21.1 Motivation 2D6 AP per turn 22.3 Road Rules
42AP Vet -2AP Raw
-SAP Withdrew fromior defeated in
Move
ut of an open square
Change facing(® directions allowed) gun shots,
Move out of partial square combined
1
\
\
4 Tochange the f
4
4
Assault an enemy square
Shoot Gur/Flame
To move out of ‘a closed sq
Additional cost per r
25.3 Guns. To Hit
‘core of 6 or les
auto miss, Score
Fire hull or turret MG(up to 3) MG and
ing of a towed gun must not
6 — Todeploy or limber up a towed gun.
Else BASIC SCORE NEEDED IS 8 on 2 D6 with modifiers
Ifa vehicle ison a road there isa special rule. By expendin
vehicle can start a road move, Move an initial square
2,3.4,5.6 allows the vehicle to move into the nest road square
assault last turn
Continue until failure or choice stop.
the score is not achieved a further 2 AP can be expended in order to carry
‘out another road move Following a road may cause a vehicle to move into a
tek small comer ofa square. This
counts as a new square entered.
exceed 3
perturn. 1H [395 Tanks guns and mortars may shoot smoke (¢0st as per
normal shooting)
Fills target square.The smoke takes effect the moment itis
square shot
Players ean fire into or out of a square that contains
Smoke | stoke
Target counts as if in closed scenery for shooter and
Hort
to hit
‘Smoke re
ins until a 4.5,6 is scored by any player (both
can try)at the end oftheir own turn, All squares can be
Reduce score needed by | if
rolled for
Veteran crew firing
25.4.Guns using HE at foot groups
Previous shot at same square OR
(weiter for foot AT shooting)
‘The fier attempts to hit the foot group as if shooting ata tank
To save foot group. 4,5,6 AT weapons sam
Increase score needed by | if
I Closed Scenery
-1 Gun 8 or greater
above bat no 2nd
Raw erew shooting
Hit, only shoot at
+1 Commander
Target vehicle moved 2 or more squai
res in its last turn
Ifa hit is achieved a 2nd hit may be attempted
Foot group or towed gun target
1 targer square i clustered or in building 2™ group is hiton 3456. Else 86,
Foot group or towed gun target at 3 or more squares distance
26.1 AFV/Towed Gun Opportunity Shooting
Choose either main gun or MG (not both)
Shooter has already moved this turn.
Tanks may fire opportunity at any vehicle target within 3 squares
in closed square
Targ
45,6 Vet 5,6=Average 6=raw
No limit to attempts
Target is Defenders infantry/towed gu
(Only 1 gun shot allowed
IMG may fire normal opportunity at 1 square range
Ifa
itis achieved
34.5.6-1 effect
3.4.5.6 = | effect for frontal armour
46> | effect for side armour
5.6 | effect for rear armour
Firer rolls @ D6 for every “gun value” point.
Then. Target player rolls a D6 for each armour effect value.
llery (4 Square pattern)
Attackers only call down artillery in tums 1.2
Defenders can call down anillery in any turn.
Deviation (1 or 2 squares)
Each
25. Guns. Effects of Hits on Armoured vehicles/Guns
Vehicle hits count as Gun § side armour
(0 [Noettect
Once a hit is achieved Roll a D6
1 | Minor Damage. Immobilised
Vehicle/Gun may do noth
until mobilised, 2or Less | NoEffect
Die Score | Result
[No more movement allowed in the gar
2nd MAJOR DAMAG
2. | Major Damage. as per minor damage (immobilised) -5 | Dice for 1 occupant group 4.5.6 10 save. Vehicle OK,
MILE DESTROS SAHIGLENGan Dice for each (all) occupant groups, 5.6 to save. Else dead.
‘3+ | Fatal Damage. Vehicle/Gun destroyed.
Vehicte out of action forrest of game
To Re Mobilise
At end of each own tur (including the
4.5.6 (+1 vet, -1 raw) vehicle/Gun OK
| Rifle LMGISMG
1 HMG, Mortar Gun 3-6
*2Gun 79
3.Gun 10> oF Flamethrower,
This able is use for each hit achieved
tum in which it happened)
again, Else immobilised,
17. Turn Sequence. 1-Break Test
Each Unit .Motivate/AP roll/use AP.
2. Morale 3. Anillery strikes. 4. Opportunity/return shooting from this point onwards,
6, Reinforcements, 7, Immobilised/Interference’Mines. 8. Dead commanders 6, Countdown.I in closed square
Commander
In partial square
If-did not move
Veteran group
Raw group
Short range
Groups That Have Been Hit
‘Hits become kills unless the target group “ses
BASIC SAVE 4,5.
‘The firer ean choose
the hit locations if he
rolls a 5,6
1= Always Dead
6= Always OK save
4
Short range=st Square
ifveteran
each square in path which is closed terrain, including officer's
Company commander
Score of 6 =Ausfomatc suseess
18.Motivation
34 gifted-1 Poor) attempts per commander
Officer cannot motivate if panicking or withdrawing
Basie score needed = number of squares inthe path
‘iagonal allowed
Score of I= Automatic fall
uding the officer's
24. Weapon ane INFANTRY zi ote ane en eee (APs)
—— z GUE | se eres
‘Mortars (2 squares min) ‘No limit 3° Sct upitake down medium mortat/HMG
Sniper 7 5 Assault and enter square containing enemy
25.1. Shooting
Foot Groups (31.14)
Take Morale if
any casualties in square
1 Per casualty Marker (up 0 4)
1 IfRaw
1 Open or partial cover
1 Unitat half strength or lower
Veteran
own Commander in square
2 Casualties caused by Flame
31.2.Morale (number of
Dice) each 4,5,6=fail
1 Fal. Pause. No" movement.
Oiner actions allowed,
2 Fail, Withdraw, Withdraw | square. This turn only. Uses whole tur.
‘Towed gun or immobilised. 12
Else Pause. (Dug in
aie
29. The Assault
Assaulter
The assaulter rolls 3 D6 per assaulting base
1D6 ifraw
1 D6 Defenders in closed scenery
#16 if veteran
+1 Dif SMG armed
+2,D6 if assaulted from adjacent square(foot
groups only)
+1 D6if|
+2 Flamethrower group
Defender
The defender rolls 3 D6 per base
+1 D6 if SMG armed
+1 D6if veteran
1D6 ifraw
+1 D6 if pinned
-1 DS if weapon crew
+1 DGif 1-5 armour (not if in closed)
+3 D6 if 6-10 armour (not if in closed)
ins ignore 2 fails)
Panic, Group removed from game/model abandoned
armour (not ifin closed)
43 D6 if 6-10 armour (not if in closed)
Vehicle and Towed Guns 1.ic‘D)
Each AP=1 D6
6-Hit
‘Take Morale i hit or any model destroyed!
immobilised in unit within 2 squares.
MGs e
oper AP
106 per AP if target clustered (4+ groups)
[AL2 squares SMG gets ID6 per AP
1 Each model in unit destroyed (up to 2)
Shooting (262)
1 Af immotitised MGs" Dstone per tur every OP Reum shoo)
1 NoGun or AFV (own unit) within 1 $Q
1 Raw Opportunity | 456 (5.6 if pinned)
1 Nextto closed square and no own foot erp ||] shootingcs.1y | VAP. 1 Square range
ecm Here They | Automatic shooting at assaulters
o fom ear Coine 2AP (1 AP if pinned)
Assaulters count as not moving,
-1 Veteran or towed gun
Return
Shooting (26.2)
2 or more square range=(1AP)
45,6 Vet. 5,6 Avitaw
Vet runs. 123 Av runs 1,2,34 Raw runs
Weapon
crews ee
MGs, Gans
anda
weapons are
only alowed
1D6 with no
modifiers
alwed when
assauling
Assault Results 29.6
Ifassaulter kills more,
but owner chooses,
-28.Pinning Down
“HITS needed To PIN= 3.
Pinned Foot Groups cannot move and each lose 2 AP
‘Un Pinning a square (IAP per for each attempt)
45,6
(1 Officer present)
Defender falls back 2 squares + becomes pinned
Also Roll D6 per remaining assaulter base 5,6~ further enemy base killed. No saves
If defender kills more or the same as the assaulter.
Assaulters retires to last square they assaulted from,
‘Also Roll D6 per remaining defender base 5,6= further enemy base killed. (or tank
risk) No saves on foot groups but owner chooses
Foo! groups in destroyed vehicles save on 5,6 per group
Ifall defenders are killed, assaulter counts as killing morefwinning.
AEYs save on 3,4,5,6 (I =Destroyed _6=OK)
=> Ear | itarmour7® 0 [eq |Ropen topped sa |=2)in | ino foat eupport
cea |itinopen oa [Enemy AT eels
square infantry present
'AFY killed =2 casualties. toward assault evaluation.
If AFV loses assault it withdraws I square. If AFV withdraws ~SAP next tum