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TABLES

COMBAT RESULT ATTACKER:DEFENDER RATIO


Armor Bonus in DRM +1/+2 attack
Dice 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 Dice
attack (or defense) (-1/-2 defense) for hex
2 A3 A3 A2 A2 A1 A1 N A1* /D1* 2
Mountain Bonus in DRM +1 attack
3 A3 A2 A2 A1 A1 N A1* /D1* A1 /D1 3
attack (or defense) (-1 defense) for hex

MODIFIERS
4 A2 A2 A1 A1 N A1* /D1* A1 /D1 DR 4
Encirclement Attack shift 1 column right
5 A2 A1 A1 N A1* /D1* A1 /D1 DR D1 5

6 A1 A1 N A1* /D1* A1 /D1 DR D1 A1 / D2 6


Tactical Support see Tactical Support
arty/air/naval Table
7 A1 N A1* /D1* A1 /D1 DR D1 A1 / D2 D2 7
Gegenangriff see Gegenangriff
8 N A1* /D1* A1 /D1 DR D1 A1 / D2 D2 D2R 8

9 A1* /D1* A1 /D1 DR D1 A1 / D2 D2 D2R D3 9 Allied offensive DRM +1 (Attack only)

10 A1 /D1 DR D1 A1 / D2 D2 D2R D3 D3R 10 All modifiers are cumulative


DRM = Dice Roll Modifier
11 DR D1 A1 / D2 D2 D2R D3 D3R D3R* 11

12 D1 A1 / D2 D2 D2R D3 D3R D3R* D3R* 12

A = Attacker | D = Defender | N = No effect | *= End Ops | 1,2,3 = number of steps to remove | R = Retreat
The defender may exchange one step loss with a retreat only if the result itself does not requires a retreat (see 14.3.2)
Step = Strength level

BARRAGE FIRE POINTS Target hex Effect


Dice 1-2 3-5 6-8 9-12 13-17 + 18 Dice Only 1 stack dot or less 1 col shift left
2 2 Village, urban, mountain 1 col shift left
Gustav line, fortification 1 col shift left

MODIFIERS
3 3
4 -8 stack dots 1 col shift right
4 4 Moved unit 1 col shift right
5 HIT HIT 5 9 or more stack dots 2 col shift right
Allied offensive DRM +1
6 HIT HIT HIT 6
DRM = Dice Roll Modifier
7 HIT HIT HIT HIT 7 All modifiers are cumulative TACTICAL SUPPORT
8 HIT HIT HIT HIT HIT 8
Attacker effect Dice Defender effect
9 HIT HIT HIT HIT HIT 1 End Ops 9
1 col shift left * 2 1 col shift right *
10 HIT HIT HIT HIT 1 End Ops 2 10
-1 drm * 3 +1 drm *
11 HIT HIT HIT 1 End Ops 2 2 11
-1 drm * 4 +1 drm *
12 HIT HIT 1 End Ops 2 2 2 End Ops 12
5

6
KEY
+ 1 drm 7 -1 drm
the defender can remove one step or all his units in the + 1 drm 8 -1 drm
HIT
target hex became END OPS
+ 2 drm 9 - 2 drm
the attacker choose if the defender must remove one step or
HIT 1 col shift right 10 1 col shift left
all its units in the target hex became END OPS

1,2 number of steps to remove from units in the target hex 1 col shift right & +1 drm 11 1 col shift left & -1 drm

1 col shift right & +2 drm 12 1 col shift left & -2 drm
End Ops all units in the target hex became END OPS
* = Friendly Fire!
Remember: In case of step loss by artillery barrage DRM = Dice Roll Modifier
the defender chooses the unit(s) to reduce Applied all result to CRT - All modifiers are cumulative

FROM SALERNO TO ROME

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