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Contents

1. Introduction 4 6. Turn Sequence 14


Introduction Turn Sequence
What is ‘A Leader of Men’ ? Resolving a Unit’s Activation
Basing Miniatures 5 Off-Table Units
Common Terms Expended Units & Used Elements
Equipment 7
About This Book 7. Initiative & Activation 16
What is the Initiative Deck?
2. Rating the Troops 8 Making the Initiative Deck
Defining the Men Cards or Counters?
Troop Rating Deciding initiative
Morale Rating Activation 17
Leadership Rating Activation Steps
Generating Leadership Table Reserving Command Points
Army Initiative Special Events 21
Special Effects
How many cards?
3. Units & Elements 9
Types of Special Effect
Elements Scenario Events 22
Units
Element types
Foot Elements 8. Morale Checks 23
Infantry Elements Making a morale Check
Support Elements Morale States
Heavy Weapons Morale States
Vehicle Elements When to make a Morale Check 24
Soft Vehicles Recovery Morale Checks
Armoured Vehicles (AFV) 10 Individual morale Checks
Unit Formation Unit Morale Checks 25
As it happens
Rally Morale Checks
4. Performing Checks 11
What are Casualties? 26
Performing Checks
Broken Units
Becoming Un-Broken
5. Leaders & Command Points 12 When a Unit has Mixed Morale
Types of Leader
Altering Checks 9. Orders 27
Leading From the Front
Why Orders?
Leaders and Command Points Missions & Motivation
Other Leaders 13 Motivation
Replacing a Unit Leader Getting New Motivation 28
Missions
Applying Orders
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10. Communications 29 Suppressive Fire
Types of Communication Combat Modifiers Table 42
Personal Combat Results Table
Runners Close Combat 44
Field Telephone Charge Movement
Radio 30 Vehicles Moving T hrough Foot
Elements 45
Supporting Attacks
11. Actions 31 Counter Attacks
Performing Actions Vehicles Close Combating Vehicles
Overwatch Close Combat Resolution
Moving 32
Combat
15. Vehicle & Passenger Saves 47
Rally
Can a Unit perform more than one Armour & Protection
action? Making a Save
Long Range Anti-Tank Fire 48
12. Spotting the Enemy 33 Soft Vehicles
Passengers
Arcs of Vision
Cover & Viewing
Reduced Visibility 34 16. Combat Effects 50
Base Vision Range Table Dead or Destroyed
Skirmish Action Pinned
High Ground Suppressed / Used

13. Movement 35 17. Artillery 51


What is Artillery Fire?
Normal movement
Requesting Artillery Fire
Turning
Firing Artillery
Crossing obstacles or Bad Going
Firing Procedure
Loading & Unloading
Ranging-In
Breakdowns 36
Registered Aim-Points 52
Terrain Guide Firing the Artillery Attack
Adjusting Fire
14. Combat 37 Resolving Saves & Morale
Shooting Units Passing Through
Firing & Targeting Artillery Limitations
Arcs of Fire Minimum Ranges
Calculating the Firepower Defilade
Targeting Firing
Resolving the Firing 38 Ammunition
Attack & Defense Summary 39 Counterbattery Fire 53
Concentrated Fire
Ineffective Fire 18. Smoke 55
Close Assault Fire Man Made Smoke
Front or Flank Smoke Grenades
Snipers 40 Light Mortars, Guns & Howitzers, &

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Smoke mortars Unit Sheets
Artillery
Artillery & Other Firing 56 24. Scenarios 68
Smoke Dischargers Scenarios in the Book
Smoke Candles or Generators 57
Making your own Scenarios
Natural Smoke
25. Scenario #1 69
Dusty Environment
26. Scenario #2 72
Duration of Smoke
27. Scenario #3 75
28. Scenario #4 78
19. Damaging Terrain 58
29. Scenario #5 82
Attacking Elements in a Structure 30. Scenario #6 85
Resolving Attacks on Structures & 31. Scenario #7—Solo 88
Terrain
Alternative Attack Types 32. Army Lists 91
Terrain or a Structures Defense
Rating Army List Explanations
Effects of Damage 59 Ratings
Fire Army Structure
Figure Basing Guide
20. Ammunition Limitations 60 Elements, Equipment, & Vehicles
Elements
Resupply
Armour 92
Equipment Notes
21. Fear 61 33. US Army 93
34. German Army 97
22. Field Engineering 62 35. British Army 104
Attacking Structures 36. Russian Army 110
Flamethrowers
Demolition Charges Unit Sheets 115
Military Defenses
Obstacle Clearance 63 Credits 116
Wire Cutting
Anti-Tank Obstacles
Anti-Tank Ditches
Dragons Teeth 64
Road blocks
Cratered Roads
Bridging
Mines 65
Minefield Crossing
Mine Clearance 66
Swimming & Water Crossings
Rivers
Sea
Boats

23. Playing the Game 67


Playing

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1. Introduction
What Is ‘A Leader of
Introduction Men’ ?
A Leader of Men has taken longer to
The game is focused on Company level
write than any game I have ever
wargaming in WW2 and up to present day.
designed. The new concepts and systems
That is the player portrays the role of a
took time to develop.
Company Commander.
I have become accustomed to certain
The forces may be infantry and
thought processes. As a game designer I
mechanized forces.
think ‘a bit off the edge’ and believe there
are areas I just can’t go to, because I am The rules have an historically accurate
bound by precedent rules. focus, and if you are a detail nut counting
the rivets, this may not be for you. The
As wargamers, I find most of us like
focus is on men, not machines. Men make
mathematics. We like to sit back and
the machines work, and so the focus is
analyse a situation, work out the
modeling human behavior.
percentages, the relative odds, and
gamble on what we think. Some of us are Elements are typically based to represent
real punters willing to back an outsider, 2-6 men. This will work with basing for a
others more safe and prefer backing number of other popular or common
winners. games so you are unlikely to have to re-
base miniatures.
I have competitively gamed and held two
New Zealand National titles. From this The representation is typically 1:1, that is
wargaming history I worked out all the the number of miniatures on a base
options before the game, read the closely resembles an historical equivalent.
opposing player, and when ‘it’ hits the fan, As the scales get larger I find numerical
I have it all worked out and ready to use. representation matters less as long as the
base can be identified by your opponent
When I began with Baptism of Fire, I
as to what it depicts.
started on a path I can no longer finish,
and now I cannot see any other path I can Miniatures from 6mm-28mm may be
follow. used.
The path is to removing player’s The ground scale is graduated. That
“God-like” control of games. I introduce means that 1” is not the same as if we
chaos that reflects reality and not a calcu- divided 6” into six pieces. This is
lable certainty. The men, not the ma- deliberate and models a reality that
chines, become my focus. gamers seldom experience.
In Baptism of Fire I went toward this, Measurement units depend on figure
and further expanded this concept in scale. For 10-20mm, old fashioned inches
Baptism of Fire II. I never quite went work well. For 6mm, the humble
as far as I wanted. Yet, going further centimeter looks good.
seemed rather radical. I could not
The dice required to play include d4, d6,
calculate things out at a glance as I was
d8, d10, d12, and d20. Typically 3 or 4
so used to doing, if I went further.
of the d6, d8, d10, d12 are required to
Would people want to play such a game? keep things moving at a good pace. One
Could such unusual and radical concepts of each of the other types will usually
work? suffice.
I feel I have finally arrived close to where The game is not intended for balanced
I want to be. I trust you will enjoy playing army lists for competition play. The game
A Leader of Men. is scenario driven, and easily used for
campaign play.

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My guide for base sizes is that the base
Basing Miniatures shall enable the miniatures to be deployed
Infantry and other ‘foot’ elements are in a pleasing way leaving a small space,
ideally based. Others including heavy so that bases may be picked up. It’s nice
weapons or deployed towed heavy when the gun barrels are within the base
weapons shall also be based. This is as this protects the miniatures; barrels
because the smallest item moved is a chipping or bending so much. If both
based element depicting troops. If troops opposing armies use a similar basing it
are not based the game may still be makes game play better.
played and will take longer and may lead Vehicles do not need to be based. From a
to confusion. modeling perspective small vehicles,
Larger scale miniatures are often collected particularly those with wheels are often
by gamers and based individually. These based to protect the vehicle and the
may be used by having several individual wheels.
miniatures move together always in base
contact. The miniatures used should
enable you and your opponent to identify
the element easily and its primary Common Terms
weapons.
AFV Armoured Fighting Vehicle.
In smaller scales such as 15-20mm, I This refers to all vehicles
base troops at approximately 1:1 the protected by armour and
number being depicted, but often this is typically armed and
slightly ‘under strength.’ intended for fighting.
Base sizes are not specified. For my ALoM A Leader of Men.
15mm, I mostly use bases that come with
AM Attack Modifier. This is the
my miniatures. These work well and
modifier for the weapon
provide a consistent look to my armies.
when firing at foot troops.
In 6mm or 10mm scales, I base similarly, The bigger the modifier the
often at full strength. There is no exact more likely it is to destroy
way to base, just what looks ‘right’ will do or injure the target.
as long as both players may identify the
AT This is the anti-tank rating
based miniatures.
of an attack, expressed as a

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.

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number, e.g. AT 3. The Foot This is a type of element.
bigger the number the They move under manpower
better it is to destroy or on foot. They include
damage vehicles. Infantry, Support, and
Heavy Weapons.
Check This is a test made by
rolling a die or dice as LoS Line of Sight.
required. The die used to
Soft These are vehicles that are
perform the check usually
intended for transport with
matches the Troop or
no protection to the
Morale Rating. The higher
occupants. Some may be
the score the better.
armed and intended for
Commander Usually a Company level combat (recon jeeps) while
Leader, often representing most are simple transports,
the player on the table. If some of which may have a
more than one Company is weapon for self defense.
depicted then they also
Unit A group of elements
have Commanders.
organized together to
d4, d6, etc These refer to the size of die represent a military force
being referred to. A d4 has such as a Platoon.
4-sides, a d6 has 6-sides,
d8 has 8-sides, d10 has
10-sides, etc.
Element This is a single vehicle,
weapon base, or group of
based foot figures.

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.

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A Leader of men uses a variety of differing dice in comparison to many games. This
creates systems that are simpler and quicker to learn and remember, rather than trying to
remember lots of additional rules.

Equipment About This Book


Assorted dice, d4, d6, d8, d10, d12, This book is divided in two sections; rules
d20. The most common types needed are of play first, scenarios and army lists at
usually d6, d8, and d10. Of these types the rear.
having four or more of these would be
Important points are bulleted with the
ideal. The others; a single die of each
golden bullet to quickly draw your eye.
type will usually do.
Ruler or tape. Ideally measuring in
inches. In micro scales the use of
centimeters is required.
Game Tips that will help you increase both
Pen/Pencil. One or two are handy. realism and playability are noted with the
big red die.
Unit Sheets. These may be copied from
the back of the rules, with Unit details
written on for quick reference.
A Game Table. For 15mm a 4’x4’
(1200mm x 1200mm) table is fine for
mainly infantry battles, up to 5’-6’
(1500mm—1800mm) if mostly Armour.
For 6-10mm a minimum of 3’x3’. For
20-28mm a 5’-6’ square or 6’x4’ played
lengthwise is a minimum if using a few
Blue boxed sections discuss important
vehicles.
game concepts; green boxed sections give
Scenery. The table requires scenery to a guide on application of a concept; and
depict the battlefield. the many beige boxes have examples of
play.
Markers or counters. These are used to
denote the status or changed situation of
a Unit in the game, typically Pinned or
Suppressed, and even Morale. The
specifics of these are discussed later.
Cards or Counters are used for the
Activation system. See the Initiative
Deck for more details.
Miniatures & Models to play the game.

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2. Rating The Troops
Leadership Rating
Defining The Men This gives how many Command points
Troops depicted in ALoM are rated or each Leader has available each Activation
defined in two aspects, Troop Rating and to try and influence how his unit performs.
Morale. These form the foundation of how See Leaders and Command Points for
the ‘men’ will behave and react on the more details on these abilities.
battlefield. These form relative abilities, Roll a Troop Rating for each Leader before
the lesser ability will typically perform to a the start of the game to determine his
lesser degree than the better. Leadership Rating. Use the column for the
I do not recommend the random rating of the army to dice for Leadership
generation of these traits all the time. Rating.
These rules work best when used in
scenarios.
The army lists contain tables to randomly
determine Troop Rating and Morale for the
Generating Leadership
specific army. Rating
Troop Rating (TR) reflects the skill level Troop Rating
and tactical ability and cohesiveness.
Leadership Green Seasoned Veteran
Morale (M) reflects the caution, doctrine, Rating
stomach, or heart of the force.
+1 1-3 1-2 1
Leadership (LD) is a rating given only to
Leaders to simulate their leadership +2 4-8 3-7 2-6
abilities. This rating gives the number of +3 9 8-9 7-8
Command Points (CP) a Leader has. This
reflects the Leader’s ability to react, +4 10 10 9-10
organize, and motivate his men under
combat conditions.

Troop Rating Army Initiative


Green d6 This is a reflection of the tactical drive and
initiative of the army, the tempo of
Seasoned d8 operations, the war fighting concepts they
Veteran d10 have trained for and have experienced.

Elite d12 The AI (Army Initiative) level indicates the


number of AI cards/counters used in the
Initiative Deck (see Initiative &
Activation).
Morale Rating The typical rating for each army is
included in the Army Lists. They should
Low d6
be treated as a guide as exceptions
Determined d8 always exist. If you have a need to alter
these for a particular scenario to better
Aggressive d10
reflect a specific Unit at a certain battle
Fanatic d12 then alter these to fit.

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3. Units & Elements
Support Elements
Elements These are typically carrying heavier
weapons that may only be fired when
Elements are typically several miniatures setup and in Hold action. They may fire
based together in such a way as to depict as Weapon Crew (WC) when moving
a typical real life squad of 1-6 men. (these typically have rifles or carbines and
fire at a lesser effect than similarly
equipped Infantry).

Units Heavy Weapons


These are formations or organized groups
Larger weapons than Support weapons;
of elements that work together. Typically
usually towed by vehicles or animals, and
these are Platoons or Independent
sometimes by teams of men if light
Sections. This may even be a special
enough. They are seldom moved far by
single element.
foot as they are usually too heavy, and
find it difficult or impossible to negotiate
obstacles or rough terrain. Examples are
most anti-tank guns, howitzers or
Element Types infantry guns.

Foot Elements Vehicle Elements


Infantry Elements Soft Vehicles
These are riflemen and portable machine These are un-armoured vehicles. They
gunners. They are the most numerous may be damaged or destroyed by small
and versatile elements. arms fire.

from Leader (front and center of the Unit below).


Unit In Formation Example In both cases all the elements are in Formation.
This depicts two Command Ranges used to Please note the distances are not to scale.
measure the formation of this Unit.
The Red line is a 12” diameter, the Blue is the 9”

Leader

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Infantry element Support element Heavy Weapon element

Element types. still mobile. They do not hide as well.


It becomes obvious at a glance the The German 88mm Flak gun (shown) is
relative qualities of theses three foot probably the largest weapon in this class
elements. Infantry are lightly equipped you are likely to use. It has little mobility
and will move and hide easily. Support without a vehicle, and does not hide at all
weapons move slightly slower, and are without tall cover around it.

Armoured Vehicles (AFV) This is measured either as a diameter


across the Unit, or as a distance from
These are vehicles with armour to protect
another element of the same Unit.
them. They may use wheels, halftrack
(half wheel and half tracked), or full track.
Their armour may be very light, some
Diameter 12”
without overhead protection, while others
have extremely heavy armour and low or
mobility from the weight.
Within 9” of the Unit 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

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4. Performing Checks

Performing Checks Troop Rating Check Example


A player wants to move his infantry Platoon
Both Troop Rating and Morale checks are across a street which is under enemy
made by rolling the die size appropriate to observation. He chooses to use Advance to get
the rating. In most cases the rolling of a maximum movement and hopefully into cover
5+ on the die will give a successful on the other side. Because of the enemy
outcome (except combat). observation, he must make a Troop Rating
The size of the die used may be modified check for the movement.
by a Leader, 1CP expended by the Leader Consulting his units stats, he sees they are
increases the die size by one, i.e. a d6 Seasoned, so will roll a d8. He must roll a 5+ to
would become a d8. be 100% successful.
Rolling the d8 he scores a ‘3’, two less than the
‘5+’ required, so his movement is reduced from
Command Points may be its maximum by 2”.
spent only by Leaders
who are not Used,
Pinned, or part of an Morale Check Example
Expended Unit. A player activates a unit that has been under
Command Points may be enemy fire and taken a Casualty. He must now
spent by a Leader only make a Morale Check for this situation.
during his Unit’s The player decides to spend a Command Point
activation to improve his chances of scoring ‘5+’. The
units Morale Rating is Low, a d6. By spending
the Command Point he increases the die size
These points during an activation are for this check by one size to a d8, which will
explained in the relevant sections of the increase his chances from 33% to 50% to pass.
Turn Sequence.
Rolling the die he scores a ‘7’ and passes the
At any time in a Units activation a check.
Leader may use his Leadership to modify
die rolls the Unit makes. Leadership
reflects the number of Command
Points (also referred to as CP) a Leader
has available each time the Unit activates.

Command Points when


spent modify any
Element or Unit Morale or
Troop Rating check by
increasing the die size to
be rolled by one size for
each Command point
spent (i.e. 1 CP spent
would increase a d8 die
to a d10 die).
No more than 1CP may be
spent on modifying any
German Leader directs the fire of a 37mm
check.
AT firing in support of an infantry assault
on a French farm, 1940.

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5. Leaders & Command Points

Types of Leaders Command Points may be


spent only by Leaders
Leaders may be one of four types listed who are not Used,
highest to lowest in rank: Pinned, or part of an
• Battalion (B) Expended Unit.

• Company Commander (C)


• Company Deputy (D) The places during an activation where
Command Points may be expended are
• Platoon (P) explained in the relevant sections of the
The letter in parenthesis is used in the Turn Sequence.
Army Lists to denote an element that is a Leaders may spend Command Points on
Leader and what type. other activities within the range of their
own Unit’s Formation (even in other
friendly un-Expended Units).

Altering Checks Each requires the expenditure of one


Command Point (1CP):
As already mentioned, Leaders may spend
Command Points to alter the size of the
die rolled when making a Troop Rating or • To make an Element of a friendly Unit
Leadership check (see Performing part of his Unit.
Checks). • Promote an Element of a leaderless
Unit to become a Leader.

Leading From The Front


Leaders are most effective when they are
leading from the front. This inspires the
men and is easier to follow the leader into
action, backing him up and following his
direction.

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.

Leaders and Command


Points
Command Points may be spent by a Leaders need to be near the front to keep
Leader during his Unit’s activation only. the men moving.

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• Unpinning, optional spending of CP to
remove Pinned or Suppressed markers Command Point Example #1
from elements either in own Unit or
any friendly elements within 2” of the A player has an activated unit which he wishes
to fire with. The target enemy are ahead in
Leader.
cover and this will make shooting much harder.
He decides to spend a Command Point to direct
the firing and improve his chances.
When Elements of a friendly Unit are
made part of another friendly Unit, the The Command point spent increases the die
active Unit spends Command Points equal size by one size. This unit has a Troop Rating
to the number of Elements within his of Green, a d6, and the Command Point
Command Range he is trying to absorb increases this to a d8. Firing will now roll d8
into his Unit. instead of their usual d6.

Command Point Example #2


Other Leaders A Seasoned Rifle Platoon that has failed a
succession of Morale checks is now Panicked.
Leaders of other Units may spend Just to the rear of the Panicked unit is the
Command Points on other elements or Company Commander.
Units they are not leading.
During the next activation the player activates
Spending 1CP allows them to affect an the Commander and decides to use him to help
immediate Recovery or Rally Morale check calm the Panicked Rifle platoon.
on any friendly elements or Units within The Commander is within 2” of the Panicked
2”. unit. The Commander spends 1CP allowing the
They may also spend 1CP and promote an Panicked Unit to perform an immediate Rally
element of a leaderless Unit to become check. The Panicked unit immediately performs
a Rally check.
the Leader of the Unit.
The Panicked unit rolls a d8 (Seasoned) and
The Morale checks are resolved
scores a 6, a pass. The unit rallies and reduces
immediately, even if the Unit being
the Panicked status to Confused and removes
checked on is already Expended/Used. all Pinned markers.

Command Point Example #3


Replacing a Units An attacking Seasoned Rifle Platoon of seven
Leader elements has just received fire from enemy
ahead, Pinning four elements. The effect will be
Units that have no Leader as a result of to cause the unit exceeding casualties for its
the Leader being destroyed may replace Orders. It is Broken because it has suffered,
the Leader. and with subsequent morale checks when the
Unit next activates for having suffered over 50%
• They must be in Hold, and in cover casualties.
or defenses, and may not fire or be
in Close Combat. Immediately behind the Rifle Platoon and within
2” of two of the Pinned elements is the
By performing a Rally Action they may Commander. On the player’s next activation,
make a Troop Rating check, and if he manages to activate the Commander. Using
successful promote an Element to Leader. 2CP he spends one on each of the Pinned
Elements, removing the Pinned status.
When the Rifle Platoon next activates it will still
have exceeded its casualty allowance for the
Probe orders, and will not suffer from being
Broken.
The Commander now spends 1CP to issue new
orders and the Unit now has fresh motivation.

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6. Turn Sequence
An Expended Unit with no
Turn Sequence Command Points may not
be activated again this
The game uses a Turn Sequence which turn.
repeats itself until the game is concluded.
See Initiative & Activation for details on Off-Table Units
how to make the Initiative Deck.
Some Units are Off-Table either all game
The following steps are used each Turn. or at the start.
1. Shuffle the Initiative Deck and place Units that start off-table and are to enter
face down, If using counters mix these the table are activated in the normal way;
in a bag or cup. Reduce the cards or the player refers to his plan and orders as
counters appropriately if any Leaders to which would be the ‘closest to the
have been destroyed, add any Artillery enemy’. The side or point of entry is
cards, and add any special event cards. determined by the scenario.
2. The top card of the deck is revealed Artillery Units off-table will remain
and placed beside the deck face up. If off-table all game. They only Activate
using counters randomly draw one. once they have a request to fire. Once
the request is made a special marked card
3. The card/counter revealed determines or counter denoting the specific artillery
which Player may Activate a Unit, and unit is added to the bottom of the
which one (see Initiative & Initiative Deck (or added to the counter
Activation). If the End of Turn is bag next Turn if using Counters). The
revealed the Turn immediately ends. artillery fire is then resolved when the
card/counter is drawn. It is removed from
4. Resolve the Active Unit.
the deck or counters when the Unit stops
5. Repeat Steps 2-4 until either the End firing.
of Turn is revealed or all Units are
Expended. The Turn is then complete
and play returns to Step 1.
Expended Units & Used
Elements
Resolving a Unit’s Expended Units are units that have
either completed their Activation or due to
Activation other effects have become unable to
Once the Unit to be Activated has been perform Actions or Activate this Turn .
determined, it’s activated as follows: Used Elements are in a similar state to
i. Unpinning: optional spending of CP to being Expended, but remain so until the
remove Pinned or Suppressed markers end of the Turn. They may have the Used
from elements. effect removed by a Leader spending 1CP
on them to remove the Used status.
ii. Resolve Morale: first Recovery, then
Individual, then Unit checks. See Leaders & Command Points and
Combat Effects for additional details and
iii. Decide on an Action: the action they effects.
may perform based on their Orders
and current Morale state.
iv. Resolve the Action.
v. Unit becomes Expended.

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the expenditure of 1 Command Point he radios
Turn Sequence Example to an off-table 105mm artillery Unit. The artillery
has now been requested.
This is a summarized example. It will introduce
ideas and functions detailed after this point such The sixth card is revealed, a basic Black. The
as Morale and Actions. German Player activates the closest platoon not
yet expended, Rifle Platoon #1. This Platoon
A German and US Army (hereafter referred to as cannot see the enemy from its left flank position,
US) forces face each other. The German force so they are placed in Overwatch awaiting the
is defending with a Company HQ and two Rifle enemy.
platoons, plus a Pak 40 anti-tank gun Platoon.
The US force has a Company HQ, three rifle The seventh card is revealed, the End of Turn
Platoons, a Weapons Platoon, and a Sherman card, so the Turn immediately ends.
Tank Platoon.
The Initiative Deck has been made and the Turn #2
German side has 15 Black cards (including 4 AI
cards), the US 12 Red cards (including 2 AI All cards are returned to the Initiative Deck, and
cards) . the deck is shuffled and placed face down.
The top card drawn is a Red AI. The US Player
decides to use the AI card to choose his off-table
Turn #1 105mm howitzers. The Pak 40 Platoon is very
The Initiative Deck has been shuffled and placed close to a Registered Aimpoint; ideal for the US
face down. The first card off the top is revealed, artillery. He decides to fire on the Registered
a Black AI. The German player decides to use Aimpoint hoping it will get most of the German
the advantage of the AI to activate the Pak 40 anti-tank guns. This will be quicker than
Platoon. The Pak 40 Platoon is not the closest ranging-in and then firing. The artillery fire is
to the enemy, but enjoys a vantage point that resolved, one German Pak 40 being destroyed,
enables it to dominate the center of the table. and two Pinned. The Pak 40 Platoon resolves
As no US tanks can be seen yet the German its Morale and drops two morale states.
Player chooses to place it in Overwatch. The second card is a basic Red, and the US
The second card is revealed, a basic Black. The Player activates his #3 Rifle Platoon. He puts
German Player Activates the Rifle Platoon #2 as them in Hold and fires them at the German Rifle
this is currently closest to the US forces. It has a platoon #2 that fired on it Turn #1. Little damage
US Rifle Platoon (#3) in its sights at Short is done and German Morale remains good.
Range. The German Player decides to stay The third card drawn is a Black AI. The German
put in his foxholes and fire using Hold action. Player decides to activate his Pak 40 Platoon.
The combat is resolved and the US Player The Morale has dropped. The Unit Leader
makes Morale checks. spends Command Points to Recover the two
The third card is revealed, a Red AI. The US Pinned guns, makes remaining Morale checks
Player decides to activate his Sherman Platoon. and fails dropping one more morale state. Firing
The Shermans are not the closest, and the King is now difficult at this poor state, and the crews
allows him to choose any of his Units. The run for the cover of slit trenches near the guns.
player uses Skirmish to move them forward into The Pak 40’s are abandoned as the crews find
position to fire on German Rifle Platoon #2. cover.
They resolve the firing and the German Platoon The fourth card drawn is a basic Black. The
resolves Morale checks as required. German Player activates Rifle platoon #2, as it is
The fourth card is a basic Black. The German closest to the enemy. Chancing his luck he fires
Player decides to activate the Pak 40 Platoon in from Hold on US Rifle Platoon #3. Combat is
Overwatch and shoot the American Shermans. resolved and the US platoon checks Morale and
The Pak 40 Platoon fires using Hold action, drops a state.
destroying two Shermans. The Sherman The Turn continues...
Platoon resolves Morale, and pass the check.
The fifth card is revealed, a Red AI. The US
player decides to nominate his Company
Commander. A German Pak 40 AT platoon lies
ahead and has fired on vehicles supporting his
Company. He wants to hit it with his artillery.
The Company Commander uses Hold and spots
the Pak 40 Platoon, then radios for help. With

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7. Initiative & Activation
• Artillery. Each side may need a
What is the Initiative couple depending on the use or
availability of Off-Table artillery. Use
Deck? suitably marked counters or playing
cards; 10’s.
The Initiative Deck is a set of standard
In addition a card/counter is required as
playing cards used in a modified form to
the End of Turn indicator. I use a
create the Turn structure of the game. It
different coloured counter or a Joker if
provides a way to simulate leadership and
using playing cards.
the uncertainty and unpredictable nature
of combat.

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.

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Artillery The requested
artillery Unit may Initiative Deck Example Using
fire.
Counters
End of Turn The Turn finishes.
A player is creating the Initiative Deck for
All relevant cards
a game. The scenario they are to play
and counters are
has no special rules for the creation of the
returned to the
deck.
‘deck’ and a new
Turn started. His force is as follows;

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

ii. Resolve Individual Morale checks. Platoon Leader, LD3

iii. Resolve Unit Morale Checks. Attached

iv. Declare Action and perform. If a Battalion Mortar Platoon MFC


Charge is declared the Unit must 105mm Field Artillery FAO
perform a Base Morale check. If
successful the enemy being charged
must make a Morale check before The Army Initiative (AI) is 3
the charging troops are moved. If
failed the chargers may not enter
Close Combat.
v. Unit becomes Expended. The player totals up all the LD scores of
vi. Reserve unspent Command Points. all the Leaders, 4+3+2+2+4+3+3 = 21.
The player gives himself 21 Standard
Reserving Command Points Initiative counters.

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.

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If one pilot arrives at successful decisions faster
Activation - How and Why than the other, the slower pilot will be left
responding to actions that the faster pilot is
ALoM uses many unique concepts in gaming. already evaluating and changing. As the cycle
The Activation system is based on a concept I continues, the slower pilot's decisions lag
have experienced and researched, which I call increasingly behind the rapidly changing
‘Heat of Combat’. situation. His decisions are less and less
In the heat of combat, the battle takes on a life of appropriate to the actual situation, and ultimately
its own. It is a place where the intensity of time is he is defeated. The victorious pilot is said to
often compressed, life outside it seems to move have a shorter OODA loop.
in slow motion. Adrenaline is up, hearts
Within the U.S. military, the value of rapid
pumping, and reflexes, battle-drills, or combat
decision-making has been recognized far
experience takes over. And if you are not in it
beyond the arena of air combat. The idea that
you just don’t experience it.
tactical agility, “getting inside the enemy's OODA
ALoM tries to capture this in the Activation loop,” could permit a smaller, better-trained force
sequence through the Activation Deck. The deck to defeat a larger, slower opponent appealed
tries to capture the heart of all this and is based across the services.
on the well known concept developed over 40
years ago, by Col. John Boyd, one of the U.S. Outnumbered by Soviet ground forces in
Air Force's best fighter pilots and a veteran of jet Europe, the Army incorporated Boyd's ideas into
combat over Korea. its “Air/Land Battle” doctrine. The Marine Corps,
whose expeditionary mission often requires
An extract of how Col. Boyd’s concept works fighting larger forces under difficult conditions,
follows . was particularly taken with Boyd's ideas and
incorporated them into its “maneuver warfare”
doctrine in the 1980s. After the 1991 victory in
****************************************** Kuwait, Marine Corps Commandant Gen.
Charles Krulak went so far as to call Col. Boyd
one of the architects of victory in the Persian
OODA - A Four-Part Cycle Gulf War.
The heart of Boyd's theory is the premise that a Current U.S. military doctrine emphasizes
tactical decision is the result of a four-step translating high-speed information flow into
process commonly dubbed the “OODA loop” “dominant maneuver” faster than an enemy
after its component parts. Boyd called these four force can react. It also contemplates direct
stages observation, orientation, decision and attacks to “convince, confuse or deceive enemy
action. decision-makers,” thereby lengthening the
Observation: Whether observation consists of enemy's OODA loop.
the visual cues that guide a fighter pilot or the
staff papers and briefings presented to a senior
administrator, the decision-maker must first How to speed up and how not to
perceive and assimilate information about the
environment as a basis for decision. As a cyclical process, the speed of the OODA
loop is limited by its slowest step. One
Orientation: Once the decision-maker has temptation for commanders is to extend the
gained information through his or others' observation (information-gathering) phase of the
observations, he must fit those pieces of process, which can lead to what is sometimes
information into a useful understanding of the called “analysis-paralysis,” in the hope that more
situation. information will improve the resulting decisions.

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

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decision in anticipated situations. In many focus on the immediate firefight and in the
situations, minimum essential information is process can and do lose track of the entire
codified into a formal list of expected indicators. situation, sort of like the squeaky wheel gets the
oil syndrome.
Accurate, rapid decision-making is not a function
of technology. The U.S. military receives, This is recognized in having the units closest to
processes, and presents senior officers with known enemy or suspected enemy positions
more information than any force in history. Yet, activate first. As they are in the ‘situation’ and
U.S. exercises employing German military ‘on the spot’ they will be reacting or determining
officers with World War II combat experience how the situation plays out before they get to
showed that these officers could make coherent report it up the command chain where further
tactical decisions with rudimentary information in decisions may be made. Commanders are thus
minimal time. Technology is an asset only if it waiting to be fed sufficient information to direct
presents the few key variables the decision the resources at their disposal.
maker requires (that is, the minimum required
The essential qualities of leaders in game terms
infor mation) more r apidly or mor e
is now their Leadership Rating (LD). This reflects
understandably.
many aspects of leaders including the ability to
Finally, while every decision causes the OODA quickly analyze a situation and issue clear and
loop to begin anew, the decision-maker's view of effective orders via the communication means
newly observed information is itself affected by he chooses. The LD rating is thus a many
the decisions that the commander has just faceted thing as it also restricts the number of
made. Commanders have a strong tendency to things a commander may do and thus how
hold to previous decisions until the evidence for effectively he may react or perform.
change is overwhelming.
The creation of the deck forms a ‘pool’ of the
For example, in a given battlefield situation, a leadership available to a side, and in some ways
commander who arrives later in the incident reflects the inter-cooperation of a force, how
might elect immediately to go defensive, while a they respond to each others needs, anticipate
commander who has already committed how other commanders will operate or react, or
significant resources to offensive operations have made tactical arrangements between
might maintain them well beyond that point. themselves prior to battle.
While this bias can never be completely
The Army cards signify the typical level of
overcome, a good decision-maker is aware of it
integration of a side , and the doctrines
and actively seeks information to challenge or
governing control and intensity of the style of
validate his decisions.
fighting the force uses.
******************************************
This may all seem like a headache in the mak-
ing, but simply let go of all your previous gaming
experiences and trust this system. Its simplicity
With this in mind we come back to our activation
gets you past all the hard thinking and allows
system.
you to have a game which is both realistic in its
The system focuses on the concept that the men modeling that which can’t be conventional gam-
closest to or in the heat of the battle will be ing means.
making decisions faster and sooner than those
And its fun!
outside the danger. Commanders also seem to

A Russian Maxim machinegun team provides long range covering fire. Keeping support
fire on Overwatch allows you to react to enemy movements.

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can use Overwatch to cover other units
Activation Guide movement, especially by machineguns
across open ground. Small mortars firing
smoke can also be very handy.
- Which Unit do I Activate?
• Drawing an Army Initiative activation first up
As a basic guideline in a turn need not be wasted as it allows you
always remember the to put heavy weapons or tanks supporting
closest to danger infantry into Overwatch.
activates first. Do not
measure distances on • Company Commanders and Deputies are no
the table for such good hiding from the action. They need to be
things, use your eyes near the action. If they are near units under
and judgment. If pressure they may help out with Recovery
necessary get your using their Command Points, and this may
opponent’s opinion, allow the unit to effectively reactivate.
after all he is ‘the danger’ and can reflect the • Movement across open ground is dangerous
danger level you face. if it may take more than a single movement/
If faced with several Units that are roughly in the activation. Consider using a reactivation
same position or level of danger then the player when possible or Command Points to
activating may choose which they activates first. maximize movement or moving again to get
out of the open.
The exception to all this is units in Overwatch.
Units in Overwatch may override the ‘closest’ • The End of Turn counter may appear at any
priority system. They have already activated and time. Plan for the turn to be sometimes
are waiting for something to happen. Thus any shorter than you thought.
friendly activation may instead activate a friendly
• Because the closest Unit to the enemy
unit in Overwatch.
activates, there is a tendency to focus only on
the action. If you lose sight of the whole
Tactical Use of the Activation picture and your plans, you may quickly lose
the game. Keep supporting forces in touch
System with the action at the front.
About now you may be starting to have some
• If you get several activations in a row too
ideas on how you might apply some of the
often comes to an abrupt end, either by End
concepts. Here are further thoughts for you:
of Turn counter or by a sequence of enemy
• As you have to always activate the closest activations, Overwatch may be used to cover
first, unless you draw an Army Initiative card/ or hedge against a possible enemy sequence
counter, don’t let your army become too of activations.
separated from the leading units. The leading
• The cards or counters may just not go your
units will have no support and any advantage
way. There is no way to fix this or change it.
they gain will be easily lost to enemy
That’s life. Stay cool, laugh, cry, the next turn
counter-attack. This may mean using some
may go all your way. Allow the other guy to
draws of Jack-Queen-King to get straggling
get frustrated and do something stupid.
units caught up.
• I am reminded of that old saying — ‘If all is
• Low Leadership units are very limited in their
going to plan, you have walked into an
flexibility. They are best used with simple
ambush.’
plans.
• Low leadership armies with few Army
Initiative cards will have fewer activations and
reactivations. Make the most of each
activation because the enemy may have
many more.
• High Leadership units are very flexible, and
as such are able to work with more complex
plans.
• Overwatch is very useful for attackers and
defenders. Defenders may wait till attackers
are committed before opening up. Attackers

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When drawn it is applied to the next Unit
Special Events activation. This may mean holding on to
When playing your first game, it is easier the card till the next friendly Unit activates
not to have any special events. As you or until the end of the turn.
gain confidence and the feel of the game
flow, you will want to consider adding How many cards?
special events.
Twelve cards are a good starting number.
Special events come in two forms. The Add to this 1d6 ‘no-effect’ cards.
first, is a turn-by-turn chance of
The scenario should guide the selection or
something happening. The effects are to
relevance of the twelve cards. In some
some degree random, and may be generic
cases having more than one of any card
in nature, but sometimes army specific.
may be desirable to meet the scenario
These are called Special Effect.
conditions.
The second, is a scenario programmed
event, whose appearance may be staged
Types of Special Effect
in its timing or random, but with a specific
effect for the scenario. These are called This is not exhaustive, and should not
Scenario Events. limit the players or umpire from adding
further Special Effects. In future
supplements, more will be officially added
to coincide with the scenarios in the
Special Effects supplements.
Special effects provide the potential each
turn for random events. These events are Ammo!
localized, and provide a means to make
Resupply of ammunition for one Unit.
small improvement or setback in
individual units.
Ammo Shortage
This is not a fixed and rigid system,
players or umpires should customize this Ammo supply is limited due to
to suit the scenario. There are many circumstances. Restricted to a single
other effects that may be added. firing action a turn, till resupplied. All
targets must be at Short range. If they
To achieve this, another set of cards or
fire after this point and this effect is drawn
counters is necessary. The Special Effect
for them again they are considered out of
is noted on the card or counter. I suggest
ammunition and cannot fire again till re-
a separate selection for each army, this
supplied. Heavy Weapons and AFV could
permits them to be made relative to each
be restricted in the ammunition or attacks
army.
available as part of the scenario.
The cards or counters include a variable
number of ‘no-effect’ blanks. This helps
Big Balls
offset the predictability of effects
happening. The Unit is pumped up and ready to go.
Immediately raise morale one level.
The total number of cards available in the
Initiative Deck may also vary, and is best
matched to the scenario. Unless other- Blaze Away
wise specified, allow no more than three
Fast firing, it allows +2 to all suppressive
at a time.
fire.
The cards or counters are shuffled or
mixed, and each turn one is added to the
Broken Down
Initiative Deck. They are only removed
from the deck as each player draws them A random vehicle of the Unit has broken
from the deck as part of normal down. Perform a troop rating check. If
activation. Cards may be recycled and passed the vehicle may move from the
used again, but keep in mind the scenario. next turn. If failed it may not move for

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the rest of the game. Unless defending 36”. They may not deploy within 12” of
the vehicle is abandoned. Has no effect known enemy, or pass so that they may
on infantry or support. be seen by the enemy.

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.

Cup of Joe / Tea Spooked


Allows a unit with lowered morale that is The Unit sniffs danger and suffers a Fear
out of contact with the enemy to regain its attack.
composure and raise morale instantly by 2
levels up to normal.

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.

May re-roll and failed Troop Rating or


Morale check that fails once.

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

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8. Morale Checks
If it passes a Rally action Morale check, it
Making a Morale raises the Morale State one level. If the
Rally is failed, it only drops a single state
Check if it is a Critical Failure.

Standard Morale checks (referred to


as Morale Checks) are made using the A Unit which drops to any
Morale rating of the Unit. This may be Morale State below
modified by the Leader of the Unit Normal may immediately
spending Command points, and also by change to Hold action
the Current Morale state of the Unit and immediately become
causing modifiers to be applied. Used.
A variant is the Base Morale check. This
differs from the standard check in that no Morale States (in descending order)
modifiers are applied to the check, but
may be adjusted by Command Points Hyped A heightened state of
used to increase the die size. morale. Gives +1 to all
Morale checks.
Normal Regular, happy people.
To PASS the die result
must be 5+. Unhappy They are not as happy as
they could be. If they move
through cover or try to cross
• In most cases if the check is failed then cover while under fire, they
reduce the Morale State by one level. will take cover from the fire
until Rallied (unless already
• If a 1 is rolled then a Critical Failure withdrawing).
results (unless otherwise noted).
Critical Failures reduce the Current Depressed Rather unhappy and they
Morale state two stages unless suffer a -1 to all Troop
otherwise instructed. Rating and Morale checks. If
they move through or try to
• Subtract 1 from the die score if the cross cover while under fire
Unit has exceeded its Motivation. they will take cover from the
• Subtract 2 from the die score if the unit fire until Rallied (unless
is Broken or individual element is already withdrawing).
Pinned. Confused They are so unhappy that
• A Unit that fails an ‘As it happens’ they suffer a -2 to all Troop
Morale check may immediately change Rating and Morale checks.
to Hold orders. They may not move closer to
the enemy. If in the open
they will move toward cover
away from the enemy, where
Morale States they will take cover until
Rallied.
Morale has six states. All troops unless
Panicked If within 6” of known enemy
otherwise stated start at Normal.
they surrender and are
When a Morale check is removed from play. If over
failed, the Unit drops one 6” from the enemy they run
morale state, Critical and attempt to flee the
Failure drop two states. battlefield using Advance
action.

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When to make a Morale There is a variant of this known as a ‘d4
Recovery Check’. This is a Recovery
Check? check and uses a d4 die.

Checks are made for each of the


following: Individual Morale Checks
Morale checks are made for each
Recovery Morale Checks individual Element out of Formation.

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.

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Unit Morale Checks
Morale Levels
Checks are made for each of the following
circumstances: 5 Hyped

• If casualties exceed 50% of the Units 4 * Normal *


starting total and subsequent 3 Unhappy
Casualties are suffered.
2 Depressed
• If the Unit Leader is killed/destroyed.
1 Confused
• At the start of every Activation of
Panicked Troops. 0 or less Panicked

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.

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What are Casualties? it next Activates.
If it passes the check the elements lower
Casualties are elements of a Unit that are Morale State is replaced by the Units
either dead or destroyed, Pinned, Morale State.
runaway, surrendered, or out of
formation, all since the last Activation. If it fails the check, the entire Unit drops
one Morale State and the element adopts
Pinned elements that are recovered or the same state.
elements that rejoin the formation are no
longer casualties.

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.

A unit is Broken if: Morale Example #2


• It is suffering 50% or more casualties Two German MG42 of an Infantry Company HQ
(Pinned / Destroyed) of the total they Unit open fire at a Seasoned British Rifle
started the game with since last Platoon. The firing causes 4 Pinned (including
receiving an order. the Leader), and 1 Dead. The British Platoon is
Broken.
• Is in a Morale state of Panicked.
The immediate effect is to cause a Morale
Check for taking casualties. As the Leader is
A Broken Unit is not wanting to enter Pinned the British player may not spend
combat. It will disengage and find cover Command Points.
away from the enemy unless already in Dicing using a d8, the modifiers of Broken (-2)
defenses. If Panicked already it may and Exceeded Orders motivation (-1) are
surrender or attempt to flee the applied. The modified score of 4 is rolled, a
battlefield. failure, and the British Platoon drops a Morale
State from Normal to Unhappy.
Becoming Un-Broken In a subsequent activation the British Platoon
has further Morale checks. Because the Unit is
A Broken Unit may only become suffering from a total of –3 in modifiers, the
un-Broken when they pass a successful British player decides not to try and Recovery
Rally check. This allows them to checks as the danger of critically failing was too
temporarily ignore the Broken state until great.
they next suffer any casualties.
The next Morale check is for suffering 50% or
They will require new orders to move more casualties. Dicing and applying the –3
forward against known enemy (unless modifier the player scores a total of –1, a critical
they have Attack orders) and until then failure and immediately drops two Morale
may choose to Defend or Delay. States, going from Unhappy down to Confused.
As an action, the player decides to have the
Unit perform a Rally action. As it is a Base
When a Unit has Mixed Morale Check, it does not have any modifiers
applied to it. The d8 is rolled and a 6 is scored,
Morale a pass. The player chooses to remove the
Broken state, as the removal of this modifier will
If a Unit has Individual elements with a greatly help further morale checks.
lower Morale State which join the Unit
Formation, it makes a Morale check when

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9. Orders
The Mission reflects the type of activity
Why Orders? the Unit is to perform. This could be to
Probe the enemy positions, Attack a
Orders give Units a sense of guidance and position, Scout, Support, Defend, or
direction. As in real life, some simplistic Delay.
forms of orders are used to guide how the Motivation is the degree of caution and
player uses his troops. casualties the Unit is to display and accept
These are simple in that they allow a in the execution of the Mission. These
degree of latitude for the Player, yet may be considered the point at which the
commit him to a basic ‘plan’. cost of the mission starts getting more
expensive than its worth, and from that
And just as in real life, plans often fail point on the Units become less inclined to
when commanders fail to prepare and risk their lives.
anticipate, and then respond with clear
instructions when things start going
astray. Once the Motivation level
is reached and remains
breached in casualty
terms — the Unit has a
Missions & Motivation negative modifier (-1)
applied to all Morale
Orders are composed of two components;
Checks.
the Mission and the Motivation.

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.

Combined, the Mission and Motivation give


a basis for the Unit to be guided by the
Player. Effective command will thus
become an essential part of wargaming
Make a plan, and stick to it. Give your
the action.
men some idea of how they will
coordinate in attack and defense. You will
be more successful with a good plan than
no plan or a poorly thought out one.

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Getting New Motivation Applying Orders
Once a Unit receives new Orders, it Orders are intended to give a Unit both
receives new Motivation, and any negative direction and motivation, and criteria to
affects carried with the previous orders. operate within. Gamers are not always
happy when such concepts are applied to
For example, if a Unit has exceeded its
them on the miniature battlefield. In real
Probe Order as it moved on enemy
life this is how armed forces operate.
positions it could be given a new Order,
Thus in miniature, we need to apply this
and this new Order would supercede the
to an acceptable and rational degree.
previous and any Motivation of the
previous. The new Order restarts The application of orders creates a fun and
calculations for Motivation from the point challenging aspect to the game. I try and
the Unit receives the new Order. out-guess and out-smart my opponent,
and the chaos that results as two
opposing plans meet, is seldom head-on.
The players reactions to the chaos,
Missions reaffirming plans, changing plans, adds
more chaos. It’s a slice of real life and
The Missions available in ALoM reflect real
goes a long way to explaining the outcome
life activities that a Unit might perform.
of many battles in real life.
They also reflect the relative casualties
and motivation that come with these types In the application of Orders we have three
of Missions. factors that we have already been given;

Scout This is for Recon troops. An • Objective, or where we are going


axis is required. and what we do.
Motivation 10%.
• Axis, or how we get there
Probe Used to find and engage the navigationally—Perhaps a line or
enemy, and not move into series of lines
Close Combat. Requires an
• Motivation, or how long do we
axis or objective.
persist with these orders till we think
Motivation 20%.
we need to get new orders.
Attack Used to engage and close
the enemy. Requires an
axis and objective. If we apply these basic principles of the
Motivation 33%. rules, the Units we move will be acting
faithfully to a plan, as they might in real
Defend To try and deny an objective
life. It allows a degree of interpretation
from the enemy. Position
on the Players part, and coordination with
may not be left until unit is
friendly forces. Further details such as
Broken. Motivation 33%.
signals using flares could be added to wire
Delay Used to slow the enemy by or wireless communication. Runners now
falling back to successive have a use as we increase the efficiency of
positions. Must have a our orders and change our plans.
specified axis upon which
In practical terms, a sketch map locating
the delaying is to take place.
points relevant to orders to be given and
Motivation 10%.
to which units, is really all that is required.
Support The Unit is to provide One may list Units and axis/objectives—
supporting fire or action to whatever works for either or both players.
another Unit(s). Must be In very friendly games just a list of Units
within 12” of the Unit to be and orders may be all that’s needed.
supported, or have a
specified objective.
Motivation 20%.

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10. Communications
In ALoM communication is represented with an element of the recipient Unit. The
through the use of Command Points (CP). message may be acted on the following
Turn.
Runners never make Morale Checks.
Each communication by
any means costs 1CP.
Depicting A Runner Element
A runner element is a separate individually
The expenditure of a Command Points
based infantry figure in foot units. In a
sends the communication. The type of
vehicle unit it could be a small vehicle
communication determines its method,
such as a jeep, motorcycle or such.
speed, and success.
The element is representational of how the
Elements of the same Unit automatically
runner moves, and how it may be
share information when in Formation.
targeted by the enemy.
The recipient receives the message when
The loss of a runner has no practical
he activates. We will assume it’s content
means in the game, and its loss
is clear enough to be understood.
represents a break in communication.

• Communications may not be sent by Field Telephone


Pinned elements.
Field Telephone offers the speed of
personal communication, but lacks
mobility like radio, and is susceptible to

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.

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damage from artillery fire. the same command authority. Attached
units in WW2 usually used different ‘nets’
The line should be noted as being
which made integration of forces difficult.
deployed between two points. In some
scenarios there will have been time to Perform a Troop Rating check for each
bury it which adds to its safety. communication;
Any two Units with elements at either end • A success and the communication is
of the line may communicate for 1CP. completed.
Artillery fire that covers the line can break • Failure and the message is not
it. Dice (d6) when the line is next used to completed.
communicate, a score of ‘1’ breaks the
• Critical failure means the Radio is
line if buried, ‘1’ and ‘2’ if not.
unable to be used further.
A broken line may not be used until
repaired. It may be repaired by
dispatching a Runner to move along the
line’s length. Make a Troop Rating check
at the end of the final move and if
successful the line is repaired.

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.

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11. Actions
Actions are the things the models do: Morale check to try and
move, shoot, or move and shoot. Actions improve current Morale. No
are as follows: movement. Considered to
be in Hold if in cover else as
if in Skirmish.
Advance A move at full speed
ignoring cover and without
caution, no firing.
Skirmish A partial move utilizing any
Performing Actions
cover available and may To perform an Action the Player declares
shoot either before, or after which Action the Unit will use and resolves
moving but only using the action.
Suppressive Fire. Always
counts as firing on the move
Overwatch
and only at targets seen at
the movement’s start. A Overwatch reserves the Unit to react to
half move using cover may enemy activation. It does this by paus-
make the element harder to ing—waiting for the enemy to do some-
spot, see Spotting The thing in its sight so they may respond.
Enemy.
• The Unit remains paused in Hold.
Hold Remains stationary and fires
• It is not Expended till after it
if desired, or may turn to
reactivates and performs an action.
face without firing.
• They may be reactivated by any
Overwatch Remains paused and waiting
to be reactivated in friendly card drawn from the Initiative
response to visible enemy Deck.
movement or firing. • Going into Overwatch costs 1CP.
Treated as if in Hold if
targeted. See Overwatch.
Rally Perform a voluntary Base

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.

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Moving
See Movement.
Multiple Action Example #1
A Unit wishes to perform two actions, one group
of elements is to provide covering fire from Hold
Combat
action while another moves forward in Advance
See Shooting and Close Combat. to start a bold, leap-frog maneuver. The
elements in Hold are resolved first as they fire
suppressively at enemy positions ahead. The
Rally Player then has the Leader of the Unit spend
This allows a Unit to make a base Morale 1CP and the remaining elements perform an
check. Success allows the Unit to improve Advance action.
its current Morale or un-Pin elements, or
overcome being Broken. Multiple Action Example #2
See Morale Checks for more details. A Russian IS2 tank platoon in a previous turn
moved up a road in column; one behind the
other. Following this a German Jagd-Panther
Can a Unit perform more than one ac-
activated a short way ahead, fired, and very
tion?
fortunately missed.
Different elements of a Unit may perform
In the next turn the Russian tank platoon been
more than one action in a Turn. If ele- activated. The player wishes to fire back at the
ments of a Unit wish to perform a different German Jagd-Panther, and as he is in column,
action from the Commander of the Unit the rear tank-RT2, and cannot see through the
they may do so at the expense of one front tank-RT1. He could stop and fire RT1 by
Command Point (1CP). itself, with RT2 stuck stationary behind it doing
nothing. The alternative is to use multiple ac-
tions.
Only whole Units may use
The Russian player spends one Command Point
Overwatch.
and performs a multiple action. RT1 will use
Hold action and fire on the German
Jagd-Panther. The 1CP spent allows RT2 to
perform a different action to RT1, a multiple
action. RT2 uses Skirmish action to move out to
the left and position itself for a shot in a
subsequent activation. If both Russian tanks are
still alive it will allow both to shoot or one to
shoot and the other to keep maneuvering in
order to get on the Germans flank.

RT2

RT1
RT2

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12. Spotting The Enemy
To effectively shoot at the enemy they performed or type of element.
must be seen. Spotting the enemy uses
In Hold or Overwatch; 90 degrees
Line of Sight (LoS) and depending on diffi-
either side of facing or 45 degrees either
culty a Troop Rating check.
side of turret facing.
If Moving; 45 degrees either side of
The Base Vision Range is facing.
the range at which troops
may be seen automatically
in either Skirmish or Turret facing may be changed only after
Rally action. an action is performed.

If viewed at the modified Base Vision


Range the target is seen automatically. Cover & Viewing
• If viewed at up to twice the modified For purposes of vision cover may be
Base Vision Range then a Troop Rating Linear or Area.
check is required. • Viewers may see up to 2” into or
• No target is viewable at over twice the through Area cover, or up to 4” if
modified Base Vision Range. within. If the cover is Hard then
viewing in only through appropriate
• If viewer is in Advance the spotter may openings.
not spot at ranges over Base Vision
• Linear cover provides cover only across
range.
it or up to either side of its length.
• Linear cover may be overlooked from a
suitable height. Area cover does not
Arcs of Vision lose its effect when viewed from height
normally.
Viewing arcs limit what may be seen. They
may be more limited by the action being • Cover is depicted by terrain models.

Base Vision Range


Day Dawn, Mist or Dark Fog
Dusk, Moon Night
Rain
Sniper 18” 12” 6” 3” 2” 1”
Infantry 36” 24” 12” 6” 3” 2”
Support 40” 30” 15” 8” 4” 2”
Heavy 40” 40” 20” 10” 5” 3”
Vehicle 60” 48” 24” 12” 6” 3”
Firing Sniper Rifle from Hold in cover 6” 3” 3” 1” -
Any firing MG, HMG, other Infantry weapons 24” 18” 12” 3” 2”
Heavy or larger vehicle weapons 48” 36” 24” 18” 12”
If target not firing and in Hold/Overwatch in cover, move 1 column right.
Move 1 column left for targets in Advance.

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These define the ability of the cover to
be overlooked in relation to other Spotting Example #1
terrain.
At dawn a Russian Machinegun Platoon is on
• Partial Smoke is Linear cover, Full the first floor of an apartment block. They have
Smoke is Area cover. excellent views across a bombed out city
square and park. In front of them a German
Rifle Platoon is moving among the park remains
and rubble.
Reduced Visibility The Russian player finds the closest element of
This can be due to weather or light levels the Machinegun Platoon to the Germans that
or both. Use the appropriate column to has a vision arc encompassing the Germans
determine the Base Vision Range. position. From this element he measures the
distance to any element of the German Platoon.
It is this element that spotting will be tested on.
If this element is spotted then fire by any of the
Skirmish Action Russian Machinegun Platoon at any of the
German elements will be allowed as long as the
Foot elements in Skirmish action moving firing element has Line of Sight and the targeted
up to half the given move rate from cover element is not out of sight.
to cover or entirely within are treated as if The German element has some light cover with
in Hold for spotting purposes only. foliage remains, and is moving through a bomb
crater. From their vantage point the foliage can
be overlooked so is of no consequence. The
bomb crater is an area cover they are in, but it
High Ground has no limitations as to how far in can be seen
into or through. The measured range is 23”.
High Ground extends the range of vision
as it sees over many minor terrain Using the Dawn column, we see that Infantry
features not necessarily depicted on table. have a Base Vision Range of 12”. This is
increased by 6” due to viewing from ‘high
ground’, making Base Vision Range now 18”.
As the Germans are at 23” they are over Base
• Add 6” to Base Vision Range if spotting
Vision Range (but under twice), so the Russians
Infantry or Support in daylight or must make a Troop Rating Check to spot the
dawn/dusk. Germans.
• Add 12” to Base Vision Range if The Russians are rated Seasoned (d8). Their
spotting Heavy or Vehicle in daylight or Commander decides to use a Command Point
dawn/dusk. (he has been urging the men to stay vigilant) so
they roll a d10.
Rolling the d10 they score a 7 (require a 5 or
better) so they spot the Germans and decide to
fire.

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.

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13. Movement
Crossing Obstacles or
Normal Movement Bad Going
Use either the given Base or Full Move
Obstacles are either linear terrain
rates for the Action being performed.
features or areas of ground which reduce
movement and may cause a Breakdown.
• A Unit using Advance may use their
Full Move rate.
Obstacles must be
• A Unit Skirmishing uses the Base crossed using Skirmish
Movement rate. action only.
• A Charge is a declared variation of
Skirmish where the Unit attempts to
Obstacles are linear or defined points
move into Close Combat with an
across which movement is hindered or
enemy Unit. The enemy Unit must be
effected. Examples include walls, ditches,
within line of sight and 6”. See Close
or cratered roads.
Combat.
Bad Going is an area or type of terrain
that by its nature impedes movement.
Any movement not in cover within
Line of Sight of enemy elements or
markers, or within 12” of known • Bad Going and Obstacle crossing
enemy positions or any marker, or reduces movement rate by half.
under any type of firing, or if crossing
• Movement stops at the edge of an
an obstacle or bad going, the Unit
Obstacle, and is crossed in a
must dice for their movement by
subsequent move/Turn.
performing a Troop Rating check for
the Unit: • Bad Going may be crossed by using
Skirmish action if beyond the edge.
• If the result is ‘5’ or greater • When vehicles or Heavy Weapons cross
they move up to a full move. or are moving through an Obstacle, a
Troop Rating check is performed. If
• If the result is less than ‘5’
failed the vehicle has a Breakdown.
subtract 1” from the given
movement rate for each point less
than ‘5’, but not reduced to less
than half move.
Loading & Unloading
• If a Critical Failure (roll of 1) and
A vehicle with passengers must choose to
crossing an Obstacle or Bad Going
activate as either the vehicle or as the
then check for a Breakdown. No
passengers. This means that if the vehicle
movement for any element.
is activated first the passengers may not
unload.
Passengers may load by moving to the
Turning vehicle.
Infantry and Support elements deduct 1” Passengers of vehicles not Open-topped
for every 45 degrees turned. Heavy should consider loading/unloading a half
Weapons and vehicles deduct 2” for every move.
45 degrees turned.

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Breakdowns defended building/structure,
streams.
A Breakdown signifies that the element is
now stuck, and in typical game times, it is Wheeled - Fences, hedges, walls,
no longer able to be used. ditches, steep slopes, scrub,
streams, surf or shallows,
A Breakdown Check is rolled using Troop
mud.
Rating. Increase the difficulty by one if
using Advance Action. To pass, roll: Halftrack - Anti-tank ditches, scrub,
steep slopes, streams, surf
• ‘2+’ for Full Track
or shallows.
• ‘3+’ for Halftrack or Under Powered
Full Track - Anti-tank ditches, heavy
(including all Full Track)
forest, jungle, scrub, steep
• ‘4+’ for off-road vehicles (X) wheeled. slopes, surf or shallows,
steams, mud (if
• ‘5+’ for other wheeled & Heavy
Overweight), sea or river (if
Weapons.
Amphibious).
Animals - Rivers, surf or shallows,
If failed a Breakdown has occurred and heavy forest, steep slopes
the following happen: for ‘Ridden’ or ‘Draught’.

• 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.

Wheeled - Fences, hedges, walls, Wheeled - Cliffs, jungle or heavy


ditches, military bridge. wooded/scrub, Boccage
hedges, buildings, anti-tank
Halftrack - Light forest, mud, military ditches or obstacles, rivers,
bridge. anti-tank obstacles.
Full Track - Light forest, mud (unless Halftrack - Cliffs, jungle, buildings,
‘Overweight), any bridge. heavy forest, rivers, rivers,
Animals - Scrub, streams, mud, mili- anti-tank obstacles.
tary bridge, light forest, Full Track - Cliffs, rivers (unless
steep slopes for ‘Pack’. Amphibious), sea (unless
Heavy - Any bridge. Sea Amphibious), rivers,
anti-tank obstacles.
Heavy - Cliffs unless ‘Pack’ and
Obstacles handled by Commando/
Foot - High fences, high hedges, Ranger or mountain troops
high walls, barbed wire, rivers, anti-tank obstacles.

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14. Combat
Calculating The Firepower
Shooting The Attacker calculates the number of
attacks or dice that are rolled. Firepower
This is ranged fire when elements shoot at (FP) represents the relative number of
each other over a distance. The firing Unit dice to be rolled. E.g. FP3 is 3
must be able to fire (i.e. is performing attack/dice.
either a Hold or Skirmish action) and must
have a target or targets they have Firepower is modified as follows;
spotted. • Halve if shooting on the move.
Having done this combat may be resolved. • Halve if firing at Long Range.
Note—All fractions are rounded down.
Elements can either fire
before moving or after Targeting
moving.
The firer may target as many enemies as
If firing after moving, it his Firepower for the given attack (this will
may only be Suppressive reduce if Concentrated Fire is Used).
Fire.
Firing by the element will be at the closest
Long Range is twice the and most ‘natural’ target. This is a hard
given range. concept to define in absolute terms, but
reflects a threat priority. This could be
the closest enemy firing on them or the
Firing & Targeting closest moving enemy. An enemy
element in Hold up close that is Used or
When firing is declared the firing Player Pinned is far less a threat than an enemy
decides which elements will fire, with element moving but further away, or a
which weapons, and at which elements. Bazooka element is more logically going to
Vision to targets is always a consideration, shoot at the tank in front than the
so keep in mind that some elements of the infantry. See the Natural Target
target Unit may not be visible even with Example.
Line of Sight to them. Such targets may If the player wants to attack an element
only be fired upon by Suppressive Fire. that is not the natural target each
assigned attack costs 1CP. This is called
Assigned Fire. See the Targeting Ex-
Firing may only occur at ample; Assigning Fire.
targets visible at the
start of the Activation. If an element has more than ‘1’ Firepower
and wishes to attack more than one
element the Player must apply subsequent
The firing Player resolves all fire element attacks to the next most ‘natural’ target of
by element. the same type.
Example—If the first target was moving
Arcs of Fire then the next one must also be moving, if
the first was firing then the next must also
Firing arcs for infantry and turreted weap- be firing.
ons is 90 degrees either side of facing. All
others 45 degrees either side of facing.
Turret facing may be changed only after Elements in Hold in Cover
an action is performed. that have not fired this
activation may only be

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attacked by Suppressive Firing Procedure
Fire.
1. The firer consults the Combat
Each attack assigned out Modifiers list and notes any
of priority costs 1CP. applicable.
By making a successful 2. He makes a Troop Rating check for
Troop Rating Check a each attack and adds any modifiers
sniper may target any already noted from the Combat
element it may see. Modifiers list. The result is his
Attack Score.
Resolving the Firing 3. The enemy Player now consults the
Combat Modifiers list and notes any
The Player assigns any attacks that may
applicable modifiers for the targeted
be assigned. If no attacks are assigned
element.
then the first target is nominated.
4. He makes a single Troop Rating
Attacks are now made against this target
check, and adds any modifiers
by firers able to do so until the target is
already noted from the Combat
either Suppressed, Pinned, or Killed/
Modifiers list. The result is his
Destroyed.
Defense Score.
The firer must declare if the firer is using
5. The Defense score is now compared
Concentrated Fire or Suppressive (may
with the Attack Score. See the
use one or both).
Combat Results table.

causes a Pinned effect or Dead, then if it has


Natural Target Example any attacks remaining it must target G2, as G2 is
the same type of element as G1 and also mov-
Deciding on what a ‘natural’ target should be is ing.
rather easy. The target that an element fires at
should be the most logical target for the firing R2 is roughly equal distance from G1 / G2 and
element. G3. The player can decide to shoot at G1 / G2 or
at G3. If it shoots at G3 it may not use surplus
In the example below, the Russians, R1, R2, attacks on G1 / G2. If it shoots at G1 / G2 it may
and R3, are about to shoot at the Germans, G1, not use surplus attacks on G3.
G2, and G3. G1 and G2 are moving forward in
Skirmish action, G3 is stationary firing at the R3 clearly has G3 dead ahead and closest. It
Russians. would be natural to target G3. Because he tar-
gets G3, he may not target G1 / G2 with surplus
The most logical target for R1 is G1. It is the attacks as G1 / G2 are performing a different
closest enemy and is moving, so it would attract action to G3.
R1’s attention first. If R1 shoots at G1 and

G1

R1 G2

R2

R3 G3

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Attack & Defense Summary weapons such as grenades.
Attacker / Defender Advantages +1 / each • CA fire gives an Attack Advantage.
Troop Rating check + die roll • CA fire may only be used by Infantry
elements.
Concentrated Fire • CA fire has an AT rating of AT1 or AT3
against open topped vehicles.
A firer using weapons with a Firepower
(FO) greater than ‘1’ may apply the • CA fire is optional for the attacker.
Concentrated Fire modifier if he reduces
the Firepower of the attack by one, i.e. a
Front or Flank
FP 3 reduced to FP 2.
Targets are easier to hit if attacked on the
This may be further reduced and the
Flank. The target is divided into two
modifier applied again if the Firepower is
aspects, Front and Flank.
still above ‘1’ if the Player desires.
The Front is the arc of 180 degrees
• All fire by the element must be at the
extending forward of the leading edge
one target.
of the element. Attacks from within this
arc attack the Front aspect, and all
Ineffective Fire vehicles hit from here attack Frontal
Armour.
Fire that is ineffective allows the targeted
element to roll two (2) Defense checks. The Flank is the arc of 180 degrees
He may choose the higher to calculate his
Defense Score.

Close Assault Fire


Close Assault (CA) fire is firing that takes
place at up to 3” range. It reflects the
increased effectiveness of fire and use of

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.

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Ty Callaghan-Jones (order #4724498) 8


extending backward from the leading
edge of the element. Attacks from
within this arc attack the Flank aspect,
and all vehicles hit from here attack
Flank Armour.

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.

• The Snipers fire always causes a


Morale check if not targeted with other
attacks this Turn.

• Sniper fire may not kill or destroy any


element except other Snipers. Kill
results become Pinned, Pinned become
Used.

Suppressive Fire Dashing forward under fire, German


infantry will use suppressive fire to keep
Instead of firing as normal, a Unit may fire the enemy heads down while they close
in Suppressive Fire. The intention is to in close enough to eliminate the enemy
fire enough attacks into the target area so positions.
the elements of the targeted Unit
duck-for-cover. The duck-for-cover effect
makes the element Suppressed.
Alternative
An element that becomes Firing Method
Suppressed immediately
Once you have the
reverts to Hold action basic idea of firing you
and becomes Used. are ready to speed
things up with the
following simple
Suppressive Fire is resolved in a similar technique.
way to normal fire;
Total the number of firing dice of the same type.
• Hits are rolled for as normal, but the Roll them all at once. Line them up going from
’To Hit’ takes into account the closest to furthest from you.
modifiers that apply to Suppressive
1. Work out the attack modifiers.
Fire.
2. Nominate your first target.
• Suppressive Fire must be at Short
Range by all moving elements, and up 3. Now have the Defender work out his
to Long Range for all others. modifiers and dice for his defense.
4. Simply work through the attacking dice until
• Suppressive Fire at vehicles only the target is Pinned or Destroyed.
effects the vehicle if the attack would
normally be capable of destroying it. 5. Once this is complete, move to the next
target and repeat by continuing with the
• Only Suppressive Fire may attack un-used attack dice.

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Markers. Markers require 5 hits and all
elements represented by a Marker are
Suppressed.

• Suppressive Fire may be at any enemy


element within LoS and Range.

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.

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Combat Modifiers Combat Results
These are the modifiers that apply to all forms Attack Normal Suppress. Close
of combat under these rules. Apply Score vs Fire Fire Combat
appropriately to all Firing or Close Combat. Defense
Score
3+
Attacker Advantages Dead Pinned
greater
• The Attack Modifier (AM or CC) of the firing 2+ Attacker
(if firing at Foot or Soft) greater Dead
Pinned
• Flank Attack (all Artillery fire) 1+ Used
• Terrain advantage greater

• Close Assault firing (firing from within 3”) Equal Used Pinned
except Heavy or AFV Less Defender
No effect
• Concentrated Fire than Dead

• Close Combat attack against Used Target


• Close Combat attack against Pinned Target
• Each extra Attacker in Close combat
• Open Topped vehicle under Artillery or Close
Combat attack
• Target is infantry or support moving under
artillery attack, or Heavy weapon in any
action under artillery attack.
• Other situational advantage

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

1. Not applied if under Suppressive Fire


2. Not used if under Artillery fire
3. Add an additional piece if under small arms
fire only while occupying hard cover
4. Foxholes, trenches, bunkers, etc.

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Typically we think of this as foliage like
Defining Cover bushes, however it could be light material
that would barely impede a bullet such as
When you are getting
corrugated iron in a fence, even a picket
shot at, cover
fence.
suddenly becomes
very important. Sometimes one terrain feature is really
Defining it can often two. Many fences have grass growing up
not be easy, around or through them. A wire fence
especially when you would not block vision, but the tall grass
want to claim it and the firer would rather typically growing along them would hide a
you did not. prone man. A picket fence might there by
be cover for a standing man, but a prone
The trouble is there can hardly be any
man might also claim the grass growing at
hard and fast rules, real life terrain is so
its base. That same cover might restrict
diverse that we can not accurately depict
you maximum visual range as you can not
it sufficiently, and as such we have an
see fully over it as you lay on ground of a
abstract representation of reality. And to
similar height.
a certain extent any game mechanism
further abstracts this. Hard cover by its nature usually provides
protection firstly, but in so doing may also
I have thoughts from my military
attract attention faster. As with soft
experience, and relate that into playing a
cover, hard cover may be more than one
wargame from a designer’s point-of-view.
type of cover, often combining with soft to
Cover in the real world is everything that provide both types. Foxholes are normally
alters the smooth flat surface to provide camouflaged, although the camouflage
visual obscuration of potential and real may soon disappear after some firing.
enemies. It is also of two types, soft and Grass may grow up in front of firing slits,
hard, i.e. cover that obscures and cover or curtains and shutters at windows.
that may also protect. Even the darkness inside a building helps
obscure a target. So consider such
Cover creates anxiety about potential and
targets to have Soft cover as well as hard
real enemy locations. Paranoia. It can be
in most cases until the cover is reduced by
misleading. In can favour one side and
damage.
not the other. Combat may also quickly
destroy some types of cover, and even Foliage is not all soft, and although it may
that which hides you may give you away. not stop a cannon shell it will often deflect
small arms fire even at close range
When firing starts it is amazing how fast
enough that the target may actually be
people can find something to hide behind.
missed if a few meters beyond the cover.
And it can be as simple as a patch of tall
grass just ahead of you. Unable to see Foliage and buildings provide shadows,
the target properly or at all do you fire and these may trick the eye, or obscure or
your machinegun or switch to other reduce how noticeable the target is.
targets? If enemy fire starts coming your
Troops engaging from an ambush will
way how do you return fire if that piece of
certainly have cover, at least for the turn
grass is obscuring the potential view of
in which they are deployed.
the target? And when you return fire in
the general direction the grass gets cut
down.
Lying down, have you noticed how
Golden Guideline
suddenly there is more terrain to interrupt If you cannot clearly see the entire enemy
your vision and how much shorter your element base, then it probably has some
vision range is on level ground? sort of cover.
I have come to the conclusion from my
experiences and reading, that all terrain is
cover to some degree.
Soft cover primarily hides the target.

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Close Combat Charge Movement
Close Combat is the result of enemy Start by moving the closest friendly
elements moving into base contact with elements toward the closest enemy
each other. This is only possible if one element, see Charge Movement
side Charges the other. Example.
Once an enemy element is engaged by a
friendly charging element it is bypassed by
• Charges may not be declared from friendly charging elements that have
beyond 6” range to the enemy sufficient movement to engage enemy not
(measured from closest elements). yet engaged.
• Charging elements use Skirmish If it does not have enough movement to
action. do this, it may move as far forward as it
can or provide a support to a friendly
element already in close combat. See
Once the attackers have been moved, all Supporting Attacks.
Broken defending Units make an
immediate Morale check and apply results.
Flank attacks must start
their movement from the
enemy flank.

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).

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Vehicles Moving Through Foot Ele- The counter attacking Unit is now
ments expended. See Counter Attack in Close
Combat Example.
Vehicles in the course of normal
movement may drive through an Infantry
or Support element, but not Heavy
Weapons.
Vehicles Close
The elements that are touched may
perform a Close Combat on the vehicle,
Combating Vehicles
and then become Used. The vehicle may In real life vehicles sometimes rammed
not affect the elements as this is not other vehicles. It was more common to
Charge into Close Combat. run into, and hopefully over heavy
weapons.
I do not encourage vehicle assaults, with
Supporting Attacks the exception of a jeep blocking a sizable
tank’s path, or the pushing of a destroyed
Foot elements of the same Unit that or abandoned enemy vehicle out of the
cannot move into close combat with an way.
enemy element may instead support other
elements of their Unit already in close An should be an Umpire’s call to decide if
combat. it happens. Historical examples, I have
read, have the attacked vehicle stationary.
This is done by the element moving into
base contact with elements already in Rate the vehicles by size and each rolling
close combat. a die. Soft, wheeled, halftrack, and light
tanks or carriers roll d6 . Medium and
More than one element may be supported. Heavy roll d8.
See Charge Movement Example. If either side rolls 5+ it survives Pinned.
If less, the crew abandons vehicle and the
vehicle is immobile.

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”.

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Close Combat Advantages
Four Russian elements have charged a single German
element. As the Russians ran out of movement only
one element could make it into base contact with the
German, R1. Two others, R2 and
R3, made contact with R1, and R4 R2
made contact R3. R1
In close combat, R1 may claim an
advantage for each of the two
elements in base contact with him, R3
R2 and R3, but not R4. R4
This gives the Russian an immediate +2 advantage to his
close combat.

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.

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15. Vehicle & Passenger Saves
A vehicle hit by an attack that could
damage or destroy it must make a Save
roll. This reflects the relative damage Making a Save
potential of the attack and the relative
defenses of the hit vehicle. • A Save roll uses a d4 for Soft,
Light, or Wheeled vehicles.
Medium and Heavy use a d6,
Super Heavy a d8.
Armour & Protection • Increase dice size by 2 if the
attack is from Long Range (i.e. a
The armour rating is defined in three
d4 becomes a d8).
ways, the relative protection level (which
denotes the size of the die to be rolled), • The die roll is added to the
the Frontal protection, and the Flank vehicles Armour rating (Front or
protection. Side as appropriate) and if equal
or greater than the AT rating of
The protection levels are defined as
the attack the hit has no effect
follows:
except to Suppress the vehicle if
Soft, Wheeled, or Light AFV d4 Soft. AFV that score equal are
Suppressed.
Medium, Heavy AFV d6
• A result 1 less than the AT rating
Super Heavy AFV d8
leaves the vehicle Pinned.
• A result 2 or more less than the
Example: M4 Sherman M6/3 AT rating Destroys the vehicle.
The M4 Sherman is rated as Medium • Some weapons may cause a
with a Frontal Armour rating of 6 and a Destroyed or other effect such as
Flank of 3. Pinned.

Destroyed M4 Sherman. When a vehicle is hit, crew do not usually hang around to find out
how badly it has been hit.

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Each vehicle receives a Save when hit by Infantry or bullet weapons 2
direct or indirect fire.
ATR 3*
Passengers of vehicles may also be Gun, howitzer, Autocannon, mortar
affected by the attack. Passengers of Soft attack using AM rated attack 3
vehicles are affected by all attacks.
Passengers of Armoured vehicles are Weapon using its AT rating 1#
affected only if the vehicle is Pinned or
Destroyed.
* Fixed number. Attacks only vehicle.

Long Range Anti-Tank Fire # May not be modified over 4.

Saves from Long Range anti-tank fire


decrease the effectiveness of the AT
attack. This is done by increasing the size Passengers
of the Save die by two sizes if the attack
is long Range. Passengers are of two types, those riding
‘on’ the vehicle, and those ‘within’ the
vehicle.
Soft Vehicles
Those ‘within’ the vehicle benefit from the
Soft vehicles offer no protection, but still protective qualities of the vehicle, while
receive a save roll using a d4. Rolling one those ‘on’ do not.
less than required causes the vehicle to
become Pinned as for armoured vehicles. Passengers ‘on’ a vehicle may be affected
by all fire that hits the vehicle. Each
The number required is based on the type element on a hit vehicle must make an
of attack and then modified by the AM or immediate Recovery check using a d4 (d4
AT of the attack. Infantry elements using Recovery Check, see Recovery Morale
Close Assault attacks my increase this by Checks) subtracting the Attack Modifier
2. (AM) or the Close Combat factor of the
attack. Survivors are placed within 2” of
the vehicles rear and are marked as
Pinned.
Passengers ‘in’ a vehicle are only affected

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if the vehicle is Pinned or Destroyed, or in marked as Pinned.
a vehicle that loses a Close Combat. Each
Elements in a Pinned vehicle are placed
element in a Destroyed vehicle must
within 1” of the vehicles rear and are
make an immediate Recovery check using
marked as Pinned.
a d4 (d4 Recovery Check, see Recovery
Morale Checks) applying the Attack Elements in an Open-Topped vehicle hit by
Modifier (AM) or the Close Combat (CC) all Artillery fire or by Mortars must test as
factor of the attack. Survivors are placed if the vehicle is Destroyed.
within 2” of the vehicles rear and are

Vehicle Save Example #1 has no effect.


An M4 Sherman is hit on its front by a German
Pz IV/h firing its 75mm L48 gun. The gun has Vehicle Save Example #5 - Soft
an AT rating of 11. The M4 Sherman has an Vehicles
armour of 6 on the front. The Sherman player
rolls a d6 (because the Sherman is rated A US a truck loaded with 2 infantry elements is
Medium) and scores a 4. He adds this to the 6 fired on by a German SFMG element. The truck
of the armour and gets a total of 10, 1 less than is a Soft vehicle, so must roll a d4. The SFMG is
the 11 of the hit. The M4 Sherman is now an infantry element with a AM of 1. The fire is
Pinned. concentrated (reducing from 3 attacks to 1 giving
a +2). Infantry weapons have a base 2 vs soft
vehicles, to which we add the SFMG’s AM of 1
Vehicle Save Example #2 - The * and the Concentrated Fire, making it a 5. The
An M4 Sherman fires at a German Panther tank US player rolls the d4 and scores a 4 making the
at Short Range. He scores 2 hits on the front of vehicle Pinned as it is 1 less than the required 5.
the Panther. The Sherman’s 75mm L40 gun has Both passengers are also Pinned and abandon
an AT rating of 8*, the Panther’s front armour is the vehicle and placed within 1” of the vehicle.
9. Normally the Panther would be safe as the
armour is greater than the AT, but the Vehicle Save Example #6
Sherman’s 75mm is rated as 8*. The * signifies
all hit vehicles must dice to save, failing always A German SdKfz 251/1 armoured halftrack
on a die roll of 1. The Panther is a Heavy tank carrying two infantry elements is hit by a British
so rolls a d8. The German player rolls a 1 and 2pdr gun. The SdKfz 251/1 has an armour of 1,
the Panther is Destroyed. the 2pdr an AT of 6. The German player rolls a
d4 as the vehicle is rated as Light. He scores a
3 giving a total of 4, 2 less than the required 6 so
Vehicle Save Example #3 the vehicle is Destroyed. Both passengers must
A British M5 light tank is hit by a German Pak 38 make d4 Recovery checks, one scores a 3 and
50mm L60 anti-tank gun. The gun has a rating is placed within 1” of the vehicle in a Pinned
of 7, the tank has a front armour of 4. Because state, the other scores a 1 and is Destroyed.
the M5 is rated a Light tank it rolls a d4 and adds
that to its armour. The roll is a 3, and the total is Vehicle Save Example #7 -
7. This is equal to the AT rating of the gun so
the hit has no effect except Suppression. Infantry AT
A German infantry element with Panzerfaust is
Vehicle Save Example #4 - Long ambushing a British Cromwell tank as it passes
a gateway. The shot hits the side of the
Range Cromwell. The Cromwell has side armour of 4.
A British 6pdr anti-tank gun fires at Long Range The Panzerfaust has an AT rating of 2d6, that is
at a German Pz IV/h tank. The gun has an AT the result of rolling two d6 dice. The German
rating of 9, the tank a frontal armour of 6. player rolls the 2d6 and scores a 9. The
Normally the Pz IV would roll a d6, but as the Cromwell is a Medium tank so rolls a d6, scoring
attack is at Long Range, he instead uses a d10. a 3, giving a total of 7. This is 2 less than
The German player rolls the d10 and scores 7, required so the Cromwell is Destroyed.
adds the 6 for his armour - a total of 13, much
higher than the 9 AT rating of the 6pdr, so the hit

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16. Combat Effects
• The Pinned state may be removed
Dead or Destroyed during Recovery or as the result of
a Rally action.
Dead or destroyed elements are elements
which are either totally destroyed or
damaged beyond a point of usefulness. In
the case of foot elements it may mean Suppressed / Used
they runaway, dragging away or tending
wounded, shocked or wounded, etc. For Suppressed or Used elements are
vehicles these include vehicles abandoned suffering a lesser form of being Pinned.
by crew in the heat of combat having They simply become Used.
taken fire that may have caused all
manner of damage.
Suppressed or Used
elements automatically
become un-Suppressed at
Pinned the end of the Turn.

Pinned elements are considered to be in


Hold action. They may not fire. They never count as casualties.
• They may not perform any other
action except Rally unless the
Pinned status is removed.

Pinned down either side of the road, the men are in no hurry to continue moving forward.

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17. Artillery

What Is Artillery Fire? Firing Artillery


This is resolved in a similar manner to
Artillery fire is fire by weapons such as normal shooting. The firing Player
mortars, guns or howitzers, that may fire nominates an enemy element or terrain
at targets where line of sight may not be feature point as appropriate which can be
possible. It is sometimes referred to as seen. This is called the Aim-point.
‘Indirect Fire.’
The Artillery elements are grouped
Artillery fire may be directed at notable together for the firing. All must be in Hold
terrain features or enemy Units. Action. Pinned elements or those that are
in a Depressed or worse Morale state may
not fire.
If firing at a terrain
feature the fire is
considered Ineffective.
Firing Procedure
Fire directed at known enemy is
1. Range-In on the target.
considered Effective.
Artillery fire requires either the artillery 2. Fire Artillery Attack.
Unit to see the enemy, another Unit
Leader, or Superior Leader to request fire
Resolve Saves and Morale of hit Units and
on a position or point where the enemy
elements.
are or on a terrain feature where enemy
are suspected.
The key to making artillery fire useful and
If the artillery Unit is
timely is effective communications or
on-table and can
placement of the artillery Unit. Many
observed the Aim Point
armi es do n ot h ave ef fe cti ve
they no not need to
communications if mobile, but will have
Range-In. All other fire
limited means in defense using field
must Ranged-In unless
telephones.
on a Registered Point, or
fire Blind.

Requesting Artillery Ranging-In


This involves the Unit firing several test
Fire shots to gauge the accuracy of the fire.
Artillery Fire not spotted and requested by Once they hit they are considered to be
the artillery Unit Leader must be Ranged-In. In their next activation, they
communicated to the artillery Unit Leader. may fire the artillery attack.
The request comes in from the Active Unit
communicating the request.
Ranging In takes a single
• If the Artillery Units is on-table it successful firing action,
may fire in its next Activation. firing for full effect in the
• If off-table it may Activate and fire in next Turn.
the following Turn.
A requester may not move while
Ranging-In is taking place.

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To Range-In perform a The given number is the distance the
Troop Rating check Aim-point is moved.
scoring 5+.
See Artillery Fire Example.

The firing Player may Resolving Saves & Morale


declare to fire Blind.
Saves for vehicles are resolved as normal.
Place the Aim-point and
dice to deviate it. Roll Morale is resolved as normal.
2d6 for guns, howitzers,
or mortars, 3d6 if
rockets, and move the
Aim-point this far in a Units Passing Through
random direction using a
Any element passing through artillery fire
deviation dice to indicate
the same turn it falls is attacked by the
direction.
artillery. Dice halfway through the move.

All Rocket Units fire Blind unless firing on


a Registered Aim-Point.
Artillery Limitations
Registered Aim-Points
These are locations on the battlefield the Minimum Ranges
artillery already has zeroed-in. This Artillery off-table has no minimum range.
makes it very quick for artillery to respond On-table mortars have a minimum range
as they do not have to range-in on these of 12”, and guns or howitzers a minimum
points. of 18”.
The scenario will dictate how many
Registered Aim-Points either side may Defilade
have.
Targets of on-table guns or howitzers may
A typical guide would be to allow each claim Hard cover if they are behind
defending Unit to have one for each buildings, woods, or high ground. This is
off-table unit, and two for any on-table. due to the low trajectory of the fire.
Attackers may be more limited, and might
have a single one only.
Firing
Firing the Artillery Attack Guns, howitzers, and mortars may fire up
to three consecutive turns. After three
1. Measure the appropriate template attacks they must pause for 1d4 Turns
around the Aim-point. before they may fire again.
2. Dice to hit as if Shooting for all Rocket Launchers must spend three Turns
elements under or touched by the reloading after every firing before they
template. may fire again.

Adjusting Fire Ammunition


The Aim-point for artillery fire may be Artillery Fire does not have un-limited
moved each firing by the fire requester or ammunition supply. Rockets have a
the firing unit. The requester must be in maximum of three attacks, gun,
immediate communication with the firing howitzers, and mortars limited to six.
artillery.
On-table weapons have different
The fire may be moved any direction to limitations, see Ammunition
keep it on target. The distance is Limitations.
determined by the firer choosing one or
more dice — any size, and rolling them. Artillery smoke is limited to one attack
from rockets, two from others.

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From December 1944, American and
British guns and howitzers may fire two Artillery Tip
attacks of Airburst fused ammunition.
Airburst increase the AM of the attack by Artillery fire was his-
+1 for all targets in the open or in open torically the biggest
topped defenses. It reduces the AT of the killer of men and
attack by –1. material in WW2. Its
use in game terms is
equally destructive,
and providing sensible limitations on its
Counterbattery Fire availability or ammunition limitations will
help you enjoy the game more.
A scenario may give a side Counterbattery When moving the Aim-point I usually use
artillery support. As this game is not about d4 allowing a more accurate number.
artillery duels we resolve this with a uni- You may want to specify d6 for off-table
versal resolution, and only for off-table artillery.
artillery.
Requests for artillery fire on a Registered
Counterbattery fire is resolved at the end Aim-point could include flares, which will
of any off-table artillery fires activation. provide one turn’s fire on the Aim-point.
The Counterbattery rolls a d4. The
targeted artillery rolls a d8 if
Self-Propelled (SP) and a d6 if towed.
If the targeted artillery scores higher there
is no effect. If the Counterbattery score Off-Table Artillery
equal or up to two greater the target is
Radius AM AT Notes
unable to fire for 1d4 Turns. If the
(“)
Counterbattery is three higher then the
target may not fire again this turn. British
25pdr Field
10 2 1
Regiment
US
75mm Field
10 1 0
Battn, Towed
105mm Field
10 1 1
Battn.
Mortars
105mm SP
Radius AM AT Notes 10 2 2
Field Battn.
(“)
Russian
Light Mortars 50-60mm
76mm Field
1x LM 3 0 0 8 2 1
Gun Battn.
2-3x LM 5 0 0 82mm Rocket
12 3 1 Fear
Battn.
4-6x LM 5 1 0
German
Medium Mortars 75-90mm
75mm IG
1x MM 3 1 1 5 1 1
Platoon (2)
2-3x MM 5 1 1
105mm Field
8 1 1
4-6x MM 5 2 1 Battn. (12)

Heavy Mortars 105-120mm 105mm SP


10 2 1
Battn. (18)
3-4x HM 5 2 3
Nebelwerfer
6+ HM 5 3 3 10 3 2 Fear
Battery (6)

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Artillery Fire Example
British forces observe a German
infantry attack. They decide to call
in artillery support. The player
has a FAO request the fire. The
next activation the artillery is
activated. The Aim-point is
now placed, and the player
dices for Ranging-In. The
artillery is Veteran, so a d10 is
rolled, and the result is an ‘8’, so
the artillery is ranged-in.
The next Turn the British activate the
25pdr Regt. The 10” radius template is
placed, and all bases touched are attacked.
As the Germans are moving in advance, and
have no cover, they will make Defense rolls
using d8 as they are Seasoned. The British
Veteran artillery will roll d10 die. The British
gain +2 for the AM of the artillery, and +1
for Flank attack.
The resulting combat resolution leaves a
number of Germans dead or Pinned, and the
Units hit stop under failing Morale.
However not all German Units were hit, and
these continue to advance.
In the following Turn the British Player
wishes to move the Aim-point so as to hit
the Units still moving forward. When the
artillery activates he has the FAO radio and
correct the fire. The new Aim-point is
nominated.
The British player estimates the distance at

approximately 11” to the new


Aim-point. He decides to roll
four d4 (he calculates the
average result will be the
closest to 11”) to give the
distance the Aim-point is
moved toward the direction he
wants it to be. Rolling a total
of ‘8’ he now places the
Aim-point 8” toward the nomi-
nated new point.
The combat is now resolved...

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18. Smoke
Smoke on the battlefield can be either Light Mortars, Guns & Howitzers,
incidental natural forms or man made. & Smoke Mortars
Incidental smoke is the result of weapon
Light Mortars and Smoke Mortars may
effects or destruction of something. Man-
choose to fire smoke instead of normal HE
made smoke is created to mask or screen
(high explosive). Unlike normal firing it is
friendly troop movements.
important to determine where it lands if
it misses.
Nominate the aim point for the smoke.
Man Made Smoke Dice to hit as normal, but if missed it falls
short by 1d4”.
This may be created in five ways.
Guns or howitzers equipped with smoke
may fire it in a manner similar to Light
Smoke Grenades mortars.
Smoke Grenades may be used by any • The firer may have a maximum of 3
infantry (unless otherwise noted). To use smoke attacks.
requires a Command Point for each such
grenade. • The smoke screen covers an area 3” in
diameter for weapons up to 77mm, and
• The smoke template is placed so as to 4” for larger weapons.
touch the firing element.
• The Unit may have a maximum of 3 Artillery
smoke grenades.
Artillery fire (either on or off-table) may
• The smoke screen covers an area 3” in also fire smoke. It generates a smoke
diameter. template for each 3-4 gun or mortar, or
every rocket launcher firing.
The template sizes (radius);

A smoke grenade is used


to cover an move up a
street under enemy
attack. Smoke grenades
are often forgotten about,
but in close terrain they
are most useful to cover
attacks or withdrawals.

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50-82mm Mortars 5” Smoke.
Larger guns 6”
Smoke Dischargers
Vehicles equipped with Smoke Dischargers
Place the templates parallel to the firers
may fire these by spending one Command
base line or perpendicular to the firers
Point (1CP). This may only be done in
on-table at a distance the player chooses
conjunction with the vehicle moving away
from the point to be screened. Dice for
from the threat that prompts the use of
each template, rolling a d6 if on-table or
the Smoke Dischargers.
a d10 if off-table firers, and move the
template this distance in inches toward • The smoke template is placed against
the firers. the front of the vehicle or against the
side of the model.
Artillery & Other Firing • The firer may fire the Smoke
Dischargers twice.
Artillery fire by its very nature creates
smoke and dust from the explosions. This • The smoke screen covers an area 3” in
is similar to direct fire repeated at a single diameter.
point or element.
In the case of artillery fire treat all
spotting into and within as being Partial
Smoke Candles or Generators

Smoke Example #1—Artillery


A Russian player has decided to use smoke to screen a known
enemy AT unit ahead. The firers are a 12 gun 76mm Battalion.
This will have three smoke templates. The Russian player
nominates the ‘aim line’ (perpendicular to the table edge as the
firers are off-table) for the fire and positions the templates side-
by-side touching. As the firers are off-table the player uses a
d10 die. Dicing for the first template he rolls a ‘5’ and so
moves the template 5” closer to the firers. The next rolls a ‘7’
and is moved 7” closer to the firer. The last template rolls ‘2’
Smoke Discharger and is moved 2” closer to the firer.
Placement

2”

7”
5”
Laying Smoke by Artillery Fire

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These produce a screen starting at the
‘firer’ and extending downwind 12” (3” Duration of Smoke
wide at the downwind end). The screen is Smoke Grenade and Smoke Discharger
immediately Full. Candles may only be smoke forms a Full Screen, working fully
used by elements in Hold action. from that moment and until the end of the
turn when it is removed.
All other man-made smoke creates a
Natural Smoke Partial Screen on the turn it lands,
becomes Full Screen for the duration of
Fires from burning terrain, structures, or the following turn, and unless Stoked it
vehicles, create smoke as they burn. becomes Partial the following turn before
disappearing the next turn.
Fires like this vary in how they burn and I
am not going to provide detailed rules for Stoking is firing of smoke at reduced rate
them. See Damaging Terrain. of fire so that the effects are prolonged.
Stoking uses 1 Ammo Load.
In both cases make a Fear Morale check.
Smoke Candles last up to 3 turns
The Partial Smoke from such fires extends
duration. Generators may be turned on
1d6” downwind. Such smoke typically
and off at will.
lasts 1d4 turns after its burning.

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”.

Smoke Example #2—Direct Fire


A US M$ Sherman tank Platoon driving along spots a German Panther 20” away. Managing to
reactivate the Shermans the US player realizes that the Shermans have little chance against the
front armour of the Panther. So he decides to fire a smoke template to try and block the Panther’s
line of sight forcing it to move around the smoke once it forms, allowing the rest of the Shermans a
chance to maneuver. The Shermans use Skirmish allowing the firing of the smoke and then
moving. Nominating the point where the smoke is to land he calculates the firing as
normal and dices. A miss results so the fire is deviated back toward the firing
Sherman 1d4”. The player dices and scores a 4 so the template is relocated 4”
closer to the firing Sherman.

4”

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19. Damaging Terrain
Structures may be attacked as the relative defensive properties of the type of
primary target of an attack or as construction.
secondary damage from attacks aimed at
enemy elements. Some attacks are such
that they are incapable of attacking • Light foliage 8
anything but structures.
• Heavy foliage 9
When a structure is damaged or destroyed
• Light wood 8
all the occupants of the structure are also
attacked using the AM rating of the attack. • Heavy wood 9
• Stone 10
• Bunker 11
Attacking a Structure • Pillbox or Tunnel 13
When attacking elements in a structure
with Heavy Weapons, flamethrowers,
Bazooka & Panzerfaust type weapons, rifle Be open minded to sustained damage by
grenades, AFV guns, howitzers, Petard multiple hits from a weapon that fails to at
mortars or demolition rockets, demolition least Breach. Sustained attack by even
charges, resolve the attack on the small explosive weapons can degrade
structure before the attack on the terrain, even if this is reducing it from say
elements. Heavy Wood to Light Wood.

Resolving Attacks on Structures and Effects of Damage


Terrain
The most common damage is the Breach,
1. Roll the attack as normal using the
weapons AM rating, applying any
attacker modifiers.
2. If the result is equal or up to two
greater than the Defense Rating of
the terrain or structure then the
terrain or structure is breached. If
three or more greater the terrain or
structure is destroyed, and all
elements within a structure are
attacked.

Alternative Attack Types


Against hardened structures or reinforced
defenses heavy weapons and AFV firing AT
attacks from 75mm or larger guns may
attack using AT rated fire. This will cause
a breach with several hits. Attack as if AM
2. This type of fire can create a breach,
but will only Pin the occupants.

Terrain or a Structures Defense


Rating If a breach is not made in a building then
you are limited to predictable and
Structures have a rating reflecting the defendable approaches.

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where a gap or hole is blown in the terrain
or structure. Fire
A Breach creates a gap sufficient for an Fire is a common effect on the battlefield.
infantry or support element to move It may be caused by many things, not just
through. Treat this as an Obstacle. flamethrowers.
A Damaged or Destroyed result will When a fire starts, a guideline is that they
reduce the terrain to a lesser state. This move downwind or across a structure at
might be a larger gap that is only Bad 2”/Turn. Foot elements caught in it must
Going, destruction of that area of the move out, abandoning Heavy weapons.
terrain or structure, reduction of a Vehicles must also move out.
structure to so that it does not provide the Autocannon firing in Suppressive fire may
same level of cover visually or as a start fires in dry crops or wooden
defense. The exact level I shall leave up structures (most building roofs are made
to you as players or an umpire. of wood in WW2). Roll a d8 each firing, a
This may seem an easy out, but I don’t score of ‘8’ starts a fire.
believe that writing rules describing the Incendiary warheads on incendiary rockets
destruction of a hedge or a building down cause fires as if flamethrowers.
to the bricks will make the game better.
Decide what seems reasonable, or allow Use of smoke attacks may also start fires
the firer some intent about his shooting. within structures or enclosed defenses.
These may only be used in base contact
Very special attacks such as by demolition with the structure. Increase AM by +1 for
guns, Petard Mortar, or demolition rocket such attacks.
might totally flatten a house or similar
structure, causing elements on different
levels to also be attacked.

Destruction of structures provides a path to move, but usually over debris.

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20. Ammunition Limitations
Ammunition Supply is unlimited for Off-table artillery fire is restricted to 4
infantry small-arms. It is only limited for firings (ranging fire not included).
special weapons. These weapons have a
For on-table artillery the ammunition
typical Ammo Load, the typical number of
available must be noted prior to game
times the unit or element may fire this
start, but may not include more than 2
weapon before its supply is exhausted.
firings smoke.
Special weapons with a Limited Ammo
Off-table may not have more than 3
Load of 3 firings are: Bazooka, PIAT,
firings of smoke.
Panzerfaust, Panzerschrek, Light Mortar
Smoke (except British), Light Mortar HE (if
British), man-pack Flamethrower, Special
AT ammunition, gun or howitzer smoke.
Resupply (Optional)
Special weapons with a Restricted
Once supply is used they must be
Ammo Load of 6 firings are: Light
resupplied before they may fire again. To
Mortar HE (except British), Light Mortar
resupply Foot or Support elements a
smoke (if British), vehicle Flamethrower,
Command Point must be spent on the
Special AT ammunition.
element. The element may not fire that
On-table artillery may have ammunition turn, but are considered to be resupplied
for up to 3 firings (ranging fire is not with one ‘shot’ of the ammunition by the
counted) unless dug-in or with supply turn’s end.
vehicle present (6 firings).
See also Special Effects.

With all the equipment


required for battle,
ammunition is limited.
Veteran troops ditched
anything not necessary
for combat in order to
carry more ammunition.

In game terms, the ability


to resupply might be
dependant on
ammunition carts or
vehicles in close
proximity.

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21. Fear
Some weapons attacks and some vehicles
cause fear or dread in those attacked or
near them. The fear is such that it
distinctly affects the response of the Unit
attacked or Units near the feared object.
Fear may be caused by friendly troops
who Panic. Such troops cause Fear within
all friendly troops within Line of Sight
(LoS).
The causes of Fear may vary. The sound
of a tank in the Normandy hedgerows was
often thought to be Tiger or Panther
tanks, and every German tank was often
initially reported as a Tiger.
On Saipan during the US attack to retake
the island, Japanese forces started surren-
dering to US marine flame tanks once
they knew what they looked like.
Infantry without anti-tank weapons, or
with obsolete anti-tank weapons, or
suffering from extreme fatigue are also
more susceptible to fear.
Tanks in built up areas without support
are also prone to nerves, and although
more likely to drive out of the danger,
they may refuse to move into it without
infantry leading the way.
Ultimately the players or umpire shall
consider situations that arise as I do not
think any rule set can provide structure
for every possibility, nor factor-in game
specific details.

• Units attacked by a weapon causing


Fear must undertake a Fear Morale
check if attacked by such a weapon or
vehicle.
• Units within 12” and LoS of a vehicle
causing Fear must make a Fear check
when they Activate.
German MG42 often caused fear when it
• If friend within 12” and Line of Sight opened up from ambush.
Panics.
Sustained bombardment significantly
reduces the staying power of the die hard
SS youth as much as anybody.
The suggestion that German tanks might
be near in 1940 had the Allies so jumpy
that they often fled when they appeared.

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22. Field Engineering
Field engineering in A Leader of Men is the occupants rate the CC by the opening
limited to the type of activities that might type, d4 if open doorway or breach, d6 for
normally be expected in a game of this a window, d8 for a firing slit.
level of simulation.
If the structure is being attacked then
resolve as if Attacking a Structure.
If attacking the occupants then as follows:
Attacking Structures • If the attacker wins the combat all the
Structures may be attacked by various occupants of a Bunker, Pillbox, or room
means, some being specialist engineering are attacked by the weapons AM
devices. attack as if in open in Advance.
• If drawn then the attacker and all
Flamethrowers occupants are Pinned.

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

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may take cover. They are very robust and
immune to artillery fire. Obstacle Clearance
Scrapes, Foxholes, Gun Pits, and
Trenches Wire Cutting
These are mostly shallow fighting
A foot element in base contact with the
positions that give much improved cover
wire obstacle may clear a gap one element
to men and weapons. They have no
wide each activation.
overhead protection, and are thus not
immune to the effects of artillery. A • The element must use Skirmish action.
variant of trenches is the communication
• A Command point must be spent (non-
trench which is deep enough to move
pioneer/engineer units are limited to
along without being seen, and typically
1CP spent per activation).
has no fighting positions. Scrapes are an
improvised partially dug position suitable
only for infantry or support elements.
Tracked or Halftracked vehicles may clear
They provide some cover, but only to
a path by moving through the wire.
troops in Hold action.
Wheeled vehicles (except motorcycles)
Troops will take some time to prepare treat wire as an obstacle.
such positions, and the time taken to do
this can often depend on the ground they
dig on. They first start by creating a
Scrape, after which subsequent digging Anti-Tank Obstacles
will yield Foxholes, then Gun Pits and
Trenches.
Anti-Tank Ditches
In most game situations unless there are
These create an obstacle to all full-track
scenario guidelines and greater lapses of
vehicles and ridden animal, and are
time in which the elements are not in
impassable to all others except infantry
cover, such digging is limited to scrapes.
and support.
A Scrape can be prepared by an element
in Hold action not Pinned or involved in The obstacle may be reduced to Bad
firing or close combat, spending 1CP to Going for all vehicles by a bulldozer
create a single Scrape. In doing this it spending 2 Turns using Advance action in
may not activate again this turn. The base contact with the ditch.
Scrape becomes effective at the turn’s
A Vehicle Bridge, such as a British ARK
end.
conversion may be driven into the ditch.
If they are successful, a single element
Defended Building wide crossing is created. Treat as Bad
Going for all.
A defended building is a building in which
the defenders have had time to prepare A vehicle equipped with a Launched Bridge
for greater protection, mouse-hole to may move into base contact with the
adjoining buildings or defenses, or obstacle in Skirmish action. If a
obstacles to entering the building. It has successful Troop Rating check is made the
strength of a Bunker, and is still bridge is placed. Unless Critically Failed,
susceptible to fire and artillery as a house. further attempts to lay the bridge may be
made in subsequent activations. A Critical
Up to 4 foot elements may fight from the
Failure means the bridge is lost. Treat the
average dwelling, typically one to each
bridge as Bad Going for all.
side. The building itself may have room
for more elements to hide within. A vehicle equipped with Fascine may move
Additional full floors above the first floor into base contact with the ditch, perform a
provide the same capacity. Troop Rating check, and if successful
produces a single element wide crossing
for full track vehicles. Treat as Bad Going.

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Dragons Teeth cessful Troop Rating check. A Critical Fail-
ure forces the vehicle to make a Break-
Dragons teeth may be of concrete, or
down check.
steel/wood posts. They are impassable to
all vehicles (except ridden animal). Large piles of debris and rubble may be
reduced to Bad Going by 4 hits from a gun
A gap through a line of these may be
of 75mm or larger caliber, firing an AM
created by Engineer foot elements,
attack. The cleared path is one element
equipped with Demolition Charges, who
wide. A single hit by Petard Mortar or
move into base contact using Skirmish
Demolition Rocket will also clear a path
action, and perform a successful Troop
one element wide.
Rating check.
Alternatively, 5 hits from a gun of 75mm
Cratered Roads
or larger caliber will also clear a path one
layer deep. A single hit by Petard Mortar, Roads that have been cratered create an
Demolition Gun, or Demolition Rocket will impassable gap to wheeled vehicles,
also clear a path one layer deep. halftracks, and an obstacle to full track
and animals.
Vehicles with Explosive Clearance devices
(such as Goat and the many other fun- The crater may be reduced to Bad Going
nies) are treated as foot engineers. for all vehicles by a bulldozer in base
contact with the crater, activating twice in
Skirmish action.
Road Blocks
To crater a road requires a prepared
Road blocks are often improvised affairs,
demolition charge as part of the scenario.
yet may be a real problem to deal with.
It may be detonated pre-game or during
Among the most effective are the use of
the game by the expenditure of 1CP by a
larger vehicles such as destroyed large
Leader within 8” of the charge attached by
trucks, trams, railway rolling stock,
a cable (may be buried or laid on surface
downed large trees, and these may be
depending on the scenario). All elements
augmented by rubble and debris. In all
within 1” of the crater are destroyed, and
they may be quite a problem depending
all within 4” Pinned.
on the time and resources available to
make them. The type of road block will A Road on a small bridge may be cratered
determine the best method for clearance. by an Engineer element with Demolition
Charges. The engineer must be in base
Obstacles that can be pulled clear require
contact with the bridge and uses Skirmish
a suitable vehicle. A tree trunk requires a
action. A successful Troop Rating check
large truck or AFV, a large vehicle would
will see the bridge cratered.
require a similar size/weight of vehicle.
To pull it clear the vehicle and a foot
element must be adjacent to each other
and in base contact with the obstacle in
Skirmish action. On the first activation by
Bridging
the foot element the tow rope/cable is Most bridging will take too long within the
attached, and on a subsequent activation scope of this game. Bridging is thus
by the vehicle it is pulled clear with a limited to scenario rules or vehicle laid
successful Troop Rating check. A Critical bridging.
Failure forces the vehicle to make a
A vehicle equipped with a Launched Bridge
Breakdown check. A specialized recovery
may bridge small rivers or streams,
vehicle never tests for Breakdowns and
craters, or up onto seawalls. ARK type
always succeeds.
bridging vehicles may do similar but not to
Pushing obstacles clear requires a vehicle rivers.
of similar size and weight, and usually of
Resolve as if crossing an Anti-Tank Ditch.
the same mobility type. An example is a
large tank would be required to move
another large tank. The vehicle must start
its move in base contact with the obstacle,
and using Skirmish action, perform a suc-

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Vehicle or Heavy Weapon
Mines Unknown minefield d4
Due to the time taken to sow a minefield
these should be considered laid pre-game Known Minefield d6
as part of a scenario. These rules will
consider movement within and clearance Modifiers to die score
of mines in a tactical situation.
Hard ground +1
All minefields unless scenario specific will
Soft Cover or old minefield -1
be considered a mix of Anti-personnel and
Anti-tank. Some scenarios might have Night -1
homogenous minefields.
Moving in Advance action -1
Soft vehicle -1
Minefield Crossing
Partially cleared path +1
Movement through a minefield runs the
obvious risk of setting a mine off. The AFV in Anti-personnel minefield +1
chances of doing so vary depending on if
the troops know they are in a minefield,
the terrain, darkness, and how they move. Minefield Crossing Results
Each element moving through a minefield 5+ No effect
must test (I usually make this at about
halfway through the move within the 3-4 Used except tracked AFV
minefield). 2 Pinned
Infantry or Support elements, vehicles 1 or less Destroyed
with bulldozer blades or mine rollers,
clearing a minefield count as if moving in
Partial cleared. Mine Clearance
Mines may be cleared either fully or
Infantry or Support partially. Partial clearance reflects that
mines may still remain and cause some
Unknown minefield d4 problems.
Known Minefield Troop Rating check Partial clearance may be done by the
use of a bulldozer or vehicle equipped with
Mine Rollers, the successful passing of a

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.

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vehicle through a minefield, or foot at 4” per activation, treating the
elements in Skirmish action (they may not movement as an obstacle.
be in combat at the same time).
Sea Amphibious vehicles (SA) also move
The bulldozer or Mine Roller equipped at 4”, but do not find it an obstacle.
vehicle must move in Skirmish action at 6”
Flooded rivers or swollen by rain should
maximum movement. They roll a d6 at
generally be considered impassable to all.
the start of any movement through mines,
and if they roll a ‘1’ or ‘2’ on the dice the • Slow flowing rivers cause 1” of drift
blade or rollers are destroyed. downstream to all elements at the end
of each move. Faster flowing cause
Foot elements moving in Skirmish not in
drift of 1d4” of drift downstream.
combat may partially clear a path one
element wide by spending 1CP for every
inch moved. Sea
Partial clearance may also be affected by Sea movement is restricted to Sea
bombardment of a minefield or bombing. Amphibious (SA) vehicles only. The area
Both these should be scenario driven of surf closest to shore may be traversed
methods. by all others as if an obstacle.
Full clearance may be achieved by use of Sea movement is limited to 4” for Sea
a Flail equipped vehicle, foot engineer Amphibious vehicles.
elements, or the use of specialized mine
If in heavy seas treat this as if crossing an
clearance vehicle.
obstacle.
A Flail equipped vehicle moves in Advance
Swimmers are treated as if in Advance
action at 6” an activation. It dices using a
action.
d6, each movement starting within mines,
and if a ‘1’ is scored the flail device
becomes inoperable. Boats
Foot Engineer elements moving in Boats of various sizes were used in WW2.
Skirmish and not in combat fully clear a They were used for river and lake
path one element wide by spending 1CP crossings, and movement to and from the
for every inch moved. seashore.
Other methods of clearing mines not Collapsible assault boats require setting
covered here include Mine Clearance Line up. This requires the expenditure of 1CP
Charges, Fuel-Air explosives, and modern in Advance action. This sets the boat up
specialized mine clearance vehicles. and allows passengers to load themselves.
These will be covered in a modern
Boats move in Advance action.
supplement.
Passengers unloading do so as if in any
vehicle.
The assault boats differ in carrying
Swimming & Water capability, and may carry 1-6 infantry or
support elements depending on the size.
Crossings Alternatively a Heavy weapon of up to
Movement through shallow water is 76mm might be carried.
covered under normal movement. This The use of assault boats should be
section deals with movement across a scenario dictated.
water beyond this such as swimming or
boat like movement.

Rivers
Mounted horses may swim a river at 2”
per activation.
River Amphibious vehicles (RA) may move

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23. Playing The Game
required.
Playing You si mpl y fi l l in the units
name/number/type in the first box. Using
The game is intended to played for a pen or pencil circle the Unit’s Troop Rat-
recreation, while maintaining a strong ing, Morale rating, and starting Leader-
historical perspective. Play it with this in- ship. Alternatively you could cross out the
tention and you will have a great game. other ratings.
I invite you to look at situations you will Then with a coin or small marker, or using
face within the game in partnership with a pencil and eraser, you can keep track of
your opponent. the current Command Point and Morale
There will always be details in the rules levels.
either not covered, or where there is a The last section allows a very quick and
way to abuse a rule. If you approach it easy plan to be made for the Unit. Circle
with a mind open to making the situation the current orders, and in the box below is
work to get a historical or likely result, provision for an objective and an axis.
you will find your opponent will go a long
way toward helping you resolve the issue. When any of the details change this allows
you to change them without the hassle.
This is not for people who are competitive
in trying win at any cost as an ego trip. Check out the example below.
In this example we see a German Panzer
Grenadier Platoon. They are rated Vet-
eran, with Determined Morale. Their
Unit Sheets Leadership is ‘5’, and currently they have
3CP left as indicated by the marker. The
The Unit sheets can be a great play aid.
current morale is Normal. They have
They take away some of the memory
Probe orders to a Farmhouse, and are to
work, and when busy having fun, enable
approach it through the woods on the left.
you to focus on the fun.
Simple really.
The Unit sheet has a number of unique
features that quickly get you playing. A
page of Unit sheets is at the rear of the
book for you to print as many copies of as

Unit Troop Green d6


Panzer Grenadier Platoon Rating Seasoned d8
Veteran d10
Leadership Morale Low d6
& Command
Determined d8
Points 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

Objective &
Axis Objective Farmhouse—through woods on left
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24. Scenarios
Making Your Own
Scenarios in the Book Scenarios
The scenarios presented in this book are
Once you have the hang of the game, or if
based on real life battles. Some may be
you feel experienced in designing
recognized easily, others may take
scenarios, you may want to give designing
research. I encourage you to research the
scenarios a try. You may also want to
battles these are based in or around.
adapt scenarios from a variety of
They are historical match-ups. They published sources.
revolve around various types of actions,
In either case, scenario design or
reflecting a combination of attack and
conversion is very straight forward as
defense. Most are mid or late war, but
ALoM is so versatile.
there is a 1940 scenario.
A point I always keep in mind is that the
There is also a solo play scenario. This
scenario should not be balanced. In real
will enable you to play fun and interesting
life it never is. When you artificially try
games that will continue to surprise you.
and make it so, you upset the balance of
Given that the scenarios are historically reality. Attackers normally only attack
based, and I wanted to make them as when they have some advantage.
generic as possible, I have decided not to Defenders try and make the point of
include maps of table layout. Instead, I defense, the utilization of terrain their
have given descriptions of the table and advantage. Sometimes there is no
the key terrain, and the types of terrain advantage and you just have a mission
that surround it. that seems, and may well be, impossible.
The reason for this is that in creating So in planning a scenario, I look at the
scenarios for you to start playing, I don’t missions of both sides, the likely forces,
want you looking at them and thinking the terrain, any special events, and finally
‘I need to buy all that!’ I want you to be the timing.
able to try them with common terrain
It is in balancing these that you make a
items, and if you have extra items you can
scenario work, not in making it fair to both
incorporate them. So please do not be
players. The scenario must work in
intimidated. Use the key elements and
providing both players a challenge, or
make it your own.
challenges. Each side may have a
You can also go further into the scenarios, mission, a mission that might directly
and look at the battles they are based compete with that of the other side.
around. Study of the real terrain will give Mi ssi on s do n ot h ave to be
you greater understanding. complementary. An attacker does not
have to face a willing defender. The
The scenarios are not fully balanced for
defender does not have to be fully
perfect play. One side has an advantage.
prepared. The attacker may not have all
Sometimes both might. Sometimes it
he needs to complete the mission, but he
depends on your perspective as you
may not know that.
realize your strengths and weaknesses,
and the like strengths and weaknesses of This is what makes a good scenario, when
the opponent, the mission, and the players face a situation they thought they
terrain. understood well, and yet suddenly they
find they are off balance and have to
address the situation.
This is the role of a battlefield leader.
This is what faces players in AA Leader of
Men.

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25. Scenario #1
Devil’s Cauldron captured.
Their positions will enable them to see the
German Assault big attack form up and concentrated at
gaps in the minefields, and bring a rain of
Vs steel and explosive upon the attackers.
Russian Defense, Capture of them will allow better
observation positions of the big attack for
July 1943 friendly spotters.
In addition, gaps in the minefields need
clearing at the same time, so that the big
Scenario Overview attack may kick off on time the following
The operation is ‘Zitadelle’. Some says it’s day.
a last ditch effort to beat the Russians,
others say a giant Russian trap. Perhaps
both are right. German Orders
The battle is about to commence, both Capture the Russian observation positions.
sides know it. Troops and vehicles are
Attempt to capture Russian Leaders.
everywhere.
Create three gaps through the minefield.
But before the battle can really start,
minefields need clearing, and the Russian
outposts and observation points need tak-
ing.
If the main battle looks hard, it will only
be made harder if the Russian outposts
are not quickly seized, allowing the attack
to form up unobserved.

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

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German Forces Grenadier Rifle Platoon #2
German AI = 6 P-SMG (2-3) (LD4)
Troop Rating = Veteran 6 x Rifle-MG (3-6)
Morale = Aggressive
Grenadier Rifle Platoon #3
Panzer Grenadier Company HQ P-SMG (2-3) (LD3)
C-SMG w Radio (2-3) (LD5) 6 x Rifle-MG (3-6)
1 x MFC w Radio (2) (Battalion Heavy
Mortar Platoon) Battalion Pioneer Platoon
P-SMG (2-3) (LD4)
Panzer Grenadier Heavy Platoon 3 x Rifle-MG Pioneer (3-5)
P-Rifle (2-3) 3 x Rifle-SMG Pioneer (3-5)
4 x MG42 SFMG (3)
1 x MFC (2) Artillery Support (Off-table)
2 x 81mm Medium Mortars (3) Battalion Heavy Mortar Platoon
- 4 x 120mm Heavy Mortars
Grenadier Rifle Platoon #1
P-SMG (2-3) (LD4) The German mortars may have 2
6 x Rifle-MG (3-6) Registered Aim-points.
German forces may be deployed as

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markers up to 6” in from their table edge.
Rifle Platoon #1
Russian Briefing P-Rifle (2-3) (LD2)
You occupy positions overlooking the front 3 x Rifle-MG (3-4)
line. Your role is to provide local protec- 2 x Rifle (3-5)
tion to several observer teams, who from
their vantage point can call down artillery
on the German formations built up out Rifle Platoon #2
front. The longer you can hold this posi-
tion, the more time the observers have to P-Rifle (LD2) (2-3)
disrupt the German attack when it comes. 3 x Rifle-MG (3-4)
2 x Rifle (3-5)
Russian Orders
Hold the positions as long as possible to Battalion AT Rifle Platoon
allow the observer teams (FAO and MFC)
to complete their mission. Prevent gaps P-Rifle (2-3) (LD2)
being cleared in the minefields. 3 x ATR (2)

Russian Forces Attached


Russian AI = 3 1 x FAO w FT (2)
Troop Rating = Seasoned 1 x MFC w FT(2)
Morale = Determined

Russians are all in defensive positions.


Company HQ Infantry have trenches, machineguns
may have bunkers. The attached FAO and
C-SMG (2-3) (LD3) MFC occupy two bunkers within the
D-SMG (2-3) (LD2) Russian positions on the higher ground.

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.

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26. Scenario #2
“Hold the line one to the side of the road. Low bushes dot
the landscape, and overgrow the ruins of
more time!” a deserted farm cottage and out buildings.
The game starts at Dawn, and remains
German defense dawn for 1+1d4 turns before daylight.
Vs
Russian Assault, Russian Briefing
Late 1943 The taste of victory is bitter-sweet, for it
has come at great cost. But the Nazi
war-machine is being pushed backwards.
High Command wants to push them
Scenario Overview
beyond the Dnieper river.
The summer has past, and the first cool
Your forces are much depleted, yet morale
winds of winter blowing in. The German
is high. With the support of a few tanks,
Panzers are refitting after summer,
you will push the enemy back once again.
exhausted in Operation Zitadelle, and the
infantry is tired, worn out. Replacements
are almost non-existent. A slow flow of
new equipment is filtering through. Russian Orders

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 #1


P-SMG (2-3) (LD3)
1 x Sniper (1-2)

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8+1d4 x Rifle-MG (3-5) Blind.

Motor Rifle Platoon #2 German Briefing


P-SMG (2-3) (LD2) The retreat from the Kursk battlefield has
1x Sniper (1-2) been a hard one. Russian forces have
pushed hard, and you have made them
8+1d4 x Rifle-MG (3-5) pay for every kilometer they have
advanced.

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.

Tank Platoon German Forces


P x T60 or T70 or T34/76 D (LD3) This force would normally be rated as very
experienced, but fatigue and war
2 x T60 or T70 or T34/76 D weariness of the long retreat has the
Platoons down graded.

Programmed Artillery Fire German AI = 5

Battalion Mortar Platoon, 6x 82mm Troop Rating = Seasoned


Medium Mortars
- 2 Programmed attacks (decide pre-game Morale = Determined
start the Turns, Aim-points, and type of
attack). The Russians may have 1
Registered Aim-point. If a second Company HQ (Veteran)
Aim-Point is targeted then it must fire
C-SMG (2-3) (LD4)

Company Mortar platoon


P-Rifle (2-3) (LD3)
2 x 81mm Medium Mortar (3)

Grenadier Rifle Platoon #1 (Seasoned)


P-Rifle-MG (3-5) (LD3)
3x Rifle-MG (3-5)

Grenadier Rifle Platoon #2 (Seasoned)


P-Rifle-MG (3-5) (LD4)
3x Rifle-MG (3-5)

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Grenadier Rifle Platoon #3 (Seasoned) German Forces are all dug in—foxholes
and gun pits.
P-Rifle-MG (3-5) (LD3)
The German mortars may have 2
3x Rifle-MG (3-5)
Registered Aim-points.
German positions should be mapped.
Battalion MG Platoon (Seasoned) Russian reconnaissance has identified 1d4
German positions, these being deployed
P-Rifle (2-3) (LD4)
as Markers.
2 x MG42 SFMG (3)

Battalion AT Platoon (Veteran)


P-Rifle (2-3) (LD4)
2 x Pak 38 (3-4)
2 x Light truck

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27. Scenario #3
The Bridgehead outcrops, walled fields, small farms and
olive groves. It has a central road which
German Assault is dry and dusty, and barely wide enough
for a tank. This is not ideal tank country,
Vs but this is the central thrust of the
Herman Goering Panzer Division. Lines of
US Army Defense, sight are limited, and cover plentiful
unless in an open field.
July 1943
The game starts near mid-day.

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

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US Army Orders 3 x 60mm Medium Mortar
Stop the enemy reaching the beachhead.
You may fallback if required, but the tanks All US forces should have positions
must be stopped. mapped, and only deployed when they fire
or are spotted. If they move out of sight
of the enemy deploy as a marker.
US Army Forces
US Army AI = 3
German Briefing
Troop Rating = Seasoned
The Allies have landed, and the Panzers
Morale = Determined are rolling. The General has decided that
the Americans will be the easier target,
and that by striking early before they are
Company HQ
organized we can catch them with their
C-Carbine (3) (LD4) pants down.
D-Carbine (3) (LD3) The terrain is not perfect, but with speed
all opposition will be swept away.
2 x Bazooka (2)
1 x 37mm AT Gun (3) with 3/4t truck
German Orders
Breakthrough to the landing beaches.
Rifle Platoon #1
P-Carbine (3) (LD3)
1 x Bazooka (2) German Forces

3 x Rifle-BAR (3-5) Many elements of the Herman Goering


Panzer Division were well trained, but
3 x Rifle (4-6) lacked combat experience. They were

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)

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well motivated, and this is reflected in Panzer Grenadier Rifle Platoon #2
their stats.
P-Rifle-MG (LD4)
German AI = 5
3x Rifle-MG
Troop Rating = Seasoned
Morale = Aggressive
Panzer Grenadier Rifle Platoon #3
P-Rifle-MG (LD3)
Company HQ (Veteran)
3x Rifle-MG
C-SMG (LD4)
D-SMG (LD3)
Panzer Platoon
4 x MG42 SFMG
P-Panzer III L or Panzer IV G (LD4)
3 x Panzer III L or Panzer IV G
Panzer Grenadier Rifle Platoon #1
P-SMG (LD3)
German Units , except Panzers, should be
6 x Rifle-MG deployed as markers until spotted.

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28. Scenario #4
‘A Swell Place’ 20 yards apart. Flamethrowers and
incendiary grenades are need to get into
US Army Assault the toughest defenses. Tanks have been
great support, but almost every tank in
Vs the Division has been knocked out at least
once, and replacement crews are getting
German Defense, hard to find. Reinforcements have been
thrown in, but they to are getting a
January 1945
mauling.
This is perhaps the most costly battle on
Scenario Overview the Western Front.
The push to the German border was met
with the German Operation Nordwind in
The Battlefield
December 1944. As part of this, German
forces created a breakthrough in the The battlefield was an idyllic large village
Maginot defenses recently occupied by of nearly 150 buildings. Was, because the
the American forces. weeks fighting has turned it into rubble in
some places, while in others buildings are
After a bitter fight, several large villages
more intact. All bear some scars from the
have been secured by the German forces.
fighting and bombardments.
Counter attacks on these forces have been
costly and made little ground. Fighting is The housing is surrounded by many
intense, and resolute German defenders leafless trees, and walled or hedged
manage to keep a firm grip on their sections. There are many breeches in
positions. these now from the fighting.
Fighting is house-to-house, room-by- The streets are damaged heavily, and
room. The front line is often no more than there is no unobstructed movement down

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them. Several large trees have even been lines. Anti-tank gun crews and
used as road obstacles. mortar crews now form rifle units.
There are many fields and small farms Our job is to clear the town, brick by brick
around the area over rolling ground. if we must.
These are also scarred by the fighting.
A blanket of snow covers the landscape,
creating a surreal peacefulness that is in
US Army Orders
stark contrast to the intensity of the Clear as many houses as you can.
fighting. Icy roads lead into the town.
Through and around the town are the
remains of many vehicles, some German, US Army Forces
many US. US Army AI = 4
The game starts mid-morning. Troop Rating = Seasoned
Morale = Determined
US Army Briefing Randomly determine Leadership ratings.
Forget Kasserine. Forget Anzio. Forget To the US force add 2 + 2d4 Carbine
Omaha beach. This is harder. It’s a meat elements.
grinder. There are no winners, just the
The player may assign the flamethrowers
living and dead.
as he sees fit.
German Panzergrenadiers are well
entrenched in the town. They have
extensively converted buildings for Company HQ
defense, making use of cellars for shelters
C-Carbine
and sometimes fighting from. The enemy
is not intimidated or scared, and seems 1 x Bazooka
determined to hold his ground.
2 x Flamethrower
Artillery support is of limited use, except
2 x Snipers
in creating more rubble. Tank support
limited by the terrain and the high
casualties they have suffered. Engineer
Rifle Platoon #1
units with flamethrowers have been
dispersed among the infantry. The cooks P-Carbine
and clerks have been pushed into the

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1 x Bazooka ing, repeatedly. Tanks have led the bitter
fighting, but casualties to your anti-tank
4 x Rifle
guns and anti-tank teams have seen their
numbers well reduced.
Rifle Platoon #2 US casualties have been high, and new
units have been bought into the line.
P-Carbine
They fight with some heart, and have not
1 x Bazooka thrown in the towel.
3 x Rifle
German Orders
Rifle Platoon #3 Hold the town as long as possible.
P-Carbine (LD3) Counterattack to retake lost ground when
able.
1 x Bazooka
4 x Rifle
German Forces
German forces are the remnants of a
US forces should be deployed at least 6” Panzergrenadier formation.
from known or suspected German
positions, and in cover. At the start of the Despite the intensity of the combat the
game they are treated as if in Hold before Veterans have wielded the inexperienced
they activate. replacements into a highly effective force.
Casualties have left your forces heavily
depleted.
German Briefing
Morale remains high despite the
The battle plan went out the window after conditions.
it was issued. Nobody really believed in it.
The initial attack went rather well, and the German AI = 6
subsequent breakthrough to secure the Troop Rating = Seasoned
village harder than anticipated, the US
mechanized forces putting up strong resis- Morale = Aggressive
tance. Randomly determine Leadership ratings as
US artillery has given the town a pound- if rated as Veteran.

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The number of German Rifle Platoons is German Units should all be deployed as
randomly determined. They have 2+1d4 markers if deploying within 12” of US
Rifle Platoons. forces. Those further back may be
mapped.
The German player may add 1d4 StG44
and 1d4 Rifle elements, which the player In addition 1d4 Dummy markers may be
may allocate between any Unit. deployed.
The Germans are prepared for the US
attack. Treat 1d4 German units as if in
Company HQ (Veteran)
Overwatch at the start of the game.
C-SMG These should be noted which ones.
2 x MG42 SFMG All buildings occupied by German forces
are considered Defended Buildings.
1d4 x Panzerschreck
1 x Pak 40 AT gun
1d4 x Snipers

Panzer Grenadier Rifle Platoon


P-SMG
2 x Rifle-MG

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29. Scenario #5
Welcome to the War when the situation becomes futile.
Few escape to tell the tale.
German Army Assault
And the Germans advance onwards.
Vs
British Army Defense, The Battlefield
May 1940 This is Northern France. Farming
communities, small villages, and woodland
dot the landscape. Poplar trees line some
Scenario Overview of the roadsides.
The war has turned hot, and all hell has The defining feature is a small canal with
broken loose. German forces are steep edges. The importance of this
sweeping across Belgium and France, and feature is that it is crossed by a stone
moving fast. bridge.
Few people on either side really know A raised embankment either side of the
what is happening, or where it is canal, extending out from the bridge
happening. This seems to matter little to provides defensive positions.
the Germans, who at least have an intact
The destroyed remains of several
Command structure and communications.
motorcycles and sidecars litter the bridge
Blocking forces are being left behind to and approaches.
delay the Germans. They are ill-prepared
The game starts mid-morning.
and ill-equipped. They know they are
doomed, but they follow their orders
where they can, only trying to escape

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British Army Briefing Rifle Platoon #1
Your Brigade is falling back for the coast P-Rifle (2-3)
where it is hoped to evacuate it. But with 1 x Lgt.Mortar (1-2)
the Panzers hard on British heels it will not
be possible unless the Panzers are slowed 3 x Rifle (4-5)
enough to allow the withdrawal. 3 x Rifle-Bren (3)
Given the situation, you have been tasked
with holding what the Colonel described as
a ‘vital artery’ of the German attack. Here Rifle Platoon #2
you will hold the Germans for two days, P-Rifle (2-3)
and then you may retire to catch up with
the Division. 1 x Lgt.Mortar (1-2)
Anti-tank weapons were scarce, a few of 3 x Rifle (4-5)
the heavy AT rifles were all that was left 3 x Rifle-Bren (3)
to deal to tanks. To bolster firepower, a
pair of Vickers machineguns can keep the
enemy heads down. Rifle Platoon #3
The Panzers were expected within hours. P-Rifle (2-3)
First sign of trouble was a dozen German
motorcycles with sidecars, who tried 1 x Lgt.Mortar (1-2)
driving across the bridge. The Vickers 3 x Rifle (4-5)
guns ripped many of them apart, with just
a few surviving and falling back out of 3 x Rifle-Bren (3)
sight.
The men’s morale rose, and the British forces are deployed on the Western
confidence of firing their first shots and table edge. All are deployed as markers.
winning, has the men optimistic.
All Units are considered in Overwatch at
Since then you have heard other German games start.
forces arrive, and an attack is immanent.

British Army Orders


Hold the bridge and delay the Germans as
long as possible.

British Army Forces


British Army AI = 3
Troop Rating = Green
Morale = Determined
Randomly determine Leadership ratings
unless noted.

Company HQ
C-Rifle (2-3)
D-Rifle (2-3)
2 x Boyes AT Rifle (2)
2 x Vickers SFMG (3)

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German Briefing 6 x Rifle-MG (4-6)
The war has progressed fast. There has
been little real fighting of note, and so far Recon Rifle Platoon #3
casualties are light. Most of the time has
been spent driving through the beautiful P-SMG (2-3)
countryside. The side roads are less con- 1 x 50mm Light mortar (2)
gested, and the enemy has seemed far
away. 6 x Rifle-MG (4-6)
The war reality came flooding back when
reports came in from survivors of the lead Light Armoured Car Platoon
motorcycle platoon. The bridge on the
canal ahead was defended by a strong P-SdKfz 223
British force. Other Units were moving on 2 x SdKfz 222
other crossing points, but orders held that
crossings were to be affected where as-
signed. German Units should all be deployed as
This one was your assignment. markers if deploying within 12” of British
forces. Those further back may be
mapped.
German Orders
Secure the bridge intact and push forward
towards the coast.

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)

Recon Rifle Platoon #1


P-SMG (2-3)
1 x 50mm Light mortar (2)
3 x Rifle-MG (4-6)

Recon Rifle Platoon #2


P-SMG (2-3)
1 x 50mm Light mortar (2)

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30. Scenario #6
Big Game Hunting with significant forces.
Ahead of you reconnaissance troops report
British Army Assault a village where a disabled Tiger has been
left manned to cover a the approaches to
Vs a village.
German Army Defense,
September 1944 The Battlefield
This is Northern France. Farming
communities, small villages, and woodland
Scenario Overview
dot the landscape. Poplar trees line some
The battle of Normandy has been won. of the roadside.
The enemy is in full retreat. Some are
The defining feature is a small village
survivors of the Falaise pocket. Others
sitting atop a slight hill. From here the
had fought to open the gap. Others are
German Tiger has an excellent and mostly
being rolled up from coastal defenses.
unobstructed view of the approaches to
Pockets of enemy can be found in many the town.
villages, performing desperate rearguard
Out in the approaches on the road and
activities. Many of these were small and
fields lie a collection of burning British
easily overcome, but every so often the
vehicles, all recent victims of the Tiger.
defenders had set up elaborate ambushes

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The game starts at night. 1 x Lgt.Mortar (1-2)
3 x Rifle (4-5)
British Army Briefing 3 x Rifle-Bren (3)
The advance has stopped. Ahead of you
in the column Germans were holed up in a Rifle Platoon #3
village, and they were planning on
delaying things as long as possible. P-Rifle (2-3)
Attacks are made to flank the defenders, 1 x Lgt.Mortar (1-2)
but the Tiger tank in the village has the
area zeroed in, and the attack is halted. 3 x Rifle (4-5)
Night approaches. 3 x Rifle-Bren (3)
The Colonel calls you to his HQ. You will
lead an infiltration of the village to take British forces are deployed after the
out the Tiger tank, and clear the German defense is planned. They are
defenders this very night. then deployed on the table 12-24” from
This is not a job to look forward to. With the village in cover. All are deployed as
any luck the Germans will have markers.
withdrawn. All Units are considered in Overwatch at
games start.

British Army Orders


Infiltrate the village, destroy the Tiger German Briefing
tank, and clear any other defenders. The escape from Normandy left you the
Leader of a group of men from all over.
Gathered up in the retreat, you have been
British Army Forces placed in command of a rag tag band to
British Army AI = 4 delay the Allied advance.

Troop Rating = Seasoned The core of the defense is a immobilized

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)

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Tiger tank, dragged into position
overlooking the Allied approach to the
Tiger I tank
village.
The few men you have are exhausted, and
want to slip away. Orders say delay 24hrs German Units should all be mapped
however, so you will perform as ordered, except the Tiger I.
for now.
The Tiger is posited to cover the village
The British have tried attacking this approaches. It may use all its weapons.
afternoon, but the Tiger turned their tanks It may not move but may turn its turret.
into flaming torches. Artillery has fallen, Turning the turret is slow on a Tiger I, so
but it has caused no losses yet. requires a whole activation to do so.
The Tommies will probably try a night Panzerfaust are in very limited supply,
attack, so it will require giving the men with only one attack.
some sleep before then.
German forces are deployed within the
village. Locations should be mapped—
except the Tiger.
German Orders
Forces may not move until given new or-
Delay the British as long as possible. ders. This will only happen once the
British are detected.

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

Recon Rifle Platoon #1


P-SMG
2 x Rifle-MG

Recon Rifle Platoon #2


P-SMG
2 x Rifle-MG

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31. Scenario #7
Ambush experience.
The scenario uses standard rules, but has
special rules to cover the ‘enemy.’
- A Solo Play Scenario
Scenario Overview The Battlefield
This scenario is designed for solo play. The battlefield may be of any type. For
The game mechanism of ALoM is ideal for your first game a rural scene is probably a
solo play, allowing surprise to be part of a good idea.
solo game. For your first game start the game time in
The scenario is designed around an daylight.
ambush of an advancing column or prob-
ing forces.
Attacking Army Briefing
It does not matter what nationality is
used, as long as historical type forces are The army is either probing ahead, or
used. The ‘blind’ side should also reflect advancing with less caution. Enemy
historical forces. Keeping this scenario location is unknown.
simple the first time played will allow you
The missions that can be assigned to the
to better enjoy the scenario till you gain
attacker are many. Find the enemy, or

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search and destroy, or push on through, ‘Enemy’ Forces
or take the hill/farm/etc.
The enemy forces may have predefined
By deciding on the mission for the ratings, but the exact forces are more
attacker, it is easier to craft the mission of flexible.
the enemy.
Force strength may be under-strength.
The forces available should reflect the
scenario and mission.
British Army Orders A list of possible Units that might be used
in the game is drawn up. The number of
Base orders around the mission of the
units may exceed the number intended to
scenario.
be used.
The following is the basic German ‘enemy’
Attacker Forces force I use for my own games. It is
understrength and reflects a late war
British Army AI = Player decides
German force.
Troop Rating = Player decides
Morale = Player decides
Example Enemy Force
Randomly determine Leadership ratings.

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

‘Enemy’ Briefing P-SMG

This scenario works best if you create a 3 x Rifle-MG


mission and a story for the defenders.
This gives guidance for how the ‘enemy’
will react to situations. AT Gun Platoon

A defined story allows you to define their P-Rifle


mission, orders, and reactions. Write the 2 x Pak 40 At Gun
basics down to remind you.

Panzer Platoon
Enemy Orders
P-Pz IV h
See the mission you have defined.
1-2 x Pz IV h

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Once a Unit is deployed remove its card
from the deck. Determine the LD of the
Unit, and place standard cards in the
The Solo Initiative Deck Initiative deck for the Leadership, and add
an Army Initiative card for each deployed
The deck is created as normal for the
unit until the AI maximum is reached.
attacker.
Shuffle the deck.
The number of defenders is now
Resolve the units activation at this point,
determined. If not specified then I
keeping in mind the mission and orders.
generate randomly, typically 3 + 1d4
units. In most scenarios where I want
more uncertainty I allow an extra 1d4
Enjoy the Game
units. These additional Units represent
dummy markers, minefields, roadblocks, I find typically the game unwinds in a very
or whatever works with the scenario. unpredictable and enjoyable fashion. Just
keep in mind both sides motivations and
orders.
Returning to my example force, this is
If for some reason some aspect of a
typically a roadblock, a dummy, and two
deployment does not make sense, apply
defensive positions (slit trenches or
some logic and make it work.
foxholes for several elements, a bunker,
or whatever suits the scenario). This basic mechanism can easily be
modified once learned to use with many
other scenarios.
A card marked for each unit and
If you have questions regarding this
defense/etc is created. Keep the
scenario or ideas to develop it, please
Company HQ card aside. The remainder
contact me and I will help out with any
are placed face down and mixed up. Draw
thoughts and experience I have.
as many cards as the total number of
units determined earlier (remember to
include the HQ). Place these cards in the
Initiative Deck with the HQ.

The Game is played as normal, resolving


drawn cards and activations until an
‘enemy’ card is drawn. When this is
drawn, reveal the marked unit on it. If it
is an ‘enemy’ unit, deploy a marker on the
table. The marker must be placed a
random distance from the leading enemy
unit, and in cover. The distance is 2d6”
for infantry and support, 3d6” for heavy
and small vehicles, and 4d6” for other
vehicles. Placement of the elements
should be as close to the range as
possible, and in the most ideal location to
ambush.
If it is a defense or obstacle, deploy it
immediately in a logical position.
From this point onwards, every time a
‘enemy’ card is drawn the player has a
choice. He may deploy a marker (except
defenses and like which are immediately
deployed), or deploy on an existing
marker the Unit depicted on the card
drawn.

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32. Army Lists
The army lists are not a complete WW II used or included, and a suggestion on the
listing. The focus is on the main maximum number of these. In some
combatants in Europe from mid-1943. scenarios these rules may be broken. To
More extensive lists are coming in start with I suggest these are a good
supplements. Join our Yahoo group and starting point.
see what's coming next, and lobby for any
you would like.
Figure Basing Guide
As a guide to figure basing and historical
representation, I have included a number
Army List Explanations in parenthesis () after the element in the
Army List.
Ratings
The ratings given in the list are guides.
They refer to what I consider to be typical Elements, Equipment,
historical units levels of ability and
motivations.
and Vehicles
There will always be exceptions to this list,
and I encourage you to explore the Elements
possibilities. Elements are listed with all the relevant
details and options they may use. This
Army Structure may include options to change some
elements into others, such as support
Lists include possible Units that might be weapons into weapon crew.

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Equipment that the element has is also FT Field Telephone. If not already
listed, details may be found in the laid, the element has enough cable
Equipment section here. to lay up to 24”.
NR No Radio.
Armour
OT Open Topped. The vehicle will be
The armour rating is defined in three weak in close combat, and against
ways, the relative protection level (which artillery.
denotes the size of the die to be rolled),
OL Overloaded. Vehicle may not fire
the Frontal protection, and the Flank
on move, or communicate while
protection.
firing. Vehicle is limited to a single
The protection levels are reflected in the activation each turn.
save check of the vehicle. They are;
OW Overweight. –1 from Breakdown
Soft, Wheeled, or Light AFV d4 check results.
Medium, Heavy d6 PS Partial Spaced armour. This
allows the target to add +1 to all
Super Heavy d8
Armour saves from flank attacks by
all infantry AT weapons except in
Close Combat.
Example: M4 Sherman M6/3
RD Rear Driver. Vehicles with a Rear
The M4 Sherman is rated as Medium with
Driver may move backwards as fast
a Frontal Armour rating of 6 and a Flank
as if forward.
of 3. When attacked it rolls a d6 for the
Armour save check. RA River Amphibious.
SA Sea Amphibious.
Equipment Notes
WT Wheel Transport movement.
CG Commander Gunner. Vehicle may
X Cross-country wheeled. 4x4 or
not dice to spot if already firing.
6x6 or 8x8.
CR Command Radio. Only Leaders
have Radio equipped vehicles.
D Smoke Dischargers.

US infantry return fire through the Normandy boccage, 1944

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33. US Army
Army Initiative; 2-4 Battalion Mortar Platoon (Off-table)
Troop Rating; Green or Seasoned 1x MFC w Radio (may be deployed on-
table)
Morale Rating; Poor or Determined 1x Jeep (for MFC)
6x 81mm Medium Mortar

Infantry Co. 1944


Rifle Co. HQ Armoured Infantry Co.
C-Rifle w Radio (3) 1943
D-Rifle w Radio (3)
Rifle Co. HQ
2x Bazooka (2)
C-Rifle w Radio (3)
1x Bazooka (2)
Rifle Platoon (2-3)
1x M3 halftrack
P-Rifle w Radio (3)
Bazooka (2)
Rifle Platoon (2-3)
2-3x Rifle-BAR (4-5)
P-Rifle w Radio (3-4)
2-3x Rifle (4-6)
1x Rifle (3-4)
1x Sniper (1)
Weapons Platoon (0-1)
Bazooka (2)
P-MFC w Radio (2)
1x M3 halftrack
4x M1919A4 MG (3)
2x Rifle (3-4)
3x 60mm Mortar (3)
1x Bazooka (2)
Jeep (50cal) w trailer
1x M3 halftrack
2x Rifle (3-4)
Battalion A/T Platoon (0-1)
1x Bazooka (2)
P-Carbine w Radio (3)
1x M3 halftrack
Jeep (50cal) w trailer
2x M1919a4 SFMG (3-4)
3x 57mm A/T Gun (3-4)
1x Bazooka (2)
3x Bazooka (2)
1x M3 halftrack
3x Dodge light truck
1x 60mm Medium mortar (3-4)
1x Bazooka (2)
Battalion MG Platoon (0-1)
5x M3 halftrack
P-Carbine (3)
2x Bazooka (2)
Company A/T Platoon (0-1)
4x M1917 MG (3-4)
P-Carbine w Radio (3)
1x Jeep (50cal)
Jeep (50cal) w trailer
4x Jeep w trailer
3x 57mm A/T Gun (3-5)
3x Carbine (3-4)
Battalion A & P Platoon (Pioneers) (0-1)
3x Dodge light truck
P-Carbine w Radio (3)
2x Bazooka (2)
Battalion MG Platoon (0-1)
Jeep (50cal) w trailer
P-Rifle (3)
6x Rifle (3-4)
1x Bazooka (2)
3x Dodge light truck
4x M1917 MG (3-4)

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3x M3 halftrack
Other Troops
Battalion Recce Platoon (0-1) Tank Destroyer Platoon (0-1)
P-Carbine (3) U-Jeep (50cal)
1x Bazooka (2) 1-2x M20 AC
M3 halftrack 3-4x M10 or M18
3x Recce Carbine (2)
2x Carbine (2) Recon Platoon (0-1)
3x Jeep (30cal) U-Recce Carbine (2)
2x Jeep (50cal) 3x Recce Carbine (2)
4x Jeep (50cal)
Battalion Mortar Platoon (Off-table)
1x MFC w Radio (2) (may be deployed
on-table) Artillery Support, Off-
1x Jeep (for MFC)
table (0-1)
6x 81mm Medium Mortar
105mm Field Battalion, Towed
Battalion Assault Gun Platoon (Off- FAO w Radio (2) (on-table)
table) Jeep (on-table)
1x FAO w Radio (2) (may be deployed on- 12x 105mm Howitzers
table)
1x Jeep (for FAO) 105mm SP Field Battalion, Towed
6x M8 75mm SP artillery FAO w Radio (2) (on-table)
Jeep (on-table)
18x 105mm Howitzers

Tank Company Artillery Support, Off-table, Supple-


ment (0-2)
The Company may be equipped with either the
M5 or M24 light tank, or M4 Sherman Medium 12x 105mm Howitzers
tank.
The M4 was introduced first with 75mm gun, but
76mm gun variants appeared from late 1944.
These were mixed in with 75mm Shermans.
The Sherman Jumbo when available was either
concentrated in a single platoon, but was often
issued one to a normal Sherman platoon.
In some units for certain missions a Tank
Destroyer Platoon was swapped for a tank Pla-
toon.

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)

Tank Platoon (1-3)


P-Tank
2-4 x Tank

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94

Ty Callaghan-Jones (order #4724498) 8


USA
Element CC Range FP AM AT Notes
Foot
C, D, P Rifle 1 12” 2 0 2@ Radio
C, D, P Carbine 1 9” 2 0 2@ Radio
Rifle 2 12” 2 0 2@
Rifle-BAR 2 16” 2 0 2@
Carbine 2 9” 2 0 1@
Recce Carbine 2 9” 2 0 1@ May fire as Lgt Mortar
Lgt Mortar 12” 2* 1@ May fire as WC #1
2d4*
Bazooka 0 8” 1 1 May fire as WC #1
%
FAO 0 9” 1 0 1@ Radio
WC #1 1 6” 1 0 1@
WC #2 2 9” 2 0 1@
Support
60mm Med. Mortar May fire as WC #1
M1919A4 SFMG 18” 3 0 May fire as WC #2
Heavy Weapon
37mm A/T Gun 24” 2 0 6 May fire as WC #2
57mm A/T Gun 24” 2 0 9 May fire as WC #2
3” A/T Gun 36” 2 1 11* May fire as WC #2
* 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

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

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95

Ty Callaghan-Jones (order #4724498) 8


USA
Armour
Element Move CC Weapons Notes
F/S
Full Tracked
M3 or M3A1 (T) 37mmL53, MG, (R) MG,
12 / 20 L2/0 3 D
41-43 (H) MG
M5, M5A1, or M3A3 (T) 37mmL53, MG, (R) MG,
12 / 20 L3/2 3 D
43-45 (H) MG
T8
12 / 20 L3/1 2 (R) HMG, (H) MG OT, D
44-45
M24 (T) 75mmL40, MG, (H) MG,
9 / 15 L3/2 4 D
Sept 44-53 (AA) HMG
M3 Grant / Lee (T) MG, (T) 37mmL53, MG,
9 / 15 M5/3 3
42-43 (H) 75mmL31
M4 Sherman 75mm (T) 75mmL40, MG, (H) MG,
9 / 15 M6/3 4 D
Nov 42-45 (AA) HMG
M4 Sherman 76mm (T) 75mmL51, MG, (H) MG,
9 / 15 M6/3 4 D
Aug 44-45 (AA) HMG
M4A2 Sherman 75mm (T) 75mmL40, MG, (H) MG,
9 / 15 M6/3 4 D
43-45 (AA) HMG
M4 Sherman 75mm (T) 75mmL40, MG, (H) MG,
9 / 15 M7/3 4 D
Nov 44-45 (AA) HMG
M4 Sherman 76mm (T) 75mmL51, MG, (H) MG,
9 / 15 M7/3 4 D
Nov 44-45 (AA) HMG
M4A3E8 (T) 75mmL40, MG, (H) MG,
9 / 15 M7/3 4 D,WT
Oct 44-45 (AA) HMG
M4A3E2 Jumbo (T) 75mmL40, MG, (H) MG,
6 / 10 M 10 / 4 4 D, OW
Aug 44-45 (AA) HMG
M26 Pershing (T) 90mmL56, MG, (H) MG,
9 / 15 H 10 / 6 5 D
Mar 45 (AA) HMG
M10
9 / 15 L3/2 2 (T) 3” , (AA) HMG OT
43-45
M36
9 / 15 L3/2 2 (T) 90mmL56, (AA) HMG OT
Oct 44-45
M18
9 / 15 L1/1 2 (T) 76mmL51, (AA) HMG OT
44-45
Other
M3 Scoutcar X 12 /
L1/1 1 (R) MG, HMG OT
41-43 20
M8 X 12 /
L2/1 1 (T) 37mmL53, MG, (AA) HMG OT
44-45 20
M20 Scoutcar X 12 /
L2/1 1 (AA) HMG OT
44-45 20
M3 Halftrack HT
L1/1 1 (AA) MG or HMG OT
42-45 10/18
Recce Jeep X 12 /
S0/0 0 (AA) MG or HMG OT
41-45 20
Jeep X 12 /
S0/0 0 OT
41-45 20
M15 HT
L2/0 1 (AA) 37mm Auto AA, 2 HMG OT
42-45 10/18
M16 HT
L2/1 1 (AA) 4 HMG OT
43-45 10/18
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96

Ty Callaghan-Jones (order #4724498) 8


34. German Army
Army Initiative; 4-6 Kubelwagon
Troop Rating; Green, Seasoned, Veteran. 2x Kfz 70 light trucks
Most will be rated as Seasoned or Veteran.
A/T Platoon (0-1)
Morale Rating; Determined usually, but
may be Aggressive for more elite P-Rifle (2-3)
formations. Kubelwagon
3x Pak 38 50mm or Pak 40 75mm A/T
guns (3-4)
3x SdKfz 10/11 halftracks
Panzer Grenadier Co.
1943 Battalion Mortar Platoon (Off-table)
Pz. Grenadier Co. HQ 1x MFC w Radio (2) (may be deployed
C-Rifle (2-3) on-table)
D-Rifle (2-3) 1x Kubelwagon (for MFC)
2x SdKfz 251/1 or Kubelwagon 6x 81mm Medium Mortar or SdKfz 251/2
If Kubelwagon used than no armoured (251)
halftracks used. Battalion Infantry Gun Platoon (Off-
table)
Pz. Grenadier Rifle Platoon (0-3) 1x FAO w Radio (2) (may be deployed on-
table)
P-SMG (2-3)
1x Kubelwagon (for FAO)
SdKfz 251/1 or 10 or 17, or Kubelwagon
6x 75mm Infantry gun or SdKfz 251/9
6x Rifle-MG (3-6)
3x SdKfz 251/1 or Opel Blitz truck
(Kubelwagon used with Opel Blitz trucks)

Pz. Grenadier (Armoured) Weapons Grenadier Co. 1943


Platoon (0-1) (late)
P-SMG (2-3)
Pz. Grenadier Co. HQ
SdKfz 251/1 C-Rifle (2-3)
3x MG42 SFMG (3-4) Kubelwagon or Motorcycle & sidecar
3x SdKfz 251/17 or 251/1 0-2 MG42 SFMG (3-4)
2x SdKfz 251/9
MFC w FT (1-2)
Grenadier Rifle Platoon (0-3)
Kubelwagon P-SMG (2-3)
2x SdKfz 251/2 3x Rifle-MG (3-4)
3x Rifle (3-5)
Pz. Grenadier (Motorised) Weapons
Platoon (0-1)
Battalion A/T Platoon (0-1)
P-Rifle (2-3)
P-Rifle (2-3)
Kubelwagon
1-2x Rifle/MG (3-4)
4x MG42 SFMG (3-4)
Kubelwagon
2x Opel Blitz truck
3x Pak 38 50mm A/T guns (3-4)
2x 75mm Infantry Guns (3-4)
3x Light truck
2x 80mm Mortar (3-4)
MFC (1-2)

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97

Ty Callaghan-Jones (order #4724498) 8


Grenadier Machinegun Platoon (0-1)
P-SMG (2-3)
4-6x MG42 SFMG (3-4)
This unit is not used if the MG42 are in
use in the Company HQ.

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

Panzer Platoon (0-4)


P-Panzer
2-4x Panzer

Other Troops
SP A/T Platoon (0-1)
P-Marder III
3x Marder III

Armoured Car Platoon (0-1)


P-SdKfz 222 or SdKfz 250/9
2x SdKfz 222 or SdKfz 250/9

Artillery Support, Off-


table (0-1)
Battalion Heavy Mortar Platoon
MFC w Radio (2)(on-table)
Kubelwagon (on-table)
4x 120mm Heavy mortars

105mm Howitzer Battalion (Grenadiers)


FAO w Radio (2)(on-table)
Kubelwagon (on-table)
12x 105mm Howitzers

105mm Howitzer Battalion (Pz. Grenadiers)


FAO w Radio (2)(on-table)
SdKfz 251/1 (on-table)
18x Wespe 105mm SP Howitzers

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98

Ty Callaghan-Jones (order #4724498) 8


German
Element CC Range FP AM AT Notes
Infantry
C, D, P Rifle 1 6” 1 0 @ C has Radio
May fire as Panzer-
Rifle 1 12” 1 0 @
faust
May fire as Panzer-
Rifle-MG 2 16” 2 1 @
faust
ASR 3 12” 3 0 @
2d6*
Panzerfaust 3” 1 1 ATG
%
2d6*
Panzerschreck 6” 1 1 May fire as WC #1
%
WC #1 0 6” 1 0 @
WC #2 1 12” 1 0 @
Support
SFMG 24” 3 1 May fire as WC #1
80mm Mortar May fire as WC #2
FAO 6” 1 0 Radio.
Heavy Weapon
50mm A/T Gun 36” 2 1 7* May fire as WC #2
75mm A/T Gun 36” 2 2 11* May fire as WC #2
88mm Flak Gun 48” 2 2 13* May fire as 2x WC #2
* 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

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

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99

Ty Callaghan-Jones (order #4724498) 8


Off-Table Artillery
Radius (“) AM AT Notes
German
Battn. 81mm Mortar Platoon 5 2 1
Battn. 120mm Mortar Pla-
5 2 3
toon
75mm IG (1) 5 0 0
75mm IG Platoon (2) 5 1 1
105mm Field Battn. (12) 8 1 1
105mm SP Battn. (18) 10 2 1
Nebelwerfer Battery (6) 10 3 2 Fear

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.

All work Copyright © 2008 Gordon Roach, Task Force Productions


100

Ty Callaghan-Jones (order #4724498) 8


German
Armour
Element Move CC Weapons Notes
F/S
Full Tracked
Pz I
9 / 15 L1/1 2 (T) 2x MG CG
34-41
Pz II A-C
9 / 15 L1 / 1 2 (T) 20mmAuto, MG CG
37-43
Pz II C/D/F
9 / 15 L2/1 2 (T) 20mmAuto, MG CG
40-43
Pz II J
9 / 15 L3/2 2 (T) 20mmAuto, MG CG
43-44
Pz II L
9 / 15 L3/2 2 (T) 20mmAuto, MG CG
43-44
Pz 35(t)
9 / 15 L1/1 2 (T) 37mmL40, MG, (H) MG CG
39-41
Pz 38(t) A-D
9 / 15 L2/1 2 (T) 37mmL48, MG, (H) MG CG
39-41
Pz 38(t) E-S
9 / 15 L3/2 2 (T) 37mmL48, MG, (H) MG CG
41-42
Pz III A-D
9 / 15 M2/1 2 (T) 37mmL47, 2x MG, (H) MG
37-40
Pz III E-F
9 / 15 M2/2 3 (T) 37mmL47, 2x MG, (H) MG
39-41
Pz III G
9 / 15 M3/3 3 (T) 50mmL42, MG, (H) MG
40-43
Pz III H-J
9 / 15 M3/3 3 (T) 50mmL42, MG, (H) MG
41-43
Pz III J
9 / 15 M4/2 3 (T) 50mmL60, MG, (H) MG
Mr42-43
Pz III L-M
9 / 15 M7/3 4 (T) 50mmL60, MG, (H) MG
Jn42-43
Pz III N
9 / 15 M7/3 4 (T) 75mmL24, MG, (H) MG PS
43-44
Pz IV B-D
9 / 15 M2/1 2 (T) 75mmL24, MG, (H) MG
38-43
Pz IV E
9 / 15 M4/3 2 (T) 75mmL24, MG, (H) MG
Jl41-43
Pz IV F1
9 / 15 M5/3 3 (T) 75mmL24, MG, (H) MG
42-43
Pz IV F2-G
9 / 15 M4/2 3 (T) 75mmL43, MG, (H) MG
Jn42-43
Pz.IV H-J
9 / 15 M6/2 4 (T) 75mmL48, MG, (H) MG PS
43-45
Panther D
9 / 15 H9/5 4 (T) 75mmL70, MG, (H) MG OW
Jl43-45
Panther G
9 / 15 H9/5 4 (T) 75mmL70, MG, (H) MG Fear
44-45
Tiger I
6 / 10 H8/8 4 (T) 88mmL56, MG, (H) MG Fear, OW
43-45
Tiger II
6 / 10 H 17 / 9 4 (T) 88mmL71, MG, (H) MG Fear, OW
Jl44-45

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101

Ty Callaghan-Jones (order #4724498) 8


German
Armour
Element Year Move CC Weapons Notes
F/S
StuG III A-D
9 / 15 4/2 3 (H) 75mmL24
May 40-43
StuG III E
9 / 15 4/2 3 (H) 75mmL24, (R) MG
Oct 41-44
StuG III F
9 / 15 6/2 3 (H) 75mmL43, (R) MG
Apr 42-45
StuG III G
9 / 15 6/2 4 (H) 75mmL48, (R) MG PS
Jan 43-45
StuG IV
9 / 15 6/2 4 (H) 75mmL48, (R) MG PS
44-45
StuH42
9 / 15 6/2 4 (H) 75mmL48, (R) MG PS
Apr 43-45
LaS 762
9 / 15 2/0 0 (H) 76mmL52, (R) MG OT
Apr 42-43
Marder I
9 / 15 1/1 0 (H) 75mmL43, (R) MG OT
June 42-44
Marder II
9 / 15 2/1 0 (H) 75mmL46, (R) MG OT
July 42-45
Marder III
9 / 15 2/1 1 (H) 75mmL48, (R) MG OT
43-45
JgdPz I
9 / 15 1/0 0 (H) 47mmL43 OT
Mar 40-43
JgdPz IV
9 / 15 8/5 4 (H) 75mmL48, (R) MG PS
Mar 44-45
JgdPz IV/70
9 / 15 8/5 4 (H) 75mmL70, (R) MG PS
Dec 44-45
Jagd Panther
9 / 15 9/5 4 (H) 88mmL71, (H) MG
June 44-45
Hetzer
9 / 15 6/3 3 (H) 75mmL48, MG
July 44-45
Ferdinand
6 / 10 14 / 6 1 (H) 88mmL71 OW
July 43-Oct 44
Elephant
6 / 10 14 / 6 1 (H) 88mmL71, (H) MG OW
44-45
FlakPz38t
9 / 15 2/1 1 (AA) 1x 20mm Auto OT
44-45

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102

Ty Callaghan-Jones (order #4724498) 8


German
Armour
Element Year Move CC Weapons Notes
F/S
Halftracked
SdKfz 251/1
10 / 18 1/1 1 (H) MG OT
39-45
SdKfz 251/10
10 / 18 1/1 1 (H) 37mmL48, (AA) MG OT
39-44
SdKfz 251/17
10 / 18 1/1 1 (AA) 20mm Auto OT
44-45
SdKfz 251/2
10 / 18 1/1 1 (H) MG, 80mm Mortar OT
40-45
SdKfz 251/9
10 / 18 1/1 1 (H) 75mmL24, (R) MG OT
42-45
SdKfz 250/9
10 / 18 1/1 1 (T) 1x 20mm Auto, MG OT
June 43-45
SdKfz 10/4
10 / 18 S/S 0 (AA) 1x 20mmAuto OT
39-45
SdKfz 7/1
10 / 18 1/S 0 (AA) 4x 20mmAuto OT
40-45
Wheeled
SdKfz 221 X 12 /
1/1 1 (R) MG OT
35-41 20
SdKfz 222 X 12 /
1/1 1 (T) 20mm Auto, MG OT
39-45 20
SdKfz 222 X 12 /
2/1 1 (T) 20mm Auto, MG OT
42-45 20
SdKfz 231 6-rad
12 / 20 1/1 2 (T) 20mm Auto, MG
32-40
SdKfz 231 8-rad X 12 /
2/1 1 (T) 20mm Auto, MG OT, RD
40-45 20
SdKfz 233 X 12 /
2/1 1 (H) 75mmL24, (R) MG OT, RD
40-45 20
SdKfz 234/1 X 12 /
3/1 1 (T) 20mm Auto, MG OT, RD
July 44-45 20
SdKfz 234/2 X 12 /
3/1 2 (T) 50mmL60, MG RD
44-45 20
SdKfz 234/3 X 12 /
3/1 1 (H) 75mmL24, (R) MG OT, RD
July 44-45 20
Kubelwagon X 12 /
S/S 0 OT
39-45 20

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103

Ty Callaghan-Jones (order #4724498) 8


35. British Army
Army Initiative; 2-4 2x Rifle-Bren (3-4)
Troop Rating; Seasoned 2x Lgt.Mortar team (2)
1x Universal Carrier
Morale Rating; Poor or Determined
4x Lloyd Carrier

Battalion Mortar Platoon (Off-table)


1943 Rifle Company P-MFC (2) (On-table)
(Europe) 1x Universal Carrier (On-table)
6x 3” (76mm) Medium mortar (Off-table)
Rifle Co. HQ
C-Rifle w Radio (3)
D-Rifle (3)
3x PIAT (2) 1944 Motor Rifle
2x Sniper (1-2) Company (NW Europe)
1x Jeep
1x Universal Carrier Rifle Co. HQ
0-1x 15cwt truck C-Rifle w Radio (3)
D-Rifle (3)
Rifle Platoon (2-3) 3x PIAT (2)
P-Rifle w Radio (2-3) 2x White Scoutcar
1x Lgt.Mortar team (2)
3x Rifle-Bren (3-4) Mortar Platoon
3x Rifle (3-5) P-MFC w Radio (2)
2x 3” (76mm) Medium mortar (3-4)
Battalion Carrier Platoon (0-1) 2x M5 halftrack
P-Scout (2)
P-Scout (2) Rifle Platoon (2-3)
2x Scout (2) P-Rifle w Radio (2-3)
3x PIAT (2) 1x Lgt.Mortar team (2)
3x Lgt.Mortar team (2) 3x Rifle-Bren (3-4)
13x Universal Carrier 3x Rifle (3-4)
These may be broken into groups of 3 and 4x M5 halftrack
attached to any Leader.

Company Carrier Platoon (0-1)


Battalion MG Platoon (0-1)
P-Scout (2)
P-Rifle (3)
P-Scout (2)
1x PIAT (2)
2x Scout (2)
4x Vickers SFMG (3-4)
3x PIAT (2)
1x Universal Carrier
3x Lgt.Mortar team (2)
4x MMG Carrier
13x Universal Carrier
These may be broken into groups of 3 and
Battalion A/T Platoon (0-2) attached to any Leader.
P-Rifle (3)
4x 6pdr AT Gun (4-5)

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104

Ty Callaghan-Jones (order #4724498) 8


Battalion MG Platoon (0-1)
P-Rifle (3)
Other Troops
1x PIAT (2)
Armoured Car Platoon (0-1)
4x Vickers SFMG (3-4)
P-Daimler AC
1x Universal Carrier
1x Daimler AC
4x MMG Carrier
2x Daimler or Humber Scoutcar

Battalion A/T Platoon (0-2)


SP A/T Platoon (0-1)
P-Rifle (3)
P-Rifle
4x 6pdr AT Gun (4-5)
Jeep
2x Rifle-Bren (3-4)
4x M10 or Archilles
2x Lgt.Mortar team (2)
1x Universal Carrier
4x Lloyd Carrier
Artillery Support, Off-
table (0-1)
1944 Tank Company/ 25pdr Field Artillery Regiment
Squadron FAO w Radio (on-table)
Tanks may be Cromwell with Cromwell CS, or, Jeep (on-table)
Sherman with either Sherman 75mm or 24x 25pdr (88mm) Guns
Sherman 105 (Italy only) as CS, or Churchill with
Churchill CS.
SP 25pdr Field Artillery Regiment
All tanks in the Company should be of same
FAO w Radio (on-table)
type.
Jeep (on-table)
Platoons have typically 3 tanks, but in Sherman
and Cromwell Platoons an extra tank (Sherman 24x Sexton SP 25pdr (88mm) Guns
Firefly) may be added.
An ARV may be added to either Company HQ.

Tank Company Sherman HQ (0-1)


C-Sherman
D-Sherman 75mm or 105mm
1x Sherman 75mm or 105mm

Tank Company Cromwell / Churchill HQ (0-1)


C-Cromwell / Churchill
D-Cromwell CS / Churchill CS
1x Cromwell CS / Churchill CS

Tank Platoon (1-4)


P-Sherman or Cromwell
2x Sherman or Cromwell
1x Sherman Firefly

Churchill Tank Platoon (1-4)


P-Churchill
2x Churchill

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105

Ty Callaghan-Jones (order #4724498) 8


British
Element CC Range FP AM AT Notes
Infantry
C, D, P Rifle 1 6” 1 0 @ C has Radio
Rifle 1 12” 1 0 @
Rifle-Bren 1 16” 2 0 0@
Lgt Mortar 0 12” 1 0 4* May fire as WC #1
Scout 0 9” 1 0 @
Boyes ATR 12” 2 0 - 4
2d4*
PIAT 0 6” 1 1 May fire as WC #1
%
FAO 0 12” 1 @ Radio
WC #1 0 6” 1 @
WC #2 1 12” 1 @
Support
Vickers MMG 24” 3 0 May fire as WC #2
3” Mortar May fire as WC #2
Heavy Weapon
2pdr A/T Gun 24” 2 - 6 May fire as WC #2.
May fire as WC #2.
6pdr A/T Gun 24” 2 1 9
AT 11 from June ‘44
17pdr A/T Gun 36” 2 1 13* AT 14 from July ‘44 $
* 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

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

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British
Armour
Element Year Move CC Weapons Notes
F/S
Full Tracked
Mk 6b
12 / 20 L1/0 2 (T) HMG, MG D
35-41
Mk 6c
12 / 20 L1/0 2 (T) 15mm HMG, MG D
41
M3 or M3A1 (T) 37mmL53, MG, (R) MG,
12 / 20 L2/0 3 D
41-43 (H) MG
M5, M5A1, or M3A3 (T) 37mmL53, MG, (R) MG,
12 / 20 L3/2 3 D
43-45 (H) MG
T8
12 / 20 L3/1 2 (R) HMG, (H) MG OT, D
44-45
A9 (T) 2pdr, MG, (FS) MG, (FS)
9 / 15 L1/1 3
38-41 MG
A10
6 / 10 L2/2 3 (T) 2pdr, MG, (H) MG
39-41
A13
12 / 20 L1/1 3 (T) 2pdr, MG
39-41
A13 Mk 2
12 / 20 L2/1 3 (T) 2pdr, MG
40-41
Crusader I-II
12 / 20 L3/2 3 (T) 2pdr, MG, (H) MG
41-42
Crusader III
12 / 20 L3/2 3 (T) 6pdr, MG CG
Aug 42-43
Cromwell
12 / 20 M6/4 4 (T) 75mmL40, MG, (H) MG D
44-45
Challenger
9 / 15 M6/4 4 (T) 17pdr, MG D
44-45
M3 Grant / Lee (T) MG, (T) 37mmL53, MG,
9 / 15 M5/3 4
42-43 (H) 75mmL31
Sherman 75mm
9 / 15 M6/3 4 (T) 75mmL40, MG, (H) MG D
43-45
Sherman Firefly
9 / 15 M6/4 4 (T) 17pdr, MG D
44-45
Comet
12 / 20 M7/4 4 (T) 77mm, MG, (H) MG D
45

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British
Armour
Element Year Move CC Weapons Notes
F/S
Full Tracked
Matilda I
6 / 10 L4/4 2 (T) MG (some have HMG) CG, D, OW
39-40
Matilda II
6 / 10 M6/5 4 (T) 2pdr, MG PS, D
40-42
Valentine I
6 / 10 M5/4 3 (T) 2pdr, MG CG, D
Nov 41-June 43
Valentine III
6 / 10 M5/4 2 (T) 2pdr, MG D
42-June 43
Valentine VIII
6 / 10 M5/4 2 (T) 6pdr, MG CG, D
43
Churchill I (T) 2pdr, MG, (H) 75mmL40,
6 / 10 M7/6 4 PS, OC
41-43 (H) MG
Churchill II
6 / 10 M7/6 4 (T) 2pdr, MG, (H) MG PS, OC
41-43
Churchill III
6 / 10 M7/6 4 (T) 6pdr, MG, (H) MG PS, OC
42-44
Churchill V
6 / 10 M7/6 4 (T) 95mmH, MG, (H) MG PS, OC
43-44
Churchill NA
6 / 10 M7/6 4 (T) 75mmL40, MG, (H) MG PS, OC
July 43-45
Churchill VII
6 / 10 M 11 / 7 4 (T) 75mmL40, MG, (H) MG PS, OC
44-45
Churchill VIII
6 / 10 M 11 / 7 4 (T) 95mmH, MG, (H) MG PS, OC
44-51
Churchill Crocodile (T) 75mmL40, MG, (H) Flame-
6 / 10 M 11 / 7 4 PS, OC
44-45 thrower
Churchill AVRE
6 / 10 M7/6 4 (T) Petard, MG, (H) MG PS, OC
44-45
M10
9 / 15 L3/2 2 (T) 3” , (AA) HMG OT
43-45
Archilles
9 / 15 L3/2 2 (T) 17pdr, (AA) HMG OT
Aug 44-45
Archer
9 / 15 L4/3 2 (B) 17pdr, (R) MG OT
44-45
Scout Carrier
12 / 20 L1/0 1 (H) ATR, (R) MG OT, CR
38-43
Bren Carrier
12 / 20 L1/0 1 (H) MG OT, CR
38-42
Universal Carrier
12 / 20 L1/0 1 (H) MG, (R) MG OT, CR
42-45
Windsor Carrier
9 / 15 L1/0 1 OT, CR
41-45
Crusader AA I
12 / 20 L2/2 1 (AA) 40mm AutoAA OT
44-45
Crusader AA II
12 / 20 L3/2 2 (T) 2-3x 20mm AutoAA
44-45

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British
Armour
Element Year Move CC Weapons Notes
F/S
Wheeled
2pdr Portee
10 / 16 S/S 0 (B) 2pdr OT, WT
41-42
6pdr Portee
10 / 16 S/S 0 (H or B) 6pdr OT, WT
42-43
Deacon
10 / 16 L1/1 0 (T) 6pdr OT, WT, OW
42-43
Rolls Royce
12 / 20 L1/1 1 (T) ATR, MG, (R) MG CG
24-40
Scoutcars
12 / 20 L1/1 1 (H) MG OT, WT, D
40-45
Guy
12 / 20 L2/1 1 (T) HMG, MG D
40
Marmon Herrington I-III
12 / 20 L1/1 1 (T) ATR, (R) MG CG, D
41-43
Humber I-III
12 / 20 L2/1 1 (T) 15mm HMG, MG
41-43
Daimler AC
12 / 20 L2/1 2 (T) 2pdr, MG CG, D
42-45
Daimler Scoutcar
12 / 20 L2/1 1 (R) MG OT
42-45
AEC I
12 / 20 L5/3 2 (T) 2pdr, MG CG
42
AEC II
12 / 20 L5/3 2 (T) 6pdr, MG
43
AEC III
12 / 20 L5/3 2 (T) 75mmL40, MG
44-45
Staghound I (T) 37mmL53, MG, (R) MG,
12 / 20 L6/3 3
43-45 (H) MG
Staghound III
12 / 20 L6/3 3 (T) 75mmL40, MG, (H) MG
44-45
Halftrack
M5 Halftrack
HT L1/1 1 OT
43-45

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36. Russian Army
Army Initiative; 2-4
Motor SMG Company
Troop Rating; Poor or Seasoned
1943
Morale Rating; Poor or Determined or
SMG Co. HQ
Aggressive
C-SMG (3)
1x Medium Truck

Motor Rifle Company SMG Company MG Platoon (0-1)


1943 P-Rifle-SMG (4-6)
Rifle Co. HQ 2x Maxim MG (3)
C-SMG (3) 1x Medium Truck
1x Medium Truck
SMG Platoon (2-3)
Company MG Platoon (0-1) P-SMG (4-6)
P-Rifle-SMG (4-6) 3x SMG-LMG (3-4)
2x Maxim MG (3) 2x SMG (3-5)
1x Medium Truck 1x Sniper (1)
2x Medium Truck
Rifle Platoon (2-3)
P-Rifle-SMG (4-6) Battalion MG Platoon (0-1)
3x Rifle-LMG (3-4) P-SMG (3)
2x Rifle-SMG (3-5) 3x Maxim MG (3-4)
2x Medium Truck 2x Medium Truck

Battalion MG Platoon (0-1) Battalion A/T Rifle Platoon (0-1)


P-Rifle (3) P-SMG (3)
3x Maxim MG (3-4) 9x A/T Rifle (2)
2x Medium Truck Medium Truck

Battalion A/T Rifle Platoon (0-1) Battalion Mortar Platoon (0-1)


P-Rifle (3) P-MFC w FT (2)
9x A/T Rifle (2) 3x 82mm Mortar (3-4)
Medium Truck 2x Medium Truck

Mortar Platoon (0-1) Battalion A/T Gun Platoon (0-2)


P-MFC w FT (2) P-SMG (3)
3x 82mm Mortar (3-4) 2x 45mm A/T guns (3-4)
2x Medium Truck 2x Medium truck

Battalion A/T Gun Platoon (0-2)


P-Rifle (3)
2x 45mm A/T guns (3-4)
2x Medium truck

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Rifle Company 1943 Heavy Tank Company
Rifle Co. HQ or Assaultgun Company
C-SMG (3)
3x Sniper (1-2)
(0-1)
All AFV will be of the same type. May be KV1e,
KV85, IS-II, SU76, SU122, SU152, ISU152.
Company MG Platoon (0-1)
P-Rifle-SMG (4-6)
Co. HQ
2x Maxim MG (3)
C-AFV

Rifle Platoon (2-3)


Platoon (1-2)
P-Rifle-LMG (4-6)
P-AFV
5x Rifle-LMG (3-5)
1x AFV

Battalion MG Platoon (0-2)


P-Rifle (3)
3x Maxim MG (3-4)
2x Medium Truck

Battalion A/T Rifle Platoon (0-1)


P-Rifle (3)
9x A/T Rifle (2)
Medium Truck

Mortar Platoon (0-1)


P-MFC w FT (2)
3x 82mm Mortar (3-4)
2x Medium Truck

Battalion A/T Gun Platoon (0-1)


P-Rifle (3)
2x 45mm A/T guns (3-4)
2x Medium truck

Light or Medium Tank


Company
Tanks will be of the one type, T70 or T34 or M4
Sherman. Tanks in a Platoon will all be of the
same type.

Co. HQ (0-1)
C-Tank

Tank Platoon (1-3)


P-Tank
1-2x Tank

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Russian
Element CC Range FP AM AT Notes
C, D, P SMG 2 6” 1 0 @
Rifle 1 12” 1 0 @ ATG from ‘43
Rifle MG 1 16” 2 0 @
SVT40 2 12” 2 0 @ ATG from ‘43
SVT40-MG 2 16” 3 0 @
SMG 3 6” 3 0 @ ATG from ‘43
SMG MG 3 12” 2 0 @
50mm Lgt Mortar 12” 1 4* May fire as WC #1
AT Rifle 12” 1 0 4 May fire as WC #1
Maxim 18” 3 0 0 May fire as WC #2
FAO 0 9” 1 0 @ Radio
45mm A/T Gun 24” 2 0 6 May fire as WC #2
WC #1 0 6” 1 0 @
WC #2 1 9” 1 0 @

* 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

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Russian
Armour
Element Year Move CC Weapons Notes
F/S
Full Tracked
T26
9 / 15 2/1 1 (T) 37mmL21, MG CR, CG
33-41
T26S
9 / 15 2/1 1 (T) 45mmL45, MG CR, CG
33-41
T50
12 / 20 3/2 2 (T) 45mmL45, MG CR, CG
33-41
T60
12 / 20 3/2 2 (T) 20mmAuto, MG CR, CG
41-43
T70
12 / 20 5/3 2 (T) 45mmL45, MG CR, CG
43-44
BT5
12 / 20 1/1 2 (T) 45mmL45, MG CR, CG
33-41
BT7
12 / 20 2/1 2 (T) 45mmL45, MG CR, CG
35-41
BT7A
12 / 20 2/1 2 (T) 76mmL16, MG CR, CG
36-41
T34/76 early
12 / 20 6/4 4 (T) 76mmL43, MG, (H) MG CR, CG
41-43
T34/76D
12 / 20 6/4 4 (T) 76mmL43, MG, (H) MG
43-45
T34/85
12 / 20 6/4 4 (T) 85mmL55, MG, (H) MG
44-45
T28 (T) 76mmL31, MG, (FS) MG,
9 / 15 3/2 5 CR, CG
38-41 (FS) MG
T28E (T) 76mmL31, MG, (FS) MG,
6 / 10 6/3 5 CR, CG
40-41 (FS) MG
KV1
9 / 15 8/6 5 (T) 76mmL31, MG, (H) MG CR, CG
40-41
KV1
6 / 10 8/7 5 (T) 76mmL31, MG, (H) MG CR, CG
41-43
KV2
6 / 10 8/5 5 (T) 152mmL24, MG, (H) MG CR, CG
40-41
KV1s
9 / 15 6/5 5 (T) 76mmL43, MG, (H) MG
42-44
KV85
9 / 15 8/6 5 (T) 85mmL55, MG, (H) MG
43-44
IS-II
9 / 15 11 / 8 4 (T) 122mmL46, MG, (R) HMG
44-45
OT34/76 (T) 76mmL40, MG, (H) Flame-
12 / 20 6/4 4 CR, CG
42-45 thrower

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Russian
Armour
Element Year Move CC Weapons Notes
F/S
Full Tracked
SU76
12 / 20 3/1 1 (H) 76mmL43, (R) MG OT, CR
43-45
SU122
12 / 20 6/4 1 (H) 122mmL23 CR
43-45
SU152
12 / 20 5/4 3 (H) 152mmL29 OT, CR
July 43-45
ISU152
12 / 20 6/6 3 (H) 152mmL29, (R) HMG OT, CR
44-45
SU85
12 / 20 6/4 1 (H) 85mmL55, (R) MG CR
43-45
SU100
12 / 20 6/4 1 (H) 85mmL55, (R) MG OT, CR
45
M4 Sherman 75mm (T) 75mmL40, MG, (H) MG,
9 / 15 M7/3 4 D
44-45 (AA) HMG
M4 Sherman 76mm (T) 75mmL51, MG, (H) MG,
9 / 15 M7/3 4 D
Nov 44-45 (AA) HMG
M10
9 / 15 L3/2 2 (T) 3” , (AA) HMG OT
44-45
M3 Grant / Lee (T) MG, (T) 37mmL53, MG,
9 / 15 M5/3 3
43-44 (H) 75mmL31
Valentine III
6 / 10 M5/4 2 (T) 2pdr, MG D
42-44
Valentine VIII
6 / 10 M5/4 2 (T) 6pdr, MG CG, D
43-44
Wheeled
BA10
10 / 16 1/1 1 T) 45mmL45, MG, (H) MG CR, CG, WT
35-45
BA64 AC
12 / 20 1/1 0 (T) MG OT, NR
43-45

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Unit Troop Green d6
Rating Seasoned d8
Veteran d10
Morale Low d6
Leadership
Determined d8
0 1 2 3 4 5 6
Aggressive d10

Morale Hyped Normal Unhappy Depressed FanaticPanicked


Confused d12

Orders Probe Attack Delay Defend Scout Support

Objective & Plan

Unit Troop Green d6


Rating Seasoned d8
Veteran d10
Morale Low d6
Leadership
Determined d8
0 1 2 3 4 5 6
Aggressive d10

Morale Hyped Normal Unhappy Depressed FanaticPanicked


Confused d12

Orders Probe Attack Delay Defend Scout Support

Objective & Plan

Unit Troop Green d6


Rating Seasoned d8
Veteran d10

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

Objective & Plan

Unit Troop Green d6


Rating Seasoned d8
Veteran d10
Morale Low d6
Leadership
Determined d8
0 1 2 3 4 5 6
Aggressive d10

Morale Hyped Normal Unhappy Depressed FanaticPanicked


Confused d12

Orders Probe Attack Delay Defend Scout Support

Objective & Plan

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A Leader of Men — Quick Reference Sheet

Passing Checks Morale Check Summary


5+ Passes Under fire from sniper or undetected enemy
2-4 Failure As it Taken Casualties from combat
1 Or less Critical Failure happens For Unit to Charge
If enemy just Charged you
Individual Out of Formation
Resolving Activation
Casualties reach 50% or more
The Activated Unit is resolved as follows:
Unit Unit Leader is killed or destroyed
i. Unpinning
ii. Resolve Morale: Recovery, Individual, then When Panicked
Unit checks. Rally When a Rally action performed.
iii. Decide on an Action
Check Modifiers
iv. Resolve the Action.
v. Unit becomes Expended. -2 Broken or Panicked
-1 Exceeded orders Motivation
+1 Unit is Hyped
Morale Checks -1 Unit is Depressed
Recovery Morale Checks -2 Unit is Confused
A Base Morale check is made;
-1 Unit Leader is Dead
• Passed - Pinned status removed.
• Failed - remain Suppressed or Pinned .
• Critically failed - element is destroyed.
Morale Check Results
Individual Morale Checks Effect on Unit
For each individual Element out of Formation. Die
• Failed: move back into Unit Formation. Score Normal Rally Recovery
• Critically Fail: removed from play, Casualty. 1 -2 levels -1 level Dead
• Passed: continue in either Hold or Skirmish.
2-4 -1 level No change Pinned
Unit Morale Checks Passed Remove all Remove
Checks made for each circumstance: 5+ Pinned, or, Pinned
• Casualties exceed 50% and subsequent raise 1 level
Casualties are suffered.
• If the Unit Leader is killed/destroyed.
• Start of every Activation of Panicked Troops. Movement
Movement Type Base Full
As it happens Foot 4” 8”
Made for each circumstances as they happen; Support 3” 6”
• Unit comes under fire from Sniper or unde- Heavy Weapon 1” 2”
tected enemy or artillery fire. Tracked Vehicles
• Unit takes any Casualties from enemy fire. Slow—Churchill, Matilda II,
• Under a Fear attack, or activate within 12” and Valentine, Tiger, I & II, T28E, 6” 10”
LoS of friendlies Panicking. KV-1, M4 Jumbo
• For Unit to perform a Charge. Medium—M3 Grant/Lee,
Sherman, M10, most German 9” 15”
Rally Morale Checks AFV, KV-1s, IS-2
Base Morale check. Fast—BT7, T34, SU76, T70, M3
A successful Unit Rally check may do one of or M5 Stuart, M18, Crusader, 12” 20”
three things (player chooses which): Cromwell, Carriers
• removes the Pinned status of all in the Unit. Other Vehicle
• raise Morale by one level. Wheeled—Jeep, Motorcycle 12” 20”
• Remove a Broken state. Wheeled Transport—Hvy Trucks 10” 16”
A Critical Failure lowers Morale by one level. Halftracked 10” 18”
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A Leader of Men — Quick Reference Sheet

Base Vision Range Combat Modifiers


Day Other Attacker Advantages
Sniper 18” 12” • The Attack Modifier (AM or CC) of the firing (if
Infantry 36” firing at Foot or Soft)
24”
• Flank Attack (all Artillery fire)
Support 40” 30” • Terrain advantage
Heavy 40” • CA firing (Infantry/Support firing within 3”)
40”
• Concentrated Fire
Vehicle 60” 48” • CC attack against Used Target
Firing Sniper Rifle from Hold • CC attack against Pinned Target
6” • Each extra Attacker in CC
in cover
• Open Topped AFV under Artillery / CC attack
Firing MG, HMG, other • Target is infantry or support moving under
24”
Infantry weapons artillery attack, or Heavy weapon in any action
Larger vehicle weapons, under artillery attack.
48 • Other situational advantage
rocket/recoilless
• If target not firing and in Hold/Overwatch in Defender Advantages
cover, halve distance rounding up. See main table.
• The CC Modifier of the Defender in CC
• Move 1 column left for targets in Advance.
• Targets in Hold or Pinned
• The Cover is Defensive works4. 1. or Defending
Obstacle in CC
Structures Defense Rating
• Firing is at Long Range 2.
• Light foliage 8 • Target in Cover 3. (each piece of) or Defending
• Heavy foliage 9 cover in CC
• Light wood 8 • Each extra Defender in CC
• Heavy wood 9 • Other situational advantage
• Stone 10
• Bunker 11 1. Not applied if under Suppressive Fire
• Pillbox or Tunnel 13 2. Not used if under Artillery fire
3. Add an additional piece if under small arms
Results
fire only while occupying hard cover
Less than Terrain No Effect 4. Foxholes, trenches, bunkers, etc.
Equal or up to 2 greater Breached
3 or more greater Destroyed

Combat Results
Mortars Attack vs Normal Suppress. Close
Radius (“) AM AT Defense Fire Fire Combat

Light Mortars 50-60mm 3+ greater Dead Pinned


Attacker
1x LM 3 0 0* 2+ greater
Pinned Dead
2-3x LM 5 0 0* 1+ greater Used

4-6x LM 5 1 0* Equal Used Pinned

Medium Mortars 75-90mm Defender


Less than No effect
Dead
1x MM 3 1 1*
2-3x MM 5 1 1*
4-6x MM 5 2 1* Armour & Protection
Heavy Mortars 105-120mm Soft, Wheeled, or Light AFV d4
3-4x HM 5 2 3* Medium, Heavy AFV d6
6+ HM 5 3 3* Super Heavy AFV d8

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Credits
I would like to take a few moments to now understood so much more.
thank the very small team who in various
A better support team I could not ask for.
ways has helped and supported me in the
development, testing, writing, and editing, My friend Tom has been good support and
of these rules. motivation. Tom is in his 80’s, and has
been around the world, and done many
The game has taken a few years, and it
things, including his own book on New
has been mostly in this last year that I
Zealand’s political history. We go most
have had the support needed. The most
weeks to a local café, where we have a
important people have been Ann and Tom.
coffee, and chat life’s more meaningless
Ann has been the on-going support team details, and how we would right the world.
you need when writing rules. She has
His code name for the game was ‘Halo IV’,
been making coffee, tea, water, and as
and he indulged me and the laptop at our
required the odd beer and wine. She has
coffee sessions. At the end he helped
kept delicious nibbles, snacks, and meals
proof a few pages. I think back now on
flowing. Sometimes healthy, and
how much progress was made over those
sometimes not.
coffees, and acts of friendship.
But that is not all. Her eyes in editing the
main rules text, correcting grammar, the
odd spelling error, and thinning out the Thank you both.
text to give it focus and clarity. She has
not had the chance to work on the
scenarios, but the rules are a testimony to G
her thorough and professional skills.
Ann is not a wargamer, or a history buff.
But I take it as a complement that after
editing the rules she was able to watch a
movie and make the comment that she

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