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Battlegroup QRS 4
Battlegroup QRS 4
from the last 2 pages*. Print only the next page Document Version # Changes:
1. Initial edition showing the fire flow
(2) and then flip the page over to feed it into the with black arrows only. 2019/03/24
2. Added Grenade clarification (+1D6
printer bottom of page first & print page 2 ROF) & clearer Area & Aimed fire flow
again. You should have the bottoms on the with green and reddish-brown arrows.
2019/03/25
back of the tops. Then cut in half, making a 3. The only change in QRS-3 from QRS-2
is that I now note that the page num-
half-sized QRS, two identical copies. bers are from the 2013’s original rule-
book isbn: 978-0-9573132-2-4. 2022/09/25
4. Page numbers in QRS-4 are from the
updated rulebook of 2016 isbn: 978-0-
*The last 2 pages are to be printed so page 9573132-8-6. This edition was requested
(3) is on the back of page (4) makes a normal by intrepid Canadian Battlegrouper,
Luis A. Fernández, icb. 2022/09/25
QRS: double-sided & Letter-sized.
If you use A4 paper, click FIT in the Adobe
Reader dialog box.
mine often suffer mechanical problems. 4. Issue need Third Order...etc
a battlegroup . Collecting and The2 theatre
Veteransupplement’s lists treat thisusing
armyunits
and Elite Infantry multiple
Pinned bases,
result as theresult.
an OK best thing to
O
adly that Immediately play this counter on an Continue returns to base. Remove the aircraft from
paintingthis process
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3
unit
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atest.
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atest,
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unts as enemy vehicle (but not an aircraft). Roll wargaming hobby, and as such building infantry squads and dice sustained
the aircraft is not destroyed.
BATTLEGROUP • RULES
battlegroup, and willtanks, to important
very command
a D6 on the Breakdown table. If your up this collection can become something unit
units, may teams,
signal immediately attempt
whetherartillery,
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K
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The theatre supplements each include casualties would only have a Rate
can of Fire
ms, aircraft’s own speed,unitmeaning pinned
HE rating for Area Fire. units.
the rear as stragglers. The unit counts as
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QRS-4 22/09/25 23:32 different ‘types’ of army, the principal
destroyed.
Points
Sometimes,values inhow you
heat pick a force .
of battle, instantly
If test be given
is passed, free
the Order,can won’t
shells.
his rounds travel
full details. at higher velocity than How infantry are based doesn’t really game sequence. Then,
TABLETOP WARGAMES RULES FOR 15mm & 20mm MINIATURES
combatants of war at that time, and each units
brave
In Sometimes,
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ground mounted weapons. Aircraft Bombs have an impact on the game, as long as
ediately has its own advantages, disadvantages and
units
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heroic deeds which
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WARWICK KINRADE and ‘style’ of player . You’ll learn the tankand
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e table Autocannons also have
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GROUP
value and HE rating
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ARMY
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LISTS,
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POINTS AND
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5+
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to mobile RATING
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itCall
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has action,
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need a battlegroup . Collecting and lots of tanks .
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aircraft Typhoon and American P-47 were armed
of life’s Artillery
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Regular. on the table morale
until all five men Order
If this has
the unit turn, a Beyond the Call
have the default level ofof for not
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unless it can be repaired. stated inluck
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not be confused with your battlegroup . force, your thelists, all
day, and units
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ave a with ground attack rockets. All rocketswargamers (author included
marker, here) . Air Observer
a Forward battlemust
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FIRE
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EFFECT
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A battlegroup is small combined-arms other factors
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th lots can 6only be fired The theatre supplements
in pairs, but multiple do it, usingeach
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Request Artillery Fire Inexperienced unit: 4+of Fire its Order,
of Duty and
order it may
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different ‘types’ of army, RoF Range Infantry a force . Deployed Soft-skinned Open-topped Enclosed asAircraf
Severe Breakdown Regular. Order this turn, a Beyond Call
the principalforce created for a specific
Points values are howgame.
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pick getsof the1 . victory .
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Orders recommended
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heroes!).
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has its own advantages, disadvantages Note:
many different
value, theunits . You
‘better’ thewon’t
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multiple
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unit:unit: and single figures 2+ Orders this turn – what heroes!). .47
a"big2016’s 5+pgtwo
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worth2+ 2+ 2+ -
me, after always hit
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crewa 6,abandon
regardless ofcounts
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and ‘style’ of player .Page numbers
You’ll learn the forthem
this QRS-4
alltank aregame,
with
every from gun
but is updated
occasionally edition.
more probably the
Elite unit: best compromise . 2+
A rocket has an armourpg.50 Veteran unit: 2+ Orders this turn – what heroes!).
they and modifiers.
destroyed. ins and outs as you (Page
go, butnumbers Medium
suffice toinyou
QRS-3 are
than from
an
will be able - 10-20
the " all out
original
infantryman
to get them 2013
with a 3+
rulebook.)
mere rifle. 3+ unit:
Elite 2+2+ 5+ - -
penetration value as for guns, and If the target45 point is not within the line GameSIZE
Size Minimum Maximum ‘Standard’ 20mm 15mm
say, infantry-based forces, often backed
up by artillery, of
always attacks a vehicle’s rear (actually will
42
sight
fightofvery
a Forward Long
and have- a20-30
really big
differentAir Observer,
artillery . or
"
Heavy artillery is worth more than light
+ battle . As most
4+
When picking a force, it will be
GAME
4+ Points 2+ Points
This game is designed to be played at
Points6+ table size - size
table 6+
wargamers find, their collection is rarely
AIRCRAFT BOMBS
battles to mobileone is not 5-8
armoured present,
units with Short - there
then the to a
complete,pg
0-10
aircraft crew
.58-60
maximum points "
value,
is always something
3+
set by the 3+
Squad
four different sizes, from 2+squad
100 small 350 250 5+ 6' x 4' 6+
4' x 4' -
lots of tanks . players before the game . If both sides vs squad actions up to larger battalion
tly like
Bomb HE Size Penetration Medium
to HEor
add Rating
have new - equal
10-20
an models
" include .
to
number
4+If, then
of points,
4+
Platoon 351 2+ 750
actions . The larger the game, the more
500 6+ 6' x 6' -6' x 4' -
ons.
Small Medium
The heart of your hobby9is your Long
by some -good
7/3+
you 20-30 get "an
+even
willfortune, an game is5+ that is
army(well, 5+ you’ll need, as well
Company
miniatures 751 3+as a1250 1000 - 6' x 8' -6' x 6' 6+
Medium Heavy
collection of miniatures,12but this should 9/2+
completed,
the then invariably
theory) . Of course, they startuse
how you onthe correspondingly
Battalion 1251tabletop . Below
larger 2000+is 1500 6' x 10' 6' x 8'
ircraft
Large Heavy 151-4
not be confused with your
Shortforce,
-1 0-10
another11/2+
battlegroup . one .
" 4+
your luck on the day, and lots of
4+
.10
a guideline
pg
2+
for the minimum, maximum
6+ or larger or- larger -
A battlegroup is small combined-armsMedium - 10-20
other factors will ultimately 5+ "
decide who and5+
standard recommended3+ points - - -
force created for a specific game. Your
10larger, and include
Longgets
- 20-30 "+
the victory .
6+ 6+ 4+
required for the different sized games, as
- - -
collection will be far well as a recommended table size .
UNIT MORALE TABLE
many different units . You won’t use
D6 Roll Infantry them all every
Gungame, butVehicle Aircraft
Armour Piercing shell 1
occasionally
- 6+ 3+ 6+ 6+ -
1 Pinned/Rout-Surrender Abandoned
you will be able to get Abandoned
them all out 1 Return to Base
2 Pinned/Rout-Surrender Abandoned
and have
HE
Pinned
a really big battle .
from veryOK
As most
light
Game gun 1
Size Minimum 5+Maximum 5+
‘Standard’ 20mm 2+15mm 5+ 6+ 5+
Points Points Points table size table size
3 Pinned2 wargamers find, their
Pinned 2 HE OKfrom
collection is rarelylight
OKgun 1 4+ 4+ 2+ 4+ 6+ -
Squad 100 350 250 6' x 4' 4' x 4'
complete, there is alwaysHE
OKfrom medium gun 3+ 3+ 2+ 3+ 5+ -
something 1
4 OK OK OKPlatoon 351 750 500 6' x 6' 6' x 4'
5 OK HE OKfrom heavy
to add or new models to include . If,
OK gun
OKCompany
1
751
2+ 1250 2+
1000 6' x 8'
2+6' x 6' 2+ 4+ -
by some good fortune, an army is
OK3 OK3 OK3
6
noOK
3
Range has
1 they start on
completed, then invariably effect on Area1251
Battalion Fire from High Explosive
2000+ 1500 orx 10'
6' Armour6'Piercing
x 8' shells.
pg.19-20 another one .
*minimum 1" movement or larger or larger
pg.48-49
3 3
3
3
3
3
3
3
4
3
5
4
6
5
7
6
RULES REFERENCE S
8
7
9
8
10
9
11
10
12
11
12
12
-
12
1
2-4
Heavy Casualties
2. Issue First 1D3
Remove
Casualty
Order
infantrymen.
Fire
3. Issue Second Order
. . . . . . . . . . . . . . . . . . . . . . . automatic 11 3 3 3 3 3 3 3 4 5 6 7 8 9TURN
10 11 12 Remove 1 infantryman.
MOVEMENT SUMM
1. Roll Orders Dice 5 Success - Side Armour
12 3 3 3 3 3 3 3 3 4 5 Squad
6 7 8 9 1D6+officers
10 11 4. Issue Third Order...etc
Unit O
it has the Scout special rule . . . . . . +1QRS-4 22/09/25 23:32
13 3 3 3 3 3
ARC
3
OF
3
FIRE
3 3 4 Platoon
5 6 7 8 2D6+officers
9 10
Penetration
Continue
armour.
6 attack against side
this process until all
Infantry
over
of 3for anti-tank . -115mmpenetration & artillery 3D6+officers orders are issued.
Infantry,
3 Turrets,
Company
TABLETOP
an Infantry WARGAMES
team menRULES
or lessFOR & 20mm MINIATURES
14 3 3 3 3 3 3 3 3 3 4 5 6 7 8 9 6 Vehicle - Rear Armour
Success
s the Sniper Scout special rule. . . .KINRADE
-1 Battalion 4D6+officers Penetration 6 attack against rear
Area
! by WARWICK
15 3 3 Aimed
3 3 3 @ Pintle
3 MGs:
3 3360°,
3 3 3 4 5 6 7 8 5. RallyCavalry*
armour.
it has the One Man Turret rule . . . -1
EESS
Bren, BAR, DP LMG 2 30" 1 man 10-20" Long 4+- 20-30"+ 4+ 4+ 4+ 4+ - 2+ HE 3+ from 6+heavy 3+ gun -1 6+ 2+
Maxim, .30 cal, MG-08 MMG 5 30" 2 men Vickers 40" range 10-20 " 1-4 4+ Short - 0-10 4+ " 4+
4+ 4+ - 2+3+ 3+ 6
HEET
Maxim,
DshK .30 cal, MG-08 MMG 5 40" 30" 2 men Vickers
BATTLE40" range "
COUNTER TAKEN
HEET
.50 cal, HMG 6 3 men
BATTLE
20-30
COUNTER 5-8 Short 5+ - 0-10
TAKEN " 5+ 3+ 5+ 3+ - 2+ 4+ 5+ 4+ 6+ -
.50 cal, DshK
MG34 – bipod mount HMG 5 6 30" 40
2 men " 3 men 30-40" Medium
20-30 "
- 10-20" 6+ 4+
5+ Medium 6+ 4+
-5+ 10-20 " - 2+
5+
5+
1
Range 5+has
6+
- no effect on
-
Area
3+4+ Fire
-
from High
4+
5 •30Unit Destroyed • -Senior Officer Destroyed 5+
6+- •- RULES
5+
• Unit " Destroyed 30" • Senior "Officer
"+ - Destroyed -5+Long6+ 5+6+ "+
- 20-30 6+ - 4+
MG42 MG34 – bipod
– bipod mountmount 6 2 men 2 men BATTLEGROUP
40-50" Long30-40- - 20-30 - 3+ 6+ 6+ 6+ 5+ 6+ 5+
MG34 – tripod
MG42 mountmount 7
– bipod Any
6 40"unit 2ismen
Any unit30 "is destroyed,
destroyed, or routs,
2 menor routs, or a or a Extra Extra
counter counter if
if- a destroyeda destroyed unit was a -unit was a
50-701-4" Short 40-50
- - 0-10 " " -4+ - 4+ - 2+ 6+ 6+ 6+ - 6+ - 6+ - 6+
MG42 – tripod
MG34 mountmount 8
– tripod 7 40gun/vehicle
"
gun/vehicle 2 men is2abandoned.
40"is abandoned.
men Senior Senior Officer. Officer.
T SUMMARYTank MG (bow, TABLE
co-axial, etc) 3 30" Medium 50-70 -"10-20Armour " -5+ Piercing 5+shell- 1 3+- - 6+ - - - 3+ 6+ - 6+ 6
UMMARY TABLE
MG42 – tripod mount 8 •40Rally 40 " 2 men 1s always miss, • Out
6s always Scouted
hit, regardless of modifiers.
Pintle-mount MG
Tank MG (bow,
5
co-axial, 6etc)
• Rally "
3 50Remove "
301D6
• Out
Long -Scouted
20-30 "+ HE from 6+ very light 6+ gun 1 4+
5+ 5+ - - 2+ - 5
Off-Road
Light
Off-Road AutocannonOn-RoadOn-Road
(20mm) Remove " 1D6
2 men pinning
pinning
also markers
markers
Light HE for Small
for each eachArms, If MGs 1sIf
enemy and enemy
always has miss, has6smore
more APalways
scout
Shell scout
hit,
units.
D6 units.
regardless
Modifiers of modifiers.HE Shell D6 Modifiers
Pintle-mount MG 5 50counter 40 "
taken. HE from light gun 1
4+ 4+ 2+ 4
"
Heavy5Autocannon " 8
5" 5(20mm)
(37-40mm)
counter " 3 men also Light HE Autocannon D6 Modifier Firer Moved (or will move) Firer Moved (or will move)
5" Light 6 50" taken. FirerArmour •will
PiercingEnemy shell Captures -and an. . .Objective
. 6+ 3+ .6+ 6+ -
1
Multiple Autocannon
Autocannons 10 50"
2 men 2 men
also also Light HE
2 Light HE Moved • Enemy(or Small move) Captures
Arms, HE MGs from
this an medium
turn Objective . . . gun
. . . . AP . 1. . .Shell
. . . -1 3+
D6this turn . . . . 3+
Modifiers . . . . . . . . . . . .HE . . -1 2+ D6 Modifiers
Shell 3
see vehicle data • Under• Under
8 30" Air Air
"
50AttackAttack this HE
turn from. . .If. very
. . . If
.
enemy . . enemy
light
. . . .gun
. . . . claim
1
-1 5+an objective.
Target Moved 5+
last turn .
Firer. . . . .
Moved-12+ Target
(or willMovedmove) 5+
last turn . . . . .
Firer. 6+Moved (or
-1 5+ will move)
1claim HE an from heavy
objective. gun 2+ 2+ 2+ 2
seeHeavy
Multiple MGAutocannon
vehicle data
mount 10
(37-40mm) 3 men 3 men also Light HE Autocannon D6 Modifier 1
Man-pack8" Flamethrower
Multiple Autocannons 10" 10 First5First
10 "timetime 1aman
50 " a unit
unit isOpen isCover
attacked
2attacked
men save
by an
also 2by an HE HE from light
Light •Firer
gunMoved (or will
Tactical
4+ move)
Target
11 Co-Ordination
is Obscured 4+ . . this . . . . turn
. . . -1 2+. . Panzer
. . . . . .Ace . . 4+
. . . crew . . .. ..... .-1. . . . .this
. . +16+turn . . . . . .- . . . . . . . . . .
8 "
Vehicle Flamethrower 10 " 10aircraft.
"
HE from • Tactical
medium
this turn Co-Ordination
gun . . Range
. . . . 3+
Target
. . has
. . . isno
. . . . . . 3+
a Deployed
effect. -1 on Area
Target Fire 2+fromlast
Moved High turn . 3+
Explosive
. . . . . -1 or Armour
Target 5+ Moved Piercing - shells.
last turn . . .
Multiple MG mount 10 10
aircraft. - "
30 Open
3 menCover save
A senior officer 2+attempts . to
. . .use. . . . .the
3 " 3" 12 " 12" HE fromAheavy senior gunofficer1 gun
attempts . . . . . . . . . 2+
tocrewuse the . . . . . -1
Target is 2+
Obscured . . . . 2+ . . . . . -1 Panzer 4+ Ace crew - .........
Man-pack Flamethrower 10 • with
Under 5 " 1
Flamethrowerman Open Cover
Attack save Panzer Ace . . . . . . . . . . . . +1
nospecial order.
* increases to 2 at under 5", but only when used the Infantry Assault order.
4" Flamethrower • 10Under Flamethrower .28
Attack special order. pg.24
6" 6" pg
1
Range has effect on Area Fire from High ExplosiveTarget or Armour is a Piercing
Deployed shells.
4" Vehicle First time10" a unit is - attacked
Open Cover
by a save gun . . . . . . . . . . . . . . . . . . . . . . . -1
un 3 " 4" First time a unit is attacked by a
3" * increases to 24at" under 5", but only flamethrower.
flamethrower.
when used with the Infantry Assault order. Panzer Ace crew . . . . . . . . . . . . +1
2" 2" 3" 3"
FALL
1" BACK OPTION
This Rules Reference Sheet is for use with the Battlegroup core rules UNIT MORALE RESULTS
un 1" 2"
2" Pinned/Rout-Surrender
If Infantry
- in Open- & receive 2+ @ roll if any casualties from
UNIT MORALE TABLE
- - aimed fire, but not if fell back
UNIT MORALE TABLE – D6– D6 If an infantry unit is reduced to less than
casualties, may fall back instead This Rules Reference Sheet is for use with the BattlegroupAircraft
core rules 50% of its starting strength or is already
anywhere D6 Roll Infantry Infantry GunGun Vehicle
with 1anywhere
casualty, into cover (or if D6 Roll Vehicle Aircraft Pinned, then the unit has had enough
none, a maximum of 10") and is 1 Pinned/Rout-Surrender
1 Pinned/Rout-Surrender Abandoned
Abandoned Abandoned
Abandoned
1
ReturnReturn to Base
to Base
12"to 12"
1
eharge
up toup 2 Pinned/Rout-Surrender Abandoned Pinned Pinned OK and seeks shelter or runs for the rear,
pinned. Do not roll Cover Save nor Morale. 2 Pinned/Rout-Surrender Abandoned OK so remove it from play. If there are no
Option only from Aimed Fire pg.31 3 3 Pinned Pinned
2
2
Pinned
Pinned 2
2
OK OK OK OK friendly units within 10", but an enemy
4 4 OK OK OK OK OK OK OK OK infantry unit is within 10" then they will
EST COVER SAVE TABLE 5 OK OK OK OK OK OK OK OK3
COVER SAVE TABLE 5 surrender. The unit counts as destroyed.
OK3OK OK3OK OK3OK OK3OK
aimed fire: 3 3 3
6 6
TY’, Infantry / Vehicle
ON
each is a Infantry / Vehicle
casualty if Deployed Gun No morale Notes
not saved Deployed Gun Notes If the infantry unit is still at or above
6+ 6+ nonenonecheck from
LTS Open
Open 1
1
Only Only abandoned
abandoned if theifvehicle
the vehicle is already
is already pinned,
pinned, immobilised,
immobilised, a soft-skinned
a soft-skinned vehicle,
vehicle, 50% strength, and is not Pinned, then it
4+ Area Fire.*
SoftSoft 5+ 5+ 6+ 6+ orvehicle
the vehicle has enemy infantry within 10" noandfriendly
no friendly infantry within 10" (i.e.
or the has enemy infantry within 10 " and infantry within 10 " (i.e. counts as Pinned instead.
3+ Hard Hard 4+ 4+ 4+ 4+ in close support). Otherwise as Pinned. No test from small arms/MG hits.
2+ Reinforced
Reinforced 3+ 3+ - - in close support). Otherwise treattreat
as Pinned. An Elite unit may always re-roll a Morale
Return to Base -Aircraft
2+ Hardened 2+ - Veteran and Elite Infantry test if it wishes.
unitsunits
treattreat this Pinned result
as anasOK
an result.
OK result.
2
Hardened 2+ - 2
Veteran and Elite Infantry this Pinned result The aircraft is driven off by fire and
Last Man Standing: If an infantry unit is
*For Area Fire only: if not cover saved, is pinned 3
3
As well
As well as passing
as passing the morale
the morale test, test, the unit
the unit is inspired
is inspired to gettointo
get into the action.
the action. The unit
The unit returns to
reduced to abase.
singleRemove
man, andtheis aircraft from
also pinned,
CT TABLE
TABLE - D6- check)
(no morale D6 and rolling a 1 causes 1 may immediately attempt a ‘Beyond the Call of Duty’ test. then
play,remove
but dohimnot from
take play, andcounter,
a battle the unit as
casualty on inf. or gun (only, not vehicle). pg.28 may immediately attempt a ‘Beyond the Call of Duty’ test. pg.46 counts as destroyed. pg.46
d Open-topped Enclosed Aircraft the aircraft is not destroyed.
Open-topped Enclosed Aircraft
vehicle vehicle
vehicle vehicle ARTILLERY FIRE SEQUENCE Abandoned
ARTILLERY FIRE SEQUENCE
4+ 4+ 5+ 5+ - -
Spotter Sequence The crew of the gun or vehicle make for
Spotter Sequence Fire Fire For Effect
5+ 5+ - - - For Effect S
- the rear as stragglers. The unit counts as
ULES REFERENCE SHEET
TURN
RULES REFERENCE SHEET BATTLEGROUP • RULES
• Unit Destroyed
Any unit is destroyed, or routs, or a
Extra counter if a destroyed unit w
gun/vehicle is abandoned.
Senior Officer.
• Un
An
• Senior Officer Destroyed
Orders
MOVEMENT SUMMARY TABLE • Rally • Out Scouted
Orders Dice
TURN gu
d 1D6+officers Unit Off-Road to On-Road unpinned units. Remove 1D6 pinning markers for eachSUMMARY
MOVEMENT If enemy
TABLEhas more scout units.
1. Roll • Ra
on 2D6+officers Infantry 5" Orders Dice5" counter taken. • Enemy Captures an Objective
QRS-4 22/09/25 23:32
Squad 1D6+officers Unit Off-Road On-Road Re
pany 3D6+officers Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
lion
TABLETOP WARGAMES RULES FOR
4D6+officers
15mm & 20mm MINIATURES
Platoon 2D6+officersFirst time Infantry 5 " 5" cou
8" 10"3D6+officers a unit is attacked by an
pg.15 by WARWICK Cavalry*
KINRADE Company aircraft. Vehicle
• Tactical Co-Ordination • Un
see vehicle data
First Order• Manoeuvre & Fire: A senior officer attempts to use th
matic
omatic
4+
. . . 3+
2
3
6
310 5 3 6 3 Long
5
7
6
8
7
9
7 3 8- 320-30
8
10
9
11 12 12
9 3 "+103 114 6+
10 11 RULESRRULES
411 4 3 5 3 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12
12
-
EFERENCE
12 SHEETSHEET
REFERENCE
-
125 126 - 76+ - 8 - 9 -10 -4+
- -
-
-
- 11
-
- 12
-
-
- 12
-
-
-
-
Equal to = Pinned
2-4
Equal
Target - Pinned. Casualty
to = Pinned
Remove
Must take
1
Target Pinned. Must take Morale
Double 1 Success
= Immobilised
- Morale test. -
• Unit Destroyed
infantryman.
Any unittest.
•
BATTLE COUNTERBATTLE
Unit
is destroyed, orAny
1
Destroyed
routs,
Wild TAKEN COUNTER TAK
Misses
unitorisadestroyed,
• Senior Officer Destroyed
bycounter
Extra
or routs, or a "if in
4D6 a• Senior
a destroyed
Extraun c
omatic
. . 2+ 4 4 5 6 7 8 9 10 11 12 12 - - - - - - 5 - Side Armour
gun/vehicle is abandoned. Senior Officer.
512 3 3 4 3 5 3 6 3 7 3 18 3 9 3 103 114 125 126 -TURN TURN 7 - 8 - 9MOVEMENT - 10 -11 SUMMARY Double 1 = Immobilised gun/vehicle israndom
abandoned. direction Senior
.. ..2+. 2+ Armour Piercing shell 1. Roll-Orders Dice 6+ 3+ 6+
Target
MOVEMENTImmobilised.
TABLEPenetration
SUMMARYMust6+ take
6 attack
•TABLE
RallyMorale
against test.-
side • Rally • Out Scouted • Out Sc
. . .. 2+
+1 5 33 from 4 35 5light36 6 37gun7 138 8Squad 39 5+910 3 1011 12Roll Orders
1. 12 Dice - Unit7- -2+ 8- - 9- -10 - Unit Off-RoadTarget Immobilised. Must take
On-Road Off-Road RemoveMorale test. markers
1D6 pinning for1D62-5
each MissIf enemy forhas more scoutIfunits.
613 3HE 3 3 4very 3 1D6+officers
1145+ 125 126 Infantry
-1D6+officers 5+ armour. 6+ counter On-Road 5+
pg.37
Remove pinning markers each enem
.. ..3+
Squad
taken.
ss . -1 6 HE
14 33 from 33 light
34 5
gun
3 16
3 37
Platoon
38 4+ 39
Company 10
3
2D6+officers
11
34+ 12
Platoon
3D6+officers 4 12
5 6- 2+ 7-
2D6+officers
8- 9- Infantry
4+
6
5"
Success
5"
- 5
6+
Rear "
Armour 5 "
-
counter taken. Misses • Enemyby 2D6 "
Captures in a
an•Object
Enemy
. . . 3+ 7 3 3 3 4 5 6 7Battalion8 9 4D6+officers
10 Company11 12 12 Vehicle -
3D6+officers - - Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
. . . -1 7 HE
Penetration 6see vehicle data
attackFirstagainst
time a unit
• Under Air Attack
rearis attacked
Firstby an a unit random direction If enem
33 from 33 3medium
33 3 34 4gun 35 5 36 6 37 3+7 38 8 39 910 33+ 1011 2+ 6- - 7- - 8- Cavalry* 3+ 5+ 10" -
Battalion 12 Cavalry*
3 114 1212
matic 1 4D6+officers 8" 10" time • Tactical
is attacked by anCo-Ordination
15 5 12 ANTI-TANK armour. gRENADE 8" ATTACKs • Tactic
. . . -1 8 3 3 Bicycle 3" 12"
aircraft.
aircraft. 6 Accurate A senior officer attempts
Atosenio
use
omatic
8 HE 3 from 3 heavy 3 gun4 6 2+ 7 2+ 2+ - Bicycle 1 2+ 4+
3" • Under 12" -
1 2. Issue First Order
. . 2+ 3 5 8 2.9Issue10 11 Horse
First Order 12 towed12 gun - ANTI-TANK gRENADE
4"gun Heavy6"Casualties
ATTACKs
Flamethrower AttackFlamethrowerspecial Attackorder.
9 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - Horse towed 4 " 6 "
• Under
Misses by 1D6 " in a special
.. ..2+. 2+ First time a unit is attacked by a