by Tony Cullen (c)Copyright 2002
Troop Types and Organisation
Ratings
All troops will have both a Morale Rating (MR) ranging from -1 (lowest) to +2 (highest);
and an Ability Rating (AR) ranging from -1 (lowest) to +1 (highest).
These ratings are usually held at the battalion level.
Elements
Troops are based on elements. The standard element types will be;
| Infantry: | Rifle; SMG; LMG; or HMG |
| Special: | Anti-Tank rifles; Mortars |
| Cavalry: | Mounted or dismounted |
| Artillery: | Anti-Tank; or Field guns |
| Vehicles: | Armoured (light, medium or heavy); or Softskin |
| Officers: | classed by their ability (+1, +2 and rarely +3). |
Infantry and Cavalry elements should be based with a frontage of 1 1/2" and a dept of 1".
Vehicles need not be based. Artillery should be based as convenient.
Units
Infantry and Cavalry Units (companies) will be composed of a number of elements. Typical Infantry Companies will consist
of between 2 and 6 elements, usually 1 HMG or LMG element and several rifle elements.
Several companies form a battalion.
DPs (Disruption Points or Dead People)
When Infantry, Cavalry and Artillery Units receive hits these are taken in the form of Disruption Points. Each unit may only
carry a maximum of 4 DPs at any time. If DPs are received that will take the unit over the 4 maximum then the excess is
converted to element loss. One excess DP equals one lost element.
DPs will normally be represented by casualty figures, or some other marker.
Move Sequence
| 1 | Rally off DPs |
| 2 | Assault Movement |
| 3 | Movement |
| 4 | Observing |
| 5 | Non-moving elements may fire |
| 6 | Moving Elements may fire |
| 7 | Assaults |
| 8 | Risk to officers |
| Rally Test roll 1d10 and adjust as follows:- | ||
| + | factor of the senior officer with the unit | |
| +/- | MR of the unit | |
| -2 | if under fire last move | |
| -2 | within 12" of a visible enemy | |
| RESULTS:- | ||
| 10 or more | remove 2 DPs | |
| 7 - 9 | remove 1 DP | |
| 2 - 6 | no change | |
| less than 2 | gain 1 DP Ooops! | |
| Dice Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
| Move | 0 | 0 | ½ | ½ | ½ | ½ | full | full | full | full |
| DPs | 2 | 1 | 2 | 1 | 0 | 0 | 2 | 1 | 0 | 0 |
Movement
For each unit that wishes to move roll 1d10 and modify as in the following table.
The result indicates how far the unit may move.
Unattached Officers will always move at Double speed and need not be rolled for.
The vehicle multiplier is applied to either a standard distance of 5" or to the specific vehicle speeds given in appendix A.
Some Armoured trucks may not leave road.
When moving a unit may change formation freely provided that no element moves further than its permitted distance.
The only recognised formation is March column, a single file of infantry or cavalry elements.
| Movement roll 1d10 and adjust as follows:- | |||||
| Infantry/Cavalry | |||||
| +/- MR - DPs +1/+2 Officer +2 in Column |   | Move Type | Inf. | Cav. | Horse Limbers |
| 9+ | Double | 12" | 18" | 14" | |
| 4 - 8 | Normal | 8" | 12" | 8" | |
| 1 - 3 | Slowed | 4" | 6" | 3" | |
| 0 | Pinned | - | - | - | |
| -2, -1 | Double | 12" | 18" | 14" | |
| <-2 | Retire | -4" | -6" | -5" | |
| Armour | |||||
| +/- MR -2 retiring -4 retreating | 6+ | Normal | x2 | Road:- | |
| 2 - 5 | Slowed | x1 | tracked x 1.5 | ||
| 0 - 1 | Retire | x-1 | wheeled x 2 | ||
| <0 | Retreat | x-1.5 | |||
| Softskin | |||||
| +/- MR -2 under fire -4 under art fire | 6+ | Normal | x2 | Road x 3 | |
| 2 - 5 | Slowed | x1 | |||
| -2 - 1 | Retire | x-1 | |||
| <-2 | Retreat | x-1.5 | |||
Certain actions take fractions of a unit's movement:
| Limbering or Unlimbering | 1 move |
| Bussing or DeBussing | 1 move |
| Setting up a mortar | ½ move |
| Mounting or Dismounting | ½ move |
| Leaving Trenches | ½ move |
Units may freely interpenetrate other units on the same side with no penalty.
Trucks represent enough transport to move a company of up to 8 stands.
Concealment and Observation
At the start of a battle units may be considered concealed. For Each concealed unit three markers may be placed on the
table. Markers must be identified in some manner so that the actual unit can be distinguished from the dummy markers.
When placing a revealed unit on the table the marker must form the centre of the unit, though the unit's facing may be
whatever the owning player desires.
Hidden Units may be identified in several ways.
| i. | If the Unit moves at all it becomes visible. |
| ii. | If the Unit fires at all it becomes visible. |
| iii. | If the Unit is Observed it becomes visible. |
| iv. | If any enemy Unit moves within 4" of the hidden unit it becomes visible. |
Each Move each Unit may attempt to Observe an enemy Marker which is in line of sight. Line of Sight extends up to 2" into woods, BUAs or other high terrain. Line of sight may be drawn from any element of the observing Unit to the marker.
To observe roll 1d10 and add or subtract the modifiers. The required Score is 3 or more.
| -1 | For each 12" the marker is from the observer |
| -2 | If the Observer moved |
| -2 | If the marker is in cover |
| +1 | If the observer is higher than the marker |
Shooting
i.Arcs of Fire
Infantry and artillery have a 45° Arc of fire to their front. Cavalry have two arcs of 45°, one the front and another to
the rear.
Vehicle arcs of fire vary for each vehicle type. Turrets have 360° arcs. Other vehicle weapons have a 45° arc to the front,
rear or flank they are mounted on.
ii .Overhead Fire
Elements may not shoot over the bases of friendly troops except as detailed below.
Infantry, on a higher level, may shoot over the heads of other units.
Vehicle mounted weapons may shoot over the heads of and infantry or cavalry unit which they are in contact with.
Artillery, on a higher or equal level may fire over the heads of their own infantry or cavalry provided that there is at
least 6" between the firing Gun and the friendly troops, and 6" between the friendly troops and the target unit.
Mortars may always fire overhead.
iii. Cover
Cover consists of woods, Built Up Areas and any other terrain so designated before the start of the action. If more than
half the unit is inside the cover then the entire unit gains the advantages of the cover.
vi. Small arms v Infantry
A retreating unit may not shoot.
If the range is less than 2" then the Assault rules are used
HMGs may not move and fire in the same turn unless vehicle mounted.
To qualify as a target at least 2 elements of an infantry or cavalry unit must be visible to the firing unit.
First Calculate fire points = (fire factor multiplied by the number of elements) +/- the tactical modifiers.
| FIRE FACTOR | Range:- | ||
|   | 2"-6" | 6"-12" | 12"-24" |
| Rifle | 1 | 1 | 1 |
| SMG | 2 | 1 | - |
| LMG | 2 | 1 | 1 |
| HMG | 3 | 2 | 2 |
| Mounted Cavalry | 1 | 1 | - |
| MODIFIERS | |||
| Target in Soft Cover | -1 | ||
| Target in Hard Cover | -2 | ||
| Target in trenches | -3 | ||
| Target is cavalry | +1 | ||
| Firers under Art/MG fire | -1 | ||
| Firers pinned/retiring | -1 | ||
| Firers have 2-3 DPs | -1 | ||
| Firers have 4 DPs | -2 | ||
| Firers are mtd cavalry | -2 | ||
| Firers AR | +/- | ||
Roll 1d10 and cross-reference the roll and the fire points on the small arms effect table: -
(scores given must be equaled or beaten)
| FIRE POINTS | DPs Inflicted | ||
| 1 | 2 | 3 | |
| 0 | 9 | - | - |
| 1 | 8 | - | - |
| 2 | 7 | - | - |
| 3 | 6 | 10 | - |
| 4 | 5 | 9 | - |
| 5 | 4 | 8 | - |
| 6 | 3 | 7 | - |
| 7 | 2 | 6 | 10 |
| 8 | 1 | 5 | 9 |
| 9 | - | 4 | 8 |
| 10 | - | 3 | 7 |
iv. Small Arms v Softskin Vehicles
Calculate DPs inflicted as for fire against Infantry. For each DP inflicted roll on the following table.
|   | VEHICLE | CARRIED TROOPS |
| 1-6 | no effect | no effect |
| 7 | abandoned | no effect |
| 8 | destroyed | 2 DPs |
| 9 | destroyed | 4 DPs |
| 10 | destroyed | destroyed |
v. Small Arms v Armour
Machine guns may be used to attempt to drive off enemy armoured vehicles. Only LMGs and HMGs are effective against Armour.
If the Target is in range roll 1d10, add 1 for each MG in addition to the first firing. If the result is 8 or more the
vehicle must take a morale check.
vi. Anti-Tank v Vehicles
First it is necessary to see if the firing weapon has hit
Roll 1d10 then add or subtract the following modifiers; if the result is 7 or more then a hit has been achieved.
| To Hit: 1d10 +/- factors 7+ to hit | |
| firer moving | -2 |
| target moving | -1 |
| Range 24" - 36" | -1 |
| Range over 36" | -3 |
| range under 12" | +1 |
Once a hit has been scored the effects are determined depending upon the type of vehicle the target is.
For Softskins roll 1d10 and consult the following table.
| A/T v Softskins | VEHICLE | CARRIED TROOPS | |
| Effects Roll 1d10 | 1-4 | no effect | no effect |
| 5 | abandoned | no effect | |
| 6-7 | destroyed | 2 DPs | |
| 8-9 | destroyed | 4 DPs | |
| 10 | destroyed | destroyed | |
For AT verses Armour hits take the range factor, add the Armour factor and add the score of 1d10. Then check the results.
| A/T v Armour | ||||
| d10 + range and Armour Factors | Range factors | 0-12" | 12"-24" | 24"-36" |
| Light gun | 2 | 1 | 0 | |
| Med/Hvy gun | 2 | 2 | 1 | |
| A/T rifle | 1 | 0 | n/e | |
| Armour | Light | Medium | Heavy | |
| Light gun | 3 | 2 | 1 | |
| Medium gun | 4 | 3 | 2 | |
| Heavy gun | 5 | 4 | 3 | |
| A/T rifle | 2 | 1 | 0 | |
| Results | less than 8 | no effect | ||
| 8-9 | morale check | |||
| 10 | immobilised | |||
| 11 | bail out | |||
| 12+ | destroyed | |||
vii. Anti-Tank v Others
Whilst Anti-Tank fire against infantry, cavalry or artillery would have little physical effect if may produce a significant
morale effect. Therefore AT guns may fire on non-vehicle targets.
Roll 1d10; if a score of 10 is obtained then 1 DP is inflicted on the target unit.
viii. Artillery Fire
Artillery must have spent 1 move setting up / unlimbering before it may fire.
First determine if the Artillery has hit; Roll 1d10, add or subtract the following modifiers. If the result is 7 or more
(9 or more for indirect fire and mortars) a hit is achieved.
Mortars have a range limit of 24"
| Artillery Fire to hit:- | Factors | |
| 1d10 +/- factors Direct fire; require 7+ Indirect fire (inc.Mortars) require 9+ | target moving | -1 |
| range over 24" | -1 | |
| target is single element | -1 | |
| per round of fire at non-moving target | +1 | |
Once a hit is made the target type determines the effect; Artillery itself is classed as an infantry target.
| Artillery vs Artillery & Infantry | ||||
| Roll 1d10 +/- factors | Factors | Results | ||
| target in cover | -1 | 0 - 3 | no effect | |
| target in trenches | -3 | 4 - 6 | 1 DP | |
| target cavalry | +1 | 7 - 9 | 2 DPs | |
| mortar firing | -1 | 10+ | 3 DPs | |
If the target is Armour, use the AT against Armour tables.
| Artillery v Armour | treat as A/T hit; no range factors | |
| Artillery | = | heavy gun |
| Mortar | = | light gun |
| Artillery vs Softskin | ||||
| Roll 1d10 |   | Vehicle | Carried Troops | |
| 1 - 2 | no effect | no effect | ||
| 3 | abandoned | no effect | ||
| 4 - 5 | destroyed | 2 DPs | ||
| 6 - 7 | destroyed | 4 DPs | ||
| 8 - 10 | destroyed | destroyed | ||
ix. Armour Morale Test
If Armour has to take a Morale Test, roll 1d10, add or subtract the Morale Rate and the following modifiers before checking
the result.
| Armour Morale Test | ||||
| Roll 1d10 +/- MR | -4 | under A/T fire | ||
| -1 | under MG fire | |||
| Results | <0 | vehicle must retreat | ||
| 1 - 3 | vehicle must retire | |||
Assaults
i. Infantry v Infantry or cavalry
Assaults occur when two units of infantry, cavalry or Artillery get within 1". Units immediately behind and within 1" of the
fighters may count, but suffer the same result if they lose. To count as supporting, Armour cannot engage in any other combat
that move.
Stationary units, which are assaulted, may fire in the non-moving fire phase (this does not apply to Armour). This fire is
conducted as if it were at 8" distance.
Assault combat prevents any fire into the combat in the Moving fire phase.
Units not involved in the combat may fire upon the Assaulting or Assaulted units closing if the target units are in range
and arc at any point during their movement, and the firing unit is capable of firing in the Non-Moving fire phase.
When in Assault Combat all elements of a unit count as involved.
Roll 1d10 for each side and add or subtract the following modifiers. The difference between the two scores determines the
result.
| Assaults | ||||
| each side Roll 1d10 +/- factors   then take the difference | +/- | MR | ||
| +/- | AR | |||
| -1 | per DP | |||
| -2 | if retreating or retiring | |||
| -2 | Unit is in Column | |||
| +1 | per element more than opposition | |||
| +1 | in defences | |||
| +2 | in trenches | |||
| +2 | attacking enemy flank/rear | |||
| +2 | cavalry v infantry in open | |||
| +4 | armour support within 6" (3" in rough terrain) | |||
| RESULTS | ||||
| Difference | Winner | Loser | ||
| 7+ | no effect | thrown back full move; lose 1 stand; 3 DPs | ||
| 5 - 6 | 1 DP | pushed back half move; 4 DPs | ||
| 2 - 4 | 2 DPs | pushed back half move; 3 DPs | ||
| 0 - 1 | 3 DPs | 3 DPs | ||
If a unit is forced to retreat or is destroyed in combat, any supporting Armour must retire also.
ii. Infantry v Armour.
If Infantry is within 2" of enemy Armour, and there is no enemy infantry within 6" or either Infantry or Armour, then the
armour may be assaulted by the infantry.
Note: if an Assault is declared, neither infantry nor armour may fire in the normal move sequence.
Roll 1d10 for each side and add or subtract the following modifiers. The difference between the two scores determines the
result.
| Armour v Infantry | ||||
| both roll Roll 1d10 +/- factors | +/- | MR | ||
| +/- | AR | |||
| +1/+2 | Officer with unit | |||
| +2 | Armour equipped with MGs | |||
| +1 | per infantry element | |||
| -1 | per DP on infantry | |||
| RESULTS - on loser | ||||
| Difference | Armour | Infantry | ||
| 0 - 1 | no effect | no effect | ||
| 2 - 4 | retire | 1 DP & fallback half a move | ||
| 5 - 6 | retreat | 2 DPs & fall back 1 move | ||
| 7+ | destroyed | 3 DPs & fall back 1 move | ||
Risk to Officers
If an officer is attached to a unit which receives any DPs during a move, then that Officer is at risk.
Calculate the risk factor as (DPs received this move x 2) and roll 1d10; if the risk factor is not exceeded then the Officer is considered dead or disabled.
Barbed Wire
A line of barbed wire may be used to stop or slow movement. Barbed wire should be laid out in sections. Each section should
measure 2" x ½".
Infantry contacting barbed wire will immediately halt. An infantry unit starting its movement in contact with the barbed wire may cross it if achieving Normal or Double Movement and lose 5" of that movement. Infantry attempting to cross wire and only achieving slowed movement does not move and does not cross the wire.
Mounted Cavalry, all softskins and wheeled vehicles may not cross wire.
Tracked armour may cross wire losing 4" of movement, once it has crossed that section of wire is removed.
Airstrikes
Each airstrike represents an attack by aircraft which has successfully got through any anti-aircraft defences. Airstrikes
may hit any observed unit on the table. Once the target has been selected process by the target type.
If the target is Armour, treat the strike as an AT hit by a heavy AT gun with no range factors.
If the target is Softskin, treat as an artillery hit on a Softskin.
If the target is anything else roll 1d10 to determine the number of rolls on the Artillery v Infantry table.
| 1 - 6 | One Roll |
| 7 - 9 | Two Rolls |
| 0 | Three Rolls |
Appendix A: VEHICLE MOVEMENT RATES
| Vehicle Base Speeds in inches | ||||
| Tanks & Armoured Cars | ||||
| T-26 | 7" | |||
| Pzkpfw I | 6" | |||
| Schneider | 4" | |||
| FT17 | 5" | |||
| CV33 | 8" | |||
| BT-5 | 10" | |||
| BA-6 | 8" | |||
| General Vehicle Types | ||||
|   | Fast | Medium | Slow | |
| Armour | ||||
| Armoured Cars | 7" | 5" | 4" | |
| Armoured Trucks | 6" | 4" | 3" | |
| Softskins | ||||
| Cars | 10" | 8" | 6" | |
| Truck | 7" | 5" | 4" | |
| Wagons | - | 3" | - | |