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15mm US Infantry advance through woods. Smaller scales such as 15mm or 20mm offer
a good balance in visual appeal and game play, while not requiring tables as large. Basing
can simply be what looks good.
German infantry in 28mm. In such large scales individually based miniatures may be
used. By grouping them together as if based and moving them together they perform as
if based like smaller scale miniatures. They can be rearranged to move between smaller
gaps in terrain, and the facing of individual miniatures can be used to denote Suppressed
or Pinned states.
Leader
Unit Formation
Unit Formation is the typical area in which
a Unit operates in a cohesive manner.
Unit with Elements Out of If the player uses the Red 12” formation then
only one element on the far left is not in forma-
Formation Example tion.
The picture below shows two Command Ranges If the Blue 9” formation then both the left hand
used to measure the formation of this Unit. elements are not in formation.
The Red line is a 12” diameter, the Blue is the 9” Please note the distances are not to scale.
from Leader (front and center of the Unit below).
Leader
If a Leader element is in
front of his men, i.e.
closer to the enemy than
his men, he may re-roll
any single Troop Rating
or Morale check die once
a Turn. He must accept
the second result.
Deciding Initiative
Making the Initiative At the start of each Turn all cards are
Deck placed in a deck and shuffled, or if using
counters place all counters in a bag/box
and mix. Remember to alter this as
Cards or Counters? situations change such as artillery is not in
The game requires the construction of an use, Leaders destroyed, etc.
Initiative Deck. This is at the heart of the The Turn unfolds by drawing the top card
game, and cannot be played without cards from the face-down deck, or a random
or counters. counter from the bag. The card or
The Initiative Deck can be made using counter drawn indicates what happens
specially made cards, ordinary playing next or which side activates what.
cards (may require more than one identi- The color of the card/counter dictates
cal pack), or counters such as poker chips. which side will Activate a Unit, if Red the
The cards or counters need to be different ‘Red’ player will Activate a Unit, if Black
for each side. Ideally this is by colour the ‘Black’ player (or whatever colours you
such as Red and Black on a deck of have used).
playing cards, or different colour counters. The type of card/counter drawn then
These are further broken up into various dictates what happens next.
types within each side’s colour: The Unit chosen becomes the Active
• Standard Initiative. Each side Unit.
gets a number equal to the sum of
all the army’s Leadership ratings.
Use unmarked counters or playing Standard Initiative Player must choose
cards 2-9. the closest un-Used
friendly Unit to the
• Army Initiative. Each side gets a enemy.
number equal to the army’s Army
Initiative as given in the Army Lists Army Initiative Player may choose
or scenario. Use suitably marked any Unit including
counters or playing cards; Jack/ an Expended Unit
Queen/King. (as long as it has
Command Points
• Special Event. Each side gets a remaining).
number equal to the guidelines of
the scenario. Mark appropriately. Special Event A special event is
Use suitably marked counters or decided as per the
playing cards; Aces. scenario.
US Infantry Company HQ
Activation Company Commander, LD4
When a Unit becomes Active it must
Deputy Commander, LD3
resolve Morale, and depending on the
outcome, decide on an Action and resolve 1st Rifle Platoon
it. Once completed it becomes
Platoon Leader, LD2
Expended.
2nd Rifle Platoon
Off-table Units may
activate only once per Platoon Leader, LD2
Turn. 3rd Rifle Platoon
Platoon Leader, LD4
Activation Steps Weapon Platoon
i. Pinned and Suppressed Elements Platoon Leader, LD3
may attempt Recovery or
Un-Pinning. M4 Sherman Platoon
In small games with friends a mental note The Army Initiative is set at 3 so the
of Command points remaining may be player adds 3 Army Initiative counters.
kept. The alternative is to use the The enemy now adds his counters that he
Command Points track on the Unit has calculated.
sheets. Use a counter in the appropriate
box for the remaining Command Points. An End of Turn counter is added.
Another alternative is a counter with a They are all placed in a container and the
number on it placed with the Unit Leader deck is ready to game.
on the table. I have used a small die with
the top facing showing the remaining
Command Points.
Decision: The decision-maker selects a course In general, however, research has shown that
of action. once a decision-maker has the minimum
information required to make an informed
Action: The desired course of action is exe- judgment, gathering more information doesn't
cuted. improve the efficacy or correctness of his
decisions. Further, most expert decision-makers
In a dogfight, both pilots carry out these steps in rely on observation of fewer factors than they
rapid, almost continuous succession. Indeed, realize to make a decision.
under normal circumstances, the two pilots are
not aware of the steps as they cycle through One technique the military uses to shorten
them. decision-making times is to establish in advance
the minimum information required to make a
A Russian Maxim machinegun team provides long range covering fire. Keeping support
fire on Overwatch allows you to react to enemy movements.
Confusion Reinforcements
The Unit suffers from confusion—is caught Reinforcements arrive. The possible
unprepared, NCOs or officers out of reinforcements shall be listed prior to the
contact, etc. The unit suffers –1 to all game, and randomly chosen. They must
checks till they successfully Rally. enter the game from the table edge.
Full Move
Scenario Events
The Unit may make a full move if they are Scenario Events are events specific to the
moving without dicing. scenario. They may be triggered by a
single event or multiple circumstances.
Some are timed to happen on a specified
Hero turn.
A single element in the Unit is now acting This could be the timing of an artillery
heroic. Consider him a Leader with 2CP barrage, or a smoke screen being
available to him. He may spend the CP on produced. It may be the appearance of
himself or other elements of his Unit. This flanking forces, specified reinforcements,
lasts until game’s end. or arrival of delayed forces.
Depending on the event it may be applied
Ignorance at the start of the turn or when the
Being unaware of the real danger or how Initiative Deck is being created at the
bad the situation is can be a great turns start.
advantage if you need courage. Ignore all Weather effects may be included this way,
negative modifiers to morale for the turn. denoting the worsening or improving
conditions. This may be the start of rain,
Initiative or a gap in the clouds. Mist may start to
form, and then a subsequent drawing
The Leader of the Unit may see the big thicken to fog.
picture, and be inspired to give himself
new orders. Just keep the scenario in mind.
The solo play scenario in this book uses a
Lucky variation of this system.
Master Plan
The Commander of the force has managed
to anticipate the situation before him. If
the unit is in cover and not in combat with
the enemy, it may be redeployed to
another position of cover out of combat
with the enemy up to 24” away. Recon
units that receive this may redeploy up to
At the start of a Unit’s Activation the • If failed they must try and move back
player may choose to Recover elements into Unit Formation.
which are Suppressed or Pinned. This • If Critically Fail then they are
check (called Recovery) is made for each immediately removed from play and
element the Player decides to try and Re- counted as Casualties.
cover.
• If successful they may continue to
A Base Morale check is made; operate using either Hold or Skirmish.
• If passed - element has the Pinned
status removed.
• If failed - remain Suppressed or
Pinned (as appropriate). Morale Example #1
• If critically failed - element is either A player activates a unit that has been under
dead or destroyed, and vehicles serious fire and suffered 3 elements Pinned.
being abandoned. This is going to have serious consequences for
the unit. The player decides to try and help fix
this during the Recovery morale phase.
The check is entirely
optional, the element He has a Leadership of LD 2 giving the unit
Leader 2 Command Points. He spends both of
may remain Pinned or
these, one each on two elements removing the
Suppressed and not make
Pinned status.
the check.
Under fire from hidden enemy with men down and screams for help. Now is the test of a
leader’s mettle.
As it happens
Checks are made for each of the following Morale Check Results
circumstances as they happen;
Effect on Unit
D i e
• When the Unit comes under fire from a
Score Normal Rally Recovery
Sniper or undetected enemy or artillery
fire. Resolve the morale check after the -2 levels -1 level Dead /
1
firing is completed. Abandoned
• When a Unit takes any Casualties from 2-4 -1 level No change Pinned
enemy fire. Resolve the morale check
after the firing is completed. Passed Remove all Remove
5+ Pinned, raise 1 Pinned
• Under a Fear attack, or activate within level
12” and LoS of friendlies Panicking.
Resolve the morale check after the
firing is completed.
• For Unit to perform a Charge into Close Morale Check Summary
Combat.
Under fir e from sniper or
undetected enemy
Rally Morale Checks As it Taken Casualties from combat
happens
A Rally action allows a Rally Morale Check. For Unit to Charge
This is a way in which a Unit may regain
its composure and reorganize itself, If enemy just Charged you
raising the morale of the Unit. Individual Out of Formation
Casualties reach 50% or more
A Rally Morale Check is a Unit Unit Leader is killed or destroyed
Base Morale check.
When Panicked
Rally When a Rally action performed.
A successful Unit Rally check may do
Check Modifiers
one of two things (player chooses which):
-2 Broken or Panicked
• removes the Pinned status of all
elements in the Unit. -1 Exceeded orders Motivation
• raise Morale by one level, e.g. +1 Unit is Hyped
Unhappy raised to Normal. -1 Unit is Depressed
• Remove a Broken state (see Becoming -2 Unit is Confused
Un-Broken).
-1 Unit Leader is Dead
A Critical Failure in this check lowers
Morale by one level.
Broken Units
Broken Units are Units that have suffered
heavy casualties, or are in a state of
Panic. By this point the men are tired,
shocked, disorganized, and wanting to live
not fight.
Motivation
Motivation may be considered at three
levels;
Low Little motivation to suffer
casualties for the type of
mission. Casualties of 10% or
more cause problems.
Medium They accept that casualties are
inevitable but not to be
excessive. Casualties of 20%
or more cause problems.
High The mission requires a
determined effort and that this
will mean losses. Casualties of
33% or more cause problems.
Types of
Communication
Communication may be any of the
following means:
Personal
This may be performed when elements of
differing Units are within 1” of each other.
Runners
Runners are represented in the game by
an element depicting a single infantry
figure. They may be targeted in firing or
become incidental casualties of area fire.
They may also be delayed by terrain.
Having spent a Command Point, a Leader
deploys a Runner element beside him, and
may move it independently of the Leader,
and always activates when the Leader’s
Unit does. A Runner never has to test for Being a runner was no fun under fire. But
being outside Formation. this was the was for most armies to
communicate. Even American radios do
To pass the message the Runner must not always work, so get your men ready
move into base-to-base communication to take turns running the gauntlet.
Radio
Radio is a more portable form of
communication that covers greater
Communications Example #1
distances quickly relative to any other A probing seasoned US Rifle Platoon has come
means. under fire. Having located the enemy, the
player has the US Rifle Platoon request new
Radio does, however, have limitations and orders as he sees an opportunity to now attack
is easily damaged in its early forms. the enemy flank.
Spending 1CP allows a message to be sent The Leader of the Rifle Platoon has a radio (as
to another element on the same ‘net’. does his Commander), so 1CP is spent by the
Typically in game terms this will mean Platoon Leader to send a message to the
that the infantry cannot talk via radio to Commander reporting the situation and
tanks or other units not part of their ‘net’. requesting new orders. The player dices for the
radio call (d8 for Seasoned troops) and scores
A ‘net’ is a network of radios operating on
a 7, a success. The communication is
completed and the new orders are given to the
Rifle Platoon.
Communications Example #2
A Russian Commander observing the enemy
attack decides he needs to redeploy a Platoon,
as a German attack threatens to break through.
He sends a Runner with the new orders (the
player noting these) and spends 1CP to
dispatch the Runner.
A Runner element is deployed and the player
decides to move him in Advance action for
speed. As the runner will have to move within
enemy sight he dices for the move.
The following Turn the Runner activates when
the Russian Commander does, and again
The American forces came to the moves in Advance, this time the Runner
battlefield laden in radios and batteries manages to reach an element of the Platoon to
for them. Do not depend on them receive the new orders. The orders are received
exclusively; they have a habit of failing at this Turn, and cannot be acted upon till the next
critical moments. Turn.
Game Tip
Overwatch can be a very useful
action for support or heavy weap-
ons, and vehicles intending to fire in
support or take advantage of
‘targets of opportunity’ that present
in the course of a turn.
Often players are frustrated by what appears to be a wasted
activation when their first card/counter is an Army Initiative,
wishing this would come later on to allow a reactivation of a
Unit. Drawing this first is a great opportunity to put a Unit in
Overwatch so that it may bring firepower to bear on enemy
targets that suddenly appear.
Once the Unit is in Overwatch it can sit waiting for the
enemy to appear and then use any friendly activation to
then activate the Overwatch Unit and fire.
RT2
RT1
RT2
These British infantry could not claim cover as they moved through this long grass or
wheat, but in Hold they would disappear if they lay down.
• Vehicle crew abandon the vehicle and Heavy - Walls, fences, barbed wire,
become WC#1. Heavy Weapon crews ditches, anti-tank ditches,
abandon the weapon and become WC heavy forest, jungle, scrub,
as listed. Crews will attempt to with- steep slopes, surf or
draw to safety and higher command. shallows, streams, mud,
cliffs for ‘Pack’ handled by
Commando/Ranger or
mountain troops.
Terrain Guide
This is not exhaustive, and if it is not Impassable
covered use common sense.
This is terrain that can not be entered or
crossed unless with appropriate skills or
Bad Going equipment, all movement is treated as if
Bad Going.
Foot - Fences, hedges, walls,
barbed wire, defended build- Foot - Cliffs except to Commandos/
ing/structure, scrubs, steep Rangers/mountain troops,
slopes, military foot bridge. rivers.
G1
R1 G2
R2
R3 G3
Targeting Example; Assigning The German player has 3CP. He spends 1CP
Fire to increase his Troop Rating for the firing,
leaving 2CP. The remaining 2CP he spends on
A German Panzer IV unit is going to shoot at the assigning 2 attacks on the 76mm Sherman.
moving Sherman unit before them. The
Sherman unit has two 75mm Shermans in front, The Panzer IV’s have a total Firepower of 4, four
and a 76mm Sherman close behind. attacks. He assigns one to each of the Sherman
75mm, as they are both similarly close, and of
The 76mm Sherman is the most dangerous to equal threat. The last 2 attacks are assigned to
the Germans, and the player wants to target the the 76mm Sherman.
76mm Sherman. Normal targeting would have
hits first going to the closer 75mm Shermans Firing is now resolved...
until they were Pinned or Destroyed before
attacking the 76mm Sherman.
Snipers
Snipers may only fire as Snipers while in
Hold or from Overwatch, otherwise they
fire as WC#1.
Snipers have several unique
characteristics.
• A successful Troop Rating Check allows
the sniper to target any element it may
see.
Shooting Example The third Bren now fires. Because the closest
enemy is now Pinned he may target the next
A Seasoned British infantry Platoon, has Vet- closest, in this case the remaining Germans
eran German infantry platoon moving toward it behind the wall.
using Skirmish action. Most of the German Pla- Nominating the closest two German elements he
toon is behind a stone wall, but two elements consults the Combat Table and notes no
have moved forward of the wall and are in the modifiers. The German player does similarly
open. The Germans have been spotted, and the and adds the modifier for being in Cover, giving
range is 8” to the closest two Germans in the +1. Both sides roll for the first target and the
open, while the rest behind the wall are at 14”. British score a 6, the Germans a 5 +1 for the
The British player decides to fire. Cover modifier, so becomes Used. The second
He decides to fire with his Bren elements first, target is diced for and the British score 3, the
Rifle elements second, and Light mortar last. Germans 8, +1, no effect.
The PIAT and Command element are going to The British player now has three shots
be of little use, so they will not fire. remaining, one from each of his rifle elements.
Nominating the first Bren element he splits his Rolling three dice he scores 5, 8, 9. Splitting
Firepower (FP 2) to attack each of the 2 these between three Germans behind the wall
elements out front, hoping to get both with his the German player dices scoring 2 +1 (becomes
first firing. As he is Seasoned he will roll d8 dice Pinned), 5, +1 (becomes Pinned), and 2, +1
for his firing, but decides to spend a Command (Dead).
Point to increase his die size to d10. The German player now has Morale checks to
Consulting the Combat Table he has no make immediately. The German Platoon started
modifiers that apply. with 8 elements, and now has two dead and
three Pinned, so that counts as five casualties.
The German player being Veteran will roll d10 As this equals or exceeds 50% of their starting
die for his defense. He consults the Combat number they are now Broken, giving a –2 Morale
Table and has no modifiers to apply either. check modifier. Also they have exceeded their
Both players roll a d10 for the first targeted Orders casualty allowance (Probe orders allows
German element, the British scoring a 4, the 20% casualties) so apply a further –1.
German a 7. As the defense roll of the • When the Unit comes under fire from a
German’s is higher than the British attack there Sniper or undetected enemy or artillery fire;
is no effect. resolve the morale check after the firing is
The second German element is now diced for. completed.
The British player rolls a 5, the German a 3. As • When Unit takes any Casualties from
the British attack is 2 greater than the German enemy fire; resolve the morale check after
defense the German element becomes Pinned. the firing is completed.
The next Bren fires now, and the British player The Germans roll 2 Morale checks (d8 for them
decides to concentrate the fire on the unaffected requiring 5+ to pass) each with a –3 applied,
first target. This reduces his Firepower to 1, scoring a 8 (-3) modified to 5 (a Pass) and a 2
thus just one attack is rolled for. But he gains a (-3) modified to 1 or less (a Critical Failure) and
+1 to his attack. Neither side has any modifiers drops two morale states in one go.
applying.
The British player rolls d10 scoring a 7, adds 1
for the Concentrated Fire, total 8. The German
rolls a 4. The British attack is greater by 4, so
the German element is Destroyed.
• Close Assault firing (firing from within 3”) Equal Used Pinned
except Heavy or AFV Less Defender
No effect
• Concentrated Fire than Dead
Defender Advantages
• The CC Modifier of the Defender in Close
Combat
• Targets in Hold or Pinned
• The Cover is Defensive works4. 1. or
Defending Obstacle in Close Combat
2.
• Firing is at Long Range
• Target in Cover 3. (each piece of) or
Defending cover in Close Combat
• Each extra Defender in Close combat
• Other situational advantage
2
R2
G1
R4
4 G2
R1 1
G3
R3 3
Charge Movement Example
Four Russians (R1, R2, R3, and R4), are charging into three
German elements (G1, G2, and G3).
The Russians start by moving R1 first. R2 is
next closest. R3 has enough movement to
reach G3. R3 may not engage G2 as G2 has
R1 engaged, and R3 has enough movement to R2 G1
reach G3. R4 will not have enough movement R4
to get into contact so moves into support
behind R1 and R2 to provide R1 and R2 with an R1 G2
advantage in close combat using a Support Attack.
If the Russian player resolves R1 first, and wins, then R2 will
claim R1 as an additional advantage. This could be reversed
resolving R2 first. R3 G3
If R1 loses the combat, G1 can claim G2 as an advantage to its
combat (R2 can still claim R4 as an advantage).
Counter Attacks
An un-activated Unit that has been
charged and has at least one element in Close Combat
Close Combat, may declare a Counter
Charge. Resolution
This allows the un-Activated Unit to Close Combat is resolved in a similar
immediately activate. manner to firing.
The player may now spend Command The combats are resolved in any order the
Points to move friendly elements of the Attacker chooses.
Unit, up to 4”, and into base contact with 1. Each side rolls a Troop Rating check
a charging enemy element or into adding the CC factor of the element,
supporting attack of a charged friendly and applying any appropriate
element of the Unit. modifiers from the Combat Modifiers
list.
Each Command Point 2. The side with the higher total wins
spent enables one ele- the combat; destroying the other.
ment to be moved in Losing vehicles may make a Save. If
counter attack. equal, both are Pinned, unless Foot
attacks vehicle.
Counter attack moves are
up to 4”.
R4 G2
R1
R3 G1
R2 G3
Counter Attack in Close Combat Example
Four Russian elements charge toward German
positions, but lack enough movement to engage
more than the closest German element. The
German Unit has not yet activated.
The Russians manage to G2
get R1, R2, and R4 in R4
base contact with the
lead German, G1, and
R3 in base contact with R1 G1
R1. This will give R1 a
R3
+2 advantage (one R4 and one
for R3), while R2 also manages to make it into R2
close combat (but with no advantage).
G3
The German Unit, not yet activated, declares a counter charge.
The German Unit immediately activates, spends 2CP (one for each
of G2 and G3) to charge G2 and G3 who are within 4”, into the
elements within 4”), and moves the two elements into the
combat. The Germans are now expended.
The resulting combat has R4 fight G2, R1 R4 G2
with the advantage of R3 fighting G1, and R2
fight G3.
R1 G1
If the Russian player resolves R1 first and
wins, then R4 and R2 may each claim R1
R3
as an advantage.
R2 G3
If R1 loses, The German player may claim G1 as an advantage for
G2 and G3 in their combats.
Destroyed M4 Sherman. When a vehicle is hit, crew do not usually hang around to find out
how badly it has been hit.
Pinned down either side of the road, the men are in no hurry to continue moving forward.
2”
7”
5”
Laying Smoke by Artillery Fire
Dusty Environment
Dry and dusty environments produce dust
clouds from moving vehicles. This is more
prevalent with big and fast movements.
Behind any vehicle using Advance or
Skirmishing more than 8” in these
conditions place a Dust template 3” in
diameter. Treat as Partial Smoke.
Remove at the end of any activation when
they are not moving more than 8”.
4”
Flamethrowers are among the most feared • If the attacker fails only he is Pinned.
weapons on the battlefield. When spotted In addition the structure itself may be
men target the operators or vehicles, and damaged or destroyed. Test for this
when in close often run or surrender. separately, perhaps reducing the effects to
• Flamethrowers cause Fear to all enemy reflect the nature of the attack.
elements within 4” once the Flame-
thrower has been identified.
• At the point of all attacked targets a fire
is started.
Military Defenses
Military defenses in ALoM will normally be
• Flamethrowers ignore all hard cover
setup as part of a scenario.
and attack all the occupants of a
Bunker, Pillbox, or room.
Bunkers
• Infantry flamethrowers have a range of
3”, vehicle systems 6” if Axis, 9” if Low and easily hidden, they are reinforced
Allied. positions with overhead cover, and may
be constructed with earth/rocks and
• FP 2 AM 6 AT 4* Fear
timbers, or sometimes concrete. They
usually contain a single infantry or support
Demolition Charges element.
Elements equipped with demolition
charges have a powerful means to attack Pillboxes
structures and vehicles, and clear
Pillboxes are normally structures rising
obstacles in trained hands. As an attack
noticeably above ground. They are
means it is dangerous, the attack is made
constructed of similar materials to
at very close range to the user.
Bunkers. A bunker may have up to 6
CC 2 (vs structures) AM 4 AT 8* infantry or support elements, or a single
heavy weapon. Not every element may
To attack a structure with a demolition
have a firing position.
charge requires the firer to Charge into
base contact with the structure. The
attack may instead be directed into the Tunnels
structure if a suitable opening exists. A
Tunnels are underground passages
Close Combat is then resolved with the
connecting points on the battlefield. They
structure. The structures CC rating equals
usually connect bunkers or pillboxes, but
its Defense Rating (Pg 52), or if attacking
may also be a shelter where foot troops
In some places where time permitted, captured enemy tank turrets were mounted on
sunken pillboxes. If time did not permit this might be sped up by burying the tank up to
the turret. Treat as if shooting at a tank in hard cover.
Rivers
Mounted horses may swim a river at 2”
per activation.
River Amphibious vehicles (RA) may move
Objective &
Axis Objective Farmhouse—through woods on left
All work Copyright © 2008 Gordon Roach, Task Force Productions
67
The Battlefield
The battlefield is an open, rolling, grass-
land. It has few distinguishing features.
The highest point is occupied by the Rus-
sians. The grass is long in places, most
notably around the known Russian mine-
fields and barbed wire. The Russian high
ground is heavily cratered. Craters fur-
ther extend into the minefields partially
clearing them in two places, while several
more craters create breaks in the barbed
wire. Low bushes dot the landscape.
The game starts at night, and remains so
all game.
German Briefing
The time has come for the largest battle
to date. But before it may begin the
Russian outposts on the high ground from
which their spotters are operating must be
2 x 50mm Light Mortar (2) All defensive positions and obstacles must
be deployed.
2 x Maxim SFMG (2-3)
The 50mm light mortars may have 3
2 x Sniper (1-2) Registered Aim-points.
And worst of all, the Russians seem to Push the enemy from the ridge ahead,
know all this. creating a gap to allow a breakthrough to
the river Dnieper.
And with the final strength of their
Summer counter-offensive, the Russians
are going to push as far as they can. Russian Special Rules
Russian casualties have been so high that
The Battlefield each Rifle Companies surviving Platoons
have been amalgamated. This makes
The battlefield is an open grassland, each Platoon rather large, but should be
marked by the low ridgeline the Germans treated as normal Platoons. The Company
occupy. A dirt road comes across from HQ is thus a representation of the
the Russian side, and cuts across the Battalion HQ.
ridge. The grass is long in places, and is
pot-marked by shell and bomb craters.
The recent hulks of two German trucks lie Russian Forces
Russian AI = 2
Troop Rating = Seasoned
Morale = Determined (all start Hyped)
Company HQ
C-SMG (2-3) (LD3)
Motor Rifle Platoon #3 But now German forces are being pressed
near the Dnieper river, and now German
P-SMG (2-3) (LD2) forces risk being cut off from the river
1 x Sniper (1-2) crossings. Your job is to block Russian
forces from cutting off the river crossings.
8+1d4 x Rifle-MG (3-5)
German Orders
Motor Rifle Machinegun Platoon
Prevent a Russian breakthrough and
P-SMG (2-3) (LD3) enemy forces moving off-table, at all
4 x Maxim MG (3) costs.
Scenario Overview
US Army Briefing
The US 7th Army invaded Sicily on the
10th July, 1943. It was tasked with se- Kasserine was no picnic, and today looks
curing the British 8th Army’s left flank. worse. At least at Kasserine there was
The British felt that after the Kasserine some place to retreat. Right now there is
Pass debacle a few months earlier that the just a few kilometers to the beach front,
US forces were more suited to supporting and then there is no place to go.
than leading.
Without all you heavy weapons unloaded
The Commander of the German ‘Herman or setup, the Germans have started a
Goering’ Panzer Division may have massive push. The leading Infantry Com-
agreed, for he chose to counter-attack panies have taken a pounding, and fallen
with all his might, right through the US back in disorder.
forces.
A 37mm AT gun moving up the road you
quickly seize and integrate into your hasty
defenses.
The Battlefield
Now its your turn to hold the Panzers off.
The battlefield is rolling hills with rocky
Rifle Platoon #2
P-Carbine (3) (LD4)
1 x Bazooka (2)
3 x Rifle-BAR (3-5)
3 x Rifle (4-6)
Rifle Platoon #3
P-Carbine (LD3)
1 x Bazooka
3 x Rifle-BAR (3-5)
3 x Rifle (4-6)
Weapons Platoon
P-Carbine (3) (LD3)
1 x Bazooka (2)
4 x M1919A4 SFMG (3)
1 x MFC w FT (2)
Company HQ
C-Rifle (2-3)
D-Rifle (2-3)
2 x Boyes AT Rifle (2)
2 x Vickers SFMG (3)
German Forces
German forces are from the Divisional
Recon Battalion.
German AI = 5
Troop Rating = Seasoned
Morale = Determined
Randomly determine Leadership ratings as
if Veteran.
Company HQ (Veteran)
C-SMG (2-3)
D-SMG (2-3)
3 x AT Rifle (2)
Morale = Determined
Randomly determine Leadership ratings
unless noted.
Company HQ
C-Rifle (2-3)
D-Rifle (2-3)
3 x PIAT (2)
Rifle Platoon #1
P-Rifle (2-3)
1 x Lgt.Mortar (1-2)
3 x Rifle (4-5)
3 x Rifle-Bren (3)
Rifle Platoon #2
P-Rifle (2-3)
German Forces
German forces would be rated as Veteran,
but exhaustion and fatigue have degraded
their performance.
German AI = 5
Troop Rating = Seasoned
Morale = Determined
Randomly determine Leadership ratings as
if Veteran.
Elements in the HQ may be assigned to
any Leader.
Company HQ (Veteran)
C-SMG (2-3)
1 x Panzerschreck (2)
2 x MG42 SFMG (2-3)
2d4 x Rifle-SMG
Company HQ
C-SMG (2-3)
Army Suggestions for First Games 2 x Panzerschreck (2)
Actual strengths of units can reflect the 2 x MG42 SFMG (2-3)
scenario or historical levels.
Rifle Platoon #1
Infantry Company HQ
P-SMG
2-3 x Rifle Platoon
3 x Rifle-MG
0-1 x Weapons Platoon
0-1 x Specialist Platoon
Rifle Platoon #2
0-3 x AFV Platoon
P-SMG
3 x Rifle-MG
Attackers should start off-table unless you
have a scenario in mind.
Rifle Platoon #3
Panzer Platoon
Enemy Orders
P-Pz IV h
See the mission you have defined.
1-2 x Pz IV h
Tank HQ (0-1)
C-Tank
D-Tank (may be Sherman 105 or 75 in M4 unit)
1x Sherman (Sherman 105 or 75 in M4 unit)
USA
Weapon Range FP AM AT Notes
MG 12” 2 0 0
HMG 24” 2 1 1
37mmL53 24” 2 0 6
57mmL52 24” 2 0 9
75mmL40 36” 2 2 8*
3” or 76mm 36” 2 1 11*
90mm 36” 2 1 13*
105mmL25 How 36” 1 3 6#%*
* A save roll is always made against this attack, a roll of ‘1’ always Destroys.
# Must always make a Recovery Morale check even if passed.
@ AT 4 if within 2”
% Does not decrease at Long Range
Off-Table Artillery
Radius (“) AM AT Notes
US
Battn. 81mm Mortar Platoon 5 2 1
Recce 75mm Gun Platoon 5 2 1
75mm Field Battn, Towed 10 1 0
105mm Field Battn. 10 1 1
105mm SP Field Battn. 10 2 2
Panzer Company
All tanks in the Company are usually of the
same type, either Panzer IV H or Panther G.
HQ(0-1)
C-Panzer
D-Panzer
Other Troops
SP A/T Platoon (0-1)
P-Marder III
3x Marder III
German
Weapon Range FP AM AT Notes
MG 12” 2 0 0
HMG 18” 2 1 1
20mm Auto 36” 2 1 3*
Qd-20mm Auto 36” 4 2 4*
37mmAuto 36” 2 1 7*
37mmL41-48 24” 3 0 5
47mmL43 24” 3 0 6
50mmL42 24” 3 1 6
50mmL60 36” 2 1 7*
75mmL40-48 36” 2 2 11*
75mmL70 48” 2 2 13*
88mmL56 48” 2 2 13*
75mmL24 or IG 36” 2 2 4#%*
105mmL24 36” 1 3 6#%*
* A save roll is always made against this attack, a roll of ‘1’ always Destroys.
# Must always make a Recovery Morale check even if passed.
@ AT 4 if within 2”
% Does not decrease at Long Range
Big guns and howitzers can really make a mess. But the area can be very big, so watch
out for friendly troops.
Softening a target up first is always a good idea when you can.
British
Weapon Range FP AM AT Notes
Bren 12” 2 0 0
MG 12” 2 0 0
HMG 24” 2 0 2
15mm HMG 24” 2 0 5
ATR 12” 2 0 4
37mmL53 24” 2 0 6
2pdr (40mm) 24” 2 - 6
6pdr (57mm) 36” 2 1 9 AT 11 from June ‘44 $
75mmL40 36” 2 2 8*
17pdr (76mm) 36” 2 1 13* AT 14 from July ‘44 $
3” (76mm) 36” 2 1 11*
95mm How 24” 1 3 3*#
105mmL25 How 36” 1 3 6*#
Petard Mortar 12” 1 4 12*
* A save roll is always made against this attack, a roll of ‘1’ always Destroys.
# Must always make a Recovery Morale check even if passed.
@ AT 4 if within 2”
% Does not decrease at Long Range
Off-Table Artillery
Radius (“) AM AT Notes
British
Battn. 3” Mortar Platoon, ‘43 5 2 1
25pdr Field Regiment 10 2 1
Co. HQ (0-1)
C-Tank
* A save roll is always made against this attack, a roll of ‘1’ always Destroys.
# Must always make a Recovery Morale check even if passed.
@ AT 4 if within 2”
% Does not decrease at Long Range
Russian
Weapon Range FP AM AT Notes
MG 12” 2 0 1
HMG 24” 2 0 2
45mmL45 24” 2 0 6
76mmL43 36” 2 1 9*
76mmL55 or 3” 36” 1 0 11*
85mmL55 36” 1 1 12*
100mm 36” 1 2 14*
122mmL46 36” 1 2 14*
152mmL29 36” 1 3 13#*
122mmL23 how. 24” 1 2 7#%*
* A save roll is always made against this attack, a roll of ‘1’ always Destroys.
# Must always make a Recovery Morale check even if passed.
@ AT 4 if within 2”
% Does not decrease at Long Range
Off-Table Artillery
Radius (“) AM AT Notes
Russian
Battn. 82mm Mortar Platoon 5 2 1
120mm Rgt. Mortar Platoon 5 3 2
76mm Field Gun Battn. 8 2 1
82mm Rocket Battn. 12 3 1 Fear
Morale Low d6
Leadership
Determined d8
0 1 2 3 4 5 6
Aggressive d10
Morale Hyped Normal Unhappy Depressed Confused Panicked
Fanatic d12
Orders Probe Attack Delay Defend Scout Support
Combat Results
Mortars Attack vs Normal Suppress. Close
Radius (“) AM AT Defense Fire Fire Combat