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KAMPFGRUPPE

WWII ARMOR RULES FOR USE WITH


6mm (1/285 SCALE) or 15mm MINIATURES
KAMPFGRUPPE version 1.7
Copyright 2012 by Joseph Wiesenfarth.
Portions Copyright 1991 (KAMPFGRUPPE version 1.0).
Permission to photocopy granted for personal use only, may not be
sold, traded or exchanged for any remuneration.

Change Log
1.7: Revised 7.8.3, APCR/HVAP range same as AP, revised British note 4,
revised Russian BT-7 front turret armor, added JS-1.
1.6.6: Revised 3.5.2, 7.8.3, JS-2 frontal armor and all gun penetrations
using World War II Ballistics: Armor and Gunnery as a guide.
TABLE OF CONTENTS

page

1. INTRODUCTION 1

2. WEATHER 4

3. MOVEMENT 4

4. TERRAIN 7

5. OBSERVATION 10

6. SMALL ARMS COMBAT 12

7. DIRECT FIRE COMBAT 17

8. ARTILLERY 22

9. AIRCRAFT 25

10. MORALE 28

APPENDICES

A. THE AMERICANS 29

B. THE BRITISH AND CANADIANS 31

C. THE FRENCH AND POLES 34

D. THE GERMANS 36

E. THE ITALIANS AND ROMANIANS 40

F. THE RUSSIANS 41

G. DESIGNER’S NOTES 43
GLOSSARY

AC - Autocannon. A self-loading rapid firing cannon 20mm or larger.


AFV - Armored fighting vehicle. A vehicle with 1 cm or more of armor.
AFV size category - A small sized vehicle has a height under 2.0 meters and is relatively small.
A large sized vehicle has a height above 3.0 meters and is relatively large.
Most AFVs lie between these two categories and are average sized vehicles.
AFV weight category - A light vehicle has a weight up to 10 tons. A medium vehicle has a weight
between 11 and 39 tons. A heavy vehicle has a weight between 40 and 65 tons. A super-
heavy vehicle has a weight of 66 tons or more.
Armor Basis - Equivalent armor thickness in centimeters of steel taking into account slope of armor.
Top armor is doubled to represent high deflection common to incoming rounds. An armor basis
of 6 cm or more and sloped at 50 degrees or more gains a bonus against sub-caliber AP hits.
Artillery hit - A hit by artillery is a round impacting within 5m of the target as compared to a direct
fire hit which actually strikes the target.
AP - Armor piercing. A shell designed to penetrate armor through kinetic energy. A sub-caliber
AP shell is one whose penetrator is significantly smaller than the size of the gun
(e.g. HVAP, APDS, APCR or Arrowhead).
ATG - Anti-tank gun. A gun up to 100mm with a low silhouette designed primarily to defeat tanks.
ER - Effective range. The range at which direct fire weapons have a 50% chance to hit a tank sized
target.
FP - Firepower. Cumulative blast, fragmentation and small arms effect against unarmored targets.
HE - High explosive. A shell creating damage primarily through blast and fragmentation.

HEAT - High explosive anti-tank. A shaped charge HE warhead designed to penetrate armor.
HESH - High explosive squash head. A shell creating damage primarily through blast. Treat same as HE.
HQ - Headquarters. An element containing a unit commander and his immediate staff.
LOS - Line of sight. A straight line between two points usually checked with a length of thread.
MG - Machine gun.
HMG - Heavy machine gun. A MG of 12.7 to 15mm caliber.
MMG - Medium machine gun. A tripod mounted, belt fed MG using small arms ammunition.
Near miss - The blast and fragmentation of an HE explosion 25m from the impact point.
PK - Probability of a kill. Roll this number or less on a 10 sided die to eliminate a target.
Peripheral miss - The blast and fragmentation of an HE explosion 50m from the impact point.
Troop experience level - Veteran troops have over a year of combat experience. Seasoned troops have
between a month and a year of combat experience. Green troops have less than one month of
combat experience.
Troop quality - Troops exhibiting superior performance are labeled crack. Troops exhibiting average
performance are labeled average. Troops exhibiting significantly below average performance
are labeled poor.
Unbuttoned - AFV crew hatches open, commander visible. The normal mode of operation until combat
occurs. AFVs may unbutton or button-up during the movement phase.
1. INTRODUCTION tinted). A small pea size piece of cotton is used
to represent elements that fired.
1.1 Scope. KAMPFGRUPPE is a set of rules
covering World War II tactical combined arms 1.3.5 Gaming table. A four foot wide by eight
combat in Europe for use with 6mm (1/285 foot long table with generous amounts of scale
scale) or 15mm miniatures. It was designed to terrain is recommended for battalion size games
allow players to recreate battalion level (or for 15mm miniatures) although a two foot
engagements in built-up terrain like the streets wide by four foot long table is adequate in built
of Stalingrad or the bocage of Normandy. All up terrain like towns or dense bocage.
distances given are for 6mm miniatures, double
these for use with 15mm miniatures. 1.3.6 Markers. 1/2 x 1/2 inch counters are
recommended to represent the following.
1.2 Scale. Each turn represents two minutes of a) Concealed elements (nationality marker and
elapsed time, yet only one minute of combat and a numerical ID).
movement to account for the delay inherent in b) Suppression or Stun (S).
battle. Six inches (12 inches for 15mm c) Hull knocked out (H).
miniatures) on the gaming table represents two d) Turret or upper hull knocked out (T).
hundred and fifty meters distance. e) Tank commander casualty or squad
casualties (C).
1.3 Equipment. The following equipment is f) Vehicle immobilized or minefield (M).
required for play. g) Vehicle abandoned (A).

1.3.1 Miniatures. Individual infantry stands 1.3.7 Thread. Use thread to check line of sight
(representing squads and weapons crews), guns and line of fire.
and vehicles are referred to as elements which
belong to a unit (platoons in western armies, 1.4 Pregame. Prior to play the players should
companies for Russians). One element of the agree on a scenario and develop a battleplan.
unit is designated the unit HQ and
inconspicuously marked (tape on bottom, etc). 1.4.1 Scenario generation. Before play both
Units are combined into formations (companies sides first determine the time, place, type of
in western armies, battalions for Russians) and engagement, the weather and if any side has air
include a separate formation HQ element and superiority. This limits the forces to those
possibly deputy HQ element. historically available. It is suggested that some
optional alternate forces be used to add to the
1.3.2 A tape measure. Unless otherwise noted replayability. The type of engagement may be
all distances are in inches. Measure all ranges either a meeting engagement of roughly equal
from the edge of an infantry base or the center forces or an attack vs. defense, either hasty or
of a vehicle or gun. prepared, with the attacker having a force at
least twice as large as the defender. Unless
1.3.3 One ten sided die. (no six sided dice are specified randomly determine the weather as
used in this game). A ten sided die returns shown in chapter 2. If the weather is clear roll to
results ranging from 1 through 10, though most determine if any player has enough of an air
dice abbreviate a 10 with a 0. The die is used superiority to support his troops.
when there is the probability of an event
occurring (i.e. PHIT, PKILL or PCOLLAPSE). In these 1.4.2 The Battleplan. Each side should develop
instances roll the adjusted probability of the a battleplan which states their objectives for this
event occurring or less on one die for the event engagement and how they plan to accomplish
to occur. If the adjusted probability of an event those objectives. This should include orders to
occurring is exactly equal to 0, a roll of a 1 each and every unit concerning movement and
followed by a subsequent roll of 1 through 5 will combat. It should state if any unit is to be
allow the event to occur. If the adjusted attached to another formation, e.g. a tank
probability is negative the event cannot occur. platoon being attached to an infantry company,
using the infantry formations HQ for future
1.3.4 Cotton balls. Use cotton balls to represent orders changes. It should include a fire support
smoke (white) or destroyed vehicles (gray plan allocating forward observers and plotting
preplanned fires.

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1.5 Sequence of play. During play the players 1.6 Victory. Victory conditions are normally
repeat turns using the sequence of play shown established for the specific scenario being
in Figure 1 until either they meet their objectives played in the "objectives" section of the
or a predesignated time limit is reached. battleplan. They may consist of causing enemy
casualties, possessing certain terrain features,
exiting troops off the far board edge or a
combination of these.

BREAKOUT FROM NORMANDY


Time: The afternoon of July 28, 1944
Place: Near the town of Coutances, France
Weather: Clear with automatic allied air superiority

Situation: A combat team composed of a tank company and an armored infantry company from the
US 3rd Armored Division, supported by fighter-bombers, is advancing south-west in an attempt to
capture Coutances. Holding the line is a battered but determined company of panzergrenadiers
from the 17th SS Panzergrenadier Division reinforced by a platoon of tanks from the 2nd SS
Panzer Division.

Terrain: A playing area 2 feet x 4 feet covered with bocage lined fields and orchards with a primary
road running the 4 foot length and a secondary road running the 2 foot length crossing in the
center of the board. A primary road is 2 vehicles wide while a secondary road is one vehicle wide.
One 2 foot edge will be the north-east edge and the other 2 foot edge the south-west edge.

American Order of Battle: (Morale 6, average quality, enter from the north-east edge)
Armored Infantry Company: Co. HQ team, deputy Co. HQ team, two halftracks
Three infantry platoons, each has: Three squads with integral Bazooka
(one is platoon HQ), a half-squad containing a 60mm mortar, two MMG teams,
five halftracks (two have AAHMG).
Tank Company: Two 75mm armed Shermans (one is Co.HQ, the other is deputy Co.HQ),
one 105mm Sherman
Three tank platoons, each has: Five 75mm armed Shermans (one is platoon HQ),
Two tanks per platoon have hedgerow cutters.
The player may replace one platoon with four 76mm armed Shermans (M4A1/76).
A flight of four P-47s with two 500 lb bombs each. One Sherman contains a forward air
controller.

German Order of Battle: (Infantry morale 7, tank morale 8, Infantry are average quality,
tanks are crack, set up hidden on the south-west half of the board)
Depleted Panzergrenadier Company: Co. HQ team, deputy Co. HQ team, two MMG teams
st
Three Panzergrenadier platoons, each has: two squads The 1 contains the platoon HQ
and has integral Panzerfausts, the second has an integral Panzerschreck.
Tank platoon: Four Panther Pz VG tanks (one is platoon HQ) or five Pz IVH tanks.

Victory Conditions: The Americans must exit half or more of their tanks and half or more of their
infantry off the south-west edge by the end of the game to win, otherwise the Germans win. Each
knocked out/abandoned Panther or two knocked out/abandoned Pz IVH tanks counts as a
Sherman exited and each two eliminated Panzergrenadier squads count as one US squad exited.

Example Scenario

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SEQUENCE OF PLAY
1. ARTILLERY REQUEST PHASE
1.1 Determine impact error of any concentrations impacting this turn.
1.2 Request new rounds and correct incoming rounds.
1.3 Issue new unit orders.
1.4 Place or remove smoke.
2. MOVEMENT PHASE
2.1 Roll for initiative. Higher adjusted roll chooses to be the first or second player.
2.2 The first player moves eligible elements.
2.3 The second player moves and pivots eligible elements.
2.4 The first player pivots eligible elements.
2.5 Roll for aircraft arrival and move aircraft.
Note: Where a moving element ends its movement is only its intended destination.
Opportunity fire may prevent it from reaching that spot.
3. OPPORTUNITY FIRE PHASE
3.1 Stationary elements check to spot elements in their LOS, sighting arc and auto-spot
range.
3.2 Stationary elements may fire at moving targets sighted this turn anywhere along their
path of movement. Mark firers.
Roll for a possible hit by artillery or mines as any element leaves an artillery impact
area or moves through an inch of minefield.
3.3 Stationary elements that did not fire on moving targets may fire on stationary targets.
Resolve all fire simultaneously except gun duels.
3.4 Conduct AFV morale checks as a result of damage sustained this phase.
3.5 Moving AFVs resolve overruns.
4. FINAL FIRE PHASE
4.1 Moving or pivoting elements may check to spot elements in their LOS, sighting arc
and auto-spot range. Moving elements may observe along their path of movement.
4.2 All elements may fire on targets sighted this turn from and to locations at the end of
movement. Elements that fired small arms in the opportunity fire phase may not fire
small arms in the final fire phase. Mark firers. Resolve all fire simultaneously except
gun duels.
4.3 Roll for a possible hit on all elements in the artillery impact area at the end of
movement.
4.4 Resolve the initial round of close combat.
4.5 Conduct AFV morale checks as a result of damage sustained this phase.
5. MORALE PHASE
5.1 A unit morale test is required if a unit sustains casualties of 20, 40, 60 or 80 percent,
if a unit of its formation becomes broken or is totally eliminated or if an element of
the unit is within or came within 1 inch of a known unsuppressed enemy element.
5.2 A unit not forced to take a morale test may Rally.
5.3 Any stationary suppressed element may roll to recover from suppression.

FIGURE 1

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2. WEATHER vehicles, infantry (except ski troops) and cavalry
move at 2/3 speed and wheeled vehicles move
2.1 Random weather determination. If the 1/3 speed. Sight all snow camouflaged elements
scenario does not specify the weather then to in the open as if in partial-concealment.
randomly determine the weather over the
battlefield roll a die and modify it for both 2.8 Wind direction. Roll a die for the direction
location and season, compare the adjusted roll the wind is blowing from...
with the resulting weather as shown in Table 1.
1 = North 6 = Southwest
TABLE 1. WEATHER 2 = Northeast 7 = West
3 = East 8 = Northwest
LOCATION: SEASON: 4 = Southeast 9 or 10 = Calm,
Europe/USSR, +0 Winter, +0 5 = South no wind
North Africa, +6 Spring or Fall, +4
Summer, +6 The wind is automatically calm if the weather is
fog. The wind cannot be calm (if so roll again) if
ADJUSTED RESULTING the weather is clear but dusty.
ROLL WEATHER:
1, 2 Snowing + Ground snow
3, 4 Clear + Ground snow
5 Fog
6 Rain + Mud 3. MOVEMENT
7 Rain
8 Overcast + Mud 3.1 Command control. In order to move freely
9 Overcast all elements of a unit must be within command
10 to 19 Clear control range of their unit HQ or within 3 inches
20 or more Clear but dust limits of their formation HQ. If a formation HQ is
sighting to 36 inches knocked out command reverts to the deputy
formation HQ if one exists.
2.2 Fog. Sight all objects as if in concealment
terrain. Sighting beyond 3 inches not possible. All radio equipped elements have a command
Unarmored targets may claim light cover versus control range of 12 inches. Non-radio equipped
small arms fire, even if in the open. Maximum elements have a command control range of 3
move is 10 inches. No air support is possible. inches (exception: command control range is 6
inches if non-radio equipped Russian).
2.3 Rain. Sight all objects in the open as if in
partial-concealment. Sighting beyond 12 inches 3.1.1 Out of command control. All elements
not possible. No air support is possible. out of command control may not advance
beyond their immediate objective. Poor quality
2.4 Mud. Elements traveling on paved roads are elements out of command control may not
immune to the effects of mud. Otherwise fully advance at all except to complete a charge.
and half-tracked vehicles, infantry and cavalry Elements may always follow an element of their
move at 2/3 speed and wheeled vehicles move unit if in march column. Crack units may start
1/3 speed. the game with a deputy unit HQ which becomes
the new unit HQ if the original is knocked out.
2.5 Overcast. Low clouds, no air support
possible. 3.1.2 Issuing new orders. Units in command
control and whose formation HQ has not been
2.6 Snowing. Falling snow, sight all objects in knocked out may be issued new orders with new
the open as if in partial-concealment. Sighting movement objectives that are different than
beyond 6 inches not possible. Maximum move is those originally issued in the battleplan.
20 inches. No air support possible.
New orders are issued in the artillery request
2.7 Ground snow. Elements traveling on phase and take effect next turn unless Russian
plowed roads are immune to the effects of or poor quality troops. New orders take affect in
ground snow. Otherwise fully and half-tracked 2 turns if Russian or poor quality troops.

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3.2 Initiative. To determine who moves first 3.5 Vehicles. Vehicle movement distances are
each side rolls a die. Both sides add one to the listed in the vehicle data section of the rules.
roll if their force is composed mostly of crack
troops or subtract one if composed mostly of Vehicles may use their listed road movement
poor quality troops. Lastly, both sides add one to rate if they spend the entire turn on a road which
the roll if they are attacking with more than one is in good condition or if traveling over firm, flat
unit. The side with the higher adjusted roll has open ground. Vehicles use their cross-country
the choice of being either the first player and movement rate when not using the road rate.
moving first or the second player and moving Certain terrain or maneuvers require vehicles to
last. Axis player wins all ties. go slow. Slow speed limits the vehicles move to
half the listed cross-country distance. Other
3.3 Personnel. Dismounted personnel normally terrain restrictions may apply.
move...
4 inches if the entire turn is spent moving 3.5.1 Movement restrictions. Vehicles may not
along a road, trail or hard ground; move forward and reverse in the same turn.
3 inches cross-country in the open or through Reverse movement is at 1/3 cross-country
orchards; speed unless otherwise noted in the vehicle
2 inches through woods, hedges, buildings or data. Maximum movement if stationary last turn
ruins, uphill, over walls or crossing streams; is 16 inches. If a vehicles move is over 10 inches,
1 inch across gullies or bocage. reduce the move by 25% for each turn of at least
90 degrees down to a minimum of 10 inches.
Personnel may double time and double their
move but may not fire that turn except in close 3.5.2 Halftracks and Carriers. Transport
combat. Personnel may only double time if halftracks and carriers have a driver and
charging an enemy within 12 inches, leaving an machine gunner as crew. Halftracks dismount a
impact area or routing. Bicycle equipped troops squad, half-squad, gun crew or up to 4 teams.
may move 8 inches if the entire turn is spent Carriers dismount either a LMG/HQ team, Lt
moving along a road. Personnel may crawl up to mortar, MMG or PIAT team or ATG crew. Treat
1 inch per turn and avoid the modifier for moving as a separate unit of the formation.
and avoid grazing fire. Crawling personnel may
not fire. 3.5.3 The Short Halt. A short halt is a maneuver
by a vehicle to move a short distance and halt
3.3.1 Assault Boats. An assault boat is a small just before firing. The vehicle must move slow
sized unarmored vehicle, capacity one squad and a maximum of 4 inches. In return the
with a move of 2 inches in water if unsuppressed moving firer penalty is halved to -2 (-1 if crack
and 1 inch if suppressed. troop quality with gyrostabilizer). A vehicle
conducting a short halt still has its small arms
3.4 Cavalry. Horse drawn wagons or horse firepower halved.
cavalry normally move...
5 inches if the entire turn is spent moving 3.6 Passengers. Loading passengers onto a
along a road, trail (cavalry only) or hard ground; vehicle takes an entire turn, unloading takes a
4 inches cross-country in the open or through half turn. See vehicle data for passenger
orchards; capacity. Medium or heavier closed top AFVs
3 inches through woods, hedges, uphill or may carry up to a squad of infantry on top.
crossing streams for cavalry; Passengers riding either in or on a vehicle have
2 inches through woods, hedges, uphill or their firepower halved, may only fire small arms
crossing streams for wagons or cavalry across and are eliminated if the vehicle is eliminated.
gullies. Passengers riding on a vehicle are eliminated if
the vehicle is immobilized while traveling faster
Horse cavalry, except if towing or heavily laden than 10 inches.
may double time and double their basic move
indefinitely in open ground and may charge an Passengers riding on an AFV dismount if they
enemy within 18 inches. Mounted cavalry are become suppressed, the AFV is advancing
sighted as vehicles and are immune to pinning. toward known enemy and the AFV is moving 10
If the cavalry dismount the horses can no longer inches or less speed. There is no reduction in
move. AFV movement for this type of forced unloading.

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3.7 Set-up times. Towed guns suffer the fate of TABLE 2. RAMMING
their tow vehicle while in tow. After unloading
from a tow vehicle a gun crew can set-up (or Testing vehicle.is ...
take-down) any towed gun. Set-up times vary. unarmored, base PK = 3
a) Guns up to 76mm (except 17 pdr) and light, base PK = 1
mortars up to 82mm, 1 turn medium, base PK = 0
b) Guns up to 90mm (including 17 pdr) and heavy, base PK = -1
mortars up to 120mm, 2 turns super-heavy, base PK = -2
c) Guns greater than 90mm and mortars
greater than 120mm, 4 turns Ramming vehicle …
could have moved 12 inches or more,
3.7.1 Man-handling. Guns up to 76mm (except +1
17 pdr) and mortars up to 82mm may be moved could not have moved more than 4
up to one inch by their crew if on level ground inches, -1
and they do nothing else that turn. 45-60mm is light, -1
mortars and dismantled 81-82mm mortars (one is heavy, +1
turn to disassemble/reassemble) may move as is super-heavy, +2
personnel.
Example: A Russian Guards T-34 (morale of 7)
3.8 Pivot. A pivot is the rotation of a gun, vehicle has just had its turret knocked out by a
or tank turret up to 180 degrees about its center. stationary Tiger I last turn. The Russian is the
A tracked vehicle may still pivot. Pivoting first player this turn and announces he is
ordnance may not fire in the Opportunity Fire attempting to ram the Tiger. The Russian rolls a
phase. 5 for morale, exactly what is needed to ram. The
Tiger fires at and misses the T-34 during the
3.9 Ramming. Any AFV may attempt to ram any Opportunity Fire phase so the T-34 impacts. The
other vehicle. The ramming vehicle must first roll PK for the Tiger, considering that the T-34 could
their morale - 4 or less to ram, +1 to morale if have moved over 12 inches is 0. The PK for the
Russian, +1 to morale if vehicle commander is a T-34 is 1. Both roll a 4, so the Tiger is unaffected
casualty (most AFV commanders are in the and the T-34 is now tracked and must test
turret). The target vehicle must have been morale. The T-34 crew roll a 6 and bail out.
stationary last turn if the rammer is the first
player or this turn if the rammer is the second 3.10 Overruns. Medium or heavier fully tracked
player. AFVs with at least one MG may drive over
previously spotted enemy infantry or ATGs. Up
3.9.1 Resolution. Determine the Probability of a to two elements may be overrun. Each overrun
kill for each vehicle from Table 2. Roll for attack consumes 25% of the vehicle’s
damage to each vehicle. Roll adjusted PK or less movement and pins the overrun element.
to destroy the vehicle. If 1 to 3 greater than Overruns are resolved after all opportunity fire.
adjusted PK is rolled the vehicle is immobilized AFV MGs fire as moving fire as they overrun
and the crew must make a morale check to stay their target. The overrun adds 4 FP to the MG
in (see chapter 7). firepower. Infantry in the open are also
suppressed on an unadjusted PK roll of 10.
If the PK is at least 0 the testing vehicle is Effect vs. ATGs is a PK of 5. The overrunning
stunned on any odd die roll (see chapter 7). AFV may not otherwise fire during the turn.
Otherwise no effect.
3.11 Motorcycles. For ease of play a
motorcycle recon squad is represented by two
“motorcycle with sidecar” miniatures each
carrying a half-squad. Treat this miniature as if it
were a single vehicle that can carry a half-
squad. When the infantry dismount the
motorcycle can no longer move or fire.

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4. TERRAIN 4.7 Anti-tank ditches. An anti-tank ditch is
essentially a deep gully with steep slopes
4.1 Woods. Vehicles move slow speed and a preventing all vehicles from crossing. Ten turns
maximum of 3 inches when moving through of work by a bulldozer or an engineer squad with
woods. Woods are considered concealment explosives will allow the passage of fully tracked
terrain. Woods offer light cover vs. direct fire and vehicles across the ditch in a 1/2 inch wide area
no cover vs. indirect fire. with a maximum speed of 10 inches.

4.2 Orchards. All vehicles moving over 4 inches 4.8 Bocage. Bocage or hedgerows are hedges
move at slow speed. Orchards offer partial- grown on earthen walls. Cavalry, wagons,
concealment during spring through fall. wheeled, half-tracked and light fully tracked
Orchards offer no cover to either direct or vehicles may not cross bocage. Medium or
indirect fire. heavier fully tracked AFVs may attempt to cross
the bocage. A die roll of 1 through 3 allows the
4.3 Hedges. Tracked and half-tracked vehicles AFV to move one inch over the bocage,
may cross hedges at no cost. Wheeled vehicles otherwise the movement attempt failed. Vehicles
cross hedges at slow speed. Hedges offer fired at in the front arc during the Opportunity
partial concealment to infantry and ATGs directly Fire phase as they cross over bocage are hit in
behind and touching the hedge. Vehicles are the underbelly if location 10 is rolled. Use the
spotted as hull-down if directly behind and hull top armor with a minimum of 2 for
touching the hedge but are not hull-down to fire. underbelly armor. A dozer equipped vehicle or
Hedges offer light cover vs. direct fire across an engineer team can create a gap in bocage in
them and no cover vs. indirect fire. 5 turns. A tank with Rhino prongs and an
engineer team can blow a gap in bocage in 3
4.4 Walls. Wheeled, half-tracked and light turns. A tank with the Cullin hedgerow cutter can
tracked vehicles may not cross walls except at plow a gap in bocage in 2 turns. Bocage offers
breaks and then at slow speed. Medium or concealment terrain to all elements directly
heavier fully tracked vehicles may cross walls at behind the bocage. Infantry elements can dig
slow speed and create breaks in the wall behind into the bocage for all-around concealment.
them. Low walls about 4 ft tall offer partial Infantry and heavy weapons not touching the
concealment to infantry and ATGs directly bocage are considered out of sight behind the
behind and touching the wall. Vehicles are bocage. ATGs may not fire from bocage unless
spotted as hull-down if directly behind and emplaced. Vehicles are treated as if hull-down
touching the wall. Walls offer hard cover vs. for both observation and fire if behind bocage
direct fire across them and light cover vs. and can be seen up to one inch behind the
indirect fire. Walls offer AFVs an additional 3 cm bocage. Bocage offers hard cover vs. direct fire
of armor if hit by AP rounds in locations 1 thru 5. and light cover vs. indirect fire.
HE or HEAT rounds have no effect if they hit
locations 1 thru 5 other than allowing HE rounds 4.9 Hills. All vehicles move slow speed uphill.
a roll to collapse the section of the wall hit as if Vehicles may not negotiate a 50% or steeper
light construction (see 4.12). grade. Ignore uphill penalties along a road. A
cliff requires specially trained troops to scale at
4.5 Wheatfields. Wheatfields offer concealment 1/2 inch per turn, scaling troops may not fire and
terrain to stationary infantry. Wheatfields offer no are subject to a +2 PK while climbing. Stationary
cover from either direct or indirect fire. infantry on hill crests may claim light cover if
Wheatfields are in effect during the summer receiving fire from a lower elevation.
only.
4.9.1 Hull-down. Hills allow vehicles to gain
4.6 Gully. Moving across a gully limits Infantry hull-down or turret-down status behind them.
movement to 1 inch, cavalry movement to 2 Hull-down status is a position where the vehicle
inches and fully tracked movement to 3 inches. attempts to expose only its turret behind the
Other vehicles may not cross. Movement within crest of a hill or bank of bocage. Turret-down
gullies is treated as movement in woods. status is where a vehicle attempts to expose
A gully edge offers stationary infantry light cover only an unbuttoned commander from behind the
vs. direct fire and no cover vs. indirect fire. crest of a hill. This allows him to observe and
only be sighted as personnel.

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To claim either status from behind a hill the must designate what floor it is on. Infantry move
vehicle moves to the rear of the hill crest on the through buildings or ruins at 2 inches per turn
first turn it attempts to go either hull-down or deducting 1 inch to change floors. Medium or
turret down, is counted as moving hull-down and heavier fully tracked vehicles may enter ruins or
may not fire any weapon but an AAMG or the ground floor of buildings at slow speed and a
AAHMG. The next turn the vehicle maneuvers maximum of 4 inches. Roll to collapse the
into a hull-down or turret-down position as building as if hit by 125mm HE with a roll of 10
desired. This last maneuver is considered a immobilizing the AFV unless light construction.
short halt. A turret-down vehicle may maneuver
into a hull-down position or vice-versa with a 4.12.1 Buildings as cover. Wooden buildings
short halt. Dead zone in front of a hull down gun offer light cover while stone buildings offer hard
is 4 inches per inch of height. Vehicles hull-down cover vs. direct fire and both offer light cover vs.
in depressions or behind hedgerows have no indirect fire. Elements in buildings are sighted as
dead zone. if in concealment with a maximum visibility of 1
inch (~2 floors) within the building. Vehicles
4.10 Streams and rivers. A stream up to ½ inch among buildings are sighted as if in partial-
across can be crossed by all. Movement is concealment. Stationary teams or half-squads
similar to woods. Crossing infantry are immune may gain light cover from direct fire if positioned
to pinning and suppressed troops cannot claim behind the corner of a building with half its base
light cover. A canal is similar to a stream except exposed and the other half behind the building.
its steep banks preclude any from crossing
except at a bridge. A small river ½ to 2 inches 4.13 Bridge or building collapse. If a bridge or
across can be crossed by swimming infantry, building sustains a hit by 75mm or larger HE (or
cavalry, boats and amphibious vehicles and by bomb equivalent) it may collapse and create
others at a designated ford. A moderate river 2 ruins. All unarmored elements on the ground
to 6 inches across can be crossed by swimming floor of a collapsing building are automatically
cavalry, boats and amphibious vehicles. suppressed and are placed outside the building,
those on higher floors are eliminated. The
4.11 Bridges. There are three types of bridges, probability of collapse (PC) is given in Table 3.
Light (10 ton rated), Medium (20 ton rated) and Roll adjusted PC or less at the end of any fire
Heavy (40 ton rated) bridges. A medium vehicle phase that the building took hits to collapse the
will collapse a light bridge on a roll of 1. A heavy building. Roll once per 1 inch x 1 inch building
vehicle will collapse a light bridge on a roll of 1 area hit. If exactly equal to the probability of
thru 5 and a medium bridge on a 1. A super- collapse is rolled versus a bridge, it is only
heavy vehicle will always collapse a light bridge, partially destroyed.
collapse a medium bridge on a roll of 1 thru 5
and collapse a heavy bridge on a roll of 1. If TABLE 3. BUILDING COLLAPSE
exactly equal to the probability of collapse is Base
rolled, the bridge is only partially destroyed HE size PC
allowing only infantry elements to cross. 75-90mm 0
91-120mm 1
4.11.1 Prepared bridge demolition. A major 121-140mm 2
bridge must be prepared for demolition prior to 141-160mm 3
play. To initiate the charges and blow the bridge 161mm-210mm 4
roll a die in the final fire phase. On a roll of 1 210mm or over 5
through 7 the bridge is completely destroyed, on Building sustained 2 or 3 hits this phase (use
a roll of 8 or 9 the bridge is partially destroyed largest size cat), +1
allowing infantry only to cross and on a roll of 10 Building sustained 4 or more hits this phase, +2
the charges fail to go off. If the charges fail it will Target is light construction (single story wooden
take 5 turns to completely check out the charges building, light bridge or wall), +1
and allow another roll. Target is medium construction (multi-story
wooden or single story stone building), +0
4.12 Buildings and ruins. There are two types Target is heavy construction (multi-story stone
of buildings, wooden and stone. Treat all ruins building or heavy bridge), -1
as stone buildings. An infantry element in a Target is very heavy construction (large
multi-story building and not on the ground floor reinforced concrete building), -2

8
Example: A German Panzer IIIN with a 75mm A roll of 1 means an AP mine was encountered
gun obtains multiple hits on a small shack and a 10 means an AT mine was encountered if
containing a Russian HMG team during the Final a Nuisance minefield. If a Standard minefield a 1
Fire phase using the building as the target. The or 2 is an AP mine and a 9 or 10 is an AT mine.
area affect of the HE fired was ineffective. At the Exception: A full squad on foot or horseback
end of the phase the German player rolls to see encounters an AP mine on a 1, 2 or 3 in a
if the shack collapsed. The base PC of 0 is Standard minefield. If a mine is encountered
increased by one for multiple hits and again by determine if the element set off the mine. An
one for light construction. Resulting in a anti-personnel (AP) mine is set off by all
probability of collapse of 2. The German rolls a 2 elements and affects the target with a 4 FP
collapsing the shack. The Russians are attack and immobilizes a wheeled or half track
suppressed and placed outside the building. vehicle on a roll of 1, 2 or 3. An anti-tank (AT)
mine is set off by all vehicles heavier than a
4.14 Prepared Positions. Prepared positions jeep, automatically immobilizes the vehicle, and
typically consist of underground platoon sized destroys unarmored vehicles on a roll of 1
shelters, trenches and pillboxes. Pillboxes are through 5, light AFVs on a roll of 1 through 3 and
either small (for a MMG team) or average sized medium or heavier AFVs on a roll of 1. Note:
(for an ATG) and are classified as fieldworks Minefields cannot be planted on paved surfaces.
(earth and logs) or permanent (concrete). A
small fieldwork pillbox has an equivalent armor 4.16.1 Clearing minefields. Artillery, sappers
value of 3 (6 vs. HEAT). A small permanent and special vehicles can clear minefields. Six
pillbox or average sized fieldwork pillbox has an turns of 100mm or larger artillery reduces a
armor of 5 (10 vs. HEAT). An average sized Standard minefield to a Nuisance minefield. A
permanent pillbox (or bunker roof for artillery or Sapper, Pioneer or Engineer squad can
bombs) has an armor of 10 (25 vs. HEAT). determine the density of a minefield in one turn
of probing and completely clear a 5/8 inch wide
4.14.1 Digging in. Foxholes or light weapons x 2 inch deep gap in another five turns. Special
pits can be dug in ten turns. Tanks or guns must AFVs with flails or rollers can completely clear a
be dug-in before the game begins. 5/8 inch wide x 2 inch long gap in one turn (after
one turn of preparation). Roll for mine detonation
4.15 Barbed wire. A multiple belt of barbed wire against these AFVs, if an AT mine is set off a
is impassable to wheeled vehicles, halftracks subsequent roll of 1 immobilizes the AFV.
and cavalry. Infantry take one turn to move onto
the wire from a position immediately adjacent to 4.17 Roadblocks. A roadblock can take many
it and one turn to move off the wire to a position forms from abatis to dragons teeth. Roadblocks
immediately adjacent to it on the other side. The prevent all vehicles except bicycles and
wire belt can be breached by either a fully motorcycles from crossing until destroyed.
tracked vehicle crossing over it or sappers Bicycles and motorcycles must spend one
clearing a 1 inch x 1 inch area in 1 turn. Wire complete turn to negotiate the roadblock.
can also be destroyed by direct or indirect fire Roadblocks can be destroyed by direct fire HE
HE as light construction using Table 3. Roll to hit and demolition charges (see Table 3). Treat
each inch of wire in the impact area. A collapse abatis as medium construction and dragons
removes an inch of wire. teeth as heavy construction. Emplaced
demolition charges are treated as a hit by
4.16 Minefields. A minefield is a mix of anti- 150mm HE.
personnel (AP) and anti-tank (AT) mines.
Minefields are placed as 2 inch by 2 inch 4.17.1 Wrecks as roadblocks. A narrow
patches and are auto-spotted as personnel. If country lane is blocked by one vehicle or wreck.
spotted place a ½ inch by ½ inch counter A normal two lane road is blocked by two
marked M at the center of that patch (a minefield vehicles or wrecks across the road. A wide road
sign). Minefields can be planted in three is blocked by four vehicles or wrecks across the
densities, Standard, Nuisance and Phony. In the road. Vehicles can be pushed aside by another
opportunity fire phase roll a die for every inch of vehicle of the same or heavier weight class
minefield an element moves through. A Phony spending a turn pushing the offending vehicle
minefield contains no mines, but roll anyway. one inch to the side of the road.

9
5. OBSERVATION 5.1.1 Hidden initial placement. Elements that
start the game in either concealment or partial
5.1 Concealment. All elements that start the concealment terrain may start the game hidden
game out of line of sight (LOS), sighting arc (see and the counters that represent them need not
below) and auto-spot range (see below) are be placed on the table until they move, fire, are
represented on the table by a ½" x ½" counter. spotted or enemy elements come within ½ ”.
One counter may represent up to two similar The on table location of the counter must be
(infantry, ATG or vehicle) elements. During the accurately recorded at the start of the game.
game some counters will be revealed by coming
within the auto-spot range of an enemy or 5.2 General observation. In order to fire at a
through an enemy search. Once revealed the target using either small arms fire or direct fire
miniatures represented by the counter are they must first be either located or spotted.
placed on table. Once revealed an element may Stationary observers may check for spotting of
not regain concealment. A revealed element is elements that moved or are currently within their
spotted at twice the listed auto-spot range. A line of sight, sighting arc and auto-spot range at
concealed element may move and fire normally. the beginning of the Opportunity Fire phase.
When firing, both concealed and revealed Moving observers may check for spotting of
elements become located and may then be fired elements within their line of sight, sighting arc
upon. If a counter under fire represents two and auto-spot range anywhere along their path
elements the firer is so notified and has a choice of movement at the beginning of the Final Fire
of firing at the first or second element with no phase. Stationary or moving observers may also
further identification given. If a located element locate firing elements within their locating range.
is knocked out the firer is so notified, any smoke See Table 4.
marker placed and if no more elements are
represented by the counter it is removed from
play.

TABLE 4. AUTO-SPOT DISTANCES

To observe PERSONNEL or TURRET-DOWN VEHICLES in...


Partial
Observer is... Open: Concealment: Concealment:
Stationary 12/9/6 6/3 3/1½
Stationary BU or Moving 8/6/4 4/2 2/1
Moving BU 4/3/2 2/1 1/½
Note: BU is buttoned-up
To observe AT GUNS or HULL-DOWN VEHICLES in...
Partial Dug-in ATG in
Observer is... Open: Concealment: Concealment: Concealment:
Stationary 36/18 18/9 9/4½ 6/3
Stationary BU or Moving 24/12 12/6 6/3 4/2
Moving BU 12/6 6/3 3/1½ 2/1

To observe LARGE GUNS or OTHER VEHICLES in...


Partial
Observer is... Open: Concealment: Concealment:
Stationary 60/30 30/15 15/7½
Stationary BU or Moving 40/20 20/10 10/5
Moving BU 20/10 10/5 5/2½

NOTES:
1. The number in front of the slash is the auto-spot distance if the target moved, the number to the
far right is if it was stationary. Crawling personnel in the open are the middle number.
2. Consult chapter 4 to determine if terrain offers partial or full concealment if any.
3. Sighting range cannot exceed maximum visibility range due to weather, smoke or artillery impact
(see 2.2, 2.3, 2.6 and 8.5).

10
5.2.1 Located. Location known but target not Observers outside concealment terrain can see
spotted and identified. When an element fires up to 1 inch into that terrain. Except for buildings
place a small pea sized piece of cotton on front observers up to 1 inch inside concealment
of it, even if it is just a counter. Remove the terrain can see up to 2 inches inside or any
cotton fired marker at the end of a turn the distance outside that terrain if LOS exists and
element does not fire from the same location. observers more than 1 inch inside concealment
While marked the element can now be fired terrain can see a maximum of 2 inches in any
upon by elements that witnessed its fire and are direction. Targets can be located up to 2 inches
within the locating distance given below. It is through concealment terrain.
possible to fire at a fired marker with no element
there in which case the fire was ineffective. 5.6 Reconnaissance by fire. Hidden infantry
Located targets are fired upon using the located elements become located if they are area fired
target size modifier. If a hull-down or dug-in at with small arms within 6 inches range
located target is fired on use the located very resulting in a suppression or kill. Area fire affects
small target size to hit. The fact a target is all elements in a 2 inch wide by 1 inch deep
located and not spotted does not affect small area. Total the firepower directed at the area
arms fire or indirect fire. and divide by 3. Roll once per 1 inch x 1 inch
half of the area. If any element in the target area
5.2.2 Spotted. Actual sight on target. An would have been suppressed or suffered
element coming within the line of sight, sighting casualties by the die roll someone in the
arc and auto-spot range of an observer is element returned fire. The element immediately
spotted and if still concealed is placed on table. returns fire with 1 firepower at the closest target.
If previously spotted (revealed) the element can Place a fired marker. The element is now
be seen out to twice the listed auto-spot located.
distance. If beyond this the element remains
revealed but is out of sight. Use the actual target Example: An unbuttoned Sherman tank is
size when rolling to hit a spotted element with moving down a road. Six inches to its front is a
direct fire. Being spotted does not affect small small woods containing three stationary infantry
arms fire. squads and a stationary Tiger tank. Movement
will take it to within 4”of the woods. From Table
5.3 Locating targets. Firing elements may be 4, a moving observer will spot a non hull-down
located within the following ranges. vehicle in concealment terrain up to 5 inches
a) Small arms up to 15mm (including mortars away. If it survives opportunity fire it will auto-
up to 60mm) may be located out to 24 spot the Tiger at the beginning of the Final Fire
inches. phase but not the infantry.
b) Small caliber gun up to 40mm (including
mortars 61-82mm) may be located out to 48 5.7 Search. Stationary unsuppressed non-firing
inches. observers may conduct a search and possibly
c) Large caliber gun over 40mm and spot out to twice auto-spot range. A search
flamethrowers may be located out to 72 targets all elements in a 3 inch x 3 inch area.
inches. Roll a die at the end of the final fire phase for
Buttoned-up AFVs locate targets at half the each searching observer. A roll less than or
above distances. equal to the adjusted base spots all elements in
the search area at twice the auto-spot distance.
5.4 Sighting arc. See Table 5. Searching elements may abort
a) Vehicle driver - directly to the front. their search and fire if a target appears within
b) Team or half-squad - front 180 degrees. auto-spot distance. Unarmored transport such
c) Squad observer - 360 degrees. as trucks cannot search.
d) Unbuttoned vehicle - front 180 degrees
centered on turret facing plus driver. TABLE 5. SEARCH
e) Buttoned-up vehicle - front 90 degrees
centered on turret facing plus driver. Search Base = 2 (1 if poor quality observer)
Observer has a height advantage of at least
5.5 Terrain limitations. Sighting into or out of 1 inch, +1
concealment terrain has limitations. Observer is a full squad, +1
Observer is under fire, -1

11
6. SMALL ARMS COMBAT Non-vehicle mount MGs may not fire if they
moved more than a pivot. Vehicle mount MGs
6.1 Infantry. Infantry elements are squads, half- that moved fire at half stationary firepower.
squads and crews/teams. A half-squad or team
of up to 6 men is represented by 1-3 miniatures MMGs used in the sustained fire role increase
mounted on a ½ x ½ inch base. A full squad of their firepower 50% to 9 out to 6 inches (6 if
7-12 men is represented by 4-6 miniatures on a Italian), 6 out to 12 inches (4 if Italian) and 3 out
5/8 x 5/8 inch base. Infantry elements are rated to 24 inches against charging infantry or cavalry.
for their firepower and performance level (crack,
average or poor). Infantry squad firepower 6.2.1 Other MGs. Coaxial MGs have a firepower
varies with range and squad type. Squads of 3 out to 6 inches, 2 out to 12 inches and 1 out
designated as crack add 1 to the base firepower to 24 inches. Other MGs (including LMG team)
at up to 2 inches range. See Table 6. have a firepower of 2 out to 6 inches and 1 out
to 12 inches. A coaxial MG (not HMG) may
6.2 Machine guns. MMGs used in the sustained sustain fire and double its firepower if firing in
fire role and HMGs of 12.7 to 15mm have a the Opportunity Fire phase but the crew may not
firepower of 6 (4 if Italian) out to 6 inches, 4 (3 if fire any weapon in the Final Fire phase.
Italian) out to 12 inches and 2 out to 24 inches.

TABLE 6. INFANTRY SQUAD FIREPOWER

RANGE (up to)


TYPE: 2 inch 6 inch 12 inch Note
ELITE RIFLE SQUAD 7 5 3
ELITE RIFLE HALF SQUAD 3½ 2½ 1½ .
STANDARD RIFLE SQUAD 6 4 2 1 (US)
STANDARD RIFLE HALF SQUAD 3 2 1 1 (US) .
RESERVE RIFLE SQUAD 5 3 1 1
RESERVE RIFLE HALF SQUAD 2½ 1½ ½ 1 .
PARATROOP SQUAD 7 4 2 1
PARATROOP HALF SQUAD 3½ 2 1 1 .
SUBMACHINE GUN SQUAD 8 2 1 1
SUBMACHINE GUN HALF SQUAD 4 1 ½ 1 .
HOME GUARD SQUAD 3 1 0
HOME GUARD HALF SQUAD 1½ ½ 0 .
CREW OR TEAM 2 0 0
Note 1: Moving Firepower is ½ x the listed value with the following exceptions: US Rifle (not US Paratroops),
Reserve Rifle, Paratroop and Submachine Gun moving firepower at 2 inches range is -2 the listed Firepower
for a full squad and -1 for a half-squad.
Note 2: Use the following to determine squad type.
British (and Poles 1944), German and Russian Paratroops are PARATROOP
British & Canadians (and Poles 1944) and German Rifle are STANDARD RIFLE
French Rifle are RESERVE RIFLE in 1940-43 (except foreign legion) and STANDARD RIFLE thereafter
German Panzergrenadiers are STANDARD RIFLE in 1939-40 and ELITE RIFLE thereafter
German Assault Rifle squads are SUBMACHINE GUN except add 1 Firepower (½ for a half squad) at up to
2 inches and up to 6 inches range
Italian Bersaglieri Motorized Infantry are STANDARD RIFLE (2 LMG)
Italian Fucilieri Infantry platoon is 2x STANDARD RIFLE (2 LMG) squads & 2x RESERVE RIFLE squads
Polish 1939 and Romanian Rifle platoon made up of 3x RESERVE RIFLE squads & 3x STANDARD RIFLE
half-squads (“LMG” half-squad)
Russian Rifle are RESERVE RIFLE unless Guards, use STANDARD RIFLE if Guards Rifle
A Russian Rifle Company 1943-44 had 1/3 SMG squads and in 1945 2/3 SMG squads
Russian tank riders are SUBMACHINE GUN except Firepower is 1 (½ for a half squad) at 6 inches and
0 at 12 inches (no MG)
Russian conscripts or German Volksturm are HOME GUARD
US Paratroops (with integral MG) are ELITE RIFLE (glider troops are treated as US Rifle)
US Rifle Squad are STANDARD RIFLE and increase listed firepower by 1 (½ for a half squad) at up to
2 inch range in late 1944

12
6.2.2 Grazing fire. Sustained fire MMGs may Moving firepower for the:
use grazing fire if set-up before play. Grazing US Rifle (not US Paratroops), Reserve Rifle,
fire affects all elements moving across a Paratroop and Submachine Gun squads at 2
predetermined line of fire up to 12 inches away inches range is -2 the listed Firepower (not ½ x)
at half normal or sustained firepower, cannot and -1 the listed Firepower for a half-squad.
penetrate more than 1 inch into concealment
terrain or beyond a wall or bocage. Grazing fire 6.3.3 Small arms fire resolution. To resolve
must be along level ground or a constant slope. fire on a target sum all the firepower on it during
Grazing fire does not affect crawling infantry. a fire phase fire segment. When fires on a single
target have different PK modifiers use the
6.2.3 Machine guns vs AFVs. Vehicle mount highest adjusted PK plus half of the other
MGs, sustained fire MMGs, HMGs and Elite rifle adjusted PKs. Cross index that to a base
squads (not half-squads) may penetrate lightly probability of kill (PK). Adjust the PK for target
armored vehicles up to 12 inches away. No roll cover. Roll a die and consult the Firepower
to hit is required. The AFV is automatically hit by Results table. See Table 7.
a base of 3 rounds and all infantry in or on the
AFV are also affected as per small arms fire. 6.3.4 Pinning. Non-double timing infantry
Subtract one round from the number that hit for moving in the open or in light cover must stop
each of the following; firer moved (except pivot), moving at the last location fired at. Infantry may
target moved (except pivot), target size is very move at least 1 inch before going to ground.
small or smaller, range to target is over 6 inches.
If at least one round hits, roll hit location. Armor Example: A German MMG team splits its fire
penetration for all except HMGs is 1 out to 6 during the Opportunity Fire phase after spotting
inches. Armor penetration for HMGs is 2 out to 6 an American rifle squad and a Bazooka team
inches and 1 out to 12 inches unless noted as a moving in the open at 10 inches. Split fire
15mm HMG in which case it is 3 out to 6 inches directs 2 FP at each target. This results in a
and 2 out to 12 inches. base PK of 1 modified by +1 for moving, resulting
in a PK of 2 against each target. A roll of 8
6.3 Small arms fire procedure. An element against the squad pins it mid move. A roll of 3
may fire small arms in either the Opportunity against the Bazooka team suppresses the team
Fire phase or the Final Fire phase, not both. and forces a casualty morale check which the
Elements may only fire on targets in their team fails eliminating it.
sighting arc and LOS. Small arms cannot fire
through friendly moving personnel unless a 6.4 Suppression. Infantry suppressed while
height difference exists. Small arms fire targets moving in the open may move to any adjacent
individual elements. Squads, sustained fire cover within ½ inch before becoming
MMGs and coaxial MGs using sustained fire suppressed. A suppressed element may not
may target two elements if they are within 1 inch move toward the enemy. A suppressed team,
at ranges up to 2 inches and within 2 inches at crew or vehicle may not fire any weapons
ranges beyond 2 inches. (except smoke dischargers). A suppressed
squad or half-squad has its firepower halved,
6.3.1 Opportunity Fire phase. Stationary firers may not fire if it moved and may not fire or use
may fire on targets in the Opportunity Fire phase any other weapon while suppressed. Stationary
which in addition to allowing them to fire on suppressed infantry, except if climbing/wading
stationary targets allows them to fire on moving may claim light cover. Suppressed unarmored
targets anywhere along their path of movement vehicles may continue to move but may not fire
if LOS exists. weapons. Place a suppressed counter on the
element. Elements may attempt to recover from
6.3.2 Final Fire phase. Those units that did not suppression during the morale phase if they did
fire their small arms in the Opportunity Fire not move.
phase may fire in the Final Fire phase on targets
at locations at the end of movement. Moving
firepower for normally ½ the listed stationary
firepower. Exceptions are as follows:

13
TABLE 7. FIREPOWER RESULTS

Total Base
Firepower PK PK modifiers
1 0 1. light cover, -1
2-3 1 2. hard cover, including unbuttoned AFV commander, -2
4-5 2 3. prepared position, -3
6-9 3 4. infantry moving except double-time or crawl, +1
10-13 4 5. infantry double-timing or climbing,
14-19 5 mounted cavalry or unarmored vehicle, +2
20-25 6 6. target troop quality is poor, +1
26-31 7
32-39 8
40 or more 9

Terrain offering light cover vs. direct fire: woods, wooden bldg, hedges, hillcrest,
gully, gunshield, wrecked AFV, fog/smoke/wheatfield (small arms only).
Terrain offering light cover vs. indirect fire: walls, hedgerows, gunshield,
bldg/ruins, abandoned AFV or if suppressed.
Terrain offering hard cover vs. direct fire: walls, hedgerows, dug-in/foxholes,
stone bldg/ruins.
Terrain offering hard cover vs. indirect fire: dug-in/foxholes and open topped AFV.

EFFECT

Die Target Quality


Roll Crack or Poor Average .
PK-2 or less Eliminated Eliminated
PK -1 or PK Half-eliminated and S(1) Half-eliminated and S(1)
PK+1 Morale Check and S(1) Morale Check and S(1)
PK+2 Morale Check and S(3) Morale Check and S(2)
PK+3 S(5) S(4)

Half-eliminated eliminates a crew, team, half-squad or unbuttoned AFV commander.


A full squad must roll less than or equal to it’s morale or else it’s eliminated. If the squad
passes it’s morale check it is effectively reduced to a half squad, place a casualty counter
on the squad. Unarmored vehicles are destroyed on a subsequent roll of 1 through 5.
A Morale Check result eliminates an unbuttoned AFV commander and forces a crew, team, half-
squad or full squad to roll less than or equal to it’s morale. A crew, team or half-squad that
fails the morale roll is eliminated while a full squad that fails is effectively reduced to a half-
squad with a casualty counter placed on it. An AFV crew that just lost it’s commander this
fire phase doesn’t have to roll (it will make an AFV morale check per 7.8.5).
S(N) suppresses the element if at least N firepower were used in the attack. Double the
listed firepower required to suppress if the element is charging. If AP or HE:
S(1) hit by AP or any HE, near miss by multiple 20mm+ HE or one 41mm+ HE or
a peripheral miss by one 161mm+ HE.
S(2,3) hit by multiple AP or one 20mm+ HE, near miss by multiple 41mm+ HE or one
61mm+ HE or a peripheral miss by multiple 161mm+ HE or one 181mm+ HE.
S(4,5) hit by multiple 20mm+ HE or one 41mm+ HE, near miss by multiple 61mm + HE
or one 96mm+ HE or a peripheral miss by multiple 181mm + HE or one 211mm+ HE.
S(6,8) hit by multiple 41mm+ HE or one 61mm+ HE, near miss by multiple 96mm + HE
or one 141mm+ HE or a peripheral miss by multiple 211mm+ HE or one 251mm+ HE.
S(10) hit by multiple 61mm+ HE or one 83mm+ HE, near miss by multiple 141mm+ HE
or one 161mm+ HE or a peripheral miss by multiple 251mm+ HE.

14
6.5 Close combat. Close combat is the shock 6.7 Flamethrowers. Flamethrowers have the
effect, point blank fire and melee of non-AFV following characteristics.
elements in contact. If an element advancing a) Range = 2 inches (exc: allied vehicle
into close combat is either pinned or suppressed flamethrowers = 3 inches).
in the opportunity fire phase there is no close b) Firepower = 20 if stationary, 10 if moved.
combat (separate the elements slightly if in Roll separately on Table 7.
contact) unless the opposing element also c) Duration = manpack 3 turns, vehicle
advanced and desires close combat. An element unlimited.
that moves into close combat only to have the No terrain modifiers are taken into account on
target of that combat move away the same turn flamethrower attacks. They may not fire over
may continue to move and follow that target in own troops stationary or not. Affects a 1 inch x 1
the enemies movement segment up to the inch area. Suppressed targets must leave the
maximum limits of its movement. target area, immediately move the affected
A suppressed element in close combat with an element up to 3 inches away and remain
unsuppressed enemy must roll less than its suppressed. Flamethrowers may knockout
basic morale or surrender to the enemy. AFVs, see Table 9 to determine the adjusted
Suppressed elements that did not surrender probability of kill. A roll less than or equal to the
automatically recover at the end of the first adjusted base destroys the AFV.
round of combat. Any fire into a close combat
hits all elements in that melee. TABLE 9. FLAMETHROWER vs AFV

6.5.1 Close combat resolution. The initial Base PK = 3,


round of close combat occurs at the end of the flamethrower moved, -1
Final Fire phase on the turn of contact. Further attacking front arc of AFV, -1
rounds occur in both the Opportunity Fire phase AFV is unbuttoned, +1
and the Final Fire phase. An elements firepower AFV is open topped, +2.
is reduced to their moving firepower during close
combat. A squad may split their firepower 6.8 Light mortars. 45 to 50mm light mortars
between two targets. The small arms PK modifier have a minimum range of 2 inches and
for close combat in the initial round only is +4 for maximum of 12 inches. 60mm light mortars have
attacks by charging cavalry in the initial round a minimum range of 3 inches and maximum
only, +3 for attacks by charging infantry in the practical of 24 inches. Light mortars must be
initial round only and +2 otherwise. Ignore stationary to fire, are resolved separately from
suppression results. Both sides attack during small arms, may only be fired at a visible target
close combat. More elements may enter into and use indirect fire cover modifiers. They have
close combat next turn. Elements of a broken a danger zone of 1 inch wide x 1 inch deep
unit surrender in close combat. centered on the target. Light mortars roll to hit a
target in their danger zone, on the first turn of
6.6 Close assault. Close assault is the attempt fire at a target a 1 or 2 is a hit, on subsequent
to send a few volunteers against an AFV within turns a 1, 2 or 3 hits and affects the target with 4
one inch in an attempt to knock it out. An FP if hit, all else is a near miss and affects the
infantry squad or half-squad must roll their target with 1 FP. If an AFV is hit roll again, a 1
individual morale or less to close assault an destroys an open topped AFV, a 2 immobilizes a
AFV. Modifiers to morale are -1 prior to 1942, -1 light AFV. A light mortar team or one attached to
if assaulting the front of the AFV, -2 if unit is a rifle squad normally has enough ammo for 6
shaken, -2 if assaulting element is a half-squad turns of fire. Subtract one from the firepower of a
and -2 if attacking a flamethrowing vehicle. half-squads or teams base firepower if it fires
any intrinsic light mortars in the same turn.
If successful, not suppressed and within 1 inch
of the AFV at some time during its movement for 6.9 Open Topped AFVs. Normally only an
opportunity fire or within an inch at the end of all unbuttoned AFV commander is subject to attack,
movement for final fire, determine the adjusted the exception with small arms fire is that the
probability of a kill from Table 8. Roll a die and turret crew/cargo may be attacked if the attacker
see below for results. Close assaulting elements has a significant height advantage (1” or more)
are always considered moving for observation at close range (up to 2”). The crew still can claim
purposes. light cover.

15
TABLE 8. CLOSE ASSAULT vs AFV

Base PK= 4,
1. Tactical factors...
Assaulting element is in concealment terrain or on AFV and...
Vehicle has MG in attacking arc, -1
Vehicle covered by unsuppressed friendly infantry or
vehicle MG within 3 inches and LOS, -1
Assaulting element is not in concealment terrain nor on AFV and...
Vehicle has MG in attacking arc, -2
Vehicle covered by unsuppressed friendly infantry or
vehicle MG within 3 inches and LOS, -2
Attacking vehicle front, -1
2. Supplementary weapons, assaulting element...
equipped with AT grenades (UK Para or Russian) or Molotov cocktails, +1
equipped with satchel charge (Engineers) or magnetic mine (German), +2
3. Vehicle movement...
did not move (pivot OK), no modifier
moved up to 4 inches, -1
moved more than 4 inches, -3
4. Vehicle type...
open topped, +1
light or unbuttoned, no modifier
medium or heavier buttoned-up AFV, -1

CLOSE ASSAULT RESULTS


If the adjusted PK or less is rolled the vehicle is destroyed.
If one higher than the adj PK is rolled the vehicle is tracked.
If two higher than the adj PK is rolled the vehicle is tracked unless Molotov cocktails were used.

Direct Fire Angle Tool


Figure 2

16
7. DIRECT FIRE COMBAT 7.3 Firing restrictions. Friendly vehicles block
line of fire (exception: moving vehicles do not
7.1 Opportunity Fire phase. Stationary non- block line of fire in the Opportunity Fire Phase).
pivoting firers may fire in the Opportunity Fire All elements may only engage one target per fire
phase at targets in their LOS and firing arc at phase (exception: squads and sustained fire
some time during the movement phase. machine guns may split fire and vehicle MGs
Opportunity fire allows fire anywhere along the may fire at separate targets). All elements may
path of moving targets. only fire either small arms or direct fire in a fire
phase. One man turrets may not fire with the
The gun’s firing arc is 45 degrees total centered commander unbuttoned or eliminated.
on the main gun.
7.4 Hit procedure. Determine the base
7.2 Final Fire phase. All firers may fire on probability of a hit, modify as applicable and roll
targets in their LOS and firing arc at the end of this number or less on a die to hit the target. See
all movement in the Final Fire phase. Table 10. A roll of 10 backed by a roll of 6-10 is
always a miss.

TABLE 10. DIRECT FIRE HIT PROCEDURE

1. Determine base probability to hit from range (Maximum range is 3 x ER):


ER 6" 12" 18" 24" 30" 36" 42" 48" 60" 72"
24" 8 8 7 6 5 4 3 2 1 1
20" 8 7 6 5 4 3 2 1 1
16" 8 7 5 4 3 2 1 1
12" 8 6 4 2 1 1
10" 8 5 3 1 1
8" 7 4 2 1
2. Modify base for target size:
Located very small (located and dug-in or hull-down), -3
Very small (dug-in ATG, hull-down AFV or located target), -2
Small (ATG, team or scout car), -1
Average (gun, squad or medium tank), no modifier
Large (large tank), +1
Area (1 inch x 1 inch area or a building), +2
3. Modify base for target and firer movement:
Target stationary or pivoted, no modifier
Target moved up to 4 inches, -1
Target moved over 4 inches, -2
Firer stationary or pivoted, no modifier
Firer moved short halt, -2 (-1 if crack with gyrostabilizer)
Firer moved (not short halt), -4 (-2 if crack with gyrostabilizer)
4. Modify base for first or subsequent shots:
First shot beyond ER (and at least 6") without a rangefinder, -1
(85 to 90mm AA, Nashorn and 88L71 ATG have rangefinder)
Second shot nonmoving firer to nonmoving spotted target,+1
As above but third or later consecutive shot, +2
Firer is autocannon (AC), +1
5. Lastly modify base for crew quality:
Crack, +1
Average, no modifier
Poor, -1
Captured ordnance (veteran or crack troops only), -2

17
7.4.1 Multiple hits. To reflect the increased rate 7.7 Direct fire at unarmored targets. There are
of fire of smaller caliber guns it is possible that two types of fire at unarmored targets, area fire
one "shot" may result in two hits on the target. and point fire. Fire is assumed to be HE. A
Two hits are scored on the target if the actual to HEAT round is resolved as half its actual size for
hit roll is less than or equal to the adjusted base HE effect.
minus the "multiple hit number"(MHN). The MHN
varies with the caliber and type of gun. See 7.7.1 Area fire. If an "area" sized target was hit
Table 11. Multiple hits cannot be obtained if the apply HE near miss effect against all within the 1
target was not sighted or the firer engaged inch x 1 inch area. If the size is 161mm HE or
another target in the preceding fire phase. Guns larger also apply HE peripheral miss effect
larger than 90mm or one man turret non- against all not in the "area" but within a 2 inch x
autocannons cannot secure multiple hits. Guns 2 inch "peripheral area" centered on the target
122mm or larger may not fire in consecutive fire area.
phases. Multiply number of hits by number of
barrels for a multi-barrel autocannon. 7.7.2 Point fire. If a non-area sized target was
hit the target suffers a direct hit effect and all in
TABLE 11. MULTIPLE HIT NUMBER the vicinity suffer the effects of area fire.
Additionally if the shell missed but would have
Size of firing gun MHN hit a large sized target all in the vicinity suffer the
up to 40mm 2 effects of area fire.
41 to 60mm 3
61 to 80mm 4 7.7.3 Results. Determine the adjusted PK and
81 to 90mm 5 results from Table 12.
Decrease one size category if open-
topped Tank Destroyer, ATG or Flak Example: A stationary German Pz VIa Tiger I
Increase one size category if closed top (crack) has located an American rifle squad in
Russian AFV some woods at a range of 24 inches. The
Americans have just fired on some German
7.5 Ammunition. Unless otherwise noted a gun infantry this turn. During the Final fire phase it
may fire AP or HE. Other special rounds fires on the Americans. Base is 6 at 24", target is
including smoke and sub-caliber AP rounds are very small, both firer and target are stationary
listed in the vehicle or ordnance data if available and lastly the Tigers crew is crack for an
and are limited to four fire phases of fire. adjusted hit number of 5 (an 8 or less will hit a
large target). The German rolls a 6 and does not
7.6 Gun Duels. Normally all fire in a fire get a direct hit but does get a near miss (hit the
segment is simultaneous. The exception to this large target). A near miss from an 88 has a base
is when two guns are firing at each other. If this PK of 1, adjusted by -1 for light cover (the
is the case declare a gun duel and resolve woods) results in an adjusted PK of 0.
before other fire in the phase. Both firers roll to
hit. If both firers hit, take the unadjusted to hit die 7.8 Fire directed at AFVs. To resolve a hit on
roll and subtract 1 if crack and add 1 if poor. The an AFV first determine the hit location, compare
gun whose modified die roll is lowest fires first, if the armor penetration at that range with the
they are the same the fire is simultaneous. If armor basis of the location hit. Use front armor
any gun gets multiple hits resolve them after the basis if hit within the front 90 degree arc or rear
initial rounds. armor basis if hit within the rear 90 degree arc,
otherwise use side armor. Determine adjusted
Example: A full moving American M4A3 PK from Table 13.
Sherman with an average crew encounters a
stationary German Pz VG Panther with a crack If within 7½ degrees of the line separating the
crew at 8 inch range. During the Final fire phase front/rear from the side the hit is a deflection hit.
they fire at each other. The M4 needs a 4 or less Roll a die, a 1-5 is front/rear and 6-10 is a side
to hit, the Pz V needs an 8 or less to hit. The hit. Multiply the armor basis by 1½ dropping
American rolls a 4, the German rolls a 5. Since fractions for deflection hits. See Figure 2.
the German is crack the fire is simultaneous.

18
TABLE 12. HE vs. UNARMORED TARGETS

Size PK if hit PK if near miss PK if peripheral miss


Any AP 0 none none
20-40mm 1 -1 none
41-60mm 2 0 none
61-82mm 3 1 none
83-95mm 4 1 none
96-120mm 4 2 none
121-140mm 5 2 none
141-160mm 6 3 none
161-180mm 8 4 0
181- 210mm 10 5 1
211- 250mm 12 6 2
251- 300mm 15 7 3

PK modifiers
1. light cover, -1
2. hard cover, -2
3. prepared position, -3 if near miss or non-penetrating hit,
+3 if penetrated by direct fire hit, 0 if penetrated by indirect fire hit
4. Infantry moving except double-time or crawl, +1
5. Infantry double-timing or climbing, mounted cavalry, +2
6. target is poor quality troops, +1
7. Near or Peripheral miss on an unarmored vehicle, +2
8. Direct hit on gun or unarmored vehicle by gun up to 40mm, +3
9. Direct hit on gun or unarmored vehicle by gun over 40mm, +4
10. Firer is Autocannons, +1
11. Firer secured multiple hits (only roll once),
+1 for 2 or 3 hits, +2 for 4 to 7 hits, +3 for 8 or more hits
12. AP turret hit against unbuttoned commander, +1

TABLE 13. AFV DAMAGE

1. Base PK
size up to 40mm, base=2
size 41 to 60mm, base=3
size 61 to 80mm, base=4
size 81 to 105mm, base=5
size over 105mm, base=6 and stuns target on any odd die roll
2. Modify base for penetration
penetrate 2 more than armor or more, no modifier
penetrate 1 more than armor, -1
penetrate equal to armor, -2
penetrate 1 less than armor, -4
penetrate 2 less than armor or less, -10
3. Modify for ammunition type
HEAT or sub caliber AP>40mm (APCR, APDS, etc), -1
HE or HESH up to 140mm, +1
HE or HESH over 140mm, +2
4. Modify for AFV survivability
Vehicle noted as +1 PK, +1

19
7.8.1 Location. Roll a die for hit location (a roll 16* to 20* against sub-caliber AP rounds like
of 1 backed by a roll of 1-5 is a roll of 0). APCR. (e.g. 15* becomes 18 against HVAP).

If the target is turret-down (treat as hull-down to 7.8.4 Results. Roll adjusted PK or less to
hit) a roll of 10 hits the turret all other rolls are a destroy the vehicle.
near miss.
If a 25mm or smaller shell and the AFV is noted
If the target is hull-down a roll of 0 is a critical hit, as +1 PK, a roll 1 higher than the adjusted PK
a 1 or 2 hits the hull, all other rolls hit the turret. results in the compartment hit (hull or turret)
being knocked out.
If the target is not hull or turret down (the normal
situation) a roll of 0 is a critical hit, a 1 or 2 hits If a 25mm or smaller shell or the AFV is noted
the track, a 3 through 7 hits the hull and 8 as +1 PK, a roll 1 or 2 higher than the adjusted
through 10 the turret. If the range is over 2 x ER PK results in the compartment being knocked
a roll of 5 hits the hull top and a 10 the turret top. out.
Otherwise a roll of 1 to 3 higher than the
a) Track: vehicle immobilized if penetration is adjusted PK results in the compartment being
at least 2 against light vehicle targets or 3 knocked out. If four or greater than adjusted PK
against others and shell is larger than is rolled no permanent damage is done.
40mm. If 40mm or less (60mm or less for
HEAT or sub-caliber AP) and able to The passengers of a half-track or other armored
penetrate above value an additional die roll personnel carrier that sustains any compartment
of 1 to 5 is requred to immobilize. A critical damage have a PK of 5, see Table 7. Large
hit reduces the penetration requred to 1 shells over 105mm will stun if an odd number is
against light vehicles and 2 against others. rolled. A stun prevents a vehicle from moving or
Once a vehicle is immobilized by a track hit firing for the remainder of this turn and all of next
further track hits have no effect. Read track turn. Any passengers of a stunned AFV are
as suspension for wheeled vehicles. suppressed. Passengers of an abandoned
Tracked vehicles may still pivot. transport become suppressed and are placed
b) Hull: compare armor with penetration and adjacent to the vehicle.
roll for damage. If hull knocked out vehicle is
immobilized, may not pivot and may not fire Example: A stationary American M10 TD
any hull weapons. (average) has spotted a stationary Tiger I in the
c) Turret: compare armor with penetration and open at a range of 30 inches and fires HVAP
roll for damage. Read turret as upper hull for ammo at it in the Final Fire phase. Base at 30
turretless vehicles. If turret knocked out inches is 4 to hit, target is large, +1, first shot
vehicle may not fire any turret/upper hull over ER, -1 results in a probability to hit of 4.
weapons. The American rolls a 3 and hits, then rolls a 9 for
d) Critical Hit: Reroll location but use 2/3 armor location, front turret. The M10 penetrates 13 at
basis, dropping all fractions. 30 inches with HVAP and the Tigers front turret
If both hull and turret knocked out treat vehicle is 11. Consulting Table 13, base PK for 76mm is
as abandoned. 4, no modifier for penetration and -1 for a sub-
caliber AP round greater than 40mm results in
7.8.2 Additional armor. AFVs whose miniature an adjusted PK of 3. The American rolls a 5 and
is shown with sandbags or a large amount of the Tigers turret is put out of action. At the end
spare track on the front hull may add 2 (4 vs. of the fire phase the remaining crew roll to bail,
HEAT) to the front armor if an odd hull location roll a 9 and bail out.
is rolled. AFVs equipped with sideskirts on the 7.8.5 AFV morale check. An AFV morale check
side hull and side turret add 10 to the armor is required if the vehicle commander or turret
value vs. HEAT rounds and 1 vs. 15mm or crew become a casualty, the turret or hull
smaller AP rounds if an odd hull or turret compartment is knocked out or if the vehicle is
location or location 8 is rolled. tracked. Check at the end of the fire phase. Roll
adjusted morale or less to stay in AFV otherwise
7.8.3 Sloped armor vs. sub-caliber AP. If the bail-out and place an abandoned marker. There
armor basis hit is followed by an asterisk (*) it is are no abandoned crew stands, the crew runs
highly sloped armor which increases by 2 if away.
between 6* to 10*, by 3 if 11* to 15* and by 4 if

20
Morale modifiers are as follows: 7.10.2 Observers in smoke. Elements in
smoke have their locating and sighting ability
a) Commander eliminated, Basic Morale greatly reduced. Their locating distance is 1/5
b) Turret crew elim but not KO, Morale-2, ...and the listed value and their sighting auto-spot
tracked, Morale-4 range is 1/10 the listed value. Observers 1 inch
c) Turret KO, Morale-3, ...and tracked, or more within smoke have a maximum sighting
Morale-5 range of 1 inch.
d) Hull KO, Morale-2, ...and commander
eliminated, Morale-4 7.10.3 Intervening smoke. 3/4 inch or more of
e) Tracked, Basic Morale, ...and commander intervening smoke blocks line of sight to and
eliminated, Morale-2 from elements outside the smoke.
7.8.6 AFV crews. An unbuttoned AFV 7.11 White Phosphorous. Placement of White
commander may become a casualty from either Phosphorous (WP) requires a hit by 75mm or
small arms fire, hits by AP rounds to the turret larger shell using the area target type to be
causing no damage or hits or near misses by HE effective. WP develops at the end of the fire
rounds (use Table 7 or 12 and hard cover). phase, covers a 3/4 inch x 3/4 inch area, is 3
inches high and lasts only one turn (two turns if
If an exposed vehicle commander becomes a calm). Wind drift is 1 inch at the beginning of the
casualty the vehicle crew quality is reduced by next turn and adds additional WP. Visibility
one category. If an exposed vehicle commander effects are the same as for smoke. Additionally
is suppressed the crew quality is reduced by one WP affects all unarmored targets with 2
until the commander recovers from suppression. firepower on the turn of impact and all infantry
and exposed crews on turns after that if in the
A one man turret must be buttoned–up to fire cloud. Artillery delivered WP takes affect at the
and may not obtain multiple hits with anything end of the opportunity fire phase of the turn in
other than an AC, MG or HMG. A suppressed which it impacts, covers the entire impact area
vehicle commander must button up in the AFV (3/4 inch wide per tube) and may knock out
morale check segment of the fire phase the hit AFVs. Roll to see if the AFV is hit by a WP
was sustained. It may un-button again in the round (see Table 17), if so the AFV is destroyed
movement phase when un-suppressed. on a subsequent roll of 1 (fire, etc).
7.9 HE armor penetration. 20-25mm HE 7.12 AFV smoke dischargers. AFVs equipped
penetrates 1, for other calibers see Table 14. with smoke dischargers may use them twice
during the game to place 3/4 inch x 3/4 inch
7.10 Smoke. Placement of smoke requires a hit smoke lasting one turn. This smoke is placed
by 75mm or larger shell using the area target during movement at no cost and takes effect at
type to be effective. Smoke develops one turn the end of the opportunity fire phase.
later at the beginning of the same fire phase,
covers a 1 inch x 1 inch area, is 2 inches high 7.13 Infantry anti-tank weapons. See Table
and lasts 3 turns (6 turns if calm). Wind drift is 1 15. A firing Bazooka, Panzerschreck or
inch per turn unless calm and adds additional Panzerfaust is located as firing small gun, others
smoke. Artillery delivered smoke acts as above are located as firing small arms. The PIAT,
and covers an impact area 1 inch wide per gun, Bazooka or Panzerschreck carries a total of six
mortar or rocket launcher firing (open sheaf). rounds and a squad may carry up to 4
Artillery delivered smoke is effective at the Panzerfausts (two for a half-squad). A squad
beginning of the turn following impact. Maximum may fire two Panzerfausts at once but must say
move through smoke is 6 inches. its doing so before rolling to hit.
7.10.1 Targets in smoke. Elements in smoke Subtract one from the firepower of a squads or
and less than 1 inch of the edge are sighted as if half-squads base firepower if it fires any intrinsic
in concealment terrain. Infantry moving in the AT weapons in the same turn. A German squad
open and within smoke may claim light cover may contain either an integral Panzerschreck or
versus small arms fire. Targets 1 inch or more Panzerfausts, not both.
within smoke are not visible to elements outside
the smoke.

21
TABLE 14. HE ARMOR PENETRATION

HE size penetration HE size penetration


26-60mm 2 141-160mm 8
61-82mm 3 161-180mm 10
83-95mm 4 181-210mm 12
96-120mm 5 211-250mm 14
121-140mm 6 251-300mm 16

TABLE 15. INFANTRY ANTI-TANK WEAPONS

base to hit at range penetration at range


NAME AVAIL 1" 2" 3" 4" 5" SIZE 6" 12" 18" NOTES
AT Rifle 1939 up to 14mm 2 2 1 1
PTRD ATR 1941 14.5mm 3 2 2 1
Solothurn ATR 1939 20mm 3 3 2 1, 2
Rifle Grenade 1942 7 5 3 40mm HEAT 6 at all ranges 3, 7
Bazooka Late 42 8 7 6 4 3 60mm HEAT 11 at all ranges 3, 4, 6
PIAT 1943 8 6 4 88mm HEAT 10 at all ranges 3, 5
Panzerschreck Mid 43 8 7 5 3 88mm HEAT 14 at all ranges 3, 4
Panzerfaust 30k 8/43 7 100mm HEAT 14 at all ranges 3, 4
Panzerfaust 30 10/43 7 150mm HEAT 20 at all ranges 3, 4
Panzerfaust 60 9/44 7 5 150mm HEAT 20 at all ranges 3, 4
Panzerfaust 100 1945 7 5 3 150mm HEAT 20 at all ranges 3, 4

NOTES:
1. All AT rifles have an ER of 6” with the following base to hit at range: 3" 6" 12" 18"
8 6 4 1
2. Maximum foot move halved due to encumbrance.
3. No multiple hits.
4. Due to Backblast may not be fired from inside a vehicle, pillbox or building other than a church,
factory, barn or ruins.
5. Due to the design of PIAT it may not engage targets 1/2" or more below it per inch of range.
The PIAT bomb had a tendency to fall out of the weapon if it was depressed much.
6. Prior to 1944 the Bazooka round penetrates 8.
7. Up to four AT rifle grenades available to US, UK/Canadian and German rifle squads.

8. ARTILLERY

8.1 Artillery. Artillery covers indirect fire by If an observer requesting fires from artillery in
sections or batteries of guns. Artillery fire can general support and part of an artillery battalion
either be preplanned, directed by an observer or rolls 4 less or lower than the adjusted artillery
directed by the guns themselves if they can sight request number they have obtained multiple
the target. Artillery directed by an observer can battery access and receive the fire of two
be in either general support or direct support batteries on the same target. Artillery in direct
and requires an artillery request die roll to support has a greater chance of responding to
obtain. an artillery request.

22
8.1.1 Set-up. Indirect fire artillery must set up TABLE 16. ARTILLERY REQUEST
approximately 1 inch apart along a line and
spend another 5 turns aiming and aligning their ARTILLERY REQUEST BASE = 5
guns. The artillery may be on or off the gaming MODIFIERS
table. 1. Poor quality troops or requestor is
Russian, -1
8.2 Artillery observers. A Forward Observation 2. Battery is on the gaming table, +1
(FO) team is assigned to every artillery battery 3. Dedicated battery or priority call for
and may request the fire of the battery it is fire on enemy troops advancing
assigned to. Additionally a formation HQ may within 6 inches, +2
request the fire of any section or battery
attached to its formation as map fire.
8.4.1 Pre-game bombardment. A prepared
8.2.1 Russian FOs. A Russian FO team must attacker may pre-plot the location of two
be within 3 inches of either a Company HQ or battalion concentrations (only one if the
Battalion HQ in order to request fires. attacking force consists of a single formation).
Determine impact error as if map fire. The
8.3 Artillery request. Artillery fire requested by beaten zone is twice as deep and twice as wide
other than the section or battery itself requires as one of its constituent batteries. The
an artillery request die roll. Roll a die, if the probability of being hit is a 7 for 75-120mm size
number rolled is equal to or less than the guns, a 5 for 121-160mm size guns and a 3 for
adjusted Artillery Request number the request 161mm or larger guns. Subtract two from the
for a fire mission has gotten through, otherwise probability of being hit if fire is by rockets. All
try again next turn. A suppressed element may rounds that do not hit are considered near
not roll for an artillery request. See Table 16. misses. A pre-game bombardment is equivalent
to 6 turns of artillery fire for the destruction of
8.4 Fire missions. An artillery request is barbed wire and mines.
composed of a fire mission type and the target
location. A fire mission is defined as three turns 8.5 Artillery impact. There is a delay between
of HE fire or one turn of smoke/WP by guns or when artillery is requested and when it arrives.
mortars or as one rocket salvo. A fire mission is Fire requested by the firing section or battery
characterized as either "pre-registered", "adjust- itself will arrive next turn. All other fire will arrive
fire", or "map-fire". Pre-registered fire allows a in two turns unless the section or battery is poor
fire mission to come down on any target within quality in which case it will arrive in three turns.
10 inches of a pre-registered target without the Sighting range is limited to 12 inches through an
need of a spotting round. A prepared defender artillery impact area.
can have up to 3 pre-registered target points for
each battery. Adjust-fire precedes the fire 8.5.1 Impact error. A pre-registered or adjust-
mission with a spotting round and is the normal fire fire mission will land close enough to the
method of fire for troops that do not have an intended target to always be considered on
artillery observation post on table. A spotting target. The spotting round of an adjust-fire fire
round has a height of 2 inches and does no mission or a map-fire fire mission will not land
damage. The turn after resolving the location of exactly where requested. The amount of error is
the spotting round and if the spotting round was determined by first rolling a die for the direction
sighted by the FO move the spotting round up to and then rolling a die for distance. The die for
10 inches to a visible target and resolve the fire direction represents the points of a compass
mission. If the spotting round is not seen up to with 1=north, 2=northeast, 3=east, 4=southeast,
two additional rounds will arrive before the 5=south, 6=southwest, 7=west, 8=northwest and
mission is aborted. Map-fire fire missions arrive re-rolling a 9 or 10. The distance from the
without the benefit of a spotting round and are original target in inches is equal to the roll of the
generally inaccurate. All rocket fire is map-fire. second die.

23
8.5.2 Beaten zone. An indirect artillery fire Example: A Panzergrenadier squad and a
mission has an impact area 3/4 inch wide per Panzer IVH tank fall within the impact area of an
gun by 3 inches deep with a minimum of 2 guns American 105mm HE fire mission. Both attempt
or mortars firing. A rocket salvo has an impact to leave the impact area. During the Opportunity
area 1 ½ inch wide per rocket launcher by 6 Fire phase the American player rolls a 5 to hit
inches long with a minimum of 4 launchers firing. the squad resulting in a near-miss and a 1 to hit
the tank. Consulting Table 12 the PK against the
8.6 Artillery effect. Roll to hit any element squad is a base 2, +1 for moving for a 3. A roll of
leaving an impact area during the movement 6 suppresses and pins the squad before they
phase and against any element at least half in leave the impact area. The tank is hit in location
the impact area at the end of the turn. See Table 5, a quarter penetration track and side hull hit. A
17. All within 3/4 inch of the impact area of 105mm HE round penetrates 5, quarter of this is
161mm or larger HE suffer a peripheral miss. 1¼, rounded down to 1, which is not enough to
track the Panzer IV. PK against the side is a -6
8.6.1 Damage. Unarmored target damage is (base 5, -10, +1), with no chance of damaging
resolved on Table 12. AFVs hit by artillery roll for the tank, allowing it to leave the impact area.
location hit on Table 18 and roll for damage to
the AFV using Table 13. 8.8 Mortar sections. Mortars up to 82mm
(including light mortars) may set-up just behind
8.7 Ammunition supply. Artillery ammunition is the crest of a hill or in mortar pits behind a wall
not limitless. Before the game determine the or hedgerow and fire without being located while
ammunition state of all artillery. Artillery batteries being spotted as personnel. The mortar section
designated as having scarce ammo (e.g. may still be fired upon if spotted or located but
Germans in Normandy) have a two fire mission does get the cover of the terrain.
limit, normal ammo allows four fire missions and
plentiful ammo (e.g. Americans) allows six fire 8.9 Howitzers. Howitzers have a minimum
missions. Multiple battery access only counts as indirect fire range of 24 inches.
one fire mission.

TABLE 17. ARTILLERY EFFECT

NUMBER NEEDED TO ...


GUN SIZE HIT NEAR MISS PERIPHERAL MISS
75-120mm 1 or 2 3 to 7 none
121-160mm 1 2 to 5 none
161mm or larger 0 1 to 3 4 to 10

TABLE 18. ARTILLERY vs AFVs

Die roll AFV location


0 Turret Top
1 Hull Top
2 Hull Side and Track
3 Hull Side and Track, but with only half the HE penetration against
the Hull Side. Only stuns on an odd PK roll if 121mm or larger HE.
Treat as a roll of 4 if AFV is dug-in.
4 or 5 Hull Side and Track, but with only 1/4 the HE penetration against
both. Only stuns on an odd PK roll if 141mm or larger HE.
6 to 10 Hull Side and Turret Side, but with only 1/8 the HE penetration.
Only effective if 161mm or larger HE, otherwise no effect vs AFV.

24
9. AIRCRAFT If aircraft spot their target while offboard they
may attack it on the turn they enter otherwise
9.1 Air superiority. In order to use ground they must make a recon pass. All flights must
support aircraft you must have air superiority. essentially be a straight line over the table and
Both sides roll a die and modify it per Table 19 end with the aircraft exiting the table. Aircraft
for the year and location of the battle. If one movement occurs just after all ground
adjusted die roll is 4 or greater than the enemies movement.
then that side has air superiority and may use
aircraft. Otherwise air superiority is contested 9.4 Aircraft sighting. In order for aircraft to
and aircraft are not available for ground support. attack they must spot their target or a target
marker such as colored smoke. Non-observation
9.2 Missions. Aircraft normally operate in units aircraft are treated as moving unbuttoned
of two to four aircraft and are given a mission observers. Observation aircraft are treated as
prior to the game. They may be on a strike stationary unbuttoned observers. Sighting range
mission to knock out a bridge or identified for aircraft is the range to the base of the aircraft
fortifications or if 1942 or later they may be on a stand with a minimum of 4 ½ inches if at low
close support mission under the control of a altitude, 12 inches if at medium and 30 inches if
Forward Air Controller (either airborne in an at high altitude. Treat aircraft at low altitude as if
observation plane or on the ground). Aircraft on 3 inches above the ground, those at medium as
a strike mission may make one recon pass over if 9 inches and those at high as if 30 inches
the table to spot their target if they do not spot it above ground to determine line of sight.
while just off table and are allowed only one Aircraft sight all targets in partial concealment or
combat pass. Aircraft on a close support mission concealment terrain at 1/2 the listed value.
must make a die roll to enter the game when Camouflaged vehicles or large guns in
called in by a FAC. Once in play the FAC must concealment terrain are sighted as if hull-down.
direct their actions by giving them orders during
every artillery request phase they are in play. 9.5 Strafing. Strafing affects all in a 3/4 inch
wide by 2 inch long area. Aircraft must be at low
9.3 Aircraft movement. Before aircraft enter altitude to strafe. Place the aircraft 6 inches in
play they must have a target. A strike mission front of its target. Strafing occurs in the moving
has a pre-assigned target and enters on a pre- fire segment of the small arms fire phase. Up to
assigned turn. Aircraft on a close support 6 strafing passes may be made per aircraft.
mission may enter play when called in by a FAC MGs, HMGs and 20-23mm autocannons have a
in the artillery request phase and a die roll of 5 firepower of 1 each against unarmored targets in
or less is made at the beginning of the aircraft the strafed area. HMGs and 20-23mm
movement segment of the movement phase. autocannons hit armored vehicles with 2 rounds
Aircraft enter the table by placing them adjacent unless the target moved or is located in which
to the table after all ground movement at the case it is hit with 1 round. 30-40mm cannon may
point they will enter on next turn. The aircraft roll to hit armored vehicles in the strafed area as
must state whether it is at low, medium or high if at short range and having moved short-halt
altitude. It takes one turn to change one level of (-2, no multiple hits). Location 5 is hull top and
altitude and the aircraft is always considered at location 10 is turret top for AFV hit location.
the lower altitude while changing altitude. 12.7-13mm HMGs penetrates 1, 15mm HMGs
penetrates 2, 20-23mm penetrates 3, 30mm
penetrates 4 and 37-40mm penetrates 5.

TABLE 19. AIR SUPERIORITY


1939 1940 1941 1942 1943 1944 1945
Poland Axis +6 Allies +3 Allies +5
France Axis +4 Allies +5
N.Africa Allies +2 Note 1 Note 2 Allies +2
Russia Axis +4 Axis +2 +0 Allies +2
Italy Allies +2 Allies +4
Germany Allies +6
Note 1: North Africa 1941: Allies +2 through April, +0 thereafter
Note 2: North Africa 1942: +0 through August, Allies +2 thereafter
25
9.6 Bombing. Bombs are released during A roll of 1 or 2 is a direct hit, resolve as if hit by
movement and impact in the final fire phase as direct fire (see 7.7 and 7.8) with an AFV hit
artillery. Bombs affect a 1 inch x 1 inch area and location of 5 as hull top and a location of 10 as
may be dropped from any altitude. All bombs are turret top. A roll of 3 is a hit against unarmored
dropped at once and may not land on target, roll targets, a half penetration hit against
for initial target error. Place the aircraft 3 inches fortifications and a half penetration track hit
in front of its target for a dive bombing aircraft against non-dug-in AFVs (treat as a near-miss if
(dive bombing aircraft start their bombing run at dug-in). A roll of 4-10 is a near miss. British 60
medium altitude and dive to low altitude during lb. rockets are resolved as 150mm HE (pen = 8).
the bombing run), 6 inches in front of its target Other rockets are resolved as their HE
for a low altitude level bombing run, 12 inches in equivalent, i.e. American US 4.5 inch rockets
front of its target for a medium altitude level are resolved as 114mm HE (pen = 5).
bombing run and 18 inches in front of its target
for a high altitude level bombing run. 9.8 Mistaken attack. Aircraft may attack the
wrong target if another similar spotted target
9.6.1 Impact Error. To determine the actual type (friend or foe) exists within 6 inches if flying
impact point roll a die for the direction from the at low altitude, 24 inches if at medium altitude
target point as artillery impact error. For a steep and anywhere on the table if at high altitude.
dive-bombing attack the distance from the target The opposing player rolls a die, on a roll of 1 or
point is a die roll minus two (counting a -1 as a 2, or just a 1 if the aircraft is at low or medium
0) x 1/2 inch. For a low altitude level or shallow altitude and either air recognition markers have
dive-bombing run the distance from the target been deployed or a stationary unsuppressed
point is a die roll minus one x 1/2 inch. For a FAC is in contact with the aircraft, the aircraft
medium altitude level bombing run the distance make a mistake and the opposing player may
is equal to a die roll in inches and a die roll x 2 reselect a similar spotted target within the above
inches for a high altitude level bombing run. All range. Roll per aircraft.
the bombs of a dive bombing aircraft impact in
the same area. The first two bombs of a level 9.9 Anti-aircraft. Anti-aircraft fire may be
bombing aircraft impact at the initial impact directed at a sighted aircraft in the Opportunity
point, the next two bombs impact 3/4 inch further Fire phase. The aircraft may be attacked either
along the flight path, the next two 3/4 inch before it attacks or after by any AA element
further, etc. (some AA may attack the aircraft before it
strafes or releases weapons and some may
9.6.2 Damage. Roll for each target in the impact attack after, but none may attack twice). To
area as if under artillery attack (see 8.6.1). attack an aircraft sum the AA firepower directed
at the plane and determine the probability of kill,
If two bombs, a 1 or 2 will hit, otherwise see Table 20. Range is measured to the base of
a near miss. the aircraft stand.
If one bomb, a 1 will hit, otherwise a near miss.
9.10 Gliders. Gliders are transport aircraft
110 lb bombs produce results equal to released from their tugs while offboard that enter
150mm HE at low altitude and attempt to land. Gliders may
220 lb bombs produce results equal to not land exactly where desired. Roll a die for
200mm HE direction and a die for distance as if artillery
500 lb bombs produce results equal to error from a pre-registered point to determine
250mm HE actual landing point during movement. The
1000 lb bombs produce results equal to landing run is an area 1 inch wide by 9 inches
300mm HE long. If this contains any full height obstacles
such as woods or buildings the glider may crash.
9.7 Rocket attacks. Rockets are launched from Roll for crash landing regardless of obstacles
low altitude and affect all in a 1 inch x 1 inch during the final fire phase. See Table 21. All
impact zone. Place the aircraft 6 inches in front modifiers are cumulative.
of its target and launch rockets in pairs. Roll
once to hit per pair.

26
9.11 Paratroops. Paratroops must land and Reorganize units as desired and enter the table
regroup offboard. Roll a die for each element. from any single board edge. Gliders and
1 = element eliminated paratroops may operate if friendly or contested
2 or 3 = element half-eliminated (see Table 7) air superiority.
10 = no casualties but entry delayed 10 turns

TABLE 20. AA FIREPOWER AND RESULTS

MG at low altitude and up to 12 inch range, AA firepower = ¼


12.7-15mm HMG at low altitude and up to 18 inch, AA firepower = ½
20-25mm AC at low alt and up to 24 inch, AA firepower = 1
37- 50mm AC at low alt and up to 48 inch, AA firepower = 1
at medium altitude and up to 24 inch, AA firepower = 1
75-105mm AA at low alt and any range, AA firepower = ½
at medium alt and any range, AA firepower = 1
at high altitude and any range, AA firepower = ½

Multiply the firepower by the number of barrels for a multi-barreled weapon.


Double AA firepower of AA elements firing on a steep dive-bombing aircraft if within
6 inches of its target or of an AA element defending itself against a low level attack.

Sum of Base
AA FP PK MODIFIERS TO PK
1 0 +1 if unarmored aircraft
2-3 1 0 lightly armored aircraft
4-5 2 -1 heavily armored aircraft
6-9 3
10-13 4 If less than or equal to the adj PK is rolled
14-19 5 the plane immediately aborts any attack run
20-25 6 and is removed from the game as either shot
26-31 7 down or significantly damaged.
32-39 8
40 or more 9

TABLE 21. CRASH LANDING

Probability of a crash = 1 and is modified below...


Last 9 inches of landing zone contains any obstacles, +1
Last 6 inches of landing zone contains any obstacles, +2
Last 3 inches of landing zone contains any obstacles, +4

A roll less than the probability of a crash results in the total destruction of the glider and its
contents.

A roll equal to the probability of a crash results in partial destruction of the glider with the resulting
loss of any vehicles or guns and immediate suppression of any troops.

27
10. MORALE 10.3 Procedure. To conduct the morale test first
determine the units adjusted morale. Take the
10.1 Morale test. A unit morale test is required base morale for the troops (either 5, 6, 7 or 8)
whenever a unit sustains casualties of 20%, and modify as listed in Table 22.
40%, 60% or 80%, a unit of its formation
becomes broken or is totally eliminated or an 10.3.1 Results. Roll adjusted morale or less and
element of its unit was within 1 inch of the unit does not change morale state.
enemy this turn. Only one check is required per Roll 1 to 4 higher than adjusted morale and unit
turn, use highest casualty that applies. Treat a becomes shaken unless already broken.
full squad as two half-squads for calculating Roll 5 or more higher than adjusted morale and
casualties. unit becomes broken.

10.2 Morale states. Each unit is in one of three Example: A Guards battalion of T-34s is
possible morale states. advancing on a German position. The first
a) A unit in good order follows orders. company has gone from 10% to 50% casualties
b) A shaken unit may not advance towards the this turn and must now make a unit morale
enemy and elements within a shaken unit check since it has sustained at least 20%
must move away from unsuppressed non- casualties. Base morale is a 7, advancing,+1,
routing enemy combat elements within 2 company out of command control, no benefit,
inches if possible. 40% casualties, -3, Russian, +1, results in an
c) A broken unit must disengage with the adjusted morale of 6. The Russian player rolls a
enemy and retreat out of contact (no LOS) 5 so is still in good order.
to a position over 18 inches away from
known enemy units where it may attempt to 10.4 Rally. A stationary unit not forced to take a
rally. Immobilized vehicles in a broken unit morale test may rally. A successful rally will
are abandoned. A broken unit may not restore a shaken unit to good order or convert a
advance toward the enemy. Broken broken unit to a shaken unit. Adjust the units
elements may not fire. If unable to retreat a base morale as listed in Table 22 and roll this
broken unit will surrender. adjusted morale or less to rally.
If all the units in a formation are broken or
eliminated any unattached elements in the 10.5 Recover. A stationary suppressed element
formation become broken. If none of the units in may recover from suppression by rolling their
a formation are in good order and at least one is morale -2 or less if not under fire or morale -4 if
shaken any unattached elements in the under fire this turn.
formation become shaken.

TABLE 22. MORALE MODIFIERS


Morale Test Rally
Unit charging, +2
Unit advancing (not charging) or in prepared positions, +1
Majority of unit in command control, Italians, +1 +1
Majority of unit in command control, non-Italian, +1 +2
Facing tanks without either intrinsic AT weapons that can
penetrate enemy frontal armor at point blank range or the
support of a unit within 6 inches that can, -1
Fired upon from flank or rear quarter this turn, -1
Unit has sustained 20 to 39% casualties, -1 -1
Unit has sustained 40 to 59% casualties, -3 -2
Unit has sustained 60 to 79% casualties, -5 -3
Unit has sustained 80 to 99% casualties, -8 -4
Russian or Fanatical, +1
American, +1
Unit is shaken, -2
Unit is broken, -4
per turn consecutive rally attempt, +1/turn

28
A. THE AMERICANS
Morale: Troop Quality:
Rangers and Airborne = 7 1941 to Early 1943 = poor
Veteran Line Troops = 7 Mid 1943+ = average
Green or Seasoned Line Troops = 6 Late 1944+, Veteran Line = crack

Vehicle Data:
Designation Size Turret: Front Side Rear Top Turret Armament Move (rd/cc)
Availability Date Weight Hull: armor basis Hull Armament Notes
M3A1 light tank average T: 4 3 3 2 37L52, MG, AAMG 20/12
Late 1942 medium H: 5 3 3 2 MG 2
M5A1 light tank average T: 5 3 3 2 37L52, MG, AAMG 20/12
1943 medium H: 7 3 3 2 MG 2, 7
M24 light tank average T: 4 3 3 3 75L40, MG, AAHMG 22/13
Late 1944 medium H: 6* 3 2 2 MG 2
M3 medium tank large T 8 5 5 3 37L52, MG, AAMG 14/8
Late 1942 medium H: 7 4 3 3 75L31, MG
M4A1 medium tank large T: 8 5 5 5 75L40, MG, AAHMG 16/10
Late 1942 medium H: 8 4 4 5 MG 1, 2, 3
M4A3 medium tank large T: 8 5 5 5 75L40, MG, AAHMG 16/10
1944 medium H: 9* 4 4 5 MG 2, 3, 4
M4A3E2 "Jumbo" large T: 15 15 15 5 75L40, MG, AAHMG 12/7
Late 1944 heavy H: 18 4 4 5 MG 2
M26 heavy tank average T: 11 8 8 5 90L52, MG, AAHMG 16/10
1945 heavy H: 15 8 5 5 MG
M3 75mm GMC average T: 2 1 1 0 75L31 24/11
1942 light H: 1 1 1 2
M10 GMC average T: 8 4 4 0 76L52, AAHMG 16/10
Mid 1943 medium H: 6* 4 4 3
M18 GMC average T: 3 2 2 0 76L52, AAHMG 24/14
Mid 1944 medium H: 3 2 2 2
M36 GMC average T: 8 4 4 0 90L52, AAHMG 16/10
Late 1944 medium H: 6* 4 4 3
M7 HMC average T: 2 2 2 0 105 How, AAHMG 16/10
Late 1942 medium H: 6 4 4 3
M8 HMC average T: 5 3 3 0 75 How, AAHMG 20/12
Mid 1943 medium H: 5 3 3 2 MG
M3A1 scout car average T: 1 1 1 0 AAMG or AAHMG 24/7
1940 light H: 1 1 1 1 Capacity 1 squad
M8 armored car average T: 2 2 2 0 37L52, AAHMG 28/8
Late 1943 light H: 3 2 1 2
M20 scout car small T: 2 1 1 0 AAHMG 28/8
1944 light H: 3 2 1 2 Capacity 1 team
M2/M3 half-track average T: 1 1 1 0 AAMG or AAHMG 24/11
1941 light H: 1 1 1 2 Capacity 1 squad
Jeep small unarmored Capacity 1 team 30/9
GMC 2 ½ ton truck average unarmored Capacity 2 squads 24/7

29
AMERICAN VEHICLE NOTES:
1. Dry ammo stowage, +1 PK vs direct fire for 75mm armed tank only.
2. Equipped with gyrostabilizer.
3. M4A1 and M4A3 have 76L52 armed versions available late July 1944. M4A1(76)W front hull armor is 9.
4. M4A3(105), 105 Howitzer armed versions without the gyrostabilizer available mid 1944.
5. May fire canister. 37mm canister affects all within a 1/2" wide x 6" long area from the firing gun
with 1 firepower, doubling the PK modifier. Roll to hit an area target. Double the firepower for multiple hits.
6. All 75mm or larger American guns may fire smoke or WP.
7. T8 recon vehicle similar except remove the turret and add an AAHMG. The T8 is open topped and small.

ARMOR PENETRATION AT RANGE:


6" 12" 18" 24" 30" 36" 42" 48" 60" 72"
37L52(ER12) 6 5 5 4 3 3 see note 5, ATG, includes 37mm AA
57L52(ER16) 10 9 9 8 8 7 7 6 No HE, ATG mid 1943+
75 Howitzer(ER10) HEAT penetrates 8 at all ranges
75L31(ER12) 8 7 6 6 5 5
75L40(ER16) 9 8 7 7 6 6 5 5
76L52(ER20) 12 11 11 10 10 9 9 8 8 ATG mid 1944+
HVAP(ER20) 20 18 16 14 13 12 11 10 9
available 8/1944 for TDs and ATGs, late 1944 for others
90L52(ER24) 16 15 14 13 13 12 11 11 10 9
HVAP(ER24) 25 23 22 20 19 18 17 16 15 14 available 1945
105 Howitzer(ER10) HEAT penetrates 12 at all ranges

ARTILLERY:
81mm Mortar; minimum range 6 inches, maximum range 72 inches
107mm Mortar; minimum range 9 inches, maximum range 90 inches
T-34 Calliope; rockets produce results equal to 4 inch HE, roll to hit as if 4 inch guns, not reloadable.
minimum range 24 inches, maximum range 90 inches. Truck mounted T-27 similar except roll
to hit as 6 inch guns. May reload in 6 turns.

AIRCRAFT:
P-39D (1942+), lightly armored FB, 4 forward firing MGs, 2 HMGs and a 20mm or 37mm AC in nose
Typical ordnance, one 500 lb bomb
P-40E (1942+), lightly armored FB, 6 forward firing HMGs in wings
Typical ordnance, one 500 lb bomb
P-38J (1944+), lightly armored FB, 4 forward firing HMGs and a 20mm AC in nose
Typical ordnance, two 1,000 lb bombs
P-47D (1944+), heavily armored FB, 8 forward firing HMGs in wings
Typical ordnance, two 500 lb bombs or six 4.5 inch rockets or ten 5 inch rockets (8/1944+)
P-51D (1944+), lightly armored FB, 6 forward firing HMGs in wings
Typical ordnance, two 500 lb bombs or six 4.5 inch rockets or ten 5 inch rockets (8/1944+)
A-20G (1944+), lightly armored attack, 8 forward firing HMGs in nose
Typical ordnance, four 500 lb bombs and two 1,000 lb bombs
Waco CG-4A (Mid-1943+), unarmored glider, capacity: one squad, jeep or 75mm howitzer and crew
L-4 or L-5 (1942+), unarmored observation

30
B. THE BRITISH AND CANADIANS
Morale: Troop Quality:
Commandoes and Airborne = 8 1940 to 1945 = average
Canadian Troops = 7 Mid 1944+, Veteran Troops = crack
English Line Troops = 6 Home Guard = poor
Home Guard = 5

Vehicle Data:
Designation Size Turret: Front Side Rear Top Turret Armament Move (rd/cc)
Availability Date Weight Hull: armor basis Hull Armament Notes
Universal Carrier small T: 1 1 1 0 MG or AT Rifle 20/12
1939 light H: 1 1 1 0 Capacity 1 team
Daimler scout car small T: 3 2 2 0 MG 30/9
1940 light H: 3 2 2 2
Daimler armored car average T: 2 2 1 2 40L50, MG 28/8
1939 light H: 2 2 2 2
Humber MkII arm car average T: 2 2 2 2 15mm HMG, MG 28/8
Late 1941 light H: 3 2 2 2
Marmon-Herrington II average T: 1 1 1 2 ATR, MG 28/8
Mid 1941 light H: 1 1 1 2 MG
Staghound I average T: 5 3 3 2 37L52, MG 28/8
1943 medium H: 4 2 2 2 MG
AEC MkIII arm car average T: 4 2 2 2 75L40, MG 24/7
Mid 1944 medium H: 5 2 2 2
Vickers MkVIB lt tank average T: 1 1 1 2 HMG, MG 18/11
Mid 1936 light H: 2 1 1 2 11
A9 cruiser tank average T: 2 1 1 2 40L50, MG 13/8
1939 medium H: 2 1 1 2 2x MG 1
A10 cruiser tank average T: 3 2 2 2 40L50, MG 24/7
1940 medium H: 3 1 1 2
A13 cruiser tank average T: 2 1 1 2 40L50, MG 18/11
1939 medium H: 2 1 1 2
A13 MkII average T: 3 2 2 2 40L50, MG 16/10
1940 medium H: 3 1 1 2 1
Crusader I average T: 4 3 2 2 40L50, MG 16/10
Mid 1941 medium H: 4 2 2 2 MG 2
Crusader II average T: 5 3 2 2 40L50, MG 16/10
Late 1941 medium H: 5 2 2 2 2, 12
Crusader III average T: 5 4 4 3 57L52, MG 16/10
Mid 1942 medium H: 5 3 3 3 13
Cromwell IV average T: 8 6 6 3 75L40, MG 20/12
1944 medium H: 7 4 3 3 MG 3
Cromwell VII average T: 8 6 6 3 75L40, MG 20/12
Mid 1944 medium H: 10 4 3 3 MG 3
Challenger large T: 8 6 6 3 76L60, MG 20/12
1944 medium H: 10 4 3 3
A11 Matilda average T: 7 6 6 3 MG or HMG 6/4
1936 medium H: 6 6 6 3
A12 Matilda II average T: 8 8 8 3 40L50, MG 9/6
1940 medium H: 8 8 7 3 2
Valentine II average T: 6 6 6 3 40L50, MG 12/7
Late 1941 medium H: 6 5 3 3
Valentine VIII average T: 6 6 6 3 57L52 12/7
1943 medium H: 6 5 3 3

31
Vehicle Data continued:
Churchill IV large T: 9 8 8 5 57L52, MG 10/6
Late 1942 heavy H: 9 8 8 5 MG 3
Churchill VII large T: 12 9 9 5 75L40, MG 9/6
Mid 1944 heavy H: 14 9 6 5 MG 3, 4, 5
M3 Honey average T: 4 3 3 2 37L52, MG, AAMG 20/12
Late 1941 medium H: 5 3 3 2 MG 10
Grant I, M3 medium large T: 6 5 5 3 37L52, MG, AAMG 14/9
1942 medium H: 7 4 3 3 75L31
Sherman III (M4A2) large T: 8 6 6 5 75L40, MG 16/10
Late 1942 medium H: 9 4 4 5 MG 6
Sherman V (M4A4) large T: 8 6 6 5 75L40, MG 16/10
1944 medium H: 9* 4 4 5 MG 7
M10 Wolverine average T: 8 4 4 0 76L52, AAHMG 16/10
Late 1943 medium H: 6* 4 4 3 8
Archer average T: 6 5 3 0 rear firing 76L60 10/6
Late 1944 medium H: 6* 5 3 3
Sexton average T: 3 3 3 0 88L28, AAMG 16/10
1944 medium H: 6 3 3 3
Priest Kangaroo average T: 2 2 2 0 AAHMG 16/10
8/44 medium H: 6 4 4 3 Capacity 1 squad
Tetrarch average T: 2 1 1 2 40L50, MG 20/12
1943 light H: 2 1 1 2
3 ton lorry average unarmored Capacity 3 squads 24/7

BRITISH VEHICLE NOTES:

1. Close support version armed with 95L12 (ER8, may only fire smoke) + co-axial MG.
2. Close support version armed with 75L25 (ER10, may only fire HE and smoke) + co-axial MG.
3. Close support version armed with 95L21 (ER10, may only fire HE, smoke and HEAT) + co-axial MG.
4. Churchill AVRE replaces turret armament with a 290mm Spigot mortar (ER4). Treat as if 170mm HE
and it takes two turns stationary unbuttoned to reload as crew must exit tank to reload. Limited ammo.
ER 4" base to hit at range: 3" 6" 12"
7 4 1
5. Churchill Crocodile replaces hull MG with a flamethrower. Its trailer may be hit as a small target.
Any hit with a penetration of 3 or more disables the flamethrower.
6. Dry ammo stowage, +1 PK vs direct fire for 75mm armed tank only.
7. Sherman VC Firefly version available 6/1944 remove hull MG and replace 75mm gun with a 76L60.
8. Some M10s were later armed with the 76L60 (mid 1944) and designated Achilles.
9. 75L40 may fire smoke.
10. Stuart recce similar except remove turret and add 2 AAMG. The Stuart recce is open topped and small.
11. AA version replaces turret armament with 4 MGs.
12. AA version replaces turret armament with twin 20mm AC.
13. AA version replaces turret armament with twin 20mm AC and a MG.

32
ARMOR PENETRATION AT RANGE:

6" 12" 18" 24" 30" 36" 42" 48" 60" 72"
20mm AC(ER10) 3 3 2 2 1 AA
37L52(ER12) 6 5 5 4 3 3includes 40mm AA
40L50(ER12) 2 pdr 7 6 6 5 5 4No HE, ATG
APSV(ER10) 12 10 9 8 7 Little John Adaptor available 1944
(aka APCNR) use 25mm damage
57L52(ER16) 6 pdr 10 9 9 8 8 7 7 6
ATG 1942+, Subtract one from penetration prior to 1943 (non-APCBC), HE available 1944+
APCR(ER16) 13 12 11 10 9 8 7 6 available late 1943
APDS(ER12) 15 14 13 12 11 10 available mid 1944
75L31(ER12) 8 7 6 6 5 5
75L40(ER16) 9 8 7 7 6 6 5 5
76L52(ER20) 12 11 11 10 10 9 9 8 8
76L60(ER24) 17 pdr 16 15 14 13 13 12 12 11 10 9
ATG 1943+, No Smoke or HE except limited HE for 17 pdr ATGs available mid 1944
APDS(ER20) 24 23 22 21 20 19 18 17 16 available 9/44
88L28(ER10) 25 pdr 10 9 8 7 6 may also fire HE or Smoke
95L21(ER10) HEAT penetrates 12 at all ranges

ARTILLERY:

81mm mortar; minimum range 6 inches, maximum range 60 inches

AIRCRAFT:

Fairy Battle (1940), lightly armored light bomber, one forward firing MG
Typical ordnance, four 250 lb bombs

Hurricane IIC (Mid 1941+), lightly armored FB, 4 forward firing 20mm AC
Typical ordnance, two 500 lb bombs

Hurricane IID (Mid 1942+), lightly armored attack, 2 forward firing 40mm AC and 2 MGs

Spitfire MkVC (Late 1942+), lightly armored FB, 4 forward firing 20mm AC
Typical ordnance, two 250 lb bombs

Typhoon MkIB (1943+), lightly armored FB, 4 wing mounted 20mm AC


Typical ordnance, two 1,000 lb bombs or eight 60 lb rockets

Auster (1942+), unarmored observation

Horsa MkII (Mid 1943+), unarmored glider, capacity: 3 squads

Hamilcar MkI (mid 1943+), unarmored glider, capacity: jeep with ATG or one light tank

33
C. THE FRENCH AND POLES
Morale: Troop Quality:
French Foreign Legion = 7 All 1939 - 1945 = average
Others prior to May 22 1940, 1941+ = 6
French from May 22, 1940 - end of 1940 = 5

Vehicle Data:
Designation Size Turret: Front Side Rear Top Turret Armament Move (rd/cc)
Availability Date Weight Hull: armor basis Hull Armament Notes
Renault FT-17 lt tank average T: 2 2 2 2 MG or 37L21 4/3
1917 light H: 2 2 2 2 1,2
AMR 35 ZT small T: 1 1 1 2 HMG 16/10
1935 light H: 1 1 1 2 1, 5
Renault R-35 lt tank average T: 5 4 4 2 37L21, MG 8/5
1935 light H: 4 4 4 2 MG 1, 2
H-35 lt tank average T: 5 5 5 2 37L21, MG 10/6
1935 medium H: 4 4 4 2 1, 2
H-39 lt tank average T: 5 5 5 2 37L33, MG 14/8
1940 medium H: 4 4 4 2 1, 2
Somua S-35 average T: 6 5 5 3 47L34, MG 16/10
1936 medium H: 4 4 3 3 2
CHAR B1-bis average T: 6 5 5 3 47L34, MG 11/7
1937 medium H: 7 6 6 3 75L17 2, 3, 4
Panhard 178 arm car average T: 3 2 2 2 25L72, MG 28/8
1937 light H: 2 2 2 2
WZ34 arm car average T: 1 1 1 1 MG or 37L21 24/7
1934 light H: 1 1 1 1 1, 2
TKS small T: 1 1 1 1 MG 12/7
1939 light H: 2 1 1 1 1, 7
7TPjw light tank average T: 2 2 2 2 37L45, MG 12/7
1939 light H: 2 2 2 2 1, 8
UE Tractor small T: 1 1 1 1 12/7
1933 light H: 1 1 1 1 Capacity 1 team 6
1 ½ ton light truck average unarmored Capacity 1 squad 24/7

FRENCH & POLISH VEHICLE NOTES:

1. No radio.
2. One man turret.
3. May only fire hull gun when stationary.
4. Locations 3 and 4 left side hull only have an armor basis of 2 (vent).
5. Some versions replaced the HMG with a 25L72 + MG.
6. Designated tractor for the 47L53 AT gun.
7. One in 10 armed with a 20mm AC.
8. 7TPdw version is similar except replace turret armament with 2x MGs.
9. French use American equipment and Polish use British equipment in 1944.

34
ARMOR PENETRATION AT RANGE:

6" 12" 18" 24" 30" 36" 42” 48"


20mm AC(ER10) 3 3 2 2 1 Polish AA gun and note 7
25L60 AC(ER10) 4 3 2 2 1 French AA gun
25L72(ER10) 5 4 3 2 1 French tank and AT gun
37L21(ER10) 3 2 2 1 1 WW I vintage.
37L33(ER12) 4 3 2 2 2 1
37L45(ER12) 4 3 3 2 2 2 Polish tank and AT gun
47L34(ER12) 5 4 4 3 3 2
47L53(ER16) 7 6 5 5 4 4 3 3 French AT gun
75L17(ER10) 5 4 4 3 3
75L36(ER10) 7 6 6 5 5 French M1897, may fire smoke

ARTILLERY:

81mm Mortar; minimum range 6 inches, maximum range 60 inches

FRENCH AIRCRAFT:

Potez 63.11 (1940), lightly armored light bomber, one forward firing MG
Typical ordnance, four 110 lb bombs

35
D. THE GERMANS
Morale: Troop Quality:
Elite units = 8 1939-1945 = average
First Line units before 1945 = 7 1942+, Veteran Troops = crack
Second line units & first line units 1945 = 6 Volksturm = poor
Volksturm = 5 Note: Second line infantry fight as reserve infantry.

Vehicle Data:
Designation Size Turret: Front Side Rear Top Turret Armament Move (rd/cc)
Availability Date Weight Hull: armor basis Hull Armament Notes
Pz IB average T: 2 2 2 2 MG 16/10
1935 light H: 2 2 2 2 12
PzJg I average T: 2 0 0 0 47L53 16/10
1940 light H: 2 2 2 2
Pz IIC average T: 2 2 2 2 20mm AC, MG 18/11
1939 light H: 2 2 2 2 21
Pz IIL average T: 4 2 2 2 20mm AC, MG 24/14
1944 light H: 4 2 2 2
Pz 38(t)A average T: 3 2 2 2 37L48, MG 16/10
1939 light H: 3 2 1 2 MG 22
Pz IIIF average T: 3 3 3 3 37L46, MG 16/10
1940 medium H: 4 3 3 3 MG
Pz IIIG and H average T: 6 4 3 3 50L42, MG 15/9
1941 medium H: 5 3 3 2 MG 18
Pz IIIJ average T: 6 4 3 3 50L60, MG 15/9
1942 medium H: 5 3 5 2 MG
Pz IIIL average T: 6 4 3 3 50L60, MG 15/9
Mid 1942 medium H: 7 3 5 2 MG 1
Pz IVD average T: 3 3 3 2 75L24, MG 16/10
1940 medium H: 3 2 2 2 MG
Pz IVF average T: 5 4 3 2 75L24, MG 14/9
Mid 1941 medium H: 5 3 3 3 MG 2
Pz IVH average T: 5 4 3 3 75L48, MG 14/9
Mid 1943 medium H: 8 3 3 3 MG 3
Pz VD Panther large T: 10 5 5 3 75L70, MG 16/11
Mid 1943 heavy H: 15* 5 5 3 27
Pz VA Panther large T: 11 5 5 3 75L70, MG 16/11
Late 1943 heavy H: 15* 5 5 3 MG 27
Pz VG Panther large T: 11 5 5 3 75L70, MG 16/11
Mid 1944 heavy H: 15* 6 5 3 MG 27
Pz VIE Tiger I large T: 12 8 8 5 88L56, MG 14/9
Late 1942 heavy H: 10 8 8 5 MG 3, 10
Pz VIB Tiger II large T: 18 8 8 6 88L71, MG 13/7
Mid 1944 s. heavy H: 20* 8 9 6 MG 3, 10, 23
JgPz 38(t) Hetzer average T: 9* 3 2 2 75L48 16/10
Late 1944 medium H: 9* 3 2 2 4
StuG IIIB average T: 5 3 3 3 75L24 15/9
1940 medium H: 5 3 3 3
Marder II average T: 2 1 0 0 75L46 16/10
Mid 1942 light H: 4 2 2 2
Marder IIIM average T: 2 2 0 0 75L46 16/10
1943 light H: 3 2 2 2 3, 13
StuG IIIF/8 and G average T: 8 3 3 3 75L48 15/9
Late 1942 medium H: 8 3 5 3 3, 5

36
Vehicle Data continued:
Sturmpanzer IV average T: 10 5 3 5 150L12 14/9
Mid 1943 medium H: 10 3 3 3 6
JgPz IV average T: 9* 4 4 3 75L48 14/9
1944 medium H: 9* 3 3 3 7, 10
JgPzV Jagdpanther average T: 15* 6 5 5 88L71 20/11
Mid 1944 heavy H: 15* 6 5 3 MG 10, 27
JgPz VI Jagdtiger large T: 26 9 8 8 128L55 13/7
Late 1944 s. heavy H: 20* 8 9 5 MG 10
sIG 33/1 K Grille average T: 1 1 0 0 150L12 16/10
Mid 1943 light H: 3 2 1 2 19
Nashorn large T: 2 1 1 0 88L71 15/9
Mid 1943 medium H: 5 2 2 3 3, 14
Elephant large T: 20 8 8 5 88L71 11/7
Mid 1943 heavy H: 18 8 8 5 MG late 43
Flakpanzer 38(t) average T: 1 1 1 0 20mm AC 16/10
1944 light H: 3 2 2 2
Mobelwagen average T: 5 3 2 0 37mm AC 14/9
Mid 1944 medium H: 8 3 3 3 9
Wirbelwind average T: 2 2 2 0 Quad 20mm AC 14/9
Late 1944 medium H: 8 3 3 3 MG 20
PSW 222 average T: 1 1 1 0 20mm AC, MG 28/8
1938 light H: 2 1 1 2 15, 24
PSW 231 (8 rad) average T: 2 1 1 0 20mm AC, MG 28/10
1938 light H: 2 1 1 2 9, 15
PSW 233 average T: 2 1 1 0 75L24 28/10
1943 light H: 3 1 1 2 9
PSW 234/1 average T: 2 1 1 0 20mm AC, MG 28/10
Mid 1944 light H: 4 1 2 2 9
PSW 234/2 Puma average T: 3 2 2 2 50L60, MG 28/10
Late 1943 light H: 4 1 2 2 9
PSW 234/3 average T: 2 2 0 0 75L24 28/10
Mid 1944 light H: 4 1 2 2 9
PSW 234/4 average T: 2 2 0 0 75L48 28/10
1945 light H: 4 1 2 2 9
SPW 250 small T: 1 1 1 0 varies 24/11
Mid 1941 light H: 2 1 1 2 Capacity half-squad 25
SPW 251 average T: 1 1 1 0 varies 20/9
1940 light H: 2 1 1 2 Capacity one squad
Motorcycle/sidecar small unarmored Capacity 1 team 32/10
Kubelwagen small unarmored Capacity 1 team 28/8
Opel Blitz truck average unarmored Capacity 2 squads 24/7
Kettenkrad small unarmored Capacity 1 team 24/11
Maultier h/t average unarmored Capacity 2 squads 16/8
Sdkfz 7,10 or 11 h/t average unarmored Capacity 1 squad 20/9

GERMAN VEHICLE NOTES:


1. Model N similar except replace turret armament with a 75L24 and coaxial MG (available late 1942).
Hull front has spaced armor that adds 10 to the armor if hit by HEAT rounds.
2. Pz IVF2 (mid 1942) replaces 75L24 with a 75L43. Pz IVG (late 1942) same as Pz IVF2 except front hull = 8.
3. Optional AAMG.
4. Roof mounted remote controlled MG.
5. StuH 42 similar except armed with a 105mm howitzer (ER12) that may fire smoke, HE or HEAT (pen.=11).
6. 150L12 (ER10) may only fire smoke or HE.

37
GERMAN VEHICLE NOTES continued:
7. Some later versions armed with a 75L70, reduce speed to 14/8 if so.
8. Moebelwagen must lower “turret” sides to fire at ground targets.
9. Rear driving position, reverse speed same as forward speed.
10. Equipped with smoke grenade dischargers.
11. 75L24, 75L43, 75L46 or L48 may fire smoke.
12. One man turret.
13. Wespe self-propelled artillery similar except armed with a 105mm howitzer.
14. Hummel self-propelled artillery similar except armed with a 150mm howitzer.
15. Increase front hull armor to 3 in 1943 or later.
16. 75LG40 may fire HE or HEAT (ER10) only, may be transported as an 81mm mortar, may not be fired from
inside an enclosed area or if any other friendly troops are within 1 inch of the rear of the gun.
17. The Steilgrenate ("Stick Bomb") has an ER of 4", penetrates 16 at all ranges, damage as 120mm HEAT
cannot obtain multiple hits, available mid 1942+. ER 4", base to hit at range: 3" 6" 12"
7 4 1
18. The Pz IIIH, available mid 1941, had super face-hardened armor on the front hull which caused the uncapped
AP rounds of the time to shatter on impact, greatly reducing their penetration. Add 2 to the front hull armor
basis for AP rounds 60mm or less and 1 for larger AP rounds against the US & UK before 10/1942 and
against the Russians before 1944.
19. The first 90 of these self-propelled infantry guns were built on the Pz 38(t) H chassis rather than the later K or
M chassis which the armor values depict. For these early models increase front hull to 5 and front turret to 3.
20. Ostwind (1945) same as Wirbelwind except armed with a single 37mm AC and better armored turret, increase
turret armor to 3 all around.

ARMOR PENETRATION AT RANGE:

6" 12" 18" 24" 30" 36" 42" 48" 60" 72"
20mm AC(ER10) 3 3 2 2 1
28/20(ER10) 7 6 4 3 2 available mid 1941+, 20mm damage, AP only
37L46/48(ER12) 5 5 4 4 3 3 ATG, includes 37mm AC (AA)
APCR, not AC (ER12) 8 7 6 5 4 4 available 1941-1943, 25mm damage
Steilgrenate for 37mm ATG, see note 17
47L53(ER16) 7 6 5 5 4 4 3 3
75L24(ER10) 5 5 4 4 4
75mm HEAT(ER10) penetrates 8 at all ranges, available mid 1941+
50L42(ER12) 7 6 5 5 4 4
APCR(ER12) 11 9 7 6 5 4 available late 1941 – early 1944
50L60(ER16) 9 8 7 6 5 5 4 4 ATG 1941+
APCR(ER16) 13 10 8 7 6 5 4 4 avail. late 1941 – early 1944
75LG40(ER10) recoilless gun, see note 16 available 5/1941
75L43(ER16) 12 11 10 10 9 8 7 7
APCR(ER16) 15 14 13 12 11 9 8 7 available 1942 – early 1944
75L46(ER20) 14 13 12 11 11 10 9 8 7 ATG 1942+
APCR(ER20) 17 16 15 14 12 11 10 9 8
available 1942 - early 1944
75L48(ER20) 13 12 11 10 10 9 9 8 7
APCR(ER20) 16 15 14 13 11 10 10 9 8
available 1942 - early 1944
75L70(ER24) 17 16 15 14 14 13 12 11 10 9
88L56(ER24) 15 14 14 13 13 12 12 11 10 10 see note 26
88L71(ER24) 22 21 20 20 19 19 18 17 16 15 ATG 1944+
128L55(ER24) 25 23 22 20 19 18 17 16 15 14

38
GERMAN VEHICLE NOTES continued:
21. Applique armor kit added in 1940 increasing turret front and hull front to an armor basis of 4 (same as PzIIF).
22. Pz38(t)E similar (Mid 1941+) except increase turret front and hull front to an armor basis of 5.
23. For the early model with the curved Porsche turret, decrease turret front armor basis to 11*.
24. PSW 221 & 223 same except small and only armed with a turret MG, 223 equipped with a long range radio.
25. SdKfz 250/8 (75L24), 250/9 (20mm AC), 250/10 (37L46) and 250/11 (28/20) similar except average sized.
26. Early war (1939 to early 1942) 88mm Flak had deficient AP ammo, subtract 3 from listed penetration.
27. Assumes 85mm front hull glacis plate thickness for armor basis calculation (Pz V & JgPz V).

ARTILLERY:

81mm Mortar; minimum range 6 inches, maximum range 60 inches

120mm Mortar; minimum range 15 inches, maximum 120 inches

75mm Infantry Gun; maximum range 90 inches

150mm Nebelwerfer 41; minimum range 24 inches, maximum range 150 inches, roll to hit as 8 inch artillery,
produce results equal to 6 inch HE. May fire HE or smoke. 4 turns to reload.

210mm Nebelwerfer 42; minimum range 25 inches, maximum range 165 inches, roll to hit as 8 inch artillery,
produce results equal to 7 inch HE (no smoke). 4 turns to reload.

280mm Wurfrahmen 40; minimum range 12 inches, maximum range 36 inches, roll to hit as 8 inch artillery,
produce results equal to 8 inch HE (no smoke), no reloads.

AIRCRAFT:

Henschel Hs 123 (1936-43), lightly armored dive bomber, 2 forward firing MGs
Typical ordnance, four 110 lb bombs and a 500 lb bomb

Ju87B (1939-41)/D (1942+), lightly armored dive bomber, 2 forward firing MGs
Typical ordnance for B version, four 110 lb bombs and a 500 lb bomb
Typical ordnance for D version, four 220 lb bombs and a 1000 lb bomb

Ju87G (1943+), lightly armored attack, 2 forward firing MGs and two 37mm AC

Messerschmidt Bf 110E (Mid 1941+), lightly armored FB, 4 forward firing MGs and two 20mm AC
Typical ordnance, two 500 lb bombs

Henschel Hs129B-1 (Late 1942+), heavily armored attack, 2 forward firing MGs and two 20mm AC

Henschel Hs129B-2/R3 (1943+), heavily armored attack, 2 forward firing 20mm AC and a 37mm AC

Messerschmidt Bf 109G-6 (1943+), lightly armored FB, one forward firing 30mm AC, two 20mm AC and two
HMGs. Typical ordnance, one 500 lb bomb

Focke-Wulfe Fw 190D (1944+), lightly armored FB, 2 forward firing HMGs and two 20mm AC
Typical ordnance, one 1,000 lb bomb

DFS 230A-1 (1940+), unarmored glider, capacity: one squad

Fieseler Fi156A/C (1936+), unarmored observation

39
E. THE ITALIANS AND ROMANIANS
Morale: Troop Quality:
Elite troops including Romanian armor= 7 Green or seasoned troops = poor
Other troops = 6 Veteran troops = average

Vehicle Data:
Designation Size Turret: Front Side Rear Top Turret Armament Move (rd/cc)
Availability Date Weight Hull: armor basis Hull Armament Notes
Autoblinda 41 average T: 2 1 1 2 20mm AC, MG 28/8
1941 light H: 2 1 1 2 rear MG 1
L3/35 small T: 1 1 1 2 twin MGs 14/8
1940 light H: 2 1 1 2 6
L6/40 small T: 3 2 2 2 20mm AC, MG 14/8
1941 light H: 3 2 2 2 2, 6
M11/39 average T: 3 2 2 2 37L40, MG 12/7
Late 1940 medium H: 3 2 2 2 3
M13/40 average T: 4 3 3 2 47L32, MG 12/7
Late 1940 medium H: 3 3 2 2 MG 3, 4
Semovente M40/M41 average T: 5 2 2 2 75L18 12/7
1941 medium H: 3 2 2 2 5
Semovente M41M average T: 2 0 0 0 90L53 12/7
1943 medium H: 3 2 2 2 5
Carro Commando small T: 3 2 2 2 HMG 14/8
1940 light H: 3 2 2 2 6
R-2 average T: 3 2 2 2 37L40, MG 14/8
1941 light H: 3 2 1 2 MG Romanian
Fiat truck average unarmored Capacity 2 squads 24/7

ITALIAN VEHICLE NOTES:

1. AB 40 similar except turret mounts twin MGs.


2. Semovente L40 da 47L32 similar except non-turreted and mounts a 47L32 instead of the 20mm AC.
3. Fire trap, +1 PK vs direct fire.
4. M14/41 similar except move is 14/8. Available 1941.
5. May not fire if moving more than a pivot.
6. One man turret.

ARMOR PENETRATION AT RANGE:


6" 12" 18" 24" 30" 36" 42" 48" 60"
20mm AC(ER10) 3 3 2 2 1
37L40(ER12) 4 3 3 2 2 2 includes Romanian 37L46 ATG
47L32(ER12) 5 4 4 3 3 2 includes Romanian & Italian ATG
75L18(ER10) 5 4 4 3 3 may fire smoke
90L53(ER20) 14 13 12 12 11 11 10 10 9 AA 1941+

ARTILLERY:
81mm Mortar; minimum range 6 inches, maximum range 90 inches

AIRCRAFT:
CR.42 Falco (1939+): lightly armored FB, 2 forward firing HMGs,
Typical ordnance, two 220 lb bombs

40
F. THE RUSSIANS
Morale: Troop Quality:
Elite and Airborne = 8 1941 or green conscripts = poor
Guards = 7 1942+, seasoned or veteran = average
Line Troops = 6
Poorly trained conscripts = 5

Vehicle Data:
Designation Size Turret: Front Side Rear Top Turret Armament Move (rd/cc)
Availability Date Weight Hull: armor basis Hull Armament Notes
BA-32 average T: 2 1 1 2 45L46, MG 24/7
1938 light H: 2 1 1 2 1
BA-64 small T: 1 1 1 0 MG 28/8
1943 light H: 2 1 1 2
T-26S average T: 3 3 3 2 45L46, MG 12/7
1939 light H: 3 2 2 2 1
BT-7 average T: 2 2 2 2 45L46, MG 24/14
1939 medium H: 3 2 2 2 1
T-28E average T: 7 4 4 2 76L26, MG 12/7
1940 medium H: 7 4 4 2 MG, MG
T-60 small T: 2 2 2 2 20mm AC, MG 16/10
1941 light H: 4 2 2 2 1, 2
T-70 small T: 6 3 3 2 45L46, MG 18/11
1942 light H: 7* 2 3 2 1, 2
T-34/76A average T: 6 7 5 3 76L30, MG 22/13
1941 medium H: 9* 6 6 3 MG 1
T-34/76B average T: 8 7 5 3 76L41, MG 22/13
1942 medium H: 9* 6 6 3 MG 1
T-34/76D average T: 8 8 8 3 76L41, MG 22/13
1943 medium H: 9* 6 6 3 MG
T-34/85 average T: 9 8 8 3 85L52, MG 22/13
(March) 1944 medium H: 9* 6 6 3 MG
KV-1A average T: 9 8 8 6 76L30, MG, rear MG 14/8
1941 heavy H: 9 8 8 5 MG
KV-1C average T: 12 11 9 6 76L41, MG, rear MG 12/7
1942 heavy H: 12 10 8 5 MG
KV-1S average T: 8 7 7 5 76L41, MG, rear MG 18/11
1943 heavy H: 8 6 6 5 MG
KV-2 large T: 11 8 8 6 152L20, rear MG 10/6
1941 heavy H: 9 8 8 5 MG 3
KV-85 average T: 11 10 11 5 85L52, MG, rear MG 16/10
Late 1943 heavy H: 8 6 8 5
Zis-30 small T: 1 0 0 0 57L73 18/11
12/1941 light H: 1 1 1 1 MG
SU-76 average T: 3 2 1 0 76L41 18/11
1943 light H: 4 2 1 2
SU-85 average T: 8* 5 6 3 85L52, MG 22/13
Late 1943 medium H: 8* 5 6 3 4
SU-100 average T: 12* 5 6 3 100L53, MG 20/12
Late 1944 medium H: 12* 5 6 3
SU-152 average T: 9 7 6 5 152L28 16/10
Mid 1943 heavy H: 9 6 6 5
JSU-152 average T: 11 9 6 5 152L28 14/8
Mid 1944 heavy H: 11 9 8 5 AAHMG on top

41
Vehicle Data continued:
JS-1 average T: 11 10 11 5 85L52, MG, rear MG 14/8
1944 heavy H: 11 9 8 5
JS-2 (m.1944) average T: 12 10 11 5 122L43, MG, rear MG 14/8
Mid 1944 heavy H: 18* 9 8 5 AAHMG on top
JSU-122 average T: 11 9 6 5 122L43 14/8
Mid 1944 heavy H: 11 9 8 5 AAHMG on top
GAZ truck average unarmored Capacity 2 squads 24/7

RUSSIAN VEHICLE NOTES:


1. No radio.
2. One man turret.
3. 152L20 (ER10) may only fire HE. KV-2 turret traverse may only be done on level ground.
4. SU-122 similar except armed with 122mm howitzer (ER10) and may fire HEAT (pen.=12). Available mid 1943.
5. Only SUs and artillery may fire smoke.

ARMOR PENETRATION AT RANGE:


6" 12" 18" 24" 30" 36" 42" 48" 60" 72"
20mm AC(ER10) 3 3 2 2 1
37mm AC(ER12) 4 3 3 2 2 2 AA
45L46(ER12) 5 4 4 3 3 2 also ATG
APCR(ER12) 8 6 5 4 3 2 available 1943
45L66(ER16) 7 6 5 4 4 3 3 3 ATG mid 1942
APCR(ER16) 10 8 7 6 5 4 3 3 available 1943
57L73(ER16) 11 10 9 9 8 7 7 6 also ATG late 1941
APCR(ER16) 16 14 12 10 9 8 7 6 available 10/1943
76L30(ER12) 7 6 5 5 5 5
76L41(ER16) 8 7 6 6 5 5 5 5 also ATG
APCR(ER16) 11 9 7 6 5 5 4 4 available 10/1943
85L52(ER20) 13 12 11 10 9 9 8 8 7 also AA
APCR(ER20) 16 14 12 10 10 8 7 7 6 available 2/1944
100L53(ER20) 20 19 18 17 16 15 14 13 12
122L43(ER20) 19 18 17 16 15 15 14 14 13 includes 122L46
152L28(ER12) 14 13 13 12 12 11

ARTILLERY:
82mm Mortar; minimum range 6 inches, maximum range 72 inches
120mm Mortar; minimum range 15 inches, maximum range 120 inches
132mm M-13 rocket launcher; minimum range 36 inches, maximum range 200 inches, roll to hit as 6 inch
artillery, produce results equal to 5 inch HE. 6 turns to reload.

AIRCRAFT:
Polikarpov I-153/I-16 (1939+), lightly armored FB, 4 forward firing MGs
Typical ordnance, two 220 lb bombs or six 82mm rockets
Pe-2 (1941+), lightly armored bomber/dive bomber, 2 forward firing MGs
Typical ordnance, four 500 lb bombs. Both level bombing and dive bombing versions exist.
Il-2m3 (Late 1942+), heavily armored attack, 2 forward firing MGs and two 23mm AC or 37mm AC (mid 1943+)
Typical ordnance, four 220 lb bombs or eight 82mm rockets or four 132mm rockets (1943+)
La-5FN (Mid 1943+), lightly armored FB, 2 forward firing 23mm AC
Typical ordnance, two 220 lb bombs or six 82mm rockets

42
G. DESIGNER’S NOTES New Rules:
To speed up play it is permissible for unspotted
This set of rules is my attempt at a balance between elements (represented by counters) in road/trail
playability and realism while retaining a tactical column movement to only display the lead and tail
combat feel. To a great extent it was inspired by the counters onboard with 1 to 2 inches (6mm) between
nd
2 edition of Panzer War by Steve Lorenz. The 2
nd counters. This requires the other counters in march
edition had good playability but had some areas order off table. Fill in the other counters when either
where the realism could be improved. I talked this they reach their destination or as the lead counters
over with Steve and created a different sequence of become spotted.
play and more streamlined AFV damage system
which would allow a player to run a Soviet Tank Unit Clarification:
Brigade at Prokhorovka and finish the battle in a few To minimize the number of troop stands and speed
hours. Steves response was a more detailed and play it was found best to incorporate the infantry
st
rd
realistic 3 edition of Panzer War with the added platoon headquarters into the platoons 1 squad and
nd
complexities it entailed. Steve has referred to any 45 to 50mm platoon light mortar into the 2
rd
Kampfgruppe as “Panzer War Light”. squad and any platoon level AT team into the 3
squad. Limiting this to only one 2 man team addition
Using counters to represent unspotted elements is a per squad. This keeps the squad small enough to
compromise, favoring the tactical feel of not quite transport by a 1 squad capacity vehicle yet speeds
knowing what’s over that rise against the gamers up play. The attached team is still there after the
desire to show off their beautifully painted miniatures squad is reduced to a half squad. Note: the
from the outset of the game. Although it doesn’t hurt formations MG section (platoon for Russians) is best
if your counters look good. kept as separate elements, either attached to an
infantry unit if on the defensive or at formation level
Additionally, when creating scenarios, to add variety if on the offensive.
to the elements encountered in smaller company
level games remove a platoon from the company
and attach a support platoon in its place. For ~J. Wiesenfarth
example remove one of the Recon Infantry platoons
in a German Armored Recon company and attach
an armored car platoon in its place. It also helps if
there are some alternate optional units so the
opponent is not quite sure what your Order of Battle
on the table is (for example substitute a platoon of
Pz IIIL’s instead of armored cars but drop your
mortar support to balance the strength).

43
DIRECT FIRE HIT PROCEDURE AFV DAMAGE

1. Determine base probability to hit from range (Maximum range is 3 x ER): 1. Base PK
ER 6" 12" 18" 24" 30" 36" 42" 48" 60" 72" size up to 40mm, base=2
24" 8 8 7 6 5 4 3 2 1 1 size 41 to 60mm, base=3
20" 8 7 6 5 4 3 2 1 1 size 61 to 80mm, base=4
16" 8 7 5 4 3 2 1 1 size 81 to 105mm, base=5
12" 8 6 4 2 1 1 size over 105mm, base=6 and stuns target on any odd die roll
10" 8 5 3 1 1 2. Modify base for penetration
8" 7 4 2 1 penetrate 2 more than armor or more, no modifier
2. Modify base for target size: penetrate 1 more than armor, -1
Located very small (located and dug-in or hull-down), -3 penetrate equal to armor, -2
Very small (dug-in ATG, hull-down AFV or located target), -2 penetrate 1 less than armor, -4
Small (ATG, team or scout car), -1 penetrate 2 less than armor or less, -10
Average (gun, squad or medium tank), no modifier 3. Modify for ammunition type
Large (large tank), +1 HEAT or sub caliber AP>40mm (APCR, APDS, etc), -1
Area (1 inch x 1 inch area or a building), +2 HE or HESH up to 140mm, +1
3. Modify base for target and firer movement: HE or HESH over 140mm, +2
Target stationary or pivoted, no modifier 4. Modify for AFV survivability
Target moved up to 4 inches, -1 Vehicle noted as +1 PK, +1
Target moved over 4 inches, -2 RESULTS:
Firer stationary or pivoted, no modifier A roll of adjusted PK or less destroys the AFV.
Firer moved short halt, -2 (-1 if crack with gyrostabilizer) If a 25mm or smaller shell and the AFV is noted as +1 PK, a roll 1 higher than the adjusted
Firer moved (not short halt), -4 (-2 if crack with gyrostabilizer) PK results in the compartment (hull or turret) hit being knocked out (KO). If a 25mm or
4. Modify base for first or subsequent shots: smaller shell or the AFV is noted as +1 PK, a roll 1 or 2 higher is a compartment KO.
First shot beyond ER (and at least 6") without a rangefinder, -1 Otherwise a roll 1, 2 or 3 higher than the adjusted PK is a compartment KO.
(85 to 90mm AA, Nashorn and 88L71 ATG have rangefinder)
Second shot nonmoving firer to nonmoving spotted target,+1
As above but third or later consecutive shot, +2
Firer is autocannon (AC), +1 UNIT MORALE TEST
5. Lastly modify base for crew quality:
Crack, +1 Morale Test Rally
Average, no modifier Unit charging, +2
Poor, -1 Unit advancing (not charging) or in prepared positions, +1
Captured ordnance (veteran or crack troops only), -2 Majority of unit in command control, Italians, +1 +1
Majority of unit in command control, non-Italian, +1 +2
AFV HIT LOCATION Facing tanks without either intrinsic AT weapons that can
penetrate enemy frontal armor at point blank range or the
Die Normal Hull Turret support of a unit within 6 inches that can, -1
Roll Aspect Down Down Fired upon from flank or rear quarter this turn, -1
0 Critical Hit Critical Hit Near Miss Unit has sustained 20 to 39% casualties, -1 -1
1,2 Track Hull Near Miss Unit has sustained 40 to 59% casualties, -3 -2
3-7 Hull Turret Near Miss Unit has sustained 60 to 79% casualties, -5 -3
8,9 Turret Turret Near Miss Unit has sustained 80 to 99% casualties, -8 -4
10 Turret Turret Turret Russian or Fanatical, +1
American, +1
AFV MORALE CHECK Unit is shaken, -2
Unit is broken, -4
a) Commander eliminated, Basic Morale per turn consecutive rally attempt, +1/turn
b) Turret crew elim but not KO, Morale-2, ...and tracked, Morale-4
c) Turret KO, Morale-3, ...and tracked, Morale-5 RESULTS:
d) Hull KO, Morale-2, ...and commander eliminated, Morale-4 Roll 1 to 4 higher than adjusted morale and unit becomes shaken unless already broken.
e) Tracked, Basic Morale, ...and commander eliminated, Morale-2 Roll 5 or more higher than adjusted morale and unit becomes broken.
SEQUENCE OF PLAY AUTO-SPOT DISTANCES

1. ARTILLERY REQUEST PHASE To observe PERSONNEL or TURRET-DOWN VEHICLES in...


1.1 Determine impact error of any concentrations impacting this turn. Partial
1.2 Request new rounds and correct incoming rounds. Observer is... Open: Concealment: Concealment:
1.3 Issue new unit orders. Stationary 12/9/6 6/3 3/1½
1.4 Place or remove smoke. Stationary BU or Moving 8/6/4 4/2 2/1
Moving BU 4/3/2 2/1 1/½
2. MOVEMENT PHASE Note: BU is buttoned-up
2.1 Roll for initiative. Higher adjusted roll chooses to be the first or second player. To observe AT GUNS or HULL-DOWN VEHICLES in...
2.2 The first player moves eligible elements. Partial Dug-in ATG in
2.3 The second player moves and pivots eligible elements. Observer is... Open: Concealment: Concealment: Concealment:
2.4 The first player pivots eligible elements. Stationary 36/18 18/9 9/4½ 6/3
2.5 Roll for aircraft arrival and move aircraft. Stationary BU or Moving 24/12 12/6 6/3 4/2
Moving BU 12/6 6/3 3/1½ 2/1
3. OPPORTUNITY FIRE PHASE
3.1 Stationary elements check to spot elements in their LOS, sighting arc and auto-spot range. To observe LARGE GUNS or OTHER VEHICLES in...
3.2 Stationary elements may fire at moving targets sighted this turn anywhere along their path Partial
of movement. Mark firers. Observer is... Open: Concealment: Concealment:
Roll for a possible hit by artillery or mines as any element leaves an artillery impact area Stationary 60/30 30/15 15/7½
or moves through an inch of minefield. Stationary BU or Moving 40/20 20/10 10/5
3.3 Stationary elements that did not fire on moving targets may fire on stationary targets. Moving BU 20/10 10/5 5/2½
Resolve all fire simultaneously except gun duels.
3.4 Conduct AFV morale checks as a result of damage sustained this phase. NOTES:
3.5 Moving AFVs resolve overruns. 1. The first number is the auto-spot distance if the target moved, the number to the far
right is if it was stationary. Crawling personnel in the open are the middle number.
4. FINAL FIRE PHASE 2. Consult chapter 4 to determine if terrain offers partial or full concealment if any.
4.1 Moving or pivoting elements may check to spot elements in their LOS, sighting arc and 3. Sighting range cannot exceed maximum visibility range due to weather, smoke or artillery
auto-spot range. Moving elements may observe along their path of movement. impact.
4.2 All elements may fire on targets sighted this turn from and to locations at the end of
movement. Elements that fired small arms in the opportunity fire phase may not fire small Small arms up to 15mm (including mortars up to 60mm) may be located out to 24 inches.
arms in the final fire phase. Mark firers. Resolve all fire simultaneously except gun duels. Small caliber gun up to 40mm (including mortars 61-82mm) may be located out to 48 inches.
4.3 Roll for a possible hit on all elements in the artillery impact area at the end of movement. Large caliber gun over 40mm and flamethrowers may be located out to 72 inches.
4.4 Resolve the initial round of close combat. Note: Buttoned-up AFVs locate targets at half the above distances.
4.5 Conduct AFV morale checks as a result of damage sustained this phase.
FIREPOWER RESULTS
5. MORALE PHASE
5.1 A unit morale test is required if a unit sustains casualties of 20, 40, 60 or 80 percent, Total Base
if a unit of its formation becomes broken or is totally eliminated or if an element of the Firepower PK PK modifiers
unit is within or came within 1 inch of a known unsuppressed enemy element. 1 0 1. light cover, -1
5.2 A unit not forced to take a morale test may Rally. 2-3 1 2. hard cover, including unbuttoned AFV commander, -2
5.3 Any stationary suppressed element may roll to recover from suppression. 4-5 2 3. prepared position or open topped AFV gun crew, -3
6-9 3 4. infantry moving except double-time or crawl, +1
FIREPOWER PK EFFECT 10-13 4 5. infantry double-timing or climbing,
14-19 5 mounted cavalry or unarmored vehicle, +2
Die Target Quality 20-25 6 6. target troop quality is poor, +1
Roll Crack or Poor Average . 26-31 7
PK-2 or less eliminated eliminated 32-39 8
PK -1 or PK half-eliminated and S(1) half-eliminated and S(1) 40 or more 9
PK+1 S(1) and morale check S(1) and morale check Terrain offering light cover vs. direct fire: woods, wooden building, hedges, hillcrest, gully,
PK+2 S(3) and morale check S(2) and morale check gunshield, wrecked AFV, fog/smoke/wheatfield (small arms only).
PK+3 S(5) S(4) Terrain offering light cover vs. indirect fire: walls, hedgerows, gunshield, building/ruins,
abandoned AFV or if suppressed.
Morale check for less than a squad must roll Less than or equal to their morale minus one or Terrain offering hard cover vs. direct fire: walls, hedgerows, dug-in/foxholes, stone
else they are eliminated. A full Squad must roll less than or equal to their morale plus one or building/ruins and open topped AFV.
else it becomes a half-squad. Terrain offering hard cover vs. indirect fire: dug-in/foxholes and open topped AFV.

Kampfgruppe 1.7 Quick Reference Card

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