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The Recon system is divided into three phases: Movement, Shooting, Close Combat and Morale.

The phases are done in a alternating system, i.e. player A moves, then Player B moves, Player A shoots, Player B shoots. Determination of the order one plays is by scenario or roll off in the case of Pitched Battle. The system is best used to represent small unit battles, the section or squad being the standard combat unit. Units: Any army is made up of units, these are the basic logistical units on the battlefield. However the basic tactical unit can sometimes be much smaller. Most units of any professional army can break up into smaller tactical units, known as fire teams or sections etc. Units that can break up into what will be hereafter referred to as detachments have certain rules regarding movement; Detachments can be any distance away from each other, so long as they have line of sight. If line of sight is broken, the detachments must move towards one another until they regain line of sight. A detachment s members must remain within 2 of each other. Movement: Movement can be divided into two sections, first the acting player choses his unit s stances (overwatch, covering, moving), then the player moves the units which are able to. Stances: Stances are the positions a unit maintains in regards to the enemy. There are two principle stances: Overwatch, and Moving. Overwatch is when a unit is in a prepared ambush or given a specific section of area to defend. As such a Overwatched unit may not move, however the unit receives an additional +1 to its

accuracy. i. the more his aim is affected if he intends to fire. However if our Rifleman moves more than six his aim suffers much greater. However if the ratio is worse than 1:1 then he suffers a -1 to his . Most if not all rifles have this arrangement. it simply means that the unit intends to move.e. 7-12 = 1:3. i. even if it also intends to fire. For our example we will take an average rifleman. In addition to changing the effective range of a weapon. Accuracy is only reduced if the ratio for range is worse than 1:1. Moving: Most Infantry models may move up to 12 inches. the ratio being moved from 1:1 to a 1-inch movement to 3-inches range ratio. usually given in the following format: Lee Enfield Rifle: 0-6 = 1:1. moving also reduces the potential accuracy of an Infantryman. Other weapons will have different ratios. If tommy moved 8 his range would be reduced from 24 to 12 and if he moved his full 12 his range would be 0 and he would not be able to fire at all. if Rifleman tommy moves 6 his range will be reduced from 24 to 18 .e. because the rifleman carries a battleready rifle the ratio for his movement is good. If the rifleman moves between 1 and 6 inches. in other words a rifleman may move 0-6 and suffer no penalties to his accuracy. in addition to whatever other bonuses it might have received plus a +1 to the rate of fire of the squads weapons to represent the better fire position. However the more an Infantry model moves. Moving is the simplest stance. the range is reduced on a 1-inch movement to 1-inch range ratio.

Tanks Tanks are divided into three subgroups: Heavy. if any. Heavy tanks suffer a -3/4 movement penalty when crossing complete cover. In some cases this could mean an infantry model could move the minimum possible distance and still receive a -1 bonus to his accuracy. Medium. motorcycles and such. All tanks may add an additional ½ their total movement speed when traveling on terrain that is meant to represent a road (determine which terrain pieces. and Light. and other tracked vehicles. are roads with your opponent before the game. . and Light tanks may all move their full distances when crossing open cover.) with no penalties. Vehicles and Moving: Vehicles move at much greater speeds than infantry and the only real determining factor on how fast a vehicle moves is the terrain in which the vehicle desires to move through and the vehicles Terrain skill.Vehicles are divided into two broad groups in regards to moving: Tanks and other vehicles. jeeps. Other vehicles cover the mostly wheeled vehicles such as armored cars. Note. Medium tanks suffer a -1/2 penalty and Light tanks suffer no penalty. Medium. Tanks have different move properties on roads. Roads: While being counted as open cover for the purposes of infantry. tankettes. Heavy. Heavy tanks suffer a -1/2 movement penalty when crossing partial cover.Accuracy. Tanks include halftracks. These effect their speeds while traveling in cover. Medium tanks suffer a -1/4 movement penalty and Light tanks suffer no penalty at all.

which takes place outside the phase system. Overwatch. Turreted tanks may move their turret even when stuck. the tank is then stuck. An overwatched unit first declares a facing or field of fire . To determine whether or not a tank has become stuck. except in the case of overwatch units. placed just infront of the terrain the tank tried to bulldoze. This also means that aoverwatch unit might fire multiple times in a turn. Shooting takes place immediately after the movement phase.Heavy and Medium tanks both have a special rule called Nothing can stop me . Shooting: Shooting is the phase in which attacking units determine the effects of their shooting on an enemy unit. this is a 45 degree arch in the direction the unit is facing. A heavy tank need only have a total greater than 1 to beat the test. should the tank fail its Nothing can stop me test. This comes with a price. However destroyed tanks or tanks that have lost their main gun cease to grant this bonus. This fire takes place immediately and outside the general phase system. Any Enemy unit entering this field is immediately fired upon as it entering the field of fire. There is no limit to the amount of times an overwatch unit . one simply rolls a dice and subtract the number of inches the tank moved through the terrain (its usually best to declare how far the tank will move through terrain before taking the test) if the number is greater than 2 a medium tank will succeed its test. and may not move again for the entire game. This allows Heavy and Medium tanks to simply barrel their way through intervening cover instead of taking the penalty to carefully move around such obstacles. and heavy and medium tanks still count as giving complete cover to supporting infantry.

whereas only units entering the overwatch field of fire may be fired upon by the original overwatch unit. the defending unit takes its defense score and adds a d6. Shooting: A shooting unit declares on which unit it intends to fire upon. though some unit types may not be placed on overwatch. even if it has already fired before. Once a unit has a enemy unit in sight and within range. scopes. if not then the unit has wasted its opportunity to fire. however. Bonus Type Trained Overwatch Target is in the open Enemy has not moved Firing unit is in cover Firing unit has been in Bonus +1 +1 +1 +1 +1 +1 . an overwatched unit may fire outside its field of fire during its shooting phase. After the firing unit is done rolling for hits. etc. If this total beats the true defense score of the enemy unit. the firing unit adds its normal accuracy score to any bonuses it has (overwatch. then a hit has been achieved.may fire. An overwatch unit may fire in its shooting phase. Next the players determine if the defending unit is within range of the shooting units weapons.) and then adds a d6. then cover is factored in. if they are they proceed to the next step. trained. To determine the true accuracy of a unit. this number is what the firing unit must beat in order to achieve a hit and is called the true defense score .

overwach for more than one turn Enemy has moved more than 6 Enemy has moved in the same direction for more than one turn +1 +1 Cover is divided into three general types: Open. Open cover should be fairly easy to determine. if a standing model is viewable from the firing unit from the knees upward then the defending unit is in open cover. Partial. in other words if three units fire on a single enemy unit in partial cover. Partial cover is usually represented in forests. A unit fired upon while in open cover may discard ¼ of the total number of hits the unit received from a unit firing on it. A model that is viewable by a firing unit from the waist up is considered to be in partial cover. Every hit is counted. ruined buildings or small barricades. then each unit must determine their hits and discard ½ of them. This discard is taken every time a unit shoots at a unit in partial cover. and Complete. This encourages players not to send their units into the open too often. Open cover is usually represented on the gaming table by lack of terrain. it s the open spaces on a table. . A unit fired upon while in open cover receives no benefit. The exception to this would be roads. If playing on a very detailed table which has no bare spaces.

A roll of 2 results in a minor wound. though very determined squads or specially trained assault units might have a larger number. A pinned unit may not fire in its phase. Tanks determine line of sight from the commander s copula. it may be helpful to use a laser sight to help determine what a model can see. the owning player distributes the remaining hits around the squad. Wounding: Once hits have been determined and cover factored in. A roll of 1results in a miraculous near wounding. Line of sight and cover is determined from an infantry models head. though simple dropping ones head to the height of the firing model is often enough. A Model is considered to be in complete cover if the model is viewable from a firing unit can only see the model from the middle of the shoulders up. which . a pinned unit may also only move backwards relative to the unit that pinned it. Pinning: A unit may become pinned. equals a unit s moral score. after cover has been factored in. All hits are assumed to wound however a d6 roll determines the effect of the wound. the bullet bounced off the helmet or passed through a bulky jacket without hitting the man. Typically this number will be about as large as a squad.A unit fired upon while in complete cover may discard ¾ of the total hits the unit received from a unit firing on it. where advancing towards the enemy is impossible and returning fire is also impossible if the number of hits. though extensive rubble might also serve. though if it does so it counts as broken during the moral phase. Complete cover is usually represented as fixed fortifications such as trenches or bunkers.

After this roll a d6. except that vehicles. is fired upon by a .e. simply compare its damage rating against the cover s toughness rating. this determines if a weapon has any chance of penetrating the armor of a vehicle. while they tend to their wounded comrade. If the number is greater then the cover is downgraded one level. Shooting at Cover: It should be noted that some weapons can ignore cover of almost any kind. Shooting at vehicles: Hitting a vehicle is exactly the same as hitting an infantry unit. on a roll of 3-6 the tank has suffered catastrophic damage and must be evacuated. though they may be placed on overwatch. then the weapon has successfully penetrated the armor. on a roll of 2 the weapon has caused minor damage. If a squad loses ¾ of its original strength in a single shooting phase. If a weapons damage rating is greater than or equal to the armor rating of aarmored vehicle.prevents the unit from moving in the next turn. i. the tank may continue as normal next turn. . may not add a d6 to their defense score. the unit immediately falls back towards the fall back point 12 and counts as being broken in the moral phase. a unit in a forest (toughness 2) granting partial cover. 3-6 equals a fatal wound and the model is immediately removed. the tank must take the next two turns to repair the damage but may act as normal after this. All vehicles get an armor rating. due to their size. on a roll of 1 the weapon was unable to inflict any real damage to the tank. To determine if a weapon ignores cover.50 machine gun (damage 4) then the unit would be counted as if it were in open cover rather than partial.

If a model is within the first 5 circles and has walls in his terrain and the 5th circle is not fully within the wall. Firstly is range. though a natural 1 is always a failure. and secondly what terrain surrounds him. If a model his hit with a blast and within close quarters the strength of the blast will be increased. these weapons are the limited small arms of most infantry and are designed to be lethal at almost any range they can reach and are about as effective at any of those ranges. this is indicated in their profiles. a number of weapons dramatically increasing their damage rating based on range. Most can use other forms of shells but those will be dealt with . Artillery comes in two major forms and all forms can use the standard High Explosive (HE) Shell. The effects of a blast on a model are determined by two factors: firstly which circle the model is under relative to the center of the blast. with concentric circles drawn ever 1 from the center. In testing on vehicles the strength bonus increases the damage rating of the weapon. Artillery: Artillery is the king of battle. The strength of the blast is represented in infantry wounding by a +1 on the to wound roll. The closer a model is to the center of a blast. Secondly certain weapons can use different amo to achieve different effects. A 10 blast radius plate measures all Artillery blasts. the more likely he will be wounded fatally. The exception to this is weapons with a damage rating of 1 or less. then the model is counted as being one circle closer than he actually is. if there is a roof over the model then the model counts as being an additional circle closer.Damage rating may increase or decrease based on a number of factors. the big destroyers.

designate one die to represent forward motion along the line and one to represent tangential motion (left or right if the line is forward and back). reducing it below zero simply means subtracting the bonus from the die to hit. these being many miles away from the battlefield are not needed to be represented on the actual field of play. Artillery . the roll to hit if missed is then scattered 2d6 inches. though both units must have greatly different angles of sight on the unit. Normally an Artillery piece counts as having no Accuracy score. However if a unit has not moved in 2 turns than the artillery may claim a 1+ bonus to its accuracy if a friendly unit has line of sight to the stationary enemy unit. The armored portion of the Artillery piece itself will protect the crew to some degree. Note that friendly units that are either pinned or broken may not be counted for these bonuses. than the artillery have a -1 to their accuracy score. Most of the Artillery you will meet on the battle field will be field the weapon profiles individually. Further another +1 bonus may be gained if more than one friendly unit can see the stationary enemy unit. they re too busy trying to survive. before rolling the 2d6 scatter. however designate a 12 line of the appropriate board edge as the general direction the shells are coming in from. this will require two rolls total. The Artillery will gain an addition +1 bonus for each turn the enemy unit does not move. Roll a d2 to determine if the motion is forward or back. left or right. however some forces may call in barrages from larger support Batteries. one for each direction. Artillery is counted as being infantry when being shot at. Draw an imaginary line straight from the Artillery piece. Further if the unit being fired upon has moved in the last turn. or from the designated board edge if using a support battery.

they have cannons of their own which deal death to infantry and enemy armor alike. The class of tank determines the size of the danger zone. Tanks are large targets. Further. Further Tanks have limited visibility. a weakness happily exploited by the poor bloody infantry.always counts as being in at least partial cover. Tanks form a unique part of any army. Heavy tanks have the worst visibility and have a 12 inch squarearound the tank. A tank is a catchall term. Medium tanks have much better visibility with only a 6 inch square around the tank. unless the damage rating is double the Artillery s armor. Tanks possess armor that protects them from even mighty cannons. they are both the mighty fist and the Achilles heel of any force. the mightiest form of modern combat. Tanks have machine guns to aid in the destruction of enemy infantry. Tanks: Tanks are the Queens of battle. While Light Tanks have the best visibility of all with a mere 3 square. meaning any fully tracked vehicle and most partially tracked vehicles. It . The heaviest and deadliest of tanks are slow moving and have limited cross-country potential while the faster and lighter tanks are easier to destroy. and their noisy engines make ambushes difficult. Sight: Tanks have very special forms of vision. all tanks must stop in order to fire their cannons to full effect. tanks have a danger zone in which they have almost no ability to see what is surrounding the tank if all the tank crew is safely inside the tank. with the exception of the American forces. Yet Tanks have great weakness as well.

30 Cal LMG MG42 Thompson MP40 Mosin-Nagant Ppsh41 Vickers MG 30 30 30 30 12 12 30 15 24 Damage 1 1 1 2 2 1 1 1 1 2 Rate of Fire 2 1 1 10 10 3 3 1 3 10 Ratios From 1-6 1:1 From 7-12 1:3 From 1-6 1:1 From 7-12 1:3 From 1-6 1:1 From 7-12 1:3 From 1-4 1:3 From 5-12 1:4 From 1-6 1:3 From 7-12 1:4 From 1-8 3:1 From 9-12 1:1 From 1-12 3:1 From 1-6 1:1 1-12 3:1 1-4 1:2 5-6 1:4 . No penalty is placed on a tank that wishes to fire its machine guns. A -1/2 penalty is placed on any tank wishing to fire its main cannon. having developed special gyroscopic controls on their cannons to allow them to fire on the move. or they may fire armor piercing ammunition. than the tank has no danger zone. American tanks are unique in that they suffer no penalty to fire. Weapon Profiles: Weapon Range M1 Garand 30 SMLE K98 .should be noted that the Tank Commander can always rise out of his commanders copula to observe his tank s surroundings. though the crewmember is vulnerable and is open to be targeted as a unit apart from the tank. A tank suffers a high penalty to its movement score in order to fire its main cannon. Firing armor piercing ammo is a single shot weapon. Tanks may fire either a HE shell like Artillery. fired exactly like a normal weapon. Further a crewmember suffers a -1 to his defense score. If a crewmember is outside of the tank.

Cal MG42 MG42 Bren Gun Armor.30cal 37mm MG42 7.5 cm cannon .HE Bren gun Bazooka Beretta 38 .5 cm .50 cal Weapon.50 Cal 45 45 30 45 30 15 15 30 1-15 6 16-45 4 1-20 6 21-45 4 4 at center 5 at center 1 1-12 6 13-15 4 1 3 1 1 1 1 7 1 4 10 NA NA NA NA From 1-6 1:1 From 7-12 1:4 From 1-6 2:1 From 7-12 1:1 From 1-12 3:1 NA Vehicle Jeep M8 Hanomag Panzer IV Bren Carrier Weapon. Primary . front/side/rear 1/1/1 5/4/3 4/4/3 6/6/5 4/3/2 Speeds 24 15 15 15 24 Unit US Recon SS Infantry Soviet Infantry Spetznaz British Tommy Movement 12 12 12 15 12 Accuracy 4 3 2 4 3 Defense 2 3 2 4 3 Moral 12 14 10 14 12 .37mm AT 7.AT 37mm .5 cm .HE 7. Secondary 50.