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BKC Ivqrsv1 1
BKC Ivqrsv1 1
FIRING MODIFIERS
Modifier Description
+1 ...if the enemy unit is within half range, does not apply to mortars.
+1 ...if the unit is firing on the flank or rear the enemy.
+1 ...if the unit is an AFV firing at a Soft target within 20cm.
OUTCOME
Hits Outcome
Equal ...fight another round of Close Assault immediately.
Greater, but not double* ...losing side become Suppressed and retreat. Winning side consolidates.
Double or more ...losing side are Knocked-out. Winning side consolidates.
FALL-BACK
SUPPRESSION Roll only when a unit is already suppressed.
Roll one die for each hit taken in the current attack.
Roll one die for each hit taken in the current attack.
Suppressed if any die equal to/greater than score to hit.
Total scores & move unit away from nearest attacker.
FALL BACK
Units are Knocked-Out when:
• Falling back further than 10cm (except Recce units).
• Falling back into suppressed friendly units, enemy units, impassable terrain, non-dummy minefields or off-table.
• Falling back into enemy Command unit, causing your unit to be Knocked-Out, enemy Command is unaffected.
• Falling back into wire (troops on foot and soft-skins only).
• The fall back distance for units in fortifications, dug-in troops and deployed guns would be further than 10cm.
RETREAT
Units are Knocked-Out when:
• Retreating into enemy units, impassable terrain, non-dummy minefields or off-table.
• Retreating into suppressed friendly units, in which case both units are knocked-out.
• Retreating into enemy command units, leaving the enemy command unit unaffected.
• Retreating into friendly or enemy unlimbered guns, troops in fortifications and dug-in AFVs.
HIT SUMMARY
Situation Score Needed to Hit
Unit in the open / No cover
4+
Flamethrowers & minefields vs All units
Unit in soft or partial cover (hedges, scrub, woods, hills, scree, water)
Exposed AFVs in assault by Infantry or Infantry Support
5+
All Vehicles in BUAs when assaulting infantry or infantry support weapons
Mortars, IGs and off-table artillery/air vs Open/Exposed AFVs
Unit in hard or full cover (walls, buildings, trenches, pits, pillboxes, bunkers)
AFV’s targeted by weapons only capable of suppression
6
Command Units (Overrun hit on 4+)
Mortars, IGs and off-table artillery/air vs Full AFVs
ARTILLERY DEVIATION
Roll one die per 20cm between FAO & target (-1d6 if higher) & directional die against aiming point.
ARTILLERY DEVIATION
Roll one die per 20cm between FAO & target (-1d6 if higher) & directional die against aiming point.
ANTI-AIRCRAFT FIRE
Roll attacks of all AA/CO/HQ units within range/LOS.
Aircraft hit on 5 or 6, roll one die per hit to see if aircraft abort (5 or 6).
Attacks reduced by one per hit.
END PHASE
Remove outstanding hits from all active player units on the table.
Remove suppression markers from all of the active player’s units.
Remove all smoke markers that were placed during your opponent’s previous turn.
Check to see if the battle should end (see End of the Battle below).
Test for a change in the weather if using the Optional Rules download.
BREAKPOINT
All units count towards the breakpoint except:
- Command
- Recce
- Aircraft
- Off-table artillery
- Soft-skinned transport units.
Minefield, unmarked
Shallow Wet Terrain
Anti-Tank Obstacles
High Area Terrain
Low Area Terrain
Minefield, visible
Trenches & Pits
Frozen Terrain
Linear Terrain
Firm Snow
Mountains
Wire
Hills
Troops on foot O - O - OD O I - OD O OD O OD D
AFVs (tracked) - - OD I I O I - OD O O I OD D
As covering terrain
AFVs (half-tracked) O - OD I I O I - OD I OD I OD D
AFVs (wheeled) O - OD I I O I - OD I OD I OD D
Soft-skins B - OD I I O I - OD I I I OD D
Towed guns B - OD I I O I - OD I I I OD D
Cavalry O - O - OD O I - OD O I I OD D
Draft Animals B - O - OD O I - OD I I I OD D
Command units - - - - - - I - - - - - O D