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Weapons Effectiveness Chart

Attack Weapon Armored Armored Unarmored Unarmored Aircraft Aircraft Proximity Die
Type Type ½ Range >½ Range ½ Range >½ Range 1-2 3-4 & Sight Modifier
Direct Fire I N/A N/A Normal 1/2X Normal 1/2X LOS/LOF TEC
Direct Fire A 2X Normal 1/2X 1/4X 1/2X2 1/2X2 LOS/LOF TEC
Direct Fire H, (H) 1/2X 1/4X Normal 1/2X Normal3 1/2X3 LOS/LOF TEC

Indirect Fire M,(H) Normal 1/2X Normal Normal N/A N/A Spotted TEC

Overrun All1 Normal N/A Normal N/A N/A N/A Same hex, -2, +1
+2MP Column shift

CAT I Normal N/A Normal N/A N/A N/A Adjacent -2

Air Support I N/A N/A Normal 1/2X N/A N/A LOS/LOF TEC
Air Support A Normal 1/2X 1/2X 1/4X N/A N/A LOS/LOF TEC
Air Support (H) 1/2X N/A Normal N/A N/A N/A Same/Adj. TEC
Notes: 1a-Overruning units must have enough movement to conduct overrun (3 or better).
1b-‘I’ units may not overrun armored units.
2-Towed guns only, must be AA capable.
3- Must be AA capable.

Artillery Conversion Base Strength: M = ½ printed strength, (H) = ¼ printed strength

Opportunity Fire Chance Table


Unit v/Range -> 1-3 4-6 7-8 9-10 11-12 13 14 15 16 17-18 19-24
Infantry 6 5 4 3 2 2 1 1 1 - -
Vehicle 6 6 5 5 4 3 3 3 2 2 1
Roll d6 equal or less than value to execute Opportunity Fire, only one check per stack (based on most visible unit) modified as below:
 -1 for additional unit of any type
 +2 for unit in Woods
 +3 for unit in Town/City

Scatter Table for Indirect Fire Attacks


Die Roll Effect
1-3 Fire hits intended target
4-5 Fire Scatters – roll d6 to randomly select hex from those surrounding intended target.
6 Call for fire is redirected, or fire falls ineffectively

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