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Man-to- Man Combat i in the 20th Century Copyright © 1974, Simustone Publications, ne, New Yor NY TouLva we aovid Bure Suryoojg so yeaa ssjo4s £3 panaso you stay 3049 uw a4» ‘TouLva ‘oye oN = — “spisiey adois om aun Suiinas g pur \aoe -ayoug Sum t09 394 8 30 Auuoqn9 05 5 19g wHOMDHORY — AW SALON NIVERNAL [546 410g WOADIOW — a SALON NIVIRIL (sv) dots cy afnou ry wBooy 38319 OBOO ‘AM NIV a Gore as “qm = Or sor aw axeus WO ODE 9 ae aang SACOM NIVIRIAL THY [6] iq @ sono sor awet is @ oe Ok ap MO, ad te aN Tauro a Ree tance te a odors CON NIVIRIAL GASOTD [ee6) ceutinoy Ty uMO TD UEOO @ @ 4 ona "ASM. NIVEL gore: ANS Cama OL ori yous y— omr 9 any HH SaaOW NIVEKAL THY [+6] one sor anes as Oz ot a9 zatnow uf dy Ta yfHow 8 1 aWz D ACOW NIVIUAL CASO [e¥'6) wis your 0 SUT ome 01 Wet of as fro 8 aN TH HBHON 1 aes vec ae, SGOW NIV GAXIN (096) pis sooner 69 awe aig 8 tae Huo, Z 1 aWT Ag yanoy ca) aN pec wong 1983, sen msrumyyuoqy, 780 sidomyoumpa womaxoyy uy BOW Niven NaaO [196] IVD S198 NIvaREL, [96] ap dome ot aNz+ alos ool Ws tng 8 tant Ty ufnoy er GON NIvarsL Gxt [¢6) 29394 sono) 9 ANT dos 9c AWE tHHBROy TaN HBR, er) wong 1913, seen suey 0178¢ sid emPE MLO wR aon NIVaREAL Naa LIVED SIOa4Ua NIVINIL 1.0 INTRODUCTION 2.0 GENERAL COURSE OF PLAY 3.0 GAME EQUIPMENT 311 The Game Map 32 The Piaying Pleces 3. Unit Summary 40 SEQUENCE OF PLAY 41 Outline of the Game-Tura 5.0 HOW TO USE. THE SIMULTANEOUS MOVEMENT PLOT CHART Sil Seoreey and Honesty 532 Simultanety of Combat 553 Simultanety of Movement 60 INDIVIDUAL TASK SUMMARY 64 Individual Task Chart 6.2 Other Functions 63 Operations Interruption 64 Morement Plot Example 1.0 MOVEMENT. 711 How to Plot Movement 12 How to Exeoute Movement 73 Morement inhibitions 74 Morement Allowance 15 Poste 76 Carrying Incepacitated of Killed Men 8.0 STACKING ‘81 Stacking Inbibitions and Prohibitions 82 Effects on Fire Combat 183 Effects on Hand-to-Hand Combat 9.0 TERRAIN 9.1 Multiple Terrain Effects Charts 9.2 Effect of Terrain on Movernent 93 Befeet of Terrain on Line of Sight 944 Effect of Terrain on Combat 915 Smoke and Crater Markers 36 Fortifications Pllboxes) 97 Sighting When Prone 98 Terrain Effects Chart 10. NORMAL COMBAT. 104 Which Men May Fi 10.2 Opportunity Fire 103 Multiple Man Fire Combat 104 Fire Against Friendly Men 10 Quick Fire 106 Flow to Resolve Direct, Opportunity, sand Quick Fi 10:7 When to Assess Combat Results 108 Firearm Attack Strongth Table 109 Firearm Results Table 11.0 GRENADE COMBAT U1 Preparation 112 Throwing a Grenade 113 Grenade Seater 114 Grenade Detonation and ts Effects 11.5 Smoke Grenades 11. Satchel Charges 11.7 Using Grenades and Satchel Charges Against Pillboxes 11.8 Stunning Effects of Grenades and Satchel Charge Detonations 11.9 Satchel Charges Against Tanks 120 HAND-TO-HAND COMBAT 121 Hand-to-Hand Attack 122 Hand-to-Hand Defense 1233 Bifeet on Simultancty 124 Hand-to-Hand Combat In and Around Pilboxes 12:3 Hand-to-Hand Combat Results Table 13.0 RIFLE GRENADES 131 Preparetion 132 Use of Rifle Grenades 133 Effect of a Rifle Grenade 134 Restrictions and Prohibitions 140 ROCKET LAUNCHERS 14 Effects of Rocket Launcher Wathead DDatanation on Personnel in the Open 142 Effect on Vehicles and Pillbores 1453 Reloading the Rocket Launcher 184 Conversion of Rocket Launcher Man 150 GRENADE LAUNCHER |“THUMP” GUNS) 1541 Limitations on the Use of Thump-Guns 16.0 NIGHT FIGHTING 16. Night Spoting Table 1622 Spotting Procedure 1653 Automatic Spotting 16.4 Effect on Combat 170 ARTILLERY AND MORTAR FIRE ATA Artillery Seater 172 Artillery Effects 1753 Definitions and Explanations 17 Effet on Pillboxes and Tanks 17S Smoke Rounds 176 Illumination Rounds 177 Limitations on. Actilery 17.8 Employment 18.0 MINES 181 Effects of Anti-Personnel Mines 18.2 Effects of Anti‘Tank Mines 18.3 Deployment 18:4 Clearing of Mince 18.5 Claymore Mines 190 CASUALTIES. 19.1 Casualty Progression 200 PANIC 20.1 Effect on Movement 202 Bffect of Panis on 203 Use of Panic Markers 20.4 Persistence of Panic 2.0 PRESERVATION 21.1 Use of Preservation Chite 212 Effects of Reaching Preservation Lovet ‘22.0 EXCHANGE OF WEAPONS 221 Non-Exchangeable Weapons 222 Exclusive Task 223 Killed and Incapacitated Exchange 23.0 TANKS 23.1 Tonk Movement 232 Tank Crew 233 Tenk Combat 234 Buttoned Down or Opened Up 235 Restrictions on Tank Activity 236 Protection Offered by Tanks 237 Bailing Out 238 Tank Riders 240 ARMORED PERSONNEL CARIERS 24. Mounting and Dismounting 242 Transporting 243 Opened Up or Buttoned Down 244 Passengers 245 Restrictions 246 Protection 247 Bailing Oxt 2458 Halftcacks, Unroofed Passenger Compartments 250 SCATTER AND BLAST TABLES 26.0 GENERAL GAME-SITUATIONS ‘And ‘Their Use in Creating Scenarios 26.1 Setting Up the Map 26.2 Variable Entry and Exit 26:3 Alpha or Br 26:4 Secret and Concealed Deployment 2655 The Patrol lor Meeting Engagement) Sitvation 25.5 The Reconnaissance Situation 25:7 The Raid Situation 258 The Ambush Situation 26.9 Assault Situation 279 ORDERS OF BATTLE [05's] 27.1 World War I Orders of Battle 272 Between the Wars Orders of Battle (1997) 27.3 Western and Afvican Theater ‘Orders of Batle (WWI) 27-4 Eastern Front Orders of Battle (WWID 27'S Pacific Theater Orders of Battle (WWID) 27.6 Korea Orders of Batle . 27-7 Viewam Orders of Battle 278 The 1970's Orders of Battle Other Activities 280 OPTIONAL RULES. 28.1 lame Throwers 28.2 Horses 283 Barbed Wire 284 Leaders 285 Unit Inegrity 286 Solitaire Scenario, “All Ouiet on the Western Front” 28,7 Spider Holes and Snipers 29.0 GAME NOTES 29.1 Player's Notes 282 Developer's Notes 29.3 Designer's Notes 30 HISTORICAL NOTES 304 World War 1 304 Eastern Front 30.5 Pacife Theater 306 Korea 307 Vietnam 308 The Seventies 309 Squad Organizations 310 DESIGN CREDITS. [1.0] INTRODUCTION Patol is an individual man level simulation of non-urban infantry combst from World War Ito the present. The game features various scenarios in Which the average infantry squad would become Jnvoled. Typical scenarios. simulate meeting engagements, ambushes, raids, snatch missions, Sand assault on fortified positions, All major combatants and all major wars of the ‘Twentieth Century are covered in the game. [2.0] GENERAL COURSE OF PLAY ‘The Players select Scenario to play. Following fsuuctions, they assomble their rexpoctve forces from the dieeut counters provided. They then proceed to move and fight each of the men under thei command with a view toward accomplishing their overall mission as set forth im the Scenatio instructions. Each Scenarios played in successive Game-Turns. Each Game-Turn ie structured Into suecesie, sequential Phases and Segments of Phases. This Sructure (called the Sequence of Pay) provides a sjstematic method for the Players to simulate Simultaneously the activities of & squad of men uring atime period of roughly five to 300 seconds. ‘Wien following tis Sequence of Play, the Players will simultancously plot and then simultancously ‘execute fire and/or movement foreach of the men Under their command, [3.0] GAME EQUIPMENT [3.1] THE GAME MAP ‘The mapsheat is made up of six geomorphic rmapstects each one labeled ith a unig letter (A through F), Each Scenario contains instructions to frrange the six sections into a particular configuration which forms the map for particular Scenario, “The features portrayed on the map reprevent the terrain found. in rural countryside: including slopes, shrubs, broken rocky ground, trees, and {lear level ground. The sume map configurations fan be made {0 represent three completely Afferent pieces of ground by using three diferent Terrain Fffects Chars, each ane af which paces a differnt value on the individal terrtn features “Thus the same map can represent the open desert inone Scenario, ad somewhat average semi-lear farmland in snother Scenario. Just as in realty, terrain wil affect the speed with which the men in the Scenario can move and their ability and cffstiveness 40 use their weapons (8.2) THE PLAYING PIECES ‘Tao differently colored sets of die-cut counters are provided which represent the men of opposing mies. Each man ie identifi by a unique ltr ‘ode “name” and by the typeof personal weapon he is caerying. Each man is portrayed by two counters, with an image on both sides of each ‘ouster fo show the posture of the man (erect prone) and his casuelty. status (anwounded, ‘wounded)- By exchanging counters and/or flipping them over, Player can portray the posture and status ofeach ofhis men at any point in the course of play, and. by placing incapacitated or Tillein‘acion markers can indicate serious casualties. There ate also counters to represent Aehiclet and various combat and. environment effects such as smoke, shell craters, cle. Other counters are used 0 identify and mark the combat status of the men and their weapons (unloaded, ‘unarmed, holding a grenade, etc). [3.3] SUMMARY OF PLAYING PIECES Almost all counters in Patrol have. something printed on their front face and thelr reverse side. In the following summary bath sides will be shown [3.31)tnfantrymen Counters: There ate two sets of infantrymen counters: Alpha (Green) and Bravo (Chall Brown). They are identical except for thelr individual identifying names. The counters pictured are the Alpha counters. Within each set of counters there are to subsets: one shows the ten in sn able-bodied condition (standing erect on ‘one face and Iying prone on the reversch the other sub-set is identical except for the addition of a farge “W" superimposed oa the counter to lndicte that that man fe wounded ihe wounded set is not shown in the following). Tnfanteymen counters are labeled by the weapon carted FRONT (Erect) REVERSE (Prone) F y ine Da! AR AR Automatic Rie a = MP ‘ Machine Pistol

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