehicle must move Slowly; units that are loading or unloading lose 5cm. No line of sight +1x1d10
• The commander must be exposed to allow vehicles move faster than Assault speed.
COMMUNICATION
PROTECTION TABLE ((1/2 behind medium cover)) Method Failed Success
Roll 1d10; 1-3: The element absorbs the shot, no damage; 4-10: Continue normally, roll to hit the target. Radio 1-5 6-10
DRIVING SKILL TEST (DST) Voice 1-4 5-10
Move 5cm then 1d10; 3+ OK; 1-2 Stuck. If wide tracks 2+ OK. When Stuck next turn roll 1d10: >= Training OK, Runner 1-4 5-10
forward 1d10cm; <Training, vehicle is IMMOBILISED. Long range radio +1
CLOSE-ASSAULT TEST) Only HQ and OP can send a communication, if 2 communications ok repeat shot.
Roll 1d10: >= Training, model assaults. < Training, model does not assault. INFANTRY DODGE TEST
PRECISION TEST If greater than the Training the model avoids the vehicle.
If equal to the Training then the model is Pinned!
Roll 1d10; >= Training you hit the enemy. < Training you hit intervening vehicle. If less than the Training then the model dies.
STEADY NERVE TEST MOTORBIKE DODGE TEST
Roll 1d10; >= Training, OK. < Training, crew and unit are Pinned! inside vehicle. If greater than the Training the motorbike swerves away.
If equal to the Training then motorbike destroyed but passengers are Pinned!
If less than the Training then the tank destroys the motorbike and kills passengers.

TERRAIN AND COVER


Terrain Cover Infantry Heavy Tank Medium Tank Light Tank Armoured Car Half-track Truck Car Motorbike Artillery
Anti-tank obstacle Light - Impassable Impassable Impassable Impassable Impassable Impassable Impassable Slow Impassable
Slow + Slow
Barbed Wire - -5 Remove Remove Remove Slow + Remove Slow + Remove Impassable Impassable
Remove + DST + Remove
Bocage Medium -10 Slow + 2 DST Slow + 2 DST Slow + 2 DST Impassable Impassable Impassable Impassable Impassable Impassable
-10 + Slow + -5 + Slow + 2 -5 + Slow + 2
Broken ground Light Slow Slow Slow Slow Slow + 2 DST Slow + DST Impassable
2 DST DST DST
Slow + Crash into Slow + Crash Slow + Crash
Building Medium -5 Impassable Impassable Impassable Impassable Impassable Slow
building into building into building
Ruined building Medium -5 Slow + DST Slow + DST Slow + DST Impassable Impassable Impassable Impassable Impassable Slow
Bunker Heavy Slow Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable
Cemetery Light - Slow Slow Slow Slow Slow Slow Slow Slow Slow
Crater Medium - Slow Slow Slow -5 + Slow Slow -10 + Slow -5 + Slow -5 + Slow Slow
Cultivated field Light -5 -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 + Remove -5 -5
Ditch Light -5 Slow Slow Slow Impassable Impassable Impassable Impassable Impassable Impassable
High hedge Light -10 Slow + Remove Slow + Remove Slow + Remove Slow + 2 DST Slow + DST Slow + 2 DST Impassable Impassable Impassable
Slow + DST + Slow +
Low hedge Light -5 Slow + Remove Slow + Remove Slow + Remove Slow + DST Slow + 2 DST Impassable Impassable
Remove Remove
Slow + DST + Slow + DST + Slow + DST + Slow + DST +
Improvised barrier Light -5 Slow + Remove Slow + Remove Slow + Remove Impassable Impassable
Remove Remove Remove Remove
Marsh* - Slow Slow + DST Slow + DST Slow + DST Slow + 2 DST Slow + DST Slow + 2 DST Slow + 2 DST Slow + DST Slow
Path - +5 - - - +5 +5 +5 +5 +5 -
Road - +5 +5 +5 +5 +10 +5 +10 +10 +10 -
Sandbag position Medium -5 Slow + Remove Slow + Remove Slow + Remove Impassable Impassable Impassable Impassable Impassable Impassable
Sea, River, Lake River bank is Light Slow # Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable Impassable
-5 + Slow +
Stream or shore - Slow Slow Slow Slow -5 + Slow + DST -5 + Slow -5 + Slow + DST -5 + Slow + DST Slow
DST
Trench Medium -5 Slow + DST Slow + DST Slow + DST Impassable Impassable Impassable Impassable Impassable Impassable
Slow + DST + Slow + DST +
High Wall Medium -10 Slow + Remove Impassable Impassable Impassable Impassable Impassable Impassable
Remove Remove
Slow + DST + Slow + DST +
Low Wall Medium -5 Slow + Remove Impassable Impassable Impassable Impassable Impassable Impassable
Remove Remove
Woods Light -5 Slow Slow Slow Slow Slow Slow Slow Slow Slow
Vehicles ** -5 See text See text See text See text See text See text See text See text See text
* Vehicles can only move along a path in Marshes, otherwise they are Impassable # Only swimming ** Tanks = Heavy cover, Armoured vehicles = Medium cover, Other vehicles = Light cover.

© Torriani Massimo. All rights reserved. For personal use only.


DAMAGE TABLE
Roll Heavy tank Medium tank Light tank Armoured car Half-track Truck Car Motorbike Artillery Infantry
1 NE NE NE NE NE NE NE NE NE NE
2 NE NE NE NE NE NE NE NE NE Pinned!
3 NE NE NE NE NE Wheel Wheel Wheel NE Pinned! if LMH/KIA
4 NE NE NE NE Wheel Wheel Wheel Wheel 1 Assistant Pinned! if LMH/KIA
5 NE NE NE Wheel Tracks Tracks + Wheel Wheel 1 Assistant Pinned! if MH/KIA
1 Crew
Tracks
Wheel Tracks 1 Crew 1 Crew
6 NE NE + Steady Nerve 1 Crew 1 Assistant Pinned! if MH/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Test
Tracks Tracks Tracks +
1 Crew 1 Crew 1 Crew 1 Crew
Small 7 + Steady Nerve + Steady Nerve Steady Nerve 1 Crew 1 Assistant Pinned! if H/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Arms Test Test Test
Tracks 1 Crew
Tracks 1 Crew 1 Crew 1 Crew 1 Crew Immobilised
8 + Steady Nerve + Steady Nerve 1 Assistant Pinned! if H/KIA
+ Steady Nerve + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + 1 Crew
Test Test
Test
1 Crew 1 Crew Immobilised Immobilised Immobilised Immobilised
1 Crew Immobilised
9 + Steady Nerve + Steady Nerve + 1 Crew + 1 Crew + 1 Crew + 1 Crew 1 Assistant KIA
+ Steady Nerve + 1 Crew
Test Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Test
Immobilised Immobilised Immobilised
Immobilised Immobilised Immobilised Immobilised
+ 1 Crew + 1 Crew + 1 Crew
10 + 1 Crew + 1 Crew + 1 Crew + 1 Crew Immobilised 1 Assistant KIA
+ Steady Nerve + Steady Nerve + Steady Nerve
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + 1 Crew
Test Test Test
Roll Heavy tank Medium tank Light tank Armoured car Half-track Truck Car Motorbike Artillery Infantry
1 NE NE NE NE NE NE NE NE NE NE
Tracks Tracks Tracks
Wheel Wheel Wheel Wheel Wheel
2 + Steady Nerve + Steady Nerve + Steady Nerve 1 Assistant Pinned!
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Test Test Test
Tracks Tracks Tracks Secondary weapon
Wheel Tracks 3 Crew
3 + Steady Nerve + Steady Nerve + Steady Nerve + 3 Crew 1 Crew 1 Assistant Pinned! if LMH/KIA
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Test Test Test + Steady Nerve Test
Secondary Secondary Secondary
weapon weapon weapon Secondary weapon Secondary weapon Immobilised Immobilised
4 + 2 Crew + 2 Crew + 2 Crew + 2 Crew + 3 Crew + 3 Crew + 3 Crew 2 Crew 2 Assistants Pinned! if MH/KIA
+ Steady Nerve + Steady Nerve + Steady Nerve + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Test Test Test
Immobilised Immobilised Immobilised
Immobilised Immobilised Immobilised Immobilised
+ 2 Crew + 2 Crew + 2 Crew Immobilised 2 Assistants
5 + 2 Crew + 3 Crew + 5 Crew + 3 Crew Pinned! if H/KIA
+ Steady Nerve + Steady Nerve + Steady Nerve + 1 Crew
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Test Test Test
Heavy
Main weapon Main weapon Main weapon
weapons Main weapon Main weapon Main weapon + 5 Main weapon +
+ 2 Crew + 2 Crew + 2 Crew Immobilised Main weapon
6 + 2 Crew + 3 Crew Crew + Steady Nerve 3 Crew + Steady KIA
+ Steady Nerve + Steady Nerve + Steady Nerve +2 Crew + 1 Assistant
+ Steady Nerve Test + Steady Nerve Test Test Nerve Test
Test Test Test
Immobilised + Immobilised + Immobilised +
Main weapon+ Main weapon+ Main weapon+ Immobilised + Main Immobilised + Main Immobilised + Main Immobilised + Main
Main weapon Main weapon
7 3 Crew 3 Crew 3 Crew weapon+ 3 Crew weapon+ 4 Crew weapon+ 5 Crew weapon+ 4 Crew KIA
+2 Crew + 2 Assistants
+ Steady Nerve + Steady Nerve + Steady Nerve + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
Test Test Test
Immobilised + Immobilised + Immobilised +
Main weapon Main weapon Main weapon Immobilised +
Immobilised + Main Immobilised + Main Immobilised + Main
+ Secondary + Secondary + Secondary Main weapon + Immobilised +
weapon + Secondary weapon + Secondary weapon + Secondary
8 weapon + 3 weapon + 3 weapon + 3 Secondary weapon Main weapon Catastrophe! KIA
weapon + 3 Crew weapon + 4 Crew weapon + 5 Crew
Crew Crew Crew + 4 Crew +2 Crew
+ Steady Nerve Test + Steady Nerve Test + Steady Nerve Test
+ Steady Nerve + Steady Nerve + Steady Nerve + Steady Nerve Test
Test Test Test
9 Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! KIA
10 Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! Catastrophe! KIA

MODIFIERS TO HIT DAMAGE MODIFIERS


Generici Generics
Firing unit is not in line of sight and/or aware of the target when the order is given. -1 Firing unit was given a Suppression Fire Order and is not aware of the target. -3
Firing unit has been given an Assault Order. -1 Target is an armoured vehicle and the shot comes from the front. -1
Target is beyond the weapon’s normal range but within extreme range. Target is an armoured vehicle and the shot comes from behind. +1
Shaped charges and flamethrowers do not apply this modifier. -2 Target is infantry that is STATIONARY or that has moved slowly. -1
Small arm fires at an infantry unit with at least one model within 5cm. Flamethrowers do not apply this modifier. +3 Firing model is using a burst weapon against infantry in a wood. +1
Firing model has been given an Ambush order and the target has at least one model within the weapon’s close range. Model is in the burst area of a vehicle that has suffered a Catastrophe! -1
Shaped charges and flamethrowers do not apply this modifier. +1 Machine guns against Infantry
Direct or indirect fire against a bunker. Does not apply to flamethrowers nor adjacent models. -3 Medium machine gun +1
Direct or indirect fire against target is in a sandbagged position or a trench. Heavy machine gun +2
Does not apply to flamethrowers nor adjacent models. -2 Target Armour
Direct fire against transported troops or exposed crew. Does not apply to flamethrowers or adjacent models. -2 Weapon Target
Indirect fire against infantry in open-topped vehicle. Does not apply to adjacent models. -3 Heavy tank 0
Firing unit or target have moved more than 25cm (cumulative. ) -1 Heavy gun Medium tank +1
Light tank, Armoured car, Half-track +2
Unarmoured vehicle +3
Guns and shaped-charge weapons Heavy tank -1
Direct Fire against vehicle more than 10cm away but within 30cm. +1 Medium tank 0
Direct Fire against a vehicle within 10cm. +2 Medium gun Light tank, Armoured car, Half-track +1
Shaped charge weapon or anti-tank rifle against a vehicle within 10cm. +1 Unarmoured vehicle +2
High-explosives against infantry with at least one model within 10cm. +2 Heavy tank -2
Armour-piercing with short barrel. -1 Light gun Medium tank -1
Armour-piercing with long barrel. +1 Light tank, Armoured car, Half-track 0
Armour-piercing with extra-long barrel. +2 Unarmoured vehicle +1
Target Armour Characteristics
Extra-light Front +1 Soft skin +1
Side or rear +2 Ronson, unprotected ammunition, external fuel tanks (if present): crew damage +1
Light Front +1 Open topped vehicle, penetration roll +1
Side or rear +1 Magnetic mines vs. vehicles (no zimmerit) +1
Medium Front -1 Stationary model with sight firing vs. Infantry +1
Side or rear 0
Heavy Front
Side or rear
-2
-1 POLITICAL MOTIVATION TABLE (1d10)
Extra-heavy Front -3 1-2 The unit deserts after killing the Commissar. Remove the unit.
Side or rear -2
Front -4 3-7 2 men killed, repeat Morale Test immediately. If you fail roll again on this table with a -1.
Super extra-heavy Side or rear -3 8-9 2 men killed. The men return to battle.
Characteristics 10 Political Fanaticism. All orders considered as Assaults.
Tank Hunters close-assaulting armoured vehicle or using shaped charges +1
Stationary model with sight firing vs. Infantry +1 No more Morale Tests. Treat Pinned! results as NE.
Improved shells, Armour piercing +1 1-4 NE.
Magnetic mines vs. vehicles (no zimmerit) +1
Marksman using Ambush vs. Infantry +1 5-7 2 crew are Pinned! + Steady Nerve Test
Anti-aircraft first turn against Paratroopers or Airborne troops +2 LIGHT FLAME-
Poor training, direct fire -1 THROWER DAMAGE 8-9 1 crew is Pinned! + 1 KIA + Steady Nerve Test
Do not apply -1 penalty for assault if
Vehicle with Gyrostabiliser ASSAULTS with main weapon 10 Catastrophe!
Halftrack (assault) ASSAULTS with main weapon 1-2 NE.
Self-propelled gun (Assault) ASSAULTS with main weapon
HEAVY FLAME- 3-5 2 crew are Pinned! + Steady Nerve Test
DIRECT FIRE GUN AGAINST THE SAME TARGET THROWER DAMAGE 6-8 2 crew are Pinned! + 2 KIA + Steady Nerve Test
After firing once, in following turns you can re-roll to Hit if target still in line of sight. 9-10 Catastrophe!
© Torriani Massimo. All rights reserved. For personal use only.
BURST TEMPLATES

© Torriani Massimo. All rights reserved. For personal use only.


© Torriani Massimo. All rights reserved. For personal use only.
© Torriani Massimo. All rights reserved. For personal use only.
© Torriani Massimo. All rights reserved. For personal use only.
© Torriani Massimo. All rights reserved. For personal use only.
© Torriani Massimo. All rights reserved. For personal use only.
24 cm

12 cm

© Torriani Massimo. All rights reserved. For personal use only.


24 cm

12 cm

© Torriani Massimo. All rights reserved. For personal use only.


USING THE FIRING AND
ARMOUR TEMPLATE

The blue area measures a to-


The red area shows 45°, and is tal of 45° and is mainly used
mainly used to help you see which for firing arcs. The central line
side of the target you hit. divides the area into two equal
areas of 22,5° each.

45°

22,5°

45°

The template can be used to mea-


45° sure firing arcs. The whole template
measures 90°, half is 45° and the
two coloured areas in the middle
Used of the template to see are 22,5° each.
which side you hit. The flat side
helps you to line the template
up with the tank.

© Torriani Massimo. All rights reserved. For personal use only.


ARMOUR TEMPLATE
FRONT
45° 45°

SIDE SIDE

45° 45°
REAR

© Torriani Massimo. All rights reserved. For personal use only.


L’innovativo sistema di gioco che ti permette
di ricreare le battaglie dell’Antichità,
del Medioevo e del Rinascimento
In lingua italiana
56 pag. a colori
Numerosi esempi e diagrammi
15 army list a punti incluse
per giocare subito
Adatto a miniature di tutte le scale

Euro 28,00

Modalità di pagamento: versamento su CCP


n. 13958269 intestato a Sartori Lorenzo.
Aggiungere Euro 2 per contributo spese di spedi- English version available through
zione (contributo non richiesto agli abbonati di www.dadiepiombo.com/impetus.html
D&P). Acquistabile anche sul sito:
www.dadiepiombo.com mediante
OPERATION
WORLD WAR II
the rules you need to simula
te a battle set in
ok you ’ll fin d all
Inside this bo
single vehicle. The book
co nd Wo rld Wa r at a scale of single man and
the Se y but, thanks
fic tab les fo r the we apons used by each arm
also contains speci
y and fast to use.
ary Ta ble s tha t are als o included, they are eas
to the Summ
based on Order Cards to
e als o us es a un iqu e and innovative system
The gam
errupt or
ane ou s act ion s and wh ich will allow you to int
represent simult
h an historical
the ene my ’s mo ves . Yo u can recreate battles wit
anticipate
that were common in the
kgr ou nd or pla y thr ou gh the sort of missions
bac lines, taking
Wa r; oc cu pyi ng a tow n, breaking through enemy
Second World
main objectives... This
, cap tu rin g a fu el du mp – these will be your
a bridge years of
ed int o fo ur lan gu age s and developed after six
game has been trans lat
now represents the
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playtests all
ere
dimensional wargaming, wh
new dimension of three-
e finally found the right
realism and simplicity hav
ngly
ence based on a surprisi
balance. A unique experi
immediate game system.

To play the game you’ll


also need to download
the Army Lists file or
a Battlebook from our
website
www.torrianimassimo.it.

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