Professional Documents
Culture Documents
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
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
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
Stances:
Stances are the positions a unit maintains in regards to the enemy. There are
Overwatched unit may not move, however the unit receives an additional +1 to its
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. Moving is
the simplest stance, it simply means that the unit intends to move, even if it also
intends to fire.
Moving:
Infantry model moves, the more his aim is affected if he intends to fire. For our
example we will take an average rifleman, because the rifleman carries a battle-
ready rifle the ratio for his movement is good. If the rifleman moves between 1 and
6 inches, the range is reduced on a 1-inch movement to 1-inch range ratio, i.e. if
Rifleman tommy moves 6” his range will be reduced from 24” to 18”. However if our
Rifleman moves more than six his aim suffers much greater, the ratio being moved
from 1:1 to a 1-inch movement to 3-inches range ratio; i.e. 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. Most if not all rifles have this
arrangement. Other weapons will have different ratios, usually given in the
following format:
In addition to changing the effective range of a weapon, moving also reduces the
potential accuracy of an Infantryman. Accuracy is only reduced if the ratio for range
is worse than 1:1, in other words a rifleman may move 0-6” and suffer no penalties
to his accuracy. However if the ratio is worse than 1:1 then he suffers a -1 to his
Accuracy. In some cases this could mean an infantry model could move the
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. Tanks include halftracks,
tankettes, and other tracked vehicles. Other vehicles cover the mostly wheeled
Tanks
Tanks are divided into three subgroups: Heavy, Medium, and Light. These effect
Note, Roads:
While being counted as open cover for the purposes of infantry, Tanks have
different move properties on roads. All tanks may add an additional ½ their total
(determine which terrain pieces, if any, are roads with your opponent before the
Heavy, Medium, and Light tanks may all move their full distances when crossing
open cover. Heavy tanks suffer a -1/2 movement penalty when crossing partial
cover, Medium tanks suffer a -1/4 movement penalty and Light tanks suffer no
penalty at all. Heavy tanks suffer a -3/4 movement penalty when crossing complete
cover, Medium tanks suffer a -1/2 penalty and Light tanks suffer no penalty.
Heavy and Medium tanks both have a special rule called “Nothing can stop me”. 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. This
comes with a price, should the tank fail its “Nothing can stop me” test, the tank is
then stuck, placed just in front of the terrain the tank tried to bulldoze, and may not
move again for the entire game. Turreted tanks may move their turret even when
stuck, and heavy and medium tanks still count as giving complete cover to
supporting infantry. However destroyed tanks or tanks that have lost their main gun
cease to grant this bonus. To determine whether or not a tank has become stuck,
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. A heavy tank need only have a total greater than 1 to beat the test.
Shooting:
Shooting is the phase in which attacking units determine the effects of their shooting
on an enemy unit. Shooting takes place immediately after the movement phase,
except in the case of overwatch units, which takes place outside the phase system.
Overwatch.
An overwatched unit first declares a facing or ‘field of fire’, this is a 45 degree arch in
the direction the unit is facing. Any Enemy unit entering this field is immediately
fired upon as it entering the field of fire. This fire takes place immediately and
outside the general phase system. This also means that a overwatch unit might fire
multiple times in a turn. There is no limit to the amount of times an overwatch unit
may fire, though some unit types may not be placed on overwatch. An overwatch
unit may fire in its shooting phase, even if it has already fired before; however, an
overwatched unit may fire outside its field of fire during its shooting phase, whereas
only units entering the overwatch field of fire may be fired upon by the original
overwatch unit.
Shooting:
A shooting unit declares on which unit it intends to fire upon. Next the players
determine if the defending unit is within range of the shooting units weapons, if they
are they proceed to the next step, if not then the unit has wasted its opportunity to
fire. Once a unit has a enemy unit in sight and within range, the defending unit takes
its defense score and adds a d6, this number is what the firing unit must beat in
order to achieve a hit and is called the ‘true defense score’. To determine the ‘true
accuracy’ of a unit, the firing unit adds its normal accuracy score to any bonuses it
has (overwatch, scopes, trained, etc.) and then adds a d6. If this total beats the true
defense score of the enemy unit, then a hit has been achieved. After the firing unit is
Trained +1
Overwatch +1
Target is in +1
the open
Enemy has +1
not moved
Firing unit is +1
in cover
Firing unit +1
has been in
overwach
for more
than one
turn
Enemy has +1
moved more
than 6”
Enemy has +1
moved in
the same
direction for
more than
one turn
Cover is divided into three general types: Open, Partial, and Complete.
A unit fired upon while in open cover receives no benefit. Every hit is counted. 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. The exception to this would be roads. If playing on a very detailed table which
has no bare spaces, 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
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. This discard is taken every time a unit shoots at
a unit in partial cover, in other words if three units fire on a single enemy unit in
partial cover, then each unit must determine their hits and discard ½ of them.
partial cover.
A unit fired upon while in complete cover may discard ¾ of the total hits the unit
received from a unit firing on it. Complete cover is usually represented as fixed
fortifications such as trenches or bunkers, though extensive rubble might also serve.
unit can only see the model from the middle of the shoulders up.
Line of sight and cover is determined from an infantry models head, it may be
helpful to use a laser sight to help determine what a model can see, though simple
dropping ones head to the height of the firing model is often enough. Tanks
Pinning:
A unit may become pinned, where advancing towards the enemy is impossible and
returning fire is also impossible if the number of hits, after cover has been factored
in, equals a unit’s moral score. Typically this number will be about as large as a
squad, though very determined squads or specially trained assault units might have
a larger number. A pinned unit may not fire in its phase, a pinned unit may also only
move backwards relative to the unit that pinned it, though if it does so it counts as
Wounding:
Once hits have been determined and cover factored in, the owning player
distributes the remaining hits around the squad. All hits are assumed to wound
miraculous near wounding, the bullet bounced off the helmet or passed through a
bulky jacket without hitting the man. A roll of 2 results in a minor wound, which
prevents the unit from moving in the next turn, though they may be placed on
overwatch, while they tend to their wounded comrade. 3-6 equals a fatal wound and
single shooting phase, the unit immediately falls back towards the ‘fall back point’
Shooting at Cover:
It should be noted that some weapons can ignore cover of almost any kind. To
determine if a weapon ignores cover, simply compare its damage rating against the
cover’s toughness rating. If the number is greater then the cover is downgraded one
level, i.e. a unit in a forest (toughness 2) granting partial cover, is fired upon by a .50
machine gun (damage 4) then the unit would be counted as if it were in open cover
Shooting at vehicles:
Hitting a vehicle is exactly the same as hitting an infantry unit, except that vehicles,
due to their size, may not add a d6 to their defense score. All vehicles get an armor
rating, this determines if a weapon has any chance of penetrating the armor of a
vehicle. If a weapons damage rating is greater than or equal to the armor rating of a
armored vehicle, then the weapon has successfully penetrated the armor. After this
roll a d6; on a roll of 1 the weapon was unable to inflict any real damage to the tank,
the tank may continue as normal next turn; on a roll of 2 the weapon has caused
minor damage, the tank must take the next two turns to repair the damage but may
act as normal after this; on a roll of 3-6 the tank has suffered catastrophic damage
based on range, this is indicated in their profiles. Secondly certain weapons can use
different amo to achieve different effects. The exception to this is weapons with a
damage rating of 1 or less, 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
Artillery:
Artillery is the king of battle, the big destroyers. A 10” blast radius plate measures
all Artillery blasts, with concentric circles drawn ever 1” from the center. 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, and secondly what terrain surrounds him.
The closer a model is to the center of a blast, the more likely he will be wounded
fatally. If a model his hit with a blast and within close quarters the strength of the
blast will be increased. 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, 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. The strength of the blast is
always a failure. In testing on vehicles the strength bonus increases the damage
Artillery comes in two major forms and all forms can use the standard High
Explosive (HE) Shell. Most can use other forms of shells but those will be dealt with
in the weapon profiles individually. Most of the Artillery you will meet on the battle
field will be field pieces, however some forces may call in barrages from larger
support Batteries, these being many miles away from the battlefield are not needed
to be represented on the actual field of play, however designate a 12” line of the
appropriate board edge as the general direction the shells are coming in from.
Normally an Artillery piece counts as having no Accuracy score, the roll to hit
if missed is then ‘scattered’ 2d6 inches. Draw an imaginary line straight from the
Artillery piece, or from the designated board edge if using a support battery, before
rolling the 2d6 scatter, 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).
Roll a d2 to determine if the motion is forward or back, left or right; this will require
two rolls total, one for each direction. Further if the unit being fired upon has moved
in the last turn, than the artillery have a -1 to their accuracy score, reducing it below
zero simply means subtracting the bonus from the die to hit. 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 Artillery will gain an
addition +1 bonus for each turn the enemy unit does not move. Further another +1
bonus may be gained if more than one friendly unit can see the stationary enemy
unit, though both units must have greatly different angles of sight on the unit. Note
that friendly units that are either pinned or broken may not be counted for these
Artillery is counted as being infantry when being shot at. The armored
portion of the Artillery piece itself will protect the crew to some degree, Artillery
always counts as being in at least partial cover, unless the damage rating is double
Tanks:
Tanks are the Queens of battle, the mightiest form of modern combat. Tanks form a
unique part of any army; they are both the mighty fist and the Achilles’ heel of any
force. Tanks possess armor that protects them from even mighty cannons, they have
cannons of their own which deal death to infantry and enemy armor alike; Tanks
have machine guns to aid in the destruction of enemy infantry. Yet Tanks have great
weakness as well. 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. Further Tanks have limited visibility, a weakness happily exploited by the
poor bloody infantry. Tanks are large targets, and their noisy engines make
ambushes difficult. Further, with the exception of the American forces, all tanks
A tank is a catchall term, meaning any fully tracked vehicle and most partially
tracked vehicles.
Sight:
Tanks have very special forms of vision; 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. The class of tank determines the size of the danger zone.
Heavy tanks have the worst visibility and have a 12” inch square around the tank;
Medium tanks have much better visibility with only a 6” inch square around the
tank; While Light Tanks have the best visibility of all with a mere 3” square. It
should be noted that the Tank Commander can always rise out of his commanders
than the tank has no danger zone, though the crewmember is vulnerable and is open
A tank suffers a high penalty to its movement score in order to fire its main
cannon. A -1/2 penalty is placed on any tank wishing to fire its main cannon. No
penalty is placed on a tank that wishes to fire its machine guns. American tanks are
unique in that they suffer no penalty to fire, having developed special gyroscopic
controls on their cannons to allow them to fire on the move. Tanks may fire either a
HE shell like Artillery, or they may fire armor piercing ammunition. Firing armor
piercing ammo is a single shot weapon, fired exactly like a normal weapon.
Weapon Profiles:
Weapon Range Damage Rate of Fire Ratios
M1 Garand 30” 1 2 From 1-6 1:1
From 7-12 1:3
SMLE 30” 1 1 From 1-6 1:1
From 7-12 1:3
K98 30” 1 1 From 1-6 1:1
From 7-12 1:3
.30 Cal LMG 30” 2 10 From 1-4 1:3
From 5-12 1:4
MG42 30” 2 10 From 1-6 1:3
From 7-12 1:4
Thompson 12” 1 3 From 1-8 3:1
From 9-12 1:1
MP40 12” 1 3 From 1-12 3:1
Mosin-Nagant 30” 1 1 From 1-6 1:1