-0–
Volume 1: Rules Book
-i–
THE ADVANCED PANZER BLITZ RULES BOOK TABLE OF CONTENTS
INTRODUCTION I. INTRODUCTION General Components General Outline of Play Game Counters Chart Map Boards Play Pieces Factor Definitions BASIC RULES II. SEQUENCE OF TURNS III. MOVEMENT General Terrain Features How To Move Units Transporting Other Units Jeeps C* Class C** Class ARV Limbers Road Movement IV. STACKING Facing V. COMBAT How to Have Combat CRT DRM Chart The Combat Results Table Modifying The Die Roll Combat Procedure Using The Weapons Effectiveness Chart The Weapons Effectiveness Chart VI. TERRAIN The Three Dimensional Map Board Woods Slope Multi Terrain Levels Desert
1 2 2 2 3 3 4 4 4 6 7 7 7 8 8 9 10 10 10 10 11 11 12 12 13 13 13 14 14 15 16 17 18 18 18 18 19 19
- ii – Sand Slopes Beach Man Made Features Bridges Roads Woods Roads Elevated Roads Sunken Roads Secondary Roads Town Water Obstacles Shallow Streams/gullies Deep Streams/gullies Swamps River Ponds/Lakes Wet Marsh Canals Canal Hexes Moraine Hexes Cuts Bridges Banks of the Canal Combat in a Canal Terrain Additions to defence Terrain Effects Chart Hulldown VII. LOS/LOF General The Elevation Chart LOS/LOF Obstructions The Sighting Chart VIII. SPOTTING IX. DIRECT FIRE ATTACKS ADVANCED RULES X. INDIRECT FIRE ATTACKS General Scatter Chart Drift Chart Neutralisation Attacks Destruction Attacks
20 20 20 20 20 20 20 20 20 20 21 21 21 21 21 21 21 21 22 22 23 23 24 24 24 25 26 27 27 28 28 29 30 30 33 34 34 34 35 37 37
- iii – Interdiction Attacks Smoke Shell Concentrations XI. CLOSE ASSAULT TACTICS XII. OVERRUN ATTACKS XIII. OPPORTUNITY FIRE ATTACKS XIV. FIELD DEFENCES AND WRECKAGE Neutral Counter Chart Wreckage Fortifications Improved Positions Minefields Blocks Trenches Bridges Wire Fascines Tracks and Track Laying EXPERT RULES XV. ANTI-TANK OPERATIONS Wire Guided Missiles Missile Passengers Missile Reloads XVI. ARTILLERY OPERATIONS Artillery CP OBA Preregistered Fire Intensive Fire Counter Battery Fire Observation Posts Dual Function Guns Field Of Fire Limitations Artillery Missiles Improved Conventional Munitions Artillery Scatterable Mines Laser Guided Artillery Munitions BEEHIVE Munitions Anti Personnel Munitions Remotely piloted Vehicles XVII. ELECTRONIC WARFARE OPERATIONS Signals Units Direct Support Signals Units
38 40 41 43 45 48 48 48 50 50 51 52 53 53 54
56 57 57 57 58 59 59 59 60 60 60 61 61 62 62 63 63 63 63 64 64 64 64 65
- iv – Radio Re-broadcast Signals Units Radar Units Artillery Locating Units Air Defence Radar Electronic Warfare Units Jamming Units Direction Finding Units Electronic Counter Measures XVIII. INFANTRY OPERATIONS Panzer Blitz Assault Flank Attacks Mounted Infantry Fire Bailout Quick March Commandos Partisans Ski Troops XIX. MOTORIZED OPERATIONS Chenillettes Cross Country Penalty Infantry Tank Movement Merkavah Tanks Laser Range Finder Detectors/Jammers Captured Carrier Units Split Move and Fire XX. ENGINEERING OPERATIONS Combat Engineers Building an Improved Position Creating a Minefield Creating Tracks Creating Blocks Bridge Demolition Building with Demolition Assault Bonus Construction/Pontoon Engineers Construction Rules Building Cuts Building Bridges Moving Bridges Overland Building Infantry Bridges
65 65
66 66 66 66 67 67 67 67 68 68 68 69 69 69 69 69 69 69 69 70 70 71 71 71 72 72 72 73 73 73 73 73 74 74 74
-v– Engineering Vehicles Mine Clearing Vehicles Flamethrower Vehicle Mine Laying Vehicles Armoured Vehicle, Launcher, Bridge (AVLB) Armoured Engineer Vehicle Demolition Gun Type Demolition Charge Layer Fascine/Carpet Layer Bull Dozers XXI. AIRBORNE OPERATIONS Troops Drift Diagram Wind Speed Selection Wind Speed Chart Para Dispersal Pattern Chart Gliders Cargo Aircraft Cargo Extraction XXII. AIR OPERATIONS General Movement Types of Combat Aircraft VTOL Aircraft Observation Aircraft Helicopters Flight Levels LLAD MLAD HLAD Air Strikes Air Strike Munitions Guided Munitions Unguided Munitions Carpet Bombing Air Strike Chart Air Strike Missions Fighter-Bomber Tactical Air Support Battlefield Interdiction Air Superiority
75 75 75 75 76
76 76 77 78 78 78 79 80 80 81 81 81 81 82 82 83 85 85 85 85 85 86 86 87 87 88 88 88 88 89
- vi – Strategic Interdiction Helicopter Close Support - Tank Killing Close Support - General Battlefield Interdiction Aircraft Attack Tactics Dive Attack Strafing Attack Level Bombing Toss Bombing XXIII. AIR DEFENCE OPERATIONS AA Attacks Air Defence Levels Air Defence Missile Systems MANPADS Air Defence Gun Systems XXIV. AMPHIBIOUS OPERATIONS General Beach Landings Defending Fire DD Tanks Amphibious Tanks Ferries LVTs LCIs LCACs Infantry Bridges Assault Boats XXV. SEA OPERATIONS General Ship types Submarine Patrol Boat Destroyer Escort Destroyer Frigate Light Cruiser Cruiser Battle Cruiser Battleship Light Aircraft Carrier
89 89 89 89 89 89 89 89 89 90 90 90 91 91 91 92 92 92 92 93 93 93 94 94 94 95 95 95 96 96 97 97 97 97 97 97 97 97 98 98 98
- vii – Aircraft Carrier Nuclear Aircraft Carrier Landing Ship, Tank Amphibious Assault Ship Transport Ship/Oiler Ship Movement Naval Combat Ship Combat Systems Surface to Surface Missiles Surface to Air Missiles Surface to Land Missiles Gun Systems Torpedoes Hedgehog ASW Depth Charges ASW Mortars Anti-Submarine Warfare Sea Operations Chart Shore Bombardment Naval Radar Systems Passengers Docking XXVI. NIGHT OPERATIONS LOS/LOF at night Illumination Night Observation Devices Light-Gathering Thermal Noise XXVII. HIDDENPLACEMENT/CONCEALMENT EXPERIMENTAL RULES XXVIII. WEATHER Spring/Fall Winter Summer Visibility Limits XXIX. COMMAND POSTS XXX. MORALE Morale Levels The Morale Chart Fanaticism
98 98 98 98 99 99 99 99 99 99 99 100 100 100 100 100 100 101 102 102 102 102 103 103 103 103 103 104 104 105 106 106 106 106 107 107 108 108 109 109
- viii – XXXI. SUPPLY Air to Ground Resupply Supply Park Units XXXII. MARCO GAME The Map board Sector Boundaries Victory Conditions Order of Battles XXXIII. DESIGNER NOTES
110 111 112 112 113 113 114 114 115
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INTRODUCTION Advanced Panzer Blitz is a tactical level simulation of mechanised warfare in the twentieth century. These rules are a rationalised approach to the combined rules of "PANZER BLITZ", "PANZER LEADER", and "THE ARAB-ISRAELI WARS". Advanced Panzer Blitz is for the experienced war gamer that has found the above-mentioned games no longer offer the challenge they once gave. Advanced Panzer Blitz goes farther in simulating warfare than the previous games. Many rules have been combined and updated; many more are left unchanged. This is the beauty of this rulebook - a new game with old counters (some new as well) that is detailed and easy to play. As well, most of the once optional rules have been added as part of the game. Players will find that Advanced Panzer Blitz is challenging, realistic and fun. Players are advised to replay all the scenarios they have on hand to grasp these rules fully.
IMPORTANT: READ FIRST BEFORE EXAMINING THE RULES A NOTE TO NOVICE PLAYERS The rules provided herein are intended to simulate tactical level mechanised combat by translating historical events into a manageable symbolic format which allows these events to be "replayed" in a two or more player game. The rules are basically common sense backed up by historical fact, military practice and game theory. A NOTE TO VETERAN PLAYERS The rules in this folder may seem the same but many deletions and additions have been inserted. This may change the basic format of the previous games (but not the flavour). I advise you to read through these rules before play and refer to them frequently during play. A NOTE TO MINIATURES PLAYERS This game is perfectly suitable for play with miniatures only a few substitutions need be made. Keeping in mind that this a platoon scale game (that is one miniature unit is equal to a platoon or troop). First the hex pattern must be substituted for measurement: a. Use one-inch equals one hex for 6mm models. b.
Use two inches equals one hex for 10mm models.
c.
Use three inches equals one hex for 15mm models.
d.
Use four inches equals one hex for 20/25mm scale models.
Second, you must keep a counter of each type of miniature unit you are using off to the side of the games board. This will allow you to refer to the counter to resolve the game functions. COMPONENTS In this package, you should have the following: a. A Rules Booklet
-2– b. 2 Player Aid Charts c. Lots of counter sheets of new unit counters GENERAL OUTLINE OF PLAY Each side manoeuvres its forces (playing pieces) on the terrain map seeking to destroy the opposing sides units and/or fulfil certain specified territorial objectives as outlined in one of the scenario cards. Players move their pieces and have combat by following a set turn procedure. Each complete turn represents six minutes of real time. GAME COUNTER CHART MARKER
NAME
USE
North
Placed to indicate the direction of north on map board.
Turn Now
Placed on turn record track to indicate the turn.
Dispersed
Placed on units dispersed by combat
Spotted
Placed on units that are spotted in town or woods hex.
Interdiction Fire
Placed to mark the location of an interdiction indirect fire attack. Remains on board for complete turn.
Smoke
Placed in the location with smoke has been generated. Remains on board for two turns.
ATGM Reload
Placed on sagger unit to indicate spare ammo. Is removed when sagger attacks.
Down
Placed on a landed helicopter unit
Opportunity Fire
Placed on units that have opportunity fired in the game turn, either in the enemy movement phase or enemy air phase.
-4– The forces in a given situation may be unequal and one side may have a better chance to win than the other but the game is primarily one of skill. The players' ability is the ultimate decider of the game's outcome. The chance element is introduced by the use of the die roll/combat results table combination. This gives a degree of chance to either player as with the real life event. The probabilities of combat outcome have been worked out, using historical and technical data, by probability theory. MAP BOARDS Most veteran players have since graduated to their own hand-made maps. However, supplied with the various games are map boards which when combined make for lots of interesting play. Game map boards are "geo-morphic" and thus capable of creating thousands of combinations when switched around. The long edge of each two-panel section will line up with the long edge of any other to panel section. The short edge will mate likewise. THE PLAYING PIECES The square, cardboard pieces represent platoon or company sized military units of several different types (infantry, artillery, armour, headquarters, etc.), which are the playing pieces of Advanced Panzer Blitz. Hereafter, we shall refer to them as "units". The numbers of the units represent their military capabilities; such as movement, attack and defence strengths, and weapon ranges. Also included is information on the type of unit, class of weapon, and historical silhouette. Notice that all vehicle units are symbolised with an appropriate silhouette and all other (non-vehicular) units are symbolised with standard military-planning symbols.
FACTOR DEFINITIONS MOVEMENT FACTOR (MF) - the basic, maximum number of hexagons (hexes), which a unit may move in one turn. This capability can be reduced or increased by terrain features. ATTACK FACTOR (AF) - the basic offensive power of a unit, if a “COY” appears underneath then the unit is company size. DEFENCE FACTOR (DF) - the basic defensive power of a given unit. RANGE FACTOR (RF) - the maximum effective distance (in hexagons) that a unit's attack factor can be projected against enemy units. WEAPON'S CLASS (WC) - different weapons are designed for different purposes as specified below: A - armour piecing for attacking tanks primarily. AA - anti-aircraft for attacking planes; may be used against ground
-5– targets as well C - carrying unit with no attack factor. C* - carrying unit with no attack factor and no movement factor when not loaded with a passenger G - wire guided missiles designed for anti-tank/anti bunker attacks. H - direct fire howitzers such infantry guns and anti-aircraft guns. (H) - Indirect fire systems such as guns, howitzers, and multiple rocket launchers. I - infantry weapons such as rifles and machineguns. M - mortars also an indirect fire weapon. R - radar systems which assist firing units in accuracy or radar directed weapons systems. S - Supply units that are used in conjunction with the supply rules. * - Aircraft units which use air strike ordnance as an attack strength. See the Unit Function Table for specific unit factors. The playing area should be set up like so:
-6– SEQUENCE OF TURNS GENERAL Combat is a struggle of reflexes, to introduce such reflexes we rely on the die. In each phase of a game turn each player rolls one die, the highest number rolled is the player to go first or the phasing player; the player moving second is known as the non phasing player. The die roll is subject to a die roll modifier based on the training level of a particular nation's armed forces. For die roll modifiers, see the Player Quick Reference Card. At the start of the game players must roll for wind direction, wind speed and visibility (this must be done every seventy-five turns until the end of the game subject to the Scenario Special Rules (SSR). There are five phases to a game turn, in order they: a. GROUND COMBAT PHASE - The phasing player executes all attacks by ground units against opposing ground units subject to the rules and writes orders for indirect fire for next turn. Identify fired units with opportunity fire counters. The non-phasing player checks morale, supply and command of his units being attacked. Next the non-phasing player becomes the phasing player. b. AIR PHASE - The phasing player moves all his aircraft and executes air strikes (Air to Air, then Air to Ground, then all helicopter strikes, in that order). The non-phasing player executes AA attacks against the phasing player's aircraft as they move along their flight path and come into range of individual AA capable weapons. Next the non-phasing player becomes the phasing player. c. SEA PHASE - The phasing player moves all his sea borne units and executes attacks from sea borne units to enemy sea borne units. Units, which have fired at ground units in the preceding ground combat phase or have fired at aircraft in the preceding air phase, may not fire in this phase. Once the phasing player is finished the non-phasing player may take his turn. d. MOVEMENT PHASE -The phasing player moves all of his ground units, which have not fired in that turn (subject to rules). The non-phasing player may execute opportunity fire attacks against any moving opposing unit (subject to rules). Next the non-phasing player becomes the phasing player. Remove all opportunity fire counters and the end of this phase. e. CLOSE COMBAT PHASE - The phasing player executes and resolves CAT attacks resulting from the movement phase. Any surviving units of the non-phasing player, which are capable, may now CAT. The both players end the turn by checking the morale of all their dispersed units to see if they become undispersed in that turn.
MOVEMENT GENERAL During the movement phase of a player's segment, he may move as many uninverted units as he wishes. Each unit may be moved as many or as few hexes as desired subject to its' movement allowance, terrain restrictions, and combat/results firing. (See the terrain effects chart). TERRAIN FEATURES
-7– The hexagonal grid superimposed upon the map board is used to regulate movement and combat. A hex is considered to be a given type of terrain if all or most of the hex contains that terrain feature. The only exception to this is town hexes where slight overlap into non-town hexes is ignored. Terrain affects movement and defence as outlined in the Terrain Effects Chart (TEC). The heavy hex side symbols (different coloured bars superimposed upon some hex sides) are explained in the Obstacle and Elevations section of the rules. Sea, pond, lake and canal hexes may be entered only by units presumed to have an amphibious capability. The half hexes are considered playable and may be utilised as if they were complete hexagons.
Movement Numbers in the hexes refer to movement point costs incurred when moving into each particular hex. Note that movement at road rate is allowed when moving through hex containing one wreck, but not allowed when moving into a hex containing three wrecks.
HOW TO MOVE UNITS Movement is calculated in terms of hexes. Basically, each unit expends one movement point (MP) of its total movement allowance for each hex that it enters. To enter some types of hexes requires the expenditure of more than one movement point for each hex entered. A complete list of these entry costs is found on the Terrain Effects Chart (TEC). In any one turn a player may move as many or as few of his units as he desires. Movement is voluntary, never required. Units which have fired (use their attack strength) in the combat phase of a player's segment may not move in that movement phase unless they are split move and fire (SMF) capable (see How To Have Combat and the Unit Function Table). Each unit is moved individually, tracing the path of movement through each hex in turn. Once a
-8– unit has completed its movement, it may not be changed, repositioned, or realigned. (A unit’s movement is considered completed when the player begins moving another unit). A stack of units cannot move together; the units in the stack must move one at a time. Units may move through hexes containing other friendly units. Units may not, however, enter or move through hexes containing the maximum allowable number of units (see STACKING below). Each unit's movement is traced from hex to adjacent hex. A unit may enter more than one hex during a movement phase but in each case the hex entered must be adjacent to the hex the unit is leaving. If a unit cannot expend the points required to cross a hex side and enter a hex, then that unit cannot cross that hex side and enter that hex, except units with a movement allowance of 1 they may move one hex per turn unless the hex is prohibited because of cliff or water hex side. Once a unit has begun moving it must complete its' movement and be inverted before another unit may be moved. Conversely, a moving unit's movement is finished for that movement phase once another unit begins moving. Units may not enter or pass through hexes containing enemy units (Exception: see Overrun Attack rule). No enemy movement is allowed during a friendly movement phase. No combat, enemy or friendly, takes place during the movement phase (Exception: see Overrun Attack rule and Opportunity Fire rule). Additionally, no vehicle unit may cross a green hex side. They may enter a woods hex only at a hex side that is not superimposed in a thick green line. This includes all vehicles except horses and motorcycles. TRANSPORTING OTHER UNITS Certain units can be "loaded aboard" other transport ("C" and "I" Class) vehicular units. Units that can be transported include all weapon units with a zero movement factor and infantry type units with a movement factor of one. As well, any unit specified in scenario rules may be transported. Each transport unit may carry one "passenger" unit at a time (Exception: See Missile Passengers rule). Only "truck", "WWII half tracks", “Limbers” and "wagons" may carry towed guns (units with MF=0) subject to the limitations in these rules below. JEEPS - Jeeps (and all jeep type vehicles) that are marked as "C" class may carry only light weapons (such as AT guns less than 60 mm, AA guns less than 21 mm, other guns less than 76 mm). They may only carry CP and OP type infantry units. C* CLASS - Units with a C* may not move when not carrying passengers. These units are depended on their passenger to drive them. C** CLASS - Units with a C** are designed to carry pack loads and supply counters only they may not passengers except as outlined below:
-9– a. All howitzers (75mm or less), AT guns (45mm or less), recoilless rifles (107mm or less), mortars less than 120mm and AA guns (15mm or less) may be carried on such a unit. b. Supply counters may be carried on such a unit but an infantry or supply park unit must accompany the loaded supply counter. c.
C** class units may not move unless loaded subject to the rules above.
ARV – ARVs are a very specialized type of passenger carrier with only limited use in this game. There is no immobilization of vehicles in this game, so ARVs are not used to tow disabled vehicles. Where they are useful is in removing wrecks. Any ARV may move a wreck at the rate on one half its’ movement allowance each turn. ARVs can be either tracked or wheeled vehicles and are subject to all terrain rules. Transport Truck, with 75mm unit as passenger, expends half its movement allowance in movement, then expends the other half unloading passenger, (It could have moved and loaded instead. If it had expended more than half its movement allowance, it could not have unloaded the AT unit.
LIMBERS - Limbers may never carry any passenger other than a towed gun with a movement allowance of zero. Other classes of units may never be carried as passengers on limbers. A passenger unit is considered to be "loaded aboard" a carrier unit when the passenger unit is positioned directly underneath a carrier unit in the same hex. When a passenger unit is "loaded aboard" a carrier unit, the passenger unit is ignored in all functions of the game (Exception: Mounted infantry fire and portee units). a. The carrier unit is not affected in any way. It expends its' movement allowance normally, moving normally, it counts for stacking normally, it attacks and is attacked using its' own combat strengths. b. The passenger unit is considered to be part of the carrier unit; together, they count as one unit, the carrier unit, with its' passenger being ignored. The passenger unit does not count for stacking, it cannot expend its' own movement allowance, nor can it attack or be attacked. c. When the carrier unit moves, the passenger unit moves along with it, moving at the same time. While loaded, the passenger unit always stays with its' carrier. d. In combat, only the carrier unit may attack or be attacked. If the carrier unit is eliminated, the passenger unit is automatically eliminated. The same can be said of "dispersal".
- 10 – e. Whenever a carrier unit is inverted its' passenger unit is also automatically inverted; whenever a carrier is turned face up, the passenger is turned face up. Passenger units that are not loaded may be loaded onto a carrier, and loaded passenger units may be unloaded. Loading and unloading of passengers takes place as part of the movement of the carrier unit, during the friendly movement phase. a. To load, a passenger must be in the same hex with the carrier unit. b. When it is unloaded, the passenger unit remains in the same hex where the carrier unit is when the unloading took place. c. Loading or unloading an infantry class passenger costs a carrier unit one half of its movement allowance (keeping any fractions). This is an addition to any movement points the carrier expends in moving from hex to hex; if the carrier cannot load/unload it must wait until next turn to do so. d. Loading or unloading a towed gun class unit costs a carrier unit all of its movement allowance; a carrier unit cannot move in the same turn it loads or unloads a towed artillery passenger. e. A passenger unit must always be face up and undispersed at the moment of loading or unloading. If it is being unloaded, it is inverted with the carrier, at the end of the carrier unit's movement (Notice that this means a passenger unit cannot move by itself, nor attack in the same turn that it loads or unloads). Unloaded passenger units are normal units for all purposes in the game including stacking. This is true as soon as loading or unloading begins; thus a carrier unit may not unload a passenger in a hex if the unloaded unit would violate stacking limits, and a carrier unit cannot enter a hex to load if it would cause over stacking before the passenger is loaded. Cavalry units may not be transported by "C" class units or armoured units. World War Two Western Allied units may not transport infantry on tanks or self-propelled guns until 1944. Armoured units transporting infantry may fire normally. ROAD MOVEMENT A unit moving along a road may do so using the road rate for movement. A unit is considered to be moving "along" a road if it meets the following conditions: a. The unit is leaving a hex side containing a road. b. The unit is entering a hex side containing a road c. The hex being entered contains no more than one stacking point. If the hex contains two or more stacking points the unit may not use the road rate in that hex. d. The player who is moving the unit chooses to move along the road.
- 11 – If any of the above conditions is not met, the unit may not use the road rate to enter that hex. The unit may still pay normal terrain costs to enter that hex. A unit that is moving "along" a road (at the road rate) expends one half of one movement point for each hex it enters while moving along the road, regardless of terrain. A unit may combine road movement and non-road movement freely in the same movement phase, expending movement points at the road rate when moving along a road and paying normal terrain costs when not moving along the road. Fractional movement points are not lost when a unit leaves the road - the moving player can keep track of them and use them if the unit moves back onto a road that turn. Roads do not alter the defensive effects of other terrain in the hex. Town hexes count as road hexes. Block, Fortification, minefield, trench, wreck, and improved position negate the road movement bonus of a road hex they are placed in. Bridges qualify for road movement bonus.
STACKING All sides may stack three units in one hex; except for WWII Russian units and 1940 French tank units, who may stack only two units (they are of company not platoon strength). French APC and Armoured Car units are able to stack three to a hex. When another unit is transporting a unit, the passenger and carrier are considered as one unit for stacking purposes. Minefield, bridge, improved positions, and trench counters do not count for stacking purposes. Block, fortifications, and wrecks do count for stacking purposes. Stacking limits apply at all times (Exception: Units may overrun enemy stacked hexes). Units may not enter or move through hexes containing three units (friendly unit or any combination thereof). See Unit Function Table for exact stacking restrictions of all units FACING All units are considered to be facing toward the top of the counter. All units must fire through the direction of their facing, as in the rule on artillery field of fire (Exception: SMF capable units and AA capable units may fire in any direction). Units may spot other units in any direction Units that have a movement allowance may change facing one hex side during the combat phase and fire without penalty during their combat phase (Exception: Ships). Units which have a movement allowance may change direction two to three hex sides and fire at half strength during their combat phase (Exception: Ships).
- 12 – COMBAT HOW TO HAVE COMBAT Combat takes place when a player decides to have one (or more) of his units attack one (or more) enemy units. a. For each attacking unit the Weapons Effectiveness Chart is used to convert the units' attack strength to an effective strength for this attack. (See using the Weapons Effectiveness Chart below).
COMBAT RESULTS TABLE DIE ROLL MODIFIERS AND FACTOR MODIFIERS +1DRM
-If capturing a carrier unit in the defending hex. -For "G" attacks on Israeli armour units after 1980. -For hull down WWII USSR, Allied and all Arabs (See UFT) -For defender in town, swamp, stream or gully hexes. -For defender if attacked across a hex side one level below them. -For DF/IDF against a defender in a beach hex. -If target is a Patrol Boat.
+2 DRM
-For WWII German or Israeli hull down units. -For amphibious units in water. -For fort or improved position counter occupation.
-1 DRM
-If defender is depersed. -If attacker has laser sight equipment -For a CAT attack. -If using Beehive ammo against infantry. -If using an AA capable weapon with AD radar. -If attacking with opportunity fire against a quick marching unit.
-2 DRM
-For a CAT attack including an attacking engineer unit plus shift CRT odds one column to the right. -For Overrun attack plus shift CRT odds column one to the right. -For all tank buster aircraft using a dive attack against armour.
Factors
+10 - Defence Factors for a fort counter x.5 - Attack factors if attacking from a slope hex to a hilltop. - Defence Factors during a Quick March. +5 - Defence Factors for a town hex occupied.
b. The effective attack strengths of the attacking units are totalled and then compared to the total of the defending units' defence strengths. The comparison is stated as a ratio of the attacking total to the defending total and this ratio is then rounded down (in the defender's favour) to the nearest "combat odds" ratio listed on the Combat Results Table (CRT). Example: 11 to 3 rounds down to 3 to 1, while 3 attacking 11 rounds down to 1 to 4. Roll the die, cross-index the roll with the odds ratio on the CRT to find the combat results and apply those results to the units defending in that specific combat. The die roll may be modified due to terrain effects (see Terrain Effects on Combat, below). The possible combat results on the CRT: a. "-" no effect on the defender. b. "x" defenders' eliminated. Remove the defending units from the board for the
- 13 – remainder of the game and count them as eliminated for victory point purposes. c. "D" defenders' dispersed. The defending units remain on the board, but they are turned face down and a dispersed counter is placed on top of them. These units are said to be dispersed. Dispersed units may not move, change facing or fire until they are rallied with a morale check. d. "DD” special dispersal. Among the defending units in this combat, any units that were already dispersed are now eliminated. Any other, undispersed, defending units are now dispersed. e. “R” reduced. A unit is Reduced when it has been attacked, or attacks, and get a R result on the CRT. The player of the reduced unit simply flips the counter and continue to use it on the ½ side. Units reduced simulate the effect the loss of combat capacity caused by the enemy fire on the unit, but the unit keep its firing and movement capacity, although with reduced efficiency due to the losses taken in combat (see rule on reduced units).
DIE ROLL RESULT
COMBAT RESULTS TABLE COMBAT ODDS 1-4
1-3
1-2
1-1
2-1
3-1
4-1
7-1
-2 or less
X/X
R/X
R/X
X
X
X
X
X
-1
R/X
R/D
R/D
R
X
X
X
X
0
D/D
D
DD
R/D
X
X
X
X
1
---
D/D
D/D
DD
R
X
X
X
2
---
---
D/D
D/D
DD/D
R
X
X
3
---
---
---
D
DD/D
DD
X
X
4
---
---
---
---
D/D
DD/D
R
X
5
---
---
---
---
D
D/D
R
R
6
---
---
---
---
---
D/D
D/D
R
7
---
---
---
---
---
---
D
DD
8
---
---
---
---
---
---
---
D
NOTES -Odds less than 1-4 are treated as 1-4. -Odds greater than 7-1 is treated as 7-1. -Effects on attacker are used only when in close combat or adjacent hexes.
MODIFYING THE DIE ROLL The die is rolled once per each combat. Results are applied against each defending unit in turn. The die roll modifications appropriate for that unit are made to the die roll - additions and/or subtractions and the result is applied to that defending unit. The CRT is consulted for each defending unit separately. It is possible for different defending units in the same attack to have different die roll modifications; these modifications apply only to the associated unit. a. Die roll modifications due to type of attack; terrain additions to defence and positional defences apply equally to each defending unit.
- 14 – b. Die roll modifications due to a unit being dispersed or due to HULL DOWN shielding can vary from unit to unit within the same attack, depending on the defending unit and its' condition in the game. For each defending unit the die roll modifications are cumulative (die roll modifications are NEVER transferable from one unit to another). The die roll additions and subtractions applicable to the unit are summed and the final result is used to modify the die roll. Factors that affect the die roll: a. A unit that is attacked while dispersed lowers the number rolled by one. b. Each unit in a woods or town hex adds one to the die roll when attacked. c. Each unit in the same hex, with an improved position or fortification counter, gets two added to the die roll. d. A unit shielded behind an adjacent elevation hex side (see HULL DOWN below) get one or two added if it is a gun vehicular unit. This applies only to direct fire attacks. e. Each unit subtracts two if defending against an overrun attack. f. Each defending unit subtracts two if defending against a CAT attack; if the attacking units include one or more engineer units each defending unit subtracts an additional one for a total of minus three during a CAT attack. UNIT REDUCTION A unit is Reduced when it has been attacked, or attacks, and get a R resultss on the CRT. The player of the reduced unit simply flips the counter and continues to use it on the ½ strength side. Units reduced simulate the effect the loss of combat capacity caused by the enemy fire on the unit, but the unit keep its firing and movement capacity, although with reduced efficiency due to the losses taken in combat. Combat unit reduced can move and attack normally, make overrun attacks and CAT attacks at its reduced rate. Reduced unit that get another R or DD result is eliminated from the board. Reduced unit that get a D is simply dispersed. Reduced tank units indicate on the map the loss of some of its tanks with a wreck counter. Reduced engineer unit keep all functions of normal engineer units, but spend double time in completing all actions. Stacking value for a reduced unit is unchanged. Reduced unit of the same type and class can combine themselves to re-form a full strength platoon in the same way that a para unit reforms.
- 15 – Unit reduction does not affect units with a zero attack strength factor. Reduced strength passenger carrying units continue to be able to carry 1 stacking point of passengers just in a more crowded space. COMBAT PROCEDURE There are six types of combat possible in "Advanced Panzer Blitz"; Direct Fire, Indirect Fire, Overrun, Close Assault Tactics (CAT), Opportunity Fire, and Air Attack (includes anti-air attacks). The number of attacks a player can execute is limited only by the availability of attacking units and targets. A player can choose to make no attacks at all. In order to attack a specific unit, an attacking unit must meet certain conditions. conditions are not met the attacking unit may not attack that defending unit:
If these
a. Units that are inverted, has fired previously, or dispersed cannot attack in any way. b. The range in hexes from the attacking unit to the defending unit must be equal to or less than the range factor printed on the attacking counter or the defender is "out of range" and cannot be attacked.
c. The other conditions deal with the positions of the attacking units and the defending units on the board. These conditions differ with each type of attack and are explained in the rules for each type of attack. In all attacks, the attacking units are marked by an opportunity fire counter as soon as the attack is resolved on the CRT. Once done, it cannot attack again until after it is turned face up at the end of the next friendly movement phase. In any one attack all of the defending units must be in the same hex. Defending units in separate hexes cannot be attacked together in one attack. a. In some types of attacks it is possible to attack some units in a hex and leave other unit unscathed or attack them separately. b. In other kinds of attacks it is necessary to attack all of the units in a hex together as one combined defence factor. Check the specific rules governing each type of combat. c. In any case, only the units attacked are affected by the combat results. For each type of attack, all the fire directed at a target (defending unit or units) must be combined into one attack. A defending unit cannot be involved in two or more attacks of the same type in the same turn. Attack and defence strengths are not transferable from one unit to another. A unit's defence
- 16 – strength is used only in that attack in which that unit is defending; likewise for an attacking unit. USING THE WEAPONS EFFECTIVENESS CHART Each unit in the game has a weapon class (A, AA, G, I, H, (H), M, or R) and a target type (armoured, non-armoured, or aircraft). a. The weapon type represents the main armament carried by the unit and is indicated by the letter printed on each counter. Weapon types are also given on the Unit Function Table. b. Target type indicates the type of defensive protection a unit carries. The target type is given on the Unit Function Table as well. In an attack the effectiveness of each weapon changes depending on the type of attack being executed, target type of the defenders and the range to the target. These changes are reflected in the Weapons Effectiveness Chart by doubling, halving, or quartering a unit's attack strength versus the target type and the terrain the target is in appropriately. The Weapons Effectiveness Chart is divided into fifteen "blocks" by lines. Horizontally, it is divided into three blocks by target type. Vertically, it is divided into five blocks by the type of attack being made - direct fire/opportunity fire, indirect fire, overrun, CAT attack and air attack. The attacker cross-indexes the type of the defending units to find out which WEC block will be used to calculate the effective strengths of the attacking units. a. If an attack is being executed against defending units that have different target types, then a target must be determined for all the defending units as a group. The group target type is the target type in the majority among the defending units. Note that it is the majority of units, which determines the groups target type - combat factors are irrelevant for this purpose. b. If there is no majority among the target types each attacking unit in turn treats the defending group as the target type least favourable to that attacking unit. Thus, in an attack against a balanced group a "G" class attacker would treat the group as infantry while an "I" class attacker would treat it as armoured in the same attack. Once the WEC appropriate for this attack has been determined each attacking unit's effective strength is calculated in turn, using that block. a. Within the block, each attacker's weapon type is cross-indexed with the range in hexes from that attacker to the defender. b. The cross-indexed result is the effect on that attacking unit's attack strength. "x2" means that the units' attack strength is multiplied by two to get its' effective strength to resolve combat. c. "x1/2 or x.5" means the attack strength is divided by two retaining all fractions. d. "N/A" means that the attack may not take place. The units' effective strength is zero in that combat and no attack takes place. e. If a weapon is not represented in the WEC block governing the attack, then units with that weapon type cannot make that type of attack. EXAMPLE: there is no line for "G" class weapons in the WEC block covering overrun attacks. "G" class weapons cannot make overrun
- 17 – attacks. f. Follow this procedure for each attacking unit in that attack. g. The effective attack strengths of the units making the attack are then totalled and combat is resolved as described above. The extra column on the right of the WEC gives additional information for easy reference during play. a. The "PROXIMITY AND SIGHTING" column notes the range and sighting requirements that attacking units must meet to make each type of attack. Further explanations and notes are given on the WEC itself. WEAPONS EFFECTIVENESS CHART RANGES OF TARGETS 2 ATTACK TYPE1
DF/OF
WEAPON CLASS
ARMOUR TARGET
I
3-6
3
N/A
x1
A
x2
H,M,(H) G
1-2
x1/x2
x1 N/Ax1
6
5
SIGHTING
AIRCRAFT TARGET8
NON-ARMOR 7+
1-4
5+
1-4
5-6
7+
LOS/LOF
N/A
x1
x1/2
x1
x1/2
x1/2
LOS/LOF
x1/2
x1/2
x1/4
x1/2
x1/4
N/A
LOS/LOF
11
x1/2
N/A
N/A
x1/2
x1/2
x2
x2
x1
x1
x1
N/A
N/A
N/A
11
x1/4
11
LOS/LOF LOS/LOF
AA
N/A
N/A
N/A
N/A
N/A
x1
x1
x1/2
LOS/LOF
IDF13
M,(H)
x1/2
x1/2
x1/2
x1
x1
N/A
N/A
N/A
SPOTTING
OR4
A
x1
N/A
N/A
x1
N/A
N/A10
N/A10
N/A10
ADJACENT9
I
N/A
N/A
N/A
x1
N/A
N/A10
N/A10
N/A10
ADJACENT9
CAT
I
x2x3 7
N/A
N/A
x1
N/A
N/A10
N/A10
N/A10
ADJACENT9
AA
A
x2
x1
x1/2
x1
N/A
N/A
N/A
N/A
RANGE
G
x1
x1
x1
N/A
N/A
N/A
N/A
N/A
RANGE
H
x1/2
N/A
N/A
x1
N/A
N/A
N/A
N/A
SAME HEX
(H)
x1/2
N/A
N/A
x1
N/A
N/A
N/A
N/A
SAME HEX
KEY 1/4 - ATTACK FACTOR QUARTERED 2 - ATTACK FACTOR HALVED x1 - NORMAL ATTACK FACTOR x2 - DOUBLED ATTACK FACTOR x3 - TRIPLED ATTACK FACTOR NOTES 1. In all types of attacks the defending units must be within each attacking unit's range or that attacking unit may not attack. 2. Die roll modifications due to (the defending unit occupying) town hexes, woods hexes, improved positions and fortifications are in effect for all types of attacks (the die roll must be modified when the defender is an aircraft target or the defender is in the process of overrunning. See note 4 and 8 below). The CRT die roll is always +1 if the defender is attacked while dispersed. 3. Infantry units making opportunity fire attacks use their CAT multipliers to calculate their effective attack strengths if and
- 18 – only if they are firing at adjacent units that are in the process of overrunning those same infantry units. 4. Towns, woods, and improved positions do not modify the CRT die roll if the defending unit is attacked by opportunity fire just as it expends the two movement points to execute an overrun attack. Also, overrunning units do not get HULL DOWN SHIELDING from attackers in the hex being overrun, although the overrunning units do get normal HULL DOWN SHIELDING from other attackers. Note that the overrun attack is modified normally - it is only in opportunity fire attack that towns, etc do not modify the die roll. 5. In situations after 1960 Israeli units are doubled. In situations after 1967 Jordanian units are doubled. 6. TOW units are the only "G" class units that can fire at a range of 1 or 2 hexes. 7. In situations after 1970 Egyptian units are tripled not doubled. 8. Towns, woods, fort and improved positions never modify the CRT die roll if the defending unit is an air unit (nor does the air unit get any additions to its defence strength). 9. Not allowed to or from canal hexes. 10. Only down helicopters can be attacked by these attacks. Treat the down helicopter as the target type most favourable to the attacker. 11. Must be AA fire capable. Check the UFO. 12. Egyptian infantry after 1980. 13. World War II Artillery is halved in all situations.
TERRAIN THE THREE DIMENSIONAL MAP BOARD The map board is a two dimensional representation of a three dimensional area of ground. The various types of terrain (see the TEC) affect movement, block sight and fire, conceal units so they must be "SPOTTED" before they can be attacked, and shields units by making attacks against them less effective. Terrain effects on movement have already been explained under "MOVEMENT", above; terrain effects on combat are explained below.
Ground level is clear. Clear terrain hexes represent open areas free of concealing obstacles. Canal and water hexes do not offer an obstacle to LOF/LOS and are considered clear for sighting purposes.
WOODS - Woods hexes and hex sides act in the same as towns.
- 19 –
FIELDS – Fields are yellow in colour and do not present an obstacle to LOF but are an obstacle to LOS. Units firing at enemy units inside a field must reduce their attack strength by fifty percent. Units must be adjacent inside a field to spot one another. Fields are not an obstacle to movement. Fields are negated during winter weather and are considered open ground.
SLOPES - Slopes are brown. Slope hexes present a sighting obstacle when the LOF/LOS crosses an orange or yellow hex side. Slope hexes represent extremely irregular terrain, ranging from hills at the slope elevation to gullies at the ground level. All are contained within the same slope hex. a. The highest elevations of the slope hex are indicated by the crest (red) hex sides along the side of the hex. These crest hex sides are explained below. b. Units can sight through slope hex sides as long as their line of sight does not cross a crest hex side (or any other blocking terrain). It is assumed that they are sighting through the ground level gullies in the slope hex. Units in slope hexes are always assumed to be occupying the highest sections of the slope hexes. From this elevated vantage point units on slope hexes can see right over ground level obstructions. a. Crest hex sides are red in colour and are at the same elevation as the slope terrain; consequently, crest hexes always interfere with sighting between units, whether the units are at ground level or on slopes. b. Units at the slope elevation can see over ground level obstructions, but they still cannot see enemy units in concealing terrain. Thus a unit on a slope can see over towns and woods but it still cannot see units in those towns or woods. Such concealed units must be "SPOTTED" to be attacked.
- 20 –
c. Units on slopes can only see one hex onto plateaus above them. Plateaus are considered to be an area of clear hexes surrounded on at least three sides by slopes.
d. Broken crest line hex sides indicate a cliff that is impassable to units without climbing gear (specified by SSR only).
MULTI-TERRAIN LEVELS - It is possible to have woods on top of hills and hills on top of hills. Each of these terrain features piled on top of each other present a new dimension to LOS.
LOS can be traced to a level lower than the level occupied by a unit provided the LOS is not traced through a blocking terrain feature (and vice versa).
A unit cannot trace LOS to a unit on the same level of a terrain feature if the next level is part of
- 21 – the LOS.
DESERT - Sand dune (yellow), ridge (orange/red), and moraine (brown) hex sides all represent some kind of ground level obstacle that interferes with sighting. a. Sand dune and ridge line hex sides represent the tops of small sand dunes and rocky outcroppings that are tall enough to block sighting, unless units move close enough to the top of the obstacle to look over and down to the other side. Close enough is considered adjacent to the hex side.
SAND SLOPES – Sand slopes are large dunes of sand found in the desert. Sand Slopes combine the effects of a beach with the effects of slope. Regardless of the combined effect all units with a movement allowance may move one hex.
BEACH - Hexes bordering a lake or seacoast are considered beach hexes. MAN MADE FEATURES
BRIDGES – Bridges should be considered a main road for movement purposes. Units are considered to be using a bridge if they enter via a road hex; otherwise they pay the cost of the terrain in
- 22 – the hex.
ROADS - Roads are the purple lines on the map; secondary roads are brown lines on the map. The special features of roads were covered under movement.
a. WOODS ROADS - Woods Roads are roads running through a woods hex. Woods roads are considered clear for movement purposes (provided all rules concerning movement along roads are observed). i. For purposes of LOS, no unit can be spotted moving on a woods road, unless the spotting unit is adjacent. Woods road hexes can only hold one stacking point of vehicle units. ii. Units attacked in a woods road hex receive all the benefits for being in a woods hex and all the disadvantages of being on a road.
b.
ELEVATED ROADS – elevated roads run along the top of a narrow hill or ridgeline. If a unit enters via a road hex he pays the road cost. If a unit enters via another hex side he pays the slope cost of movement.
- 23 –
c.
SUNKEN ROADS – Sunken roads run between top crest or dune ridgelines in the same hex. As with elevated roads the unit pays road cost if moving along the road and terrain cost if entering otherwise.
d.
SECONDARY ROADS – Secondary roads negate the cost of terrain in the hex if moving along the road. Secondary roads allow units in move at the cost of one movement point per hex entered.
TOWN - The hexes crosscut with numerous black lines and regular shapes are urban areas such as towns and cities. Along with woods, town hexes are tall enough and close enough together to conceal units in those hexes and to block sighting through those hexes unless units are on the edge of a town. WATER OBSTACLES Gullies and streambeds shown on the map board are depressions in the ground. Gullies are grey colour and streambeds are blue.
SHALLOW STREAMS/GULLIES - Shallow streams/gullies run through the centre of a hex.
- 24 – These features can be occupied by infantry type units and may be used as cover. Vehicle units may enter shallow streams at half their movement allowance and are considered hull down in a shallow stream hex. a. Units in gullies or streambeds may not direct fire or be fired on by units at ground level or in other gully/streambed hexes unless they are directly adjacent. b. Units in gullies may fire at and be fired at by units on slopes and hilltops. In these cases treat the unit in gully/streambed as if it were at ground level for terrain effects purposes. Hexagons containing part gullies/stream beds are treated as that terrain type.
Fords are exposed sections of a gully or streambed that a vehicle may cross. Fords are represented by grey lines cutting across a gully or streambed. Treat fords as clear terrain for terrain movement purposes in a shallow stream/gully hex.
DEEP STREAMS/GULLIES - Deep streams/gullies run along the hex sides of the hex grid. Deep streams/gullies have steep sides and deep-water (4-6 feet) which make them an obstacle to movement rather than a place to hide. Infantry crossing a deep stream at any place other than a bridge or ford must pay one full movement point.
Vehicles may cross only at a ford or bridge. Fords in a deep stream are treated as two ridge hex sides for the purposes of movement requiring units to pay the cost of crossing a ridge twice (to maximum of their movement allowance in
- 25 – any one turn).
SWAMPS - Swamps represent areas of ground too wet for vehicular traffic. They are green with black marsh grass symbols in them. They present an obstacle to sight through.
RIVERS - Rivers are indicated on the map by wide blue bands, which can be a single hex or multi-hex in width. Rivers can only be crossed by infantry type units in assault boats or vehicles with an amphibious capability.
PONDS/LAKES - Ponds and lakes are treated just like deep rivers.
WET MARSH – Wet Marshes are treated as ponds and lakes.
- 26 –
CANALS - These rules were originally designed for operations in the Suez Canal Zone, however they can be applied to any canal with a built up moraine on the banks. The Suez Canal itself is an obstacle and in addition there are built up moraine along the banks. These moraines are higher on the West than the East Side of the canal, but both block sight.
The 2 moraine hex sides that are directly across from each other in the Suez Canal hex are the entry hex sides for that Suez Canal hex. The Bank hexes, which contain these entry hex sides, are the debouchement hexes for that Suez Canal hex. Example: the Suez Canal hex marked "A", the entry hex sides are marked "a" and the debouchement hexes are marked "(A)". The trench counter in A transforms these entry hex sides into sand dune hex sides.
CANAL CHART
Empty
None
Assault boats Cut
3
4 infantry class 1 amphibious
Ferry Bridge
MORAINE HEXSIDES2
UNITS ALLOWED IN HEX1
CANAL HEX CONTAINS
4
5
Any 1 unit 8
Foot Bridge Fort Improved Position
6,9
Any 1 unit 8
1 infantry class
8
normal stacking 2 infantry, 1 non infantry
OVERRUN/CAT ALLOWED
EFFECTED
CROSSING
No
All
No
SIGHTING EFFECTS
5
TURNS TO BUILD
None
---
No
All
Load or unload
None
---
No
2 entry
Clear
Entry hexes are sand dune
40
No
2 entry
Clear5
As above7
---
7
no
2 entry
clear
as above
60
no
2 entry
clear
no overruns allowed yes
all all
none
5
10
LOS ok
---
10
is slope hex
30
no no
NOTES 1. If there is more than one type of neutral counter or transport in a canal hex, each type can have its' full load of units in that hex, up to a lit of four stacking points in that hex. 2. Unaffected moraine hex sides block LOS/LOF, prohibit combat, and cannot be moved across. 3. Each Assault Boat has a defence strength of 1. 4. Unit cannot be attacked while it is a passenger, but it is destroyed if its carrier is eliminated. 5. Carrier unit remains in the Canal hex during loading and unloading. 6. Unit's defence strength is halved while it is in a canal hex. 7. These sand dune/moraine hex sides can confer hull down shielding. 8. The bridge is not a road hex, infantry class units may quick march across a bridge. 9. Includes wrecks. 10. Use the canal hexes section of the chart to determine which hex sides may be crossed.
- 27 –
CANAL HEXES - No combat unit may enter an empty canal hex. A trench counter is the only counter that may be placed in an empty canal hex. “H4” identifies the Suez Canal hex. The arrow indicates the entry hex sides into that hex. “H3” and “H5” indicate the two Debouchement hexes for “H4”
MORAINE HEXES - The hex sides that run along the canal are brown in colour and represent moraines (embankments). Moraine hex sides represent the man-made embankments that line a canal and present an obstacle to sight into or through a canal hex.
a. Every hex side that lies between a canal hex and a non-canal hex is a moraine hex side. b. The entire hex side is considered to be a moraine hex side. No unit may cross a moraine hex side. LOS/LOF cannot be traced through a moraine hex side if both the attacking and defending units are at ground level. a. Moraine hex sides block LOS even between units that are adjacent. b. Moraine hex sides do not block LOS/LOF if either the attacker or defender is on a slope hex.
- 28 – CUTS - Passageways are cut through the moraines to allow access to the canal hex. Pontoon and construction engineers build such cuts. Cuts must be made on both sides to allow an entrance and an exit. A trench counter in a canal indicates the point where cuts were made on both sides of the canal. a. In that hex, the two moraine hex sides are considered transferred into sand dunes for game purposes. b. Note that movement is possible across the cut moraines. A trench counter in a canal hex allows a bridge counter to be placed in that hex. No other unit may be placed in a canal hex containing only a trench. Trench counters are placed during initial placement or as part of engineering operations. a. Only one trench can be placed per canal hex. b. Once placed trench counters may not be moved or removed. BRIDGES - Only one bridge counter can be placed in a hex. A bridge counter must be placed in a canal hex that has a trench counter in it. All rules on bridges apply to canal bridges. THE BANKS OF THE CANAL - The two rows of hexes adjacent to the canal are called banks. Each bank hex has a moraine hex side. Fortifications and improved positions on bank hexes have special effect on the moraine hex sides. a. All units on a fortification counter in a bank hex trace LOS/LOF as if the moraine hex side were a sand dune. Thus LOS/LOF may be traced across the hex side if the unit is adjacent. b. All non-infantry units may trace LOS/LOF across the moraine as if it was a sand dune but the moraines remain impassable. An improved position on a bank hex transforms that hex into a slope for LOS/LOF purposes. a. All moraine hex sides remain impassable. b.
Only two infantry class and one non-infantry class unit may occupy an improved position on a bank hex.
c. The improved position has its normal effects on combat. COMBAT IN THE CANAL - A unit in a canal hex is spotted if it is in the LOS/LOF of an undispersed enemy unit. Units in canal hexes cannot execute CAT or Overrun attacks.
- 29 – Units in canal hexes cannot be attacked by Overrun or CAT attacks. Each unit's defence strength is halved while in a canal hex. (Exception: Bridges, naval and air units). TERRAIN EFFECTS CHART MOVEMENT COSTS
TERRAIN EFFECTS
TERRAIN IN HEX TRUCKS
A/CARS
OTHER
SIGHTING
COMBAT
HILLTOP
As per other terrain in hex
As trucks
As trucks
On adjacent +1 hex over crest
2 attack strength
CLEAR
2
1
1
---
---
WOODS
3
2
1
Level 1 LOS Obstacle
+1 CRT
SLOPE
4
3
2
LOS to units on slope only
No HULL DOWN to ground unit
As above
As above
SLOPE/WOODS
This hex has the combined effect of woods and slope hexes
TOWN
2, Road bonus if entered from road
1or road bonus
1 or road bonus
Level 1 LOS Obstacle
See CRT DRM Chart
ROAD
2
2
2
Must enter at road hex side
Cannot CAT or Overrun from
SWAMP
0, trucks may not enter
0
2
Level 1 LOS Obstacle
See CRT DRM Chart
STREAM/GULLY
0, Vehicles at ford/bridge if deep; as woods if shallow
0, same
0, same
Must be at hex side to spot when in
See CRT DRM Chart
BEACH
6
4
1
---
+1 CRT DF/IDF
FORD
Treat as a clear hex
1
1
---
---
WATER HEXSIDES
Amphibious units only in full water hexes //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////
RIDGE(ORANGE)
2
1
1
Must be adjacent
HULL DOWN
SAND (YELLOW)
Treat as ridge
1
1
Must be adjacent
HULL DOWN
CLIFF (ORANGE DOTTED LINE)
Only infantry after die roll of 1
LOS from the height to adjacent ground hex but not reverse
No CAT/Overrun attack across a cliff
MORAINE (DARK BROWN)
Must be "cut" then as a sand dune
Level 1 LOS obstacle
must be "cut"
WOODS (GREEN)
Vehicles cannot cross green hex side
Level 1 LOS obstacle
See CRT DRM Chart
TERRAIN ADDITIONS TO DEFENCE A unit (or units) that is attacked while in a town or a woods hex gets certain defensive advantages: a. One is added to the CRT die roll when reading off the results for units defending in a woods or town hex.
- 30 – b. In each attack against units in a town hex, the total defensive strength is increased by five points. Notice that the defending units get five points per attack - not five points per unit. c. Units defending in woods hexes get no special addition to their defence strengths. These additions to defensive strength and die roll are in effect for all types of attacks. These additions to die roll and defensive strength are not in effect if the defending units are aircraft, including helicopters that are not "DOWN". These additions to the die roll and defensive strength are not in effect if the defending units are being attacked by opportunity fire just as they expend two movement points to make an overrun attack. Hull Down When the LOS/LOF from an attacking unit to a defending unit passes through an elevation hex side that is part of the Defender's hex, the defending unit is considered to be "HULL DOWN" and partially shielded. Unit B has positioned itself immediately behind the sand dune with respect to Unit A; unit B sticks up over the sand dune, so the line of sight between them (solid line) is not blocked, but unit B is "Hulldown" and partially shielded. Units A and C are distant from the sand dune and do not stick up over it; the line of sight between them (dotted line) is blocked. The same situation as represented on the map board.
a. The LOS/LOF is not blocked by that hex side. b. The defending unit is shielded if the LOS/LOF passes through any part of an adjacent elevation hex side, even the hex side’s ends. c. The defending unit is shielded if the LOS/LOF of any of the attacking units crosses such a hex side - even if other attacking units have LOS/LOF that are completely unobstructed. d. Hull Down shielding applies even if the defender and attacker are adjacent. e. When the defending unit is hull down the CRT die roll is increased as follows: i. One is added to the die roll for all WWII Russian and Post WWII Arab armoured vehicles. This represents the poor historical tactical use of the ground by these forces. ii. One is added to the CRT die roll for all WWII Western Allied armoured vehicles. This represents the high silhouette of these vehicles. iii. Two is added to the CRT die roll when the defending unit is WWII German or Post WWII Israeli armoured vehicles. Hull down shielding does not affect the die roll for some kinds of attacks:
- 31 – a. Hull down shielding does not affect the die roll in indirect fire attacks, overrun attacks, CAT attacks or air strike attacks. b. Hull down shielding does affect the die roll in direct fire and opportunity fire attacks. Under certain circumstances elevation hex sides do not confer HULL DOWN shielding. a. If either the attacking unit or the defending unit is on a slope hex, the defender is HULL DOWN shielded only if the LOS/LOF between them passes through a crest hex side that is part of the defender hex. Attacking units firing from slope hexes or to slope hexes ignore ground level elevation hex sides. Ground level elevation hex sides still cause HULL DOWN shielding between ground level attacking and defending units involved in that attack. b. Units making an opportunity fire attack ignore HULL DOWN shielding if: i. They are being attacked by an overrun attack. ii. They attack enemy units that are making that overrun attack just as the enemy units expend the two movement factors to execute the overrun attack. Hull Down Shielding – Slope Hexes Attacker A, on a slope, can fire at defender D without HULL DOWN shielding. If Attacker B (at ground level) joins in the attack, however, the elevation hex side does confer HULL DOWN shielding from that attacker – so the defender gets the benefit of shielding in the attack.
c. Notice that in cases "a" and "b" above, certain elevation hex sides are ignored only for LOS/LOF between certain attacks and defenders. These same elevation hex sides are not negated for other attackers and under the above, if the defender is hull down shielded from any of the attackers it gets the benefit of hull down shielding added to the CRT die roll.
LINE OF SIGHT/LINE OF FIRE GENERAL Line of sight and line of fire (LOS/LOF) are interchangeable terms that refer to the straight line between an attacking unit and a defending unit. If the straight line crosses any obstacle that blocks vision, then the line of sight/line of fire is blocked; if the straight line is free of obstacles then the LOS/LOF is clean, and the attacking unit has a clear view and clear shot at the defending unit. In the game the LOS/LOF is used to determine whether an attacking unit can attack a particular defending unit. In the game the LOS/LOF between two units is a perfectly straight line from the centre of the attacking unit's hex to the centre of the defending unit's hex. There is a dot in the centre of each hex on the map board; to test for LOS/LOF, place a straight edge on the board so that the edge goes through the attacking units hex dot and the defending unit's hex dot. If the straight edge passes through any blocking terrain (blocking terrain is explained under
- 32 – LOS/LOF OBSTRUCTIONS below), then the LOS/LOF is blocked and there is no clear LOS/LOF; the attacker cannot see the defender. If the straight edge does not pass through any blocking terrain, then the attacking unit has a clear LOS/LOF to the defender, and has a clear view and a clear shot.
LOS/LOF ELEVATION CHART Defender is a ground unit or down helicopter Attacking unit is: Flying
In a slope hex1
in a non-slope hex
flying
Aerial
Aerial
Aerial
Ground unit in a slope hex
Aerial
Slope level
Slope level
Ground unit in a nonslope hex
Aerial
Slope level
Ground Level
NOTES 1 bank hex with Improved Position counts as a slope hex
LOS/LOF OBSTRUCTIONS If neither the attacking unit nor the defending unit is on a slope hex (i.e., if they are both on non slope hexes), then the LOS/LOF between them is blocked if it passes through a blocking hex side that is not part of either unit's hex. a. Elevation hex side symbols (yellow, orange, and brown) identify blocking hex sides. b. Also, each hex side that is a side of a town or woods hex is a blocking hex side. If either the attacking unit or the defending unit (or both) is on a slope hex, then the LOS/LOF between them is blocked only if it passes through a crest hex side that is not part of either the attacker's hex or the defender's hex.
- 33 – OBSTACLES, ELEVATION, AND LINE OF SIGHT In the following diagram, the LOS/LOF from one unit to another is written as A-B where A is firing at B. Where the LOS/LOF is blocked, it is written as A/B, Arrows indicate blocking hex sides: LOS/LOF
Reason
A/B
target directly behind green hex side
A-C
only if C is spotted, or fired while in LOS because it is in woods hex
A-D
no blocking terrain
A-F
unit in stream hex treated as ground level when firing from higher elevation
A/G
brown hex side closer to targ et than to firing unit
A-X
target on ridge hex; brown hex side does not block LOS/LOF
A/Y
target directly behind town hex
A hex side that is a part of the attacking unit's hex does not block that unit's LOS/LOF; and a hex side that is part of the defending units hex does not block LOS/LOF to that unit. A hex side that blocks LOS/LOF does block LOS/LOF if the straight edge passes through any part of the blocking hex side. a. Note that on the map board the hex side symbols do not always extend to the very ends of the hex sides. In such cases the entire hex side still blocks LOS/LOF, even the uncoloured portion. b. If the LOS/LOF straight edge line intersects a blocking hex side along its' length, the LOS/LOF is still blocked. c. If the straight edge line touches the very end of a blocking hex side - that is, if the line passes directly over the corner where a blocking hex side meets a non-blocking hex side the defender gets the benefit of the doubt and the LOS/LOF is blocked.
- 34 – SIGHTING EFFECTS CHART Elevation
MAPBOARD SITUATION
EFFECTS
AERIAL
SLOPE LEVEL
GROUND LEVEL
Defender in obstacle
Defender gets Defence bonus
town, woods, smoke3
town, woods, smoke3
town, woods, smoke3
Defender hex has hex side
Defender gets hull down in DF/OF3
none
none
Sand dune 4, ridge crest
Attacker in obstacle
Obstacle does not block LOS
All hexes4 and smoke
All hexes4 and smoke
all4 except moraines
Neither in obstacle
Obstacle blocks LOS
Smoke only
Crest hex side, smoke
Town, woods, crest, sand dunes4 , ridge, smoke, moraine
NOTES 2 Defender must be spotted and +5 in town. 3 DOWN Helicopters do not get any bonus. 4 include Moraine hex sides transformed by cuts.
SPOTTING
This rule requires the use of "SPOTTED" counters from the Panzer Leader counter mix. "SPOTTED" counters are placed on a player's units at the end of that player's movement phase. A "SPOTTED" counter is placed on a unit if the unit meets the following conditions: a. The counter must be inverted at the end of the movement phase. b. The counter must be in a town or woods hex. c. The counter must be in the LOS/LOF of an undispersed enemy unit. "SPOTTED" counters are removed from a player's units at the beginning of that player's fire phase, or anytime that those units are not in the LOS/LOF of an undispersed enemy unit. Units in a woods or town hex cannot be attacked unless they are "SPOTTED". A unit in a town or woods hex is "SPOTTED" if: a. It is under a "SPOTTED" counter. b. An enemy unit is adjacent to it. A unit in a clear terrain hex or a slope hex is "SPOTTED" if it is in the LOS/LOF of an undispersed enemy unit. a. Trucks may not spot, and units loaded on trucks may not spot. They are not "enemy units" within the limitations of the above rules.
- 35 – DIRECT FIRE ATTACKS All rules governing combat are in effect in this section. In addition, the following rules apply to direct fire attacks. Direct Fire 1. StuG 3 fires at M4/75: range is 6, AS doubled (half range), odds are 24 to 9 or 2-1. 2. StuG 3 fires at M4/75: range is 7, AS normal (greater than half range), odds are 12-9 or 1-1. 3. Quad 20mm fires at M4/75: range is 6 AS normal (range 6 or less); 20mm fires at same target: range is 7, AS halved (range greater than 6, combined odds are 16 to 9, or 1-1.
Direct fire attacks can be made only during the attacking player's fire phase. The player, whose fire phase it is, can make as many attacks as he wishes, limited only by the number of attacking units and targets that are available. a. For each attack the attacking player may choose one or more than one of his units to make the attack. These attacking units may be in one hex or in different hexes, but each of the attacking units must meet the following conditions or that unit cannot attack the specified defending units: i. There must be a LOS/LOF from the attacker to the defender. ii. Each defending unit being attacked must be spotted. If some units in a hex are spotted and some are not, only the spotted units may be attacked. iii. As with all attacks, an inverted counter cannot attack and the defending unit must be within the attacker's range. b. All of the attacking units involved in attacking the same defending units must be combined
- 36 – into one attack, summing the effective attack strengths of all units that attack. The same defending unit cannot be involved in two attacks in the same fire phase. i. For each attack the attacking player chooses exactly which defending units will be attacked. ii. The attacker may attack as many or as few of the units in a hex as he wishes. He may attack all, some, one or none of the units in that hex. iii. More than one attack per fire phase may be directed against the units in a single hex - however, each attack must be directed against different defending units in that hex. Once the attacking player has specified the attacking and defending units in an attack, the effective strengths of the attacking units are found on the WEC and totalled. The ratio of total attack to defence strength points is found and combat is resolved on the CRT, with appropriate die roll modifications for the individual units. a. Terrain Additions to Defence apply to direct fire attacks. The defending units get additions to their defence strength and/or CRT die roll; if they are in a town or woods hex they get one added to the CRT die roll. And if the defending units are in a town hex also add five points to their defence strength. b. Hull Down applies to direct fire attacks; The defending units get additions to their CRT die roll, if the LOS/LOF to any of the attacking units passes through an elevation hex side that is part of the defender's hex, subject to the "HULL DOWN" rule. c. Defending units in the same hex with improved position or fortification counters get additions to their CRT die roll and/or defence strengths. The CRT die roll is increased by 2, and if the defending units are in the same hex as a fortification counter the defence strength of each defending unit involved in the attack is increased by 10 points per unit being attacked. d. Subtract 1 from the die roll when reading the CRT combat results for a unit that was dispersed when attacked. e. No other die roll modifications are applicable. f. If all of the attackers and defenders are aircraft then no modifications apply at all. As soon as the attack has been resolved place an opportunity fire counter on all of the attacking units that took part in the attack.
- 37 –
Two 120mm mortars fire indirectly at three Allied infantry platoons with a German infantry unit spotting. Green hex sides block direct fire; therefore, indirect fire was ordered in previous combat phase. Attack computes as 30 (combined AS)/3 (number of units in target hex) = 10, which is the attack strength applied against each defending unit. Odds are 10 to 6 for three separate attacks.
INDIRECT FIRE Indirect fire attacks are made in two steps. Each attack is secretly recorded at the beginning of a friendly fire phase and then executed during the friendly fire phase of the following turn. There is a one-turn delay between the time the attack is specified (in writing) and the time the attack is executed. a. Each indirect fire attack is specified a turn in advance by secretly recording the turn number, the attacking units and the target hex that will be attacked and the type of attack. i. Each unit that is specified as taking part in an indirect fire attack cannot move or fire until that attack is resolved during the player's next fire phase. The unit may not "change its mind"; it is committed and must make the attack as written along with any other specified attacking units. ii. A target hex may not be specified unless there is an enemy unit in that hex and that unit is spotted (Exception: Interdiction Fire). b. A unit must meet certain conditions before it may be specified as taking part in a given indirect fire attack. i. Only units with "M" or "(H)" weapon class may make indirect fire attacks. ii. As with all attacks, the attacking unit cannot be inverted and the hex attacked must be within the range of the attacker.
- 38 – iii. An "(H)" class attacker cannot make an indirect fire attack if it is less than one fifth (1/5) of its' range from the target. "M" class attackers do not have to meet this condition and "(H)" class weapons may ignore it when making direct fire attack. iv. The attacking unit does not have to have LOS/LOF to the hex being attacked. As the name implies, indirect fire does not need a direct LOS/LOF to fire at a target. The target location is known to the observer, which is why the target must be spotted. c. After next turn's attacks have been recorded all indirect fire attacks that were recorded last turn must be executed. i. Units that were recorded as attacking but which are eliminated or dispersed at the time of attack do not contribute their attack strength points to the attack because they are incapable of responding to a request for fire. ii. All other specified attacking units must take part in the attack unless an enemy unit is within 4 hexes of them and that unit is "SPOTTED". If a spotted enemy unit is in the artillery unit's LOS/LOF they will attack that unit by direct fire first. All written orders for that unit are cancelled until that unit destroys the enemy unit or moves to a safe location. d. The attack might be executed against the target hex that was recorded on the previous turn, or it might be executed against one of the six hexes that are adjacent to the recorded target hex, or the attack might not harm the defenders at all. i. All of the attacks recorded against the same target hex are combined into one attack. This entire combined attack will be executed against the same hex, if the attack scatters or drifts it will do so as one unit. ii. If any friendly undispersed unit has an unblocked LOS/LOF to the recorded target hex when the attack is executed the attack must be executed against that recorded target hex. iii. If no friendly undispersed unit has an unblocked LOS/LOF to the recorded target hex when the attack is executed, then the attack may "scatter" harmlessly or "drift" into a hex adjacent to the recorded target hex. Roll one die and consult the SCATTER CHART below (you roll once at the start of each combined attack, not each unit participating): ARTILLERY SCATTER CHART DIE ROLL
RESULT
1 OR 2
The recorded hex is attacked
3,4, or 5
The attack drifts; consult the Drift Diagram
6
The attack scatters and is ineffective; no further action
- 1 DRM if using locating artillery during a counter ba ttery mission.
iv. If the attack drifts, a hex adjacent to the original target hex is attacked
- 39 – instead. To see which adjacent hex is attacked, roll a die and consult this diagram: DRIFT DIAGRAM
1. Orient the diagram so that the arrow is parallel to the direction of North on the map board. The target hex corresponds with the centre hex of the diagram and the attack is executed against the numbered hex corresponding with the die roll result. 2. The hex that is determined by this procedure must be attacked, even if it is vacant or occupied by friendly units. 3. The entire combined attack is executed against the final target hex, even if that hex is out of range or closer than minimum range. 4. The drift of all indirect fire attacks being made during the same fire phase should be determined before any indirect fire attacks are resolved. All attacks that end up attacking the same hex must be combined into one attack.
e. All indirect fire attacks are executed during the fire phase on the turn after they were recorded. i. Only those units whose attack was recorded on the previous turn may attack, and all units with such recorded attacks must attack. ii. For each attack, the hex to be attacked is determined as explained above. This hex is attacked by that entire attack, regardless of spotting requirements or range limitations (notice that spotting and range requirements must be met when the attack is recorded, however). iii. All of the units attacking the same hex are combined into one total attack strength, even it their attacks ended up in the same hex through drift. iv. Use the "INDIRECT FIRE" section of the WEC to determine the effective attack strength of each attacking unit, and then total the effective attack strength points of units attacking the same hex. This total attack strength attacks each defending unit in turn; the die is rolled separately and combat results are applied separately for each defending unit in the hex being attacked. v. Each defending unit gets the defence strength bonus for being in a town, Improved position, or fortification; if applicable. vi. The CRT die roll is modified appropriately if the defender is dispersed or in a woods hex, or town hex, or in the same hex with a fortification or improved. f. Hull down shielding does not apply to indirect fire attacks and does not fire phase.
- 40 – i. Direct fire attacks and indirect fire attacks may not be combined. ii. All indirect fire attacks must be completed before any direct fire attacks can take place. Units with indirect fire capability may execute four types of indirect fire attacks. a. Different attacks and different types of attack may be directed against the same target hex. i. Attacks of the same type directed against the same hex combine into one attack. ii. Neutralisation, Destruction, and pre-registered attacks directed against the same target also combine into one attack. iii. Interdiction attacks never combine with other types of indirect fire attacks. iv. Destruction attacks combine with each other and neutralisation attacks only when they are attacking the same target unit. b. These types of attack apply to indirect fire only. PRELIMINARY BOMBARDMENTS A Preliminary Bombardment is a set of Indirect Fire attacks, which have been recorded before the enemy player sets up its units on the board. The hexes attacked do not have to be spotted, and may be anywhere on the board. The Procedure. The attacking player rolls one die. The result is used as follows: a.
a die roll of 1-2, the fire reach the recorded target hex,
b.
a die roll of 6 the fire is lost.
c.
a die roll of 3-5 use the artillery fire scatter rule. If the targeted hex contain enemy units, the unit(s) is attacked with 1/2 of the attack factor (add all attack factors) firing into the hex, taking account of all adaptable modifiers.
NEUTRALISATION ATTACKS Neutralisation attacks have already been outlined under the standard procedure for carrying out indirect fire attacks. Simply follow the procedure outlined above. DESTRUCTION ATTACKS Destruction attacks are executed against specified enemy units at triple effect. When a destruction attack is recorded the unit to be attacked is also recorded.
- 41 – a. The target unit must be spotted by an undispersed friendly unit when the attack is recorded. b. The target hex must still be recorded and the target unit must be in that hex. Each destruction attack is executed during the friendly fire phase on the turn after it was recorded. a. Each attacking unit must be on the board face up or it cannot attack. b. A destruction attack attacks only one unit - the recorded target unit. No other unit can be attacked by that destruction attack, even if the recorded target unit cannot be attacked for some reason. c. If the recorded target unit is not in the target hex or is not spotted when the attack takes place, then the attack is made but has no effect. Other units in the target hex are never attacked by that destruction attack, and a destruction attack never "scatters" or "drifts". All destruction attacks directed against the same target unit combine into one attack. a. The combined destruction attack is also combined with neutralisation attacks directed against that unit; the total is then resolved as one attack. The indirect fire section of the WEC is used to find each attackers effective strength, and then the effective strength of each unit making a destruction attack is tripled. The die roll is modified normally for indirect fire attacks and the normal CRT results are applied. Destruction fire attacks must be executed as recorded, even if they have no effect because the target unit has moved or is not spotted. Attacking units are inverted as soon as the attack has been executed. INTERDICTION ATTACKS Interdiction attacks are low intensity bombardments that hinder movement through an area during one complete round of play or game turn. a. The target hex does not have to be spotted and does not have to be occupied by any unit when the attack is recorded; any hex in range may be specified. b. Each interdiction attack begins at the start of the next enemy turn after the interdiction attack was recorded, and continues for one complete round of play, ending at the end of the next friendly player turn. i. While the interdiction fire attack is in effect it is represented on the map board by an "INTERDICTION FIRE" counter. The "INTERDICTION FIRE" counter is placed in the target hex when the attack begins and is removed when the attack ends. ii. If the "INTERDICTION FIRE" counter is not in friendly LOS/LOF of an undispersed unit when it is first placed on the recorded target hex, it automatically "drifts". Roll the die and consult the "DRIFT DIAGRAM". The "INTERDICTION FIRE" counter moves one hex in the appropriate direction. Do
- 42 – not ever use the "SCATTER CHART". Unspotted interdiction attacks never stay in the original target hex and never are lost they always just drift. iii. An interdiction attack attacks every unit enemy or friendly that expends movement points or CAT attacks while in the same hex or adjacent to the "INTERDICTION FIRE" counter. c. A unit is attacked each time it expends movement points or CAT attacks while in the same hex with or adjacent to an "INTERDICTION FIRE" counter. i. The unit is attacked only once per movement expenditure or CAT attack, no matter how many "INTERDICTION FIRE" counters it is adjacent to. ii. The unit is attacked repeatedly each time it expends movement points or CAT attacks through that hex, even if it expends the points in the hex. d. IMPORTANT: an interdiction attack must contain at least 14 basic strength points to be effective. i. The WEC is not used - the attack points that count are the ones that are printed right on the unit counters, without modification. ii. Interdiction attacks directed against the same recorded target hexes are totalled into one attack. If drift occurs, the whole attack drifts together. iii. If different attacks are recorded against different target hexes but drift into the same hex, they are combined. Each attack must maintain 14 points to remain effective. iv. If at any point the combined strength of an interdiction attack falls below 14 basic points, then that attack is ineffective and its "INTERDICTION FIRE" counter is immediately removed from the map board (and the remaining attacking units are inverted). v. A unit contributes to an interdiction attack only so long as that unit remains face up. If it is dispersed and inverted by enemy attack, it immediately stops contributing its' attack points to the interdiction attack. vi. Interdiction attacks are never combined with other types of indirect fire attacks. e. IMPORTANT: It does not matter how many attack points are taking part in an interdiction attack, as long as there are at least 14 attack points. i. An interdiction attack against an armoured target is always executed at 1-2 odds. ii. An interdiction attack against unarmoured target is always executed at 1-1 odds. iii. An interdiction attack against a flying target never has any effect.
- 43 – f. IMPORTANT: The CRT is used to determine combat results, but the results are interpreted differently. i. The die roll is never modified in an interdiction attack. ii. A "D" or "DD" result does not disperse the target. Instead, the target unit is stopped before it CAT attacks or expends the movement points that triggered the interdiction attack. The target unit is inverted and can do nothing for the remainder of its' turn (it is uninverted normally at the end of its' turn). iii. Notice that the unit is stopped before it expends the movement points or CAT attacks. Thus, it remains in the hex where it was before it expended the movement, and any action it was attempting does not take place. iv. Similarly, a stopped unit cannot be attacked by opportunity fire or minefields as a result of movement points that it was prevented from expending. A unit under interdiction attack must survive and expend the movement points before it can be attacked by minefields or opportunity fire. g. Interdiction, minefield, and opportunity fire attacks cannot be combined and must be resolved separately, the interdiction attack first, each time a unit expends movement points. A unit stopped before movement by a minefield cannot then be attacked by opportunity fire. SMOKE SHELL CONCENTRATIONS A "SMOKE" counter in a hex transforms that hex into an "infinitely tall" woods hex for the purposes of LOS/LOF and spotting. a. The hex sides of that hex block LOS/LOF just like the hex sides of a woods hex, except all LOS/LOF are affected - even LOS/LOF to air units or units on slopes. b. A unit in a hex with smoke must be spotted to be attacked. c. When attacked by direct or opportunity fire, a unit takes one off the die roll on the CRT if the unit is in the same hex with smoke. Certain units are identified as smoke generating units on the unit function table. Such a unit can place a "SMOKE" counter in the unit's own hex. This action takes place during the friendly movement phase - the unit expends its' whole movement allowance without moving and the smoke counter is immediately placed down in the unit's hex. Any "M" or "(H)" class unit (except MRLs and NWs) can make smoke attacks. a. A smoke attack does not attack any units in the target hex, it just causes a "SMOKE" counter to be placed in the target hex. b. A smoke attack can be executed like a direct fire attack with the "SMOKE" counter placed down immediately. The target hex must be in range and in LOS/LOF of the attacking unit, the target hex does not have to contain any enemy units, but it must not contain any friendly units.
- 44 – c. A smoke attack may also be executed as an indirect fire attack, recorded one fire phase and executed the next fire phase. The attack must be recorded as "SMOKE"; the recorded target hex must be in LOS/LOF of an undispersed friendly unit - it need not contain enemy units but it cannot contain friendly units. When executed the smoke attack scatters and drifts if not in friendly undispersed LOS/LOF. d. A unit must be face up to execute a smoke attack and is inverted as soon as the smoke attack is executed. Each time smoke is placed in a hex it lasts only two turns. a. The turn and phase are noted for each "SMOKE" counter placed down; at the beginning of that same phase two turns later the "SMOKE" counter is removed. b. Redundant "SMOKE" counters may be placed in the same hex to ensure a continuous smoke screen. c. SPECIAL: Smoke screens extend a good ways up in the air. Thus they block LOS/LOF even to air units and to units on slope hexes. LOS/LOF can be traced into a smoke hex and out of a smoke hex but LOS/LOF can never be traced through a smoke hex, regardless of elevation.
CLOSE ASSAULT TACTICS Close Assault Tactics (CAT) attacks are special attacks made by infantry and/or engineer units after the end of movement.
CLOSE ASSAULT TACTICS Allied units use CAT against German infantry platoon. Attack computes as 8 to 8 or 1 to 1. Allied engineer unit raises odds to 2-1 and 2 is subtracted from die roll NOTE: 1.
MG unit at "A" cannot attack because it is not in the same hex as an infantry unit.
2.
MG unit at "B" can attack because it is with an infantry unit.
3.
Engineer unit at "C" raises odds one column. Note that if engineer unit was a "D" instead, it would not raise the odds because it would not be with an attacking infantry unit.
a. In order to make a CAT attack a unit must meet the following requirements: i. Only infantry and engineer units may make CAT attacks. ii. In each attack, each attacking unit must be adjacent to the defending unit. iii. A unit cannot attack if it is inverted b. A unit can move and CAT attack in the same movement phase.
- 45 – i. A unit that is a passenger aboard a carrier unit anytime during a movement phase cannot execute a CAT attack during the movement phase. Thus, a loaded unit cannot CAT attack and a unit cannot unload and CAT attack (Exception: Panzer blitz assault). ii. A unit that uses the road bonus while moving cannot CAT attack. iii. Units, which are going to make a CAT attack that same movement phase, are left face up at the end of movement. They are not inverted until the attack is resolved. c. CAT attacks are resolved during the attacking player's movement phase, after all of his units have moved. i. The attacking strengths are totalled using the CAT section of the WEC. Notice that against defending units that are predominately armoured the attacker's strength is doubled. ii. All of the defending units in a hex must be attacked together. Their defence strengths are totalled to determine combat odds; the total defence strength is increased by five points if the defenders are in a town hex, and each unit gets an additional ten defence strength points if it is in the same hex with a fortification. d. Each CAT attack is resolved by one die roll, with the proper die roll modifications for each defending unit. i. Town, woods, fortifications, improved positions, and being dispersed affect the die roll. Hull down shielding does not affect the die roll. ii. In addition, two is automatically subtracted from the die roll during a CAT attack. If one of the attacking units is an engineer unit, an additional one is subtracted from the die roll and the CRT odds column shifts one to the right. e. As each attack is resolved the attacking units are inverted. f. Units in a minefield cannot CAT attack or be CAT attacked. Egyptian CAT attacks against Israeli armour are doubled after 1980.
OVERRUN German StuG-III and half-track overrun two Allied infantry units, stopping in their respective exit hexes. Attack computes as (12+2)=14 to 12 or 1 to 1, which is raised one column to 2-1. Also, 2 subtracted from die roll
- 46 – OVERRUN ATTACKS Certain units (specified in the UFT) can execute overrun attacks during a player's turn. Overrun attacks are executed during the friendly movement phase. Each attack is made separately, before or after other movement. a. Each attacking unit may move before making an overrun attack. A unit making an overrun attack is not inverted until the overrun attack is resolved, and it cannot move further once inverted. b. All of the units involved in an overrun attack must move one after the other, followed immediately by the resolution of the attack. Once the first attacking unit has moved, only other units taking part in that attack can move until that attack is resolved. c. Once all of the attacking units have moved into position (adjacent to the defending unit), all of the attacking units simultaneously expend two movement points to execute the attack. d. Attacking units, which do not have these two extra points to expend, are inverted without adding their attack strengths to the attack. In order to execute an overrun attack a unit must meet the following conditions: a. Only units with overrun capability (as indicated on the UFT) may make overrun attacks. b. In each attack each attacking unit must be adjacent to the defending units when the attack is executed. In addition each attacking unit must expend two additional movement points (without moving) at the time the overrun attack is executed. c. A unit cannot attack if it is inverted or if it has fired previously (Exception: SMF units). e. A unit may not make an overrun attack if it moves at the road rate at any time during that movement phase. f. If any of the defending units have "A" class weapons, only units with "A" class weapons may attack. Certain types of terrain and/or neutral counters prohibit overrun attacks: a. A unit cannot execute an overrun attack if that attacking unit is in the same hex with a minefield, trench, block, or fortification counter. b. An overrun attack cannot be made against defending units in woods or town hexes, nor against defending units in the same hex with a minefield, trench, block, or fortification counter. Each overrun attack is resolved during movement, as soon as all of the units involved in that attack have moved.
- 47 – a. The attacking strengths are totalled, using the overrun section of the WEC. Notice that attack strengths are not modified during overrun attacks. b. All of the defending units in a hex must be attacked together. The defence strengths of all units in the hex are totalled when determining combat odds. IMPORTANT: In each overrun attack as soon as the combat odds have been determined these odds are increased by one odds column. Each overrun attack is resolved by one die roll, with the proper die roll modifications for each defending unit. a. Improved positions and being dispersed affect the die roll. Hull down shielding does not affect the die roll. b. In addition, two is automatically subtracted from the die roll during an overrun attack. As each attack is resolved, the attacking units are inverted.
OPPORTUNITY FIRE Certain units (see UFT) can execute Opportunity fire attacks during the enemy player's movement phase. As soon as a moving unit expends one fourth (1/4) of its' total movement points in hexes where it is spotted and where it is in the LOS/LOF of an attacking unit, that moving unit is activated as a target for the attacking unit. HULL DOWN SHIELDING OPPORTUNITY FIRE AGAINST OVERRUNS Unit D is expending two movement points to make an overrun attack against unit A. At that moment an opportunity fire attack is made against unit D, if unit A fires alone, there is no shielding but if unit B joins in the attack it is shielded and unit D gains the benefit.
a. The one fourth of its' movement allowance must be expended while the moving unit is continuously in the attacking units' LOS/LOF. b. A unit that is moving and is spotted when it is in the LOS/LOF of an undispersed enemy unit, even if the moving unit is in a woods or town hex. To indicate this, a spotted counter is placed on each unit from the time that unit starts moving until it finishes moving. c. As soon as a moving unit enters a hex where it is no longer in the LOS/LOF of the enemy attacker, then that moving unit is no longer activated as a target for that enemy attacker. The moving target will be activated again only if it expends another one fourth of its' movement allowance in the LOS/LOF of that attacker. A moving target must activate all over again each time it moves out of the LOS/LOF of the attacking unit.
- 48 – d. Every expenditure of movement points counts towards activating a target, including loading, unloading, expending two points to overrun etc. e. Note that a unit may be activated for some enemy units and not for others, depending on which enemy units had an unblocked LOS/LOF as the unit expended its' movement points. A moving unit can be activated for different attackers at different times and it can be repeatedly activated for the same attacker. f. A unit that expends less than one fourth of its' movement allowance in enemy LOS/LOF is never activated and cannot be attacked. g. A unit can be seen and activated even while outside of the attacker's range, since LOS/LOF extends beyond a unit's shooting range. In order to execute opportunity fire attacks a unit must meet the following conditions: a. Only units with opportunity fire capabilities (see UFT) may make opportunity fire attacks. b. As with all attacks, the attacking unit cannot be have fired previously and the target attacked must be within the attacking unit's range. c. The attacking unit must have a LOS/LOF to the target and the target unit must be spotted; in addition, LOS/LOF and spotting during the unit's expenditure of the first one fourth of its movement points, immediately prior to the attack. The attacking player must announce his attack whenever a moving unit expends movement points while it is activated as a target. The moving unit may also be attacked just as it becomes activated. a. The moving unit gets to expend the movement points before the attack is resolved. If attacked while entering a hex, it gets to occupy the new hex before the attack is resolved. b. The moving unit pauses in the hex where it is positioned. The attack is resolved immediately, and if the moving unit remains undispersed and uneliminated it may continue its' movement. c. The attacker may attack with as many of his units as he wishes, as long as each one is able to attack the moving unit. All of the units that attack at that time must be totalled into one attack strength making one attack. d. Only the unit that is moving can be attacked. This means that, as a general rule, only one unit at a time can be attacked by opportunity fire - the unit that is moving. e. As soon as a moving unit is attacked it is no longer activated for any attacking units. It can become activated again during that movement phase if it moves another one fourth of its movement allowance while in enemy view. Note this means that a moving unit can be attacked more than once per movement phase; it may be attacked only once per activation, however. Since it requires one fourth of a movement allowance for activation a moving unit can be attacked a maximum of four times.
- 49 – f. The attacker must announce his attack as soon as the moving unit expends its' movement points. If he chooses not to attack he may not subsequently attack unless that moving unit expends more movement points (while activated). g. Note that if an attacker does not immediately attack that unit finishes its' move, then he cannot attack that unit later during that movement phase. h. Loading and unloading passengers counts as an expenditure of movement points for the carrier and passenger unit. Attacks made while such points are being expended are resolved after the loading/unloading has taken place; if the passenger becomes loaded then only the carrier unit may be attacked. But if the passenger is unloading both carrier and passenger may be attacked separately or together. An opportunity fire attack is resolved like a direct fire attack. a. The WEC sections used with direct fire attacks are used to calculate the effective attacking strengths. b. The attack strengths are totalled to calculate combat odds. If two or more units in the same hex overrun simultaneously the attacker may choose which units to attack; otherwise, he may attack only the moving unit. Defence strengths are totalled, with bonuses for fortifications and towns. c. The die roll is modified appropriately for each defending unit. Being dispersed affects the die roll, and all terrain and neutral counter modifiers affect the die roll (Hull down shielding does affect the die roll). d. Combat is resolved and the results are applied immediately. Eliminated units are removed and dispersed units are dispersed where they sit and may not finish their movement. e. As soon as the attack is resolved all of the attacking units have an opportunity fire counter placed on them. Certain exceptions to the rules occur when an opportunity fire attack is made just as the attacking units expend their last two movement points when making an overrun attack: a. All of the overrunning units expend their last two movement points simultaneously, so if several overrunning units are in the same hex they can be attacked together, at the option of the attacking player. b. Each opportunity fire attack takes place before the overrun attack, so that overrunning units that are eliminated or dispersed do not contribute their attack strength to the overrun attack. c. The overrun attack is not resolved until all opportunity fire attacks against the overrunning units are resolved. The player making the opportunity fire attack announces all of his attacks against the overrunning units when they expend the two points to overrun - all attacks are announced before they are resolved. d. Overrunning units do not get benefits of any terrain modifiers - in other words, if attacked
- 50 – while overrunning they do not get additional defence strength nor additions to the die roll for being in woods, town or improved positions. e. Overrunning units do not get the benefit of Hull down shielding. f. Overrunning units do get the benefit of Hull down shielding from units attacking from other hexes. g. Infantry units being overrun use the CAT section of the WEC to calculate their effective strengths if they attack just as the overrunning units expend the two movement points to overrun - an infantry unit being overrun would make an opportunity fire attack with the effective strength of a CAT attack.
FIELD DEFENCES AND WRECKAGE Each type of neutral counter confers certain advantages and/or disadvantages on units that occupy a hex with them. These counters are neutral; either side of a game may use them once placed. They confer the same effect regardless of who is occupying the hex and the neutral counter. The employment and effects of the various counters in this section is summarised on the Neutral Counters Chart: NEUTRAL COUNTER CHART PLACEMENT COUNTER TYPE
MOVEMENT
COMBAT
Hexes where allowed
How placed
How removed
Negate road?
Stacking effects
other
Prohibit attacks
other
MINE
No town or water
E/EV
E/EV
Yes
none
a
CAT/ Overrun
Attacks on entry or exit
BLOCK
Adjacent to town, woods, or ridge hex
E
E
Yes
none
b
Overrun
none
SET UP
None
Yes
Inf only
--
Overrun
none
TRENCH BRIDGE
Trench, gully or water
FORT
No Townh
IMPROVED POSITION
No Townh
WRECK
WIRE
E/EV
g
E/EV
No
counts as 1 stacking point
--
Overrun
c
None
Yes
none
--
Overrun
+10 DF, +2 DRM
E
None
Yes
none
--
none
+2DRM
Anywhere
Combat
none j
Yes
Counts as 1 stacking point
--
none
none
Clear
E
E/EV
Yes
Counts as 1 stacking point
d
CAT
none
- 51 – KEY E - engineer operation EV - engineer vehicle NOTES a - a unit dispersed by a mine must remain in mine hex b - a unit entering a block can move only one hex that turn c - attacker has option of not attacking bridge d - tracked and half-track vehicles may breach wire 1 only one counter in one hex 2 not allowed in the same hex with a FORT or IMPROVED POSITION 3 The bridge is included in any CAT attacks against that hex 4 not allowed in the same hex with any mine, block, trench, or bridge 5 not allowed in the same hex with a FORT 6 Each battle tank that expends its' full movement allowance to clear wreck pushes wreck 1 hex
WRECKAGE Whenever an armoured vehicle unit is destroyed in combat, remove the counter from the board and in the same hex place a wreckage counter. Wreckage may not be removed.
Wreckage counters count as one stacking point in the hex they occupy. A wreck on a road hex negates that road hex and the hex is treated as the next largest terrain feature in the hex. a. Vehicles may not enter swamp road hexes in which a wreck is occupying regardless of stacking rules (such hexes are considered to have only one stacking point available). b. Nor may they cross green hex sides from a road hex with a wreck in it. The presence of wrecks has no effect on combat. It is possible to have as many as three wrecks per hex but no more. Wrecks are not placed in hexes where the road has been negated by other neutral counters. If a neutral counter is created in a hex that contains a wreck, then the wreck remains. An armoured unit may push a wreck (at the cost of all its' movement allowance) one hex per turn. A unit that is pushing may not fire or be fired on or the attempt to push was unsuccessful. FORTIFICATIONS A fortification counter may be placed on any hex on the board except canal, beach, and water hexes.
- 52 –
Only one fortification counter may be placed per hex. A fortification may not be placed with another neutral counter. Fortifications can only be placed at the beginning of a scenario. They cannot be built during play. Once placed, a fortification cannot be moved or removed. A fortification counter affects the combat abilities of units in the same hex as the fort. a. Each unit in the same hex with a fortification is assumed to be "in" the fortification. Each unit gets the advantages and disadvantages of the fortification. b. Units in a fortification may be attacked singly or in combination depending on the attacker's wishes and the normal rules governing each type of attack. Each unit keeps its' normal target type. c. Each unit in a fortification gets an additional 10 defence strength points. In addition, two is added to the CRT die roll. d. Units in a fortification counter cannot execute overrun attacks, and they cannot be attacked by overrun attack. Overrun attacks cannot be made into or out of a fortification. A fortification counter negates the road in the hex it is placed in. Infantry units in a fortification roll for morale as if they were non-infantry. IMPROVED POSITIONS
An improved position counter represents a system of fire pits and foxholes. Improved positions can be placed on any hex except a town, water, canal, or beach hex. a. Only one improved position can be placed per hex, and an improved position cannot be placed in the same hex with another neutral counter. b. Improved positions are placed during initial placement, as directed for the scenario being played. Infantry and engineers may create improved positions in any qualified hex if they neither move nor fire for 30 turns. c. Once placed, improved positions cannot be moved nor removed and are useable by both sides. Each unit defending in an improved position has two added to its' die roll.
- 53 – If a unit is attacked by opportunity fire just as it expends the two movement points to execute an overrun attack, then the unit does not get the benefit of being in an improved position. An infantry unit in an improved position rolls for morale as if it were non-infantry. MINEFIELDS
A minefield counter can be placed on any hex on the map board except a town hex, water, and canal hex. a. Only one minefield counter can be placed in a hex, and a minefield cannot be placed in the same hex with a fortification, nor in the same hex with an improved position. b. A minefield can be placed during initial placement as directed by the scenario briefing. Combat Engineers can place a minefield in a hex if they do not move or fire for 40 turns. MLV can place a minefield as per the rules governing this type of vehicle. c. Minefields cannot be moved, they can be destroyed by engineers or flail units (see Engineering Operations below). A minefield counter attacks a unit that tries to move onto the hex the minefield is in or tries to move out of said hex. a. As soon as a unit moves onto a minefield, the minefield executes a 2-1 attack against that unit. There are no modifications to the die roll and combat results are applied normally. A dispersed unit must stop its' movement immediately on the minefield. b. Exception: An engineer or flail unit is not attacked when it moves onto a minefield. As soon as a unit that is on a minefield attempts to move off, the minefield attacks that unit at 2-1. The CRT die roll is not modified and combat results are applied normally. A unit dispersed by the attack stops before it moves. Since it didn't expend its' movement points, it cannot be attacked by opportunity fire. c. Note that a unit can move right through a minefield if it survives the attacks as it enters and leaves. d. If a unit moves from minefield to minefield, the minefield being left attacks first and if the attack is successful, the unit never leaves that minefield. The second minefield does not attack unless the first is unsuccessful. Units in a minefield cannot make an overrun attack nor can they make a CAT attack until they have left the minefield. Units in a minefield cannot be attacked by overrun or CAT attacks. A minefield counter negates the road in that hex.
- 54 – BLOCK
Block counters can be placed during initial set up or during play in any hex but a water or canal hex. An engineer unit (see Engineering Operations below) must place each block placed during play of the game. When placed during play block counters may be placed only in certain hexes. a. During play a block counter may be placed in any hex containing at least one ridge hex side. b. During play a block counter may be placed in town or woods hex. c. During play a block counter may be placed in any non-water, non-canal hex that is adjacent to a town or woods hex. d. During play a block counter may not be placed on a hex that does not meet the conditions set out above. Only one block can be in a hex at a time. a. A block counter cannot be placed in a hex that contains a fortification or an improved position. b. A block counter can be placed in a hex with a minefield, trench or bridge. c. A block counter cannot be placed in a hex if there is already a block counter in that hex. If the first block counter is removed however, then a second may be placed d. Once placed a block counter cannot be moved. e. A block counter that has been placed on the map board can be removed during play by an engineer counter (see Engineering Operations below). A unit can move only one hex in the turn in which it enters a hex containing a block counter. To enter a hex containing a block counter a unit must start its' turn adjacent to the block and move only one hex unto the block. That unit then stops its move. A unit that starts its turn on a block counter may move freely. Units in the same hex with a block counter cannot make overrun attacks and they cannot be attacked by opportunity fire. A block counter negates the road in the hex it is placed in. TRENCHES
- 55 –
Trench counters represent broad anti-tank trenches designed to prevent the movement of vehicles. This section of rules deals with trench counter in non-canal hexes only. Trench counters have a special meaning when used in canals (see Canal rules). a. Only one trench counter can be placed in a hex, and a trench counter cannot be placed in the same hex with an improved position counter. b. A trench counter can be placed in the same hex with a block counter or a minefield. Also, a bridge counter may be placed in the same hex with a trench counter. c. Trench counters are placed during initial placement as directed in the scenario briefing. A trench counter may never be placed during play. d. Once placed, trench counters may not be moved or removed during play. If a trench counter is in a hex that does not contain a bridge counter, then only infantry class units can enter that hex. Non-infantry class units may not enter that hex. Units in the same hex with a trench counter cannot execute overrun attacks and overrun attacks cannot be made against them. A trench counter negates the road in that hex. BRIDGES
This section deal with bridges that are placed on gullies, streams and trenches in non-canal hexes only. There are three types of bridges supplied in the game; tank bridge, truck bridge and the neutral counter bridge, which will now be used to symbolise infantry foot bridges, as well as bridges that are part of the map board. Tank bridges are delivered by AVLBs and MTUs, while truck bridges are delivered by PMPs or trucks. Infantry bridges require special placement under Engineer Operations. a.
They do not have to unload in the river hex, but only in the hex adjacent to the construction hex. They are unloaded like any passenger.
b.
The two types of bridges are constructed in the following number of turns by the indicated number of engineer units: i.
Truck Bridge: one engineer units, 12 turns to construct
ii.
Tank Bridge: four engineer units, 36 turns to construct
- 56 – c.
Engineer units must remain in the construction hex for the required number of turns. All units must remain undispersed or none may be used to construct the bridge. If dispersed, engineer units may resume construction when undispersed. If eliminated, they may be replaced with other engineer units with no loss of construction time.
d.
Bridges may be attacked during and after construction. Tank bridges maybe used by any type of unit. Truck bridges may only be used by all units except tanks and self propelled artillery and tank destroyers.
The rules below apply to all bridges in general; for specific information on building bridges as an engineer operation refer to the section on Engineering Operations. A bridge counter can be placed in a hex only if that hex contains a trench counter, a gully or a stream. a. A bridge counter can be placed during play by bridge laying units. Bridge counters are never placed on clear terrain during initial placement. b. A bridge counter cannot be placed in a hex that contains a minefield, block, or wreck counter. If these counters are in the same hex with a trench counter they must be removed before a bridge can be placed on that trench counter. c. Once a bridge counter is in a hex, wrecks and blocks can be placed in that hex subsequently during play. d. Once placed on the board a bridge counter cannot move from hex to hex like other units. However a bridge counter can be "picked up" again by a bridge-laying unit and that bridge counter can be subsequently placed in another hex containing a trench, stream or gully. Only one stacking point of non-infantry class units may be in a bridged hex at anytime. If a bridge is in a road hex the trench no longer negates the road. To have combat in a bridged hex such combat is subject to the following considerations during the attack: a. Overrun attacks are prohibited into or out of a bridge hex. b. Bridges are armoured targets and may be attacked normally except a bridge cannot be attacked by CAT attacks. c. If an armoured target is destroyed on a bridge a wreck counter is placed on the bridge, whether the bridge is on a road or not. d. If a bridge is destroyed, all non-infantry class units in that hex are automatically eliminated. Infantry class units must roll a CRT die at 3-1 odds unmodified to see if they survive; any result other than "-" means they are eliminated. FASCINES Fascines are bundles of wood that are dropped into trenches, AT trenches and dry gullies
- 57 – to create an open ground hex. a. A fascines counter can be placed during play by bridge laying units. Fascines counters are never placed on clear terrain during initial placement. b. A fascines counter cannot be placed in a hex that contains a minefield, block, or wreck counter. If these counters are in the same hex with a trench counter they must be removed before a fascines can be placed on that trench counter. c. Once a fascines counter is in a hex, wrecks and blocks can be placed in that hex subsequently during play. d. Once placed on the board a fascines counter cannot move from hex to hex like other units. Only one stacking point of non-infantry class units may be in a fascines hex at anytime. To have combat in a fascines counter hex such combat is subject to the following considerations during the attack: a. Overrun attacks are prohibited into or out of a Fascines hex. b. Fascines are un-armoured targets and may be attacked normally except a Fascines cannot be attacked by CAT attacks. c. If an armoured target ‘s destroyed on Fascines a wreck counter is placed on the Fascines, whether the fascines are on a road or not. TRACKS AND TRACK LAYING Tracks are created by laying man made tracks from an engineer vehicle or by engineer troops building a track in a hex. Tracks turn a swamp or forest hex into an open ground hex. a. A tracks counter can be placed during play by engineer units. Track counters are never placed on clear terrain during initial placement. b. A track counter cannot be placed in a hex that contains a minefield, block, or wreck counter. If these counters are in the same hex with a trench counter they must be removed before a tracks can be placed on that trench counter. c. Once a tracks counter is in a hex, wrecks and blocks can be placed in that hex subsequently during play. d. Once placed on the board a tracks counter cannot move from hex to hex like other units. Only one stacking point of non-infantry class units may be in a tracks hex at anytime. To have combat in a tracks counter hex such combat is subject to the following considerations during the attack: a. Overrun attacks are prohibited into or out of a tracks hex.
- 58 – b. If an armoured target ‘s destroyed on a Fascines a wreck counter is placed on the Fascines, whether the bridge is on a road or not. WIRE OBSTACLES
Barbed wire can be placed during initial set up or engineer units may place wire in a hex if they do not move or fire or be fired on for 30 turns. Once placed, a combat engineer unit, which neither moves, fires nor is fired on for four turns can only remove wire. Wire counters count as one stacking point for stacking purposes. Wire may not be placed in swamp, town, canal, or water hexes. Trucks, jeeps, wagons and armoured cars may not enter wire hexes. Armoured vehicular units that are tracked or half-tracked may enter wire hexes at half their movement allowance. Then roll one die, if a six is rolled the wire is vehicle breached and removed from play.
ANTI-TANK OPERATIONS WIRE GUIDED MISSILES
Certain missiles are directed against a target via a remote system wired to the missile (ATGW - Anti Tank Wire Guided). When these missiles are in flight it is possible for a defender to trace the wire back to the controlling unit and break up the missile attack by attacking and disrupting the controller. The units equipped with wire guided missiles are "G" class units as indicated on the UFT. Additionally, numerous vehicles are equipped with a one shot ATGW that is equal to their nationality’s ATGW counter for one shot only. a. Players should keep track of vehicle shots on a separate piece of paper recording which have fired and which have not. The vehicle may fire ATGW only once per game. When a wire guided missile unit executes a direct fire attack it can be attacked by enemy opportunity fire. a. The attacking player announces the attacking units and the units defending against the direct fire attack.
- 59 – b. Before the direct fire attack is resolved the defending units or any other units in the defending units' hex may execute opportunity fire attacks against any wire guided missile units making the direct fire attack. Only units in the hex being attacked by the direct fire attack can execute these opportunity fire attacks. c. Units making these attacks must obey all rules governing opportunity fire attacks, except that this attack is made during the enemy player's direct fire instead of his movement phase. But the attacking units must be face up, in range, etc. d. After all these opportunity fire attacks have been resolved the surviving face up attackers execute the direct fire missile attack. Only the announced attackers that remain undispersed may take part in the missile attack (and they must attack). e. A missile unit uses its' reload when its' attack is announced, whether the unit survives the attack or not. There is a +1 DRM to all "G" attacks on Israeli armoured vehicles after 1980 with regards to defending against the Arab states only. Against all other nations this DRM is not applied to the Israelis. Warsaw Pact’s BMP-1, BMD-1 and German Marder 1 IFV, can fire cannon shells or wire guided missiles, but not both in the same turn. WIRE GUIDED MISSILES MINIMUM RANGE TOW, HOT (also on Jaguar 1), Milan, and Swingfire (also on Striker, FV438) have a minimum range 1 hexes. SS-11, Sagger, Swatter and Spatter (also on GAZ-69, BTR-40, BRDM-1, BMP-1, BMD-1) have a minimum range of 2 hexes. Sheridan and M-60A1E2 have a minimum range of 4 hexes. MISSILE PASSENGERS ATGW man portable missile systems represent one or two men with one weapon and as such count as 1/2 stacking point for stacking purposes and zero stacking points for transport purposes when stacked with another unit in a carrier. A carrier unit may load one unit plus one ATGW passenger. Thus a carrier unit pays the normal movement cost to load/unload two such units. A carrier may carry no more than 2 ATGW units if no other units (of 1 stacking point value) are carried. MISSILE RELOADS
Reload counters have been provided for ATGM missile units.
- 60 – During initial placement a "reload" counter is placed on each ATGM unit. During the play of the game each "reload" counter must stay with its' missile unit. The reload does not count as a separate unit but as part of its' parent. a. When the missile unit attacks, the reload counter is removed from the map board and placed off to the side. This signifies that the set of reloads has been loaded into the missile launchers to replace the fired rounds. b. When the missile unit fires again, the reload counter - which is off to the side - is removed from play. The missile unit has fired its reloads; that missile unit cannot attack as long as its' reload is out of play. c. One reserve reload should be included for every three ATGM units in play. A reserve is included only for a full set of three ATGM - no reserves are given if only one or two ATGM are included in the scenario order of battle. d. Any ATGM unit can carry one reserve reload in addition to its' own reload. The reserve reload is placed on the unit and is treated as part of the unit. e. A reserve reloads functions by being swapped for an expended reload when the reload has been removed from play. . Reloads on the map board may be transferred between missile units in the same hex. a. A missile unit can fire only using its' own reload; other reloads act as reserves. b. A missile unit can carry only two reloads when it moves; it can have any number of reloads as long as it remains stationary. c. When a missile unit is eliminated its' reloads (on the map board) are left in that hex and may be used by any friendly missile unit which enters that hex. For the purposes of supply rules six missile reload counters is equal to one supply counter or one stacking point.
ARTILLERY OPERATIONS ARTILLERY COMMAND POSTS The function of indirect fire is such that a battery or troop of guns firing indirectly must have a command post stacked or within one hex of the guns in order to fire indirectly. Artillery in the real world is resolved like so; the OP observes a target and sends the target information to the CP. The CP in turn sends the target information to the guns in the form of gun data. The guns put the data (bearing, elevation, ammunition, fuse and charge) on the gun and fire on the target. Without a command post stacked or within one hex an indirect capable mortar or howitzer or gun may not fire indirect.
- 61 – The orders of battle presented in this rules folder give enough artillery CPs to accurately simulate the artillery dispersion and tactics of the various nationalities. The only nations that may disperse their guns from their CPs are the USA, Canada, Germany, UK, France and Italy after 1980 and only to a maximum of 5 hexes. OFF BOARD ARTILLERY Artillery units firing from positions not on the map board are considered "OFF BOARD ARTILLERY" (OBA). Counters do not represent these units, but they can execute indirect fire attacks like on board units. a. Off board artillery units are identified, with their weapon class and attack/defence strength in the scenario briefing. i. Each OBA unit attacks like a normal unit in the game. A unit's strength points cannot be split up between targets, the effective strengths are calculated using the unit's weapon class on the WEC and the procedure for indirect fire is followed as per the rule above. ii. An OBA unit can ignore range restrictions unless specified in the scenario. b. Each OBA unit makes indirect fire attacks just like other "M" or "(H)" type unit. i. Attacks must be written a turn in advance subject to the normal restrictions in the rules above. ii. During an attack OBA attack strength points, combine with any other indirect fire attack strength points (naval and/or on board units) attacking the same hex. iii. Indirect fire attacks are resolved normally. c. OBA units cannot be attacked except by counter battery fire (see below) and they cannot make any other type of attack other than indirect fire attacks. PRE-REGISTERED FIRE A unit, which does not move for eight turns, may record a single hex within the range of its weapons as pre-registered. Pre-registered hexes do not require written orders to be fired on; but the indirect firing unit must be specified and it must not have another mission the turn it fires on the pre-registered hex. Pre-registered indirect fire attacks may be neutralisation or destruction fire missions. The artillery unit specified for the pre-registered fire mission may not move from the time it is specified to the time it fires the mission. Any movement means the mission is lost and must be specified next turn. INTENSIVE FIRE A player may fire one or more of his "M" or "(H)" class weapons intensively during the game. In so doing, the weapon's attack strength is doubled for that attack only.
- 62 – A weapon fired intensively will not be able to fire again for 20 turns. If the game is less than 20 turns then remove the counter (it does not count toward enemy victory point conditions). If the game exceeds twenty turns, then invert the counter. An intensively fired weapon may still limber up, move and use its defensive strength but it may not attack during the ensuing 20 turns. Intensive fire may not be used as part of an opportunity fire or overrun attack. "(H)" and "G" class armoured units and rocket launchers may not intensive fire. COUNTER BATTERY FIRE Each time an artillery unit fires on another artillery unit using indirect fire there is a chance that the firing unit will suffer a counter battery attack. Counter battery fire is resolved immediately and may be considered "opportunity indirect fire". The procedure is as follows: a. After the initial indirect fire attack is resolved all indirect fire capable units in the target hex which have survived and are not in anyway restricted from firing (having already fired, are dispersed, or in process of load or unload from a transport, or scheduled to fire a mission next turn) may immediately return fire on one hex from which the initial attack came from, subject to the acquiring the target. To acquire the target use normal artillery procedure with the following Scatter Diagram die roll modifiers for nationality. +1 for WWII French, Americans, Germans, 1973+ Israelis +2 for WWII Other Western Allied, Pre-73 Israelis, 1973 Egyptians +3 for WWII Russians, all other Arab b. Subtract one (to a maximum of zero) each time this same initial attack/counter battery attack is repeated in subsequent turns. OBSERVATION POSTS
Observation Posts are similar to command posts except that they have an OP symbol in their silhouette. Observation Posts (OPs) serve an important artillery control function. OPs may be dedicated to a particular (H) class unit (artillery battery). When so done, they may be used to fire that battery without having to write orders the turn before. They may combine the fire of their dedicated battery with the direct fire of any direct fire attack that is not CAT, Opportunity fire, Overrun Attack, or Guided missile Attack. OPs have a movement allowance of one.
- 63 – After 1981 all Ops are considered to have laser target indicators for use with guided artillery munitions. This ability is subject to the scenario special rules. DUAL FUNCTION GUNS All Arab 122mm howitzer units may make direct fire attacks as anti-tank guns. Treat these units as "A" class when attacking armoured targets. Russian 122mm guns are now treated as "(H)" class and 76mm anti-tank guns have the capability of firing as "(H)" at a maximum range of 18 hexes. This rule applies to old counters only. German 88mm anti-tank guns may be used as antiaircraft guns or as howitzers {(H) class}. The Allied 90 ATG is anti-tank and anti-aircraft capable. FIELD OF FIRE LIMITATIONS Artillery pieces are not very mobile when set up in position; therefore the following rules should be used with non-mechanised artillery counters (units with movement allowance equal to zero). a. Artillery counters may only fire at targets within their field of fire. b. A units' field of fire consists of those hexes within an area radiating from the top of the counter or the three hex sides, which make up the units' facing which is determined by the direction of the weapon symbol on the counter. c. Artillery unit counters must be faced toward a specific hex side. The opposing player may reposition ambiguously positioned counters.
FACING CHANGES: artillery units may adjust their facing one hex side at a time during their friendly movement phase if their bore is larger than 100mm. Other units change their facing as many hex sides as they wish, subject to the rules below. Anti-aircraft guns are exempt field of fire limitations. a. Units that fire in the combat phase of their player segment may not change facing. b. Artillery units larger than 140mm need a carrier unit in the same hex to change facing. See the UFT under FOF for precise unit requirements. ARTILLERY MISSILES
- 64 –
Artillery missile systems range from inaccurate World War II V-1 and V-2 to modern Pershing II weapon systems. Ranges vary from 120 to 2000 km. Artillery missiles are subject to drift but never scatter, artillery missiles always land with effect somewhere. Non-NATO systems receive a +1 DRM on the drift chart with a die roll of “6” meaning re-roll. Artillery missiles are nuclear capable. Artillery missiles designated as cruise missiles always hit their target; they are not subject to drift or scatter. Artillery missiles are available to various countries at various times (you must research this one) but none are available before 1960. Cruise missiles are available to the USA only after 1990. V-1 and V-2 rockets are available to the Germans in 1944 and 1945 respectively. IMPROVED CONVENTIONAL MUNITIONS Many conventional artillery munitions have benefited from advances in technology in recent years; some munitions have been designed to break open above a target and scatter dozens of bomblets with a greater killing effect on personnel and vehicles. Some munitions are designed to create area denial minefields in front of the enemy at long artillery ranges. Some munitions aid the gunner in defending his gun position from tanks and infantry. All ICM must be designated as available in the scenario rules. ARTILLERY SCATTERABLE MINES - Artillery scatterable mines are a carrier shell, which is filled with mines. When fired from a howitzer, a time fuze causes the shell to burst over a predesignated area scattering mines in a haphazard fashion in that area. Only howitzers of 150mm or larger may fire artillery scatterable mines and then only as directed in the Scenario briefing. Artillery Scatterable mines are available to all nations after 1965. Artillery Scatterable mines lay a minefield of one hex in the hex selected and are subject to all normal artillery rules except artillery scatter (artillery scatterable mine attacks may drift but they always land in a hex. Apply an automatic -1 dice roll modifier on the Artillery Scatter Chart. Artillery Scatterable mines may only be fired at three-quarters the range that other munitions are fired at. LASER GUIDED ARTILLERY MUNITIONS - Laser guided artillery munitions are artillery munitions, which fixes itself on a laser beam during terminal trajectory to target. Laser guided artillery munitions are not subject to drift or scatter effects.
- 65 – Laser guided artillery munitions may be "A" or "(H)" weapons class as designated. All “(H)” weapons class weapons of 100mm or larger may fire Laser guided artillery munitions. Laser guided artillery munitions are available after 1981. In order to function as a guided weapon, an OP unit must laze the target during the combat phase in which the attack is resolved. BEEHIVE MUNITIONS - BEEHIVE rounds are a carrier shell filled with flechette darts. Designed as a self-defence for artillery positions against infantry, as such they are effective only against infantry type targets (those with a movement allowance of one). BEEHIVE rounds have a range of one hex in the field of fire of the gun unit but may only attack one hex of the three. BEEHIVE rounds use the normal strength of the artillery unit and are resolved with -1 Combat Results Table dice roll modifier. BEEHIVE rounds may be direct fired only as direct fire or opportunity fire. All "(H)" weapons class gun units may fire BEEHIVE rounds. BEEHIVE rounds are available after 1980. ANTI-PERSONNEL MUNITIONS - Anti-Personnel Munitions are carrier shells containing dozens of fragmentation grenades. The round is fired as a normal artillery round except that it receives a -1 Combat Results Table dice roll modifier. Anti-personnel munitions receive no modifier against non-armoured vehicles and are not effective against armoured vehicles. Only "(H)" weapons class gun units of 150mm or larger may fire anti-personnel munitions. Anti-personnel munitions are available after 1968. REMOTELY PILOTED VEHICLES Remotely Piloted vehicles (RPVs) are an unmanned aircraft used to gather intelligence, patrol local airspace, and act as an airborne observation post. In this way RPVs function as an observation aircraft and thus observation aircraft rules apply. RPVs are different in that they are piloted from the ground by an artillery unit (either an OP unit, artillery battery, or locating artillery troop) and send pictures back via television images. All RPVs must be identified as belonging to a particular ground unit. When that ground unit is destroyed the RPV is removed from the board (but not vice versa). RPVs may spot units in the hex they occupy or any of the hexes adjacent to that hex. Use glider counters to represent RPVs. RPVs are available after 1980.
- 66 – ELECTRONIC WARFARE OPERATIONS SIGNALS UNITS Signals units represent the communications apparatus necessary to keep a unit in supply and command/control. This apparatus includes radiotelephone support to forward units and line telephone/telegraph/teletype support to forward services. Good signals allow high-level commanders to influence the battle. Bad signals lead to poor communication and a breakdown in command. Signals units are an infantry type unit.
The signals unit is not a CP unit in itself, rather it adds to the command/control range of a command post. The signals unit does this in one of two ways: a. DIRECT SUPPORT SIGNALS - the signals unit occupies the same hex as a CP unit. The range of the signals unit becomes the range a CP unit can extend it's command/control ability. It is also the range the CP unit can be extended away from a higher CP unit. b. RADIO RE-BROADCAST SIGNALS (RRB) - The signals unit can be placed between two CP units to extend the range of both. In this way, a CP unit of 30 hex range can be 30 hexes from a RRB, which is 30 hexes from the next higher CP unit, and the first CP unit is still in command control range. Like all "R" weapons class units, a signals unit can be jammed. RADAR UNITS Radar units come in two types in this game; Artillery locating and Air Defence. Radar units are "R" class with zero attack strength, a number indicating the 360-degree range of the radar, a defence factor, and a movement factor.
ARTILLERY LOCATING UNITS - Anytime an indirect fire attack is traced through the range of such radar, the attacker is spotted. The artillery locating radar may act as an OP to deliver an indirect fire counter battery attack or direct aircraft attack to the spotted unit. Note that all World War II units are not actually radar unit rather they use a flash bang technique. The units are deployed near the front where they record the flash of enemy artillery weapons. They compare these records to the reports of artillery landing and the time of landing to determine a position of the enemy guns. This technique is not perfect; therefore, anytime a locating
- 67 – unit in World War II locates enemy artillery it receives a +1 to the drift chart.
AIR DEFENCE RADAR UNITS - Anytime an air defence radar unit occupies the same hex as an AA capable artillery/missile unit a -1 Combat Results Table dice roll modifier is applied to the die roll. ELECTRONIC WARFARE UNITS
Electronic warfare units have a defence strength, an effective range and a movement allowance of zero. The range is the number of hexes in a 360-degree radius that an electronic warfare unit can affect enemy or friendly units. JAMMING UNITS - Electronic warfare units can jam the command of enemy units within range of the electronic warfare unit. Roll one die for each unit in range during each phase of the player turn. A result of 1-4 means the player may use his units normally. A result of “5” or “6” means the unit is jammed.
DIRECTION FINDING UNITS - Electronic Warfare units may spot locating/air defence radar units in their range. Roll one die in the movement phase for any one radar in range, a roll of 3-6 means the radar is spotted. The electronic warfare unit may act as an OP unit in the air phase to direct an air strike on that radar unit. A spotted air defence radar unit is considered jammed during the turn it was spotted. A jammed air defence radar unit may not assist an AA capable weapons system. A jammed locating radar unit may not locate enemy artillery units. Friendly radar units in range of a friendly electronic warfare unit may be affected by its operations. Roll one die for each friendly unit at less than half range to the electronic warfare unit, 1-5 meaning there is no effect. All die rolls affecting a unit because of the presence of an electronic warfare unit is modified by -1 if the unit is at greater than half range. Electronic warfare status is a random event and must be rolled for each time the opposing player uses his units in each phase of the game turn to effectively simulate this type of warfare on the battlefield. ELECTRONIC COUNTER MEASURES
- 68 – The presence of a friendly electronic warfare unit in range cancels out the negative effects of an enemy electronic warfare unit. NOTE: Parts of this rule slows down the game quite a bit. Consider using electronic warfare units against enemy radar units only. This will speed up the game yet introduce some electronic warfare into it.
INFANTRY OPERATIONS PANZER BLITZ ASSAULT WWII Russian and German infantry units may ride on tanks and self-propelled guns and jump off in the hex immediately in front of a unit about to be overrun by those armoured vehicles. These passengers may then CAT attack in the close combat phase those units, which were just overrun by the vehicles they jumped off during the movement phase. FLANK ATTACKS Infantry units are consisted to have the majority of their strength deployed to their front or the top of the infantry unit counter. Therefore, infantry units may only defend or attack at 50% of their defense/attack strength during attacks to their counter side or rear hex sides. Infantry units may change a hex side frontage at the rate of one hex side per turn. Dispersed infantry units defend at 25% of their defense strength through a hex side other than their front hex sides. MOUNTED INFANTRY FIRE Certain passenger units are able to join attacks made by their carrier units. The units able to attack while passengers are indicated as "MIF" on the UFT. a. The indicated Israeli units may use mounted infantry fire in scenarios dated 1967 and on. b. The indicated Arab units may use mounted infantry fire in scenarios dated 1970 and on. c. WWII German infantry units in half-tracks may use mounted infantry fire in scenarios dated 1942 and on. d. WWII Russian infantry units in half-tracks may use mounted infantry fire in scenarios dated 1944 and on. Unless mentioned in the UFT a unit may not use mounted infantry fire. A passenger can attack only if its' carrier attacks, and it must attack the same target that its' carrier attacks. a. The passenger unit may join in any kind of attack the carrier makes, including
- 69 – overruns. b. Trucks, jeep type vehicles, and passengers loaded in such may not use mounted infantry fire (Exception: 2 Pdr ATG loaded on a truck in British service during a desert scenario may fire while loaded at half strength using the trucks' defence factor for defence. This is the famous "Portee anti tank combination"). A passenger unit that attacks can be moved and unloaded, normally subject to those pertinent rule sections. BAILOUT Certain passenger units may unload immediately if their carrier unit is dispersed by fire combat. a. The units that may "bail out" are indicated on the UFT. b. Units may bail out from any carrier unit except helicopters and transport aircraft, which are in flight. c. When a carrier unit is dispersed, the owning player must decide immediately whether its' passenger unit will "bail out". d. A unit may not bail out if doing so would violate the stacking requirements of the hex or other rules. e. A unit that bails out is automatically dispersed and unloaded. A unit that bails out is considered to have been attacked by the attack against its' carrier but does not resolve the attack. QUICK MARCH Units that are allowed to use "quick march" are indicated in the UFT. Just before each unit moves, the owning player must announce whether that unit will use "quick march" to move that turn. a. The movement cost for entering a non-slope hex is one half (2) movement point for a unit using "quick march". b. Notice that a unit using "quick march" cannot enter a slope hex or cross a ridge hex side unless it moves along a road at the road rate. c. A unit that is attacked by opportunity fire while it is using "quick march" has its' defence strength halved. d. A unit that uses quick march is automatically attacked at 1-2 odds as soon as it is finished quick marching as a penalty for using this rule. If the unit has been dispersed by opportunity fire a one is subtracted from the CRT die roll and a "DD" result will eliminate the unit.
- 70 – e. Units using "quick march" may not CAT attack that turn. COMMANDOS All commando units may perform bridge demolitions like combat engineers. Commando units may create blocks like combat engineers. Commando units do not have to trace command/control to any CP unit higher than battalion level. PARTISANS Partisans do not trace command/control. Partisans are always two morale levels below their respective nationality. Partisans may create blocks like combat engineers. Partisans do not require re-supply. Partisans may disband anytime during the game when it is not within 5 hexes of any enemy unit, and be regarded as evacuated. No unit may reassemble once disbanded. No other units may disband. Disbanded units do not count toward victory point accumulation. SKI TROOPS Ski troops move at the rate of two hexes per turn. Ski troops cannot use their ski capability in CAT attacks. Infantry must be specified as ski capable by SSR.
MOTORIZED OPERATIONS CHENILLETTES French 1940 chenillettes had a very limited transport capacity. For this reason, only infantry type units may be carried by it. Towed guns and mortars may not be carried by this type of unit. CROSS COUNTRY PENALTY The units that must suffer a cross-country penalty are indicated on the UFT under "CCP". Each unit indicated must expend one extra movement point when crossing a hex side containing a yellow or orange colour bar. Units crossing moraine hex sides or moving on a road at the road rate do not have to pay this penalty.
- 71 – INFANTRY TANK MOVEMENT Infantry tanks are armoured units with a movement allowance of 2. It cost only 2 movement points to enter a slope hex for these vehicles. All other rules remain unaffected. Infantry tanks may always move a minimum of own hex except through prohibited hex sides. MERKAVAH TANKS Merkavah tanks have two defence factors. The smaller is used in IF, mine attacks and in all DF, Overrun and CAT attacks in which the LOF from two of the attacking units passes through the rear hex sides of the defender's hex. In all other cases, use the larger defense factor in resolving combat. LASER RANGE FINDER Tanks/Helicopters are equipped with laser aiming aids after 1980 for NATO equipped nations and after 1985 for Warsaw Pact equipped nations. Laser sights are available only on modern tanks. Laser sights receive a -1 dice roll modifier on the Combat Results Table die rolls for units, which are equipped with them. DETECTORS/JAMMERS - Any unit having laser range finders is considered to have a laser detector/jammer unless specified otherwise in scenario rules. Anytime, a unit uses it's laser range finder on a similarly equipped unit, that target unit may detect the laser on a die roll of 1-4 (Soviet Equipment) or 1-5 (NATO equipment and all others after 1995). The target unit may then electronically jam the laser on a die roll of 1-4. The jammed laser is not effective and no die roll benefits accrue to the firing units. INFRA-RED SIGHTS Units with infra-red sights (as indicated in the UFT) may see into, but not beyond, smoke hexes. No +1 die roll bonus for unit in same hex with smoke attacked with DF or OF by unit equipped with IR sights. At night, unit with IR sights, extend their LOS two hex beyond the night visibility limit set for the specific situation. THERMAL SIGHTS Units with thermal sights (as indicated in the UFT) may see into and beyond smoke hexes. No +1 die roll bonus for unit in same hex with smoke attacked with DF or OF by unit equipped with IR sights. At night, unit with thermal sights, extend their LOS beyond the night visibility limit set for the specific situation as though it was daytime. CAPTURED CARRIER UNITS
- 72 – All carrier units ("C" Class) which have an attack strength of zero may be captured during certain Overrun and CAT attacks directed against their hex. Such carrier units may be captured in an Overrun attack if the Overrun attack includes an infantry/engineer unit making a Panzer blitz assault. The Overrun attack must first destroy all other units in the hex, and then the infantry unit may capture the carrier. Such carrier units may be captured by an eligible unit making a CAT attack. To capture a carrier, the attacker must specify such before the attack. The defence strength of the subject carrier unit(s) is not added to the CRT die roll, however, because the infantry unit must detail men to capture the carrier unit as well as kill other enemy units a +1 DRM is added to the CRT die roll for this attack. If all other defending units are eliminated then the carrier unit is captured. If the hex contains only enemy carrier units then they are captured when the attacker's infantry enter the carrier unit's hex. No CRT die roll is required. Captured carrier units are replaced with the same type unit of the attacking nationality. Note that if the attacker does not have that type of carrier unit he may not capture one from the enemy. Also note that Soviet WW2 carrier units are company strength units when captured they become two carrier units of another nationality. On the following turn, the attacking player who captured the carrier unit may use the carrier unit normally. SPLIT MOVE AND FIRE Certain vehicular units (see UFT under note) have the capability to fire when they move only half their movement allowance in the game turn. During the movement phase, any units which fired in the current turn may move up to one half their normal movement allowance. a. Units which are inverted and dispersed may not move. b. Units which are using SMF may not execute overrun attacks. c. Units using SMF remain inverted. A unit’s movement allowance is its printed movement allowance. A moving SMF unit is still subject to opportunity fire and is activated after expending one fourth its' printed movement allowance (or one half its' maximum SMF movement allowance) in the movement phase. CONVOYS Units in convoy must be on the road, unstacked, infantry and guns in trucks and halftracks, moving at 5 hexes per turn until lead unit comes within 3 hexes of enemy. Units may them leave road and move full speed.
- 73 – Units unable to enter immediately set up in road march order off board and enter in that order.
ENGINEERING OPERATIONS COMBAT ENGINEERS Engineers may be used to clear minefields, build field defences and bridges; and increase effectiveness during a CAT attack.
Clearing minefields is a four-step procedure: a. Engineer unit moves adjacent to the minefield. b. Next turn, the minefield counter is inverted. c. The engineer unit moves on to the minefield in the friendly movement phase of that same turn. d. The minefield is removed at the beginning of the next movement phase. e. If the engineer is disrupted at any time during this sequence, the clearing process is halted. When that engineer unit is undispersed the sequence is restarted at the step in which the dispersal took place. Once the minefield is inverted, other units entering the hex are still liable to the normal minefield attack until such time as the engineer unit removes the mine counter. f. If the engineer unit is eliminated during this sequence, any new engineer unit may begin all over again. g. An engineer unit may only clear one minefield counter at a time. When engaged in minefield clearing, the engineer unit may not attack in any manner or load into a carrier vehicle. BUILDING AN IMPROVED POSITION - Engineer units may build improved positions vi a the following procedure: a. The engineer unit moves into the target hex with an inverted improved position counter. b. 30 turns later the improved position counter is flipped up and the position is ready for use. If the engineer unit is dispersed all work stops until the engineer unit is undispersed. If the engineer unit is eliminated then the building attempt fails.
- 74 – An engineer unit can only engage in one task at a time any other tasks will delay work an equal number of turns including defence. CREATING MINEFIELDS - Engineer units may build minefields by the following procedure: a. The engineer unit moves into the target hex with an inverted minefield counter. b. 40 turns later the minefield counter is flipped up and that hex is now mined. c. The engineer unit moves off next turn and is not attacked by that minefield If the engineer unit is eliminated or dispersed the mining attempt fails and must start all over again. An engineer unit can only engage in one task at a time any other tasks will delay work an equal number of turns. CREATING BLOCKS - an engineer unit may create blocks subject to the rules covering block placement: a. Blocks may be placed on any hex that is a woods, town or at least one ridge hex side; or any adjacent hex to the above. An engineer unit places a block counter in a hex by being in the hex, face up at the start of the turn; the block counter is placed and the engineer unit is inverted during the friendly fire phase. It takes two turns to create a block in or adjacent to a town hex. It takes four turns to create a block in/or adjacent to a woods or ridge hex side. CREATING TRACKS - an engineer unit may create tracks subject to the rules covering track placement: a. Tracks may be placed on any hex that is a swamp or woods. An engineer unit places a tracks counter in a hex by being in the hex, face up at the start of the turn; the track counter is placed and the engineer unit is inverted during the friendly fire phase. It takes two turns to create a track in a swamp hex. It takes four turns to create a track in/or adjacent to a woods or ridge hex side. Tracks that are part of an engineer vehicle may be placed immediately in a hex adjacent to the hex the engineer vehicle is in.
- 75 – BRIDGE DEMOLITION - To destroy a bridge, an engineer unit must remain on the bridge hex for three turns (two for a bridge counter). On the fourth turn (third for a counter), or any subsequent turn, the unit must move to an adjacent hex. a. As soon as the engineer unit moves, the die is rolled, 1-5 meaning the bridge is destroyed, and 6 meaning the attempt must be made over again. b. The engineer unit executes the same procedure as before, but may opt to remain stationary on a bridge hex for fewer turns: i. One turn for a roll of 1 or 2 to be successful. ii. Two turns for a die roll of 1-4 to be successful. iii. Three turns for a die roll of 1-5 to be successful. c. If the attempt fails again, then the unit must start from the beginning with no bonus for a second try.
BUILDING WITH DEMOLITIONS - Any combat engineer unit may create an instant improved position by using the bridge demolition sequence in a clear hex. A combat engineer unit may create a block in any town or woods hex (including woods/road hex) by using the bridge demolition sequence. ASSAULT BONUS - Combat Engineers stacked with infantry in a CAT attack cause that attack to be resolved one column to the right (3-1 becomes 4-1 odds) and a one is subtracted from the CRT die roll on all such attacks. CONSTRUCTION ENGINEERS
Construction and Pontoon Engineers may construct "cut", bridges, and infantry bridges. These units are indicated as having advanced engineering capabilities on the UFT. These units may not serve as combat engineers and may not do standard engineer functions unless specified on the UFT. CONSTRUCTION RULES - To construct any of the things described below a construction engineers unit must build in a hex for a stated number of turns. a. In order to build in a hex, an engineer unit must start in that hex and expend its' entire movement allowance without moving. The engineer must start the turn face up and cannot move or attack that turn b. Each turn that an engineer builds in a hex the owning player should write down the hex
- 76 – identification and what the engineer was working on and the cumulative total of building turns completed so far on that project. c. No matter how many engineers are in a hex only one engineer can build in a hex in a turn. d. When the required number of turns building have been completed, the proper counter is placed in the hex. Turns of building are never lost no matter what happens to the construction engineer unit; another construction engineer unit can move in and start where the first one left off so a record must be kept. BUILDING CUTS - A cut requires 40 turns of building. The engineer unit must build in the debouchment hex for the canal hex where the trench counter will be placed. Egyptian combat engineers can water blast a cut in the Suez Canal in 10 turns. BUILDING BRIDGES - Bridges can be built in any gully, stream or trench hex. Bridges built in canal hexes must already have a trench counter in place. The turn before building is to begin, a bridge counter and an engineer counter must be together in the hex where the bridge is to go. a. The engineer unit expends its' entire movement allowance to move the bridge counter and itself onto the chosen hex. b. The bridge is inverted, and will remain so until it is completed. c. This first turn does not count as a turn of building. The engineer unit must build in the same hex with the inverted bridge counter. The inverted bridge may be attacked normally. A "D" and "DD" results are ignored; eliminated bridges are removed from the map board and all their building to date is lost. Note there is a different procedure for tank-launched bridges (AVLB). MOVING BRIDGES OVERLAND - Players can transport bridges on special bridge launchers or trucks depending on their nationality. A bridge is treated like a passenger in all respects while being transported, but bridges may not bail out. To unload a bridge a transport must expend its' full movement allowance. Israeli battle tanks (M60, M48, Centurion, Patturion, Sherman HV51) may carry and unload a bridge at the cost of all its movement points. The tank may move only one hex per turn. Unlike other passengers, a bridge can be attacked separately from its' carrier. a. A bridge is not destroyed when its' carrier is destroyed. The surviving bridge is left in the hex until it is attacked and destroyed. b. A bridge can be attacked separately while it is being transported. c. When overrunning or CAT attacking defenders in the same hex with a bridge, the
- 77 – attacking player need not include the bridge counter in his attack. If he does, it shares the fate of the other defenders; if he does not attack it, it is not affected by the combat. Ignore "D" and "DD" results against a bridge. A bridge counter counts as two stacking points when it is not emplaced; when eliminated it leaves two wrecks if in a road hex. BUILDING INFANTRY BRIDGES - The turn before construction is to begin, an engineer unit moves into a water hex and an inverted infantry bridge counter is placed there with it. a. An infantry bridge is not allowed in the same hex with a trench counter. b. The engineer unit must start this placement turn face up in the hex beside the obstacle to be bridged. c. This placement turn does not count as a turn of construction. After five turns of building, the bridge is turned face up and can be used. The inverted bridge can be attacked normally, ignoring "D" and "DD" results. Only non-armoured units with a movement allowance of one may use an infantry bridge. SPECIAL ENGINEER VEHICLES MINE CLEARING VEHICLES (MCV): These units perform like a normal tank except that it may clear minefields using a plow, flail, or rollers. The procedure is as follows: a. MCV unit moves into the minefield hex and ends all movement. b. In the following movement phase, the MCV unit expends half of its' total movement allowance leaving the minefield hex. c. When the MCV leaves the hex, the minefield is removed from the map board. MCV vehicles cannot be harmed by minefields. FLAMETHROWER VEHICLES (FTV): This is a vehicle with the gun replaced by a flamethrower, treat as direct fire "H" class weapon. Some flame-thrower tanks will have two attack strengths - the first for an anti armour("A" class) gun; the second for the ("H" class) flame-thrower. MINE LAYING VEHICLES (MLG): this unit is a minelayer device attached to a transport. If this unit expends its' entire movement allowance to move twice in the same hex (spends two movement phases in the same hex), a minefield counter is placed in the hex on exit. a. Such vehicles may place a minefield only in those hexes that allow a minefield to be placed subject to the rules on minefields. AVLB: this is a tank chassis converted to carrying a tank bridge for rapid deployment. Bridges are laid as follows: a. The AVLB enters the hex to be bridged and ends all movement.
- 78 – b. In the following movement phase, the AVLB expends four movement points leaving the hex. c. As the AVLB leaves the hex the bridge it was carrying stays. d. An engineer unit spends one turn "hooking up" the bridge. e. Now the bridge is ready to use like any other bridge. f. Note that AVLBs are the only vehicular units that may short cut the bridge building process. ARMOURED ENGINEER VEHICLES: AEV are armoured vehicles purposely designed to complete specialized engineer tasks without exposing the crew. There are three types: a.
Demolition Gun type: this type has an H class gun designed to demolish man made objects. Treat as any armoured vehicle with an H class gun.
b.
Demolition Charge Laying Vehicles: this type has a large demolition charge attached to the front of the vehicle. The charge is detached when the vehicles gets within the proper distance to the target. The vehicle then backs of and fires the charge. Treat as an H class weapon
c.
Fascine Launcher – this type of vehicle has a fascine on it that launches into a dry gully, trench or AT Ditch. The Fascine then becomes a bridge.
BULLDOZERS/DOZER TANKS: Such vehicles may create a track in a hex at the rate of one hex per turn subject to the rules covering tracks.
AIRBORNE OPERATIONS
Airborne operations were first used on a large scale in WWII. The following rules are designed to reflect the tactical employment of these special combat troops during war operations in the twentieth century. TROOPS Special para units are provided by Avalon Hill Game Company in various variants to the games in this game system. The nature of airborne operations is such that deployment of paratroops in combat causes them to become scattered. Therefore units will "breakdown" into detachments as follows:
- 79 – a. German Para units breakdown into 3 units. b. Allied Para units breakdown into 4 units. c. Russians do not have special para units, rather regular rifle, SMG, Recon, Guards units breakdown as follows: i. Rifle into 5 detachments. ii. Guards into 6 detachments. iii. SMG into 8 detachments. iv. Recon into 3 detachments.
Players may never breakdown a unit voluntarily, units breakdown only because of a para drop. Once broke down, players may elect to leave units in that state (Exception: US airborne units may breakdown voluntarily but only during Battle of the Bugle scenarios where the US player is on the defensive). DRIFT DIAGRAM
1. Orient the diagram so that the arrow is parallel to the direction of North on the map board. The target hex corresponds with the centre hex of the diagram and the attack is executed against the numbered hex corresponding with the die roll result. 2.
The hex that is determined by this procedure must be attacked, even if it is vacant or occupied by friendly units.
3. The entire combined attack is executed against the final target hex, even if that hex is out of range or closer than minimum range. 4.
The drift of all indirect fire attacks being made during the same fire phase should be
- 80 – determined before any indirect fire attacks are resolved. All attacks that end up attacking the same hex must be combined into one attack.
Once a target hex is picked for a unit to drop into, a die is rolled. The Drift Diagram is consulted, the corresponding number is the direction of wind drift for that unit. Then a second die is rolled, the die roll is crossed indexed with the Wind Speed Selection Chart. WIND SPEED SELECTION DIE ROLL
SPEED
1
NO
2
LOW
3
LOW
4
LOW
5
MEDIUM
6
HIGH
With wind speed selected, cross-reference the wind speed on Wind Speed Chart to get the dispersal pattern letter on the Para drop Dispersal Chart. WIND SPEED PATTERN CHART WIND SPEED DIE ROLL NO WIND
LOW WIND
MEDIUM WIND
HIGH WIND
1
A
B
C
D
2
B
C
D
E
3
B
C
D
E
4
B
C
D
F
5
C
C
D
F
6
C
D
E
F
The resulting letter is matched with the correct row in the Dispersal Chart to the unit being dropped. Immediately behind the corresponding letter in the chart is a series of numbers. The first number in the series designates the number of breakdown units of the parachuting unit, which land in the target hex. The next number designates the number of breakdown units that are dropped into the next adjacent hex and so on until all units are dropped. Units are placed away from the hex in the direction of drift:
- 81 – PARACHUTE DISPERSAL PATTERN CHART DETACHMENT PATTERN 3
4
5
6
8
A
3
4
5
6
8
B
21
22
221
321
332
C
12
211
2111
2211
2222
D
111
112
011111
021111
221111
E
0102
0121
02010101
02020101
0221111
F
010101
0101010101
1010101010
010101010101
00200201010101
a. Breakdown units may never separate by more than two hexes after landing (Exception: WWII US airborne units had a high degree of personal initiative and may operate up to 4 hexes away from other another).
b. Breakdown units may attack move and defend normally as per the rules. c. In order to form a complete unit; the breakdown units must begin their turn in the same hex. They may not move or fire until the turn is over then the breakdown units are replaced by their parent unit. d. Notice that landing grouping "A" on all dispersal patterns means the breakdown units can form a parent unit the turn after landing. e. All breakdown units must be present for a parent unit to be created. f. Mortars less than 85mm in size and ATGW man portable units are the only non-infantry units which, may Para drop. They are not subject to breakdown. GLIDERS Gliders act much like indirect fire. First a target hex is selected. Then a die is rolled, the resulting number is compared to the drift diagram, and the result is where the glider lands.
a. Gliders landing in woods, stream, canal, water, or town hexes are eliminated along with their passengers. b. Gliders may carry only one infantry type unit or towed artillery gun of less than 80mm, one mortar of less than 100mm, or one AA gun of less than 21mm, or one Jeep vehicle only.
- 82 – c. Passengers in a glider may unload the turn after landing. d. Empty Gliders remain on the map board throughout the game and function in the same matter as wreck counters. Gliders must be towed by a cargo aircraft (they must be in the same hex) and are subject to the rules governing release point from a cargo aircraft just like paratroops. Gliders are subject to AA fire of direct and opportunity fire attacks with a defence strength points of 7. CARGO AIRCRAFT Cargo aircraft represent the Junkers 52 or C47 or AN12 depending on the nationality. Cargo aircraft move at the rate of 75 hexes per turn and are subject to opportunity and direct fire from AA capable guns.
a. Cargo aircraft can only carry one unit at a time. b. Cargo Aircraft all have an inherent defence strength of 7 for resolving AA fire attacks. c. Cargo aircraft cannot be dispersed. Only a "X" result on the CRT counts to eliminate them. d. Cargo aircraft must be within 3 hexes of the Para drop target hex before releasing their paratroop passengers. Any error in release point is multiplied by two on the ground. Example: A para unit is released two hexes south of its target drop hex, therefore the new target drop hex four hexes south of the target hex. Cargo aircraft may not carry cargo or drop paratroops while towing a glider. CARGO EXTRACTION - Rather than drop cargo by parachute or land at an airfield, cargo aircraft can deploy cargo via rear door extraction. To use cargo extraction, a cargo aircraft must be specified as having a rear cargo door (SSR Specified). To drop cargo via cargo extraction, the cargo aircraft uses the same procedure as for landing at an airfield except the cargo aircraft never lands. The player controlling the aircraft announces his intention to extract cargo. The cargo aircraft is considered to have moved to LLAD level. The aircraft moves along an approach path of six clear hexes depositing the cargo in the seventh clear hex. The aircraft is considered to have moved to MLAD in the tenth clear hex. Thus a straight path of eight clear hexes is required. Only supply units may be dropped via cargo extraction.
- 83 – All "I" weapons class units have their firepower doubled when firing at a cargo aircraft extracting cargo.
AIR OPERATIONS Various types of aircraft are provided in the game. But, because of the time scale of the game they are used in a rather abstract manner. This keeps the paperwork involved in managing the game simple. Each aircraft counter is said to equal one aircraft. MOVEMENT Aircraft move, undergo AA fire attacks, and resolve combat during the air phase of a player segment. Aircraft move as follows: a. Stuka/fighter-bomber
100 hexes
b. Jets
200 hexes
c. Observation Aircraft
70 hexes
d. Cargo Aircraft
75 hexes
e. Helicopters move as printed on their respective counters f. Fighters
120 hexes
Aircraft must move every turn while in the air regardless. Aircraft usage, entrance and exit are governed by the scenario briefing. TYPES OF COMBAT AIRCRAFT Jets and helicopters are available after 1948. Attack strengths vary and are assigned in the scenario briefing under Air Strikes (Exception: Me262).
Year MG ATG BOMB
Characteristics 1939-40 1941-42 1 (I) 4 (H) 0 0 20 (H) 20 (H)
1943 4 (H) 5 (A) 20 (H)
Stuka is a German dive-bomber used in air-ground role from 1939 to 1943. Stuka have three types of attack weapons: machineguns, anti-tank guns, and bombs. German fighter-bombers receive a defensive value of seven up to 1943 and eight from 1944 on the end of the war when resolving attacks against it.
- 84 – Allied and Russian aircraft although different shared attack characteristics: Attack Characteristics Type of Aircraft MG BOMBS ROCKETS
Soviet 1943/American 3 (I) 30(H) 20(A)
Soviet 1944/British 2 (A) 30 (H) 20(A)
The defensive value of Allied fighter-bombers is seven, while Russian fighter-bomber's defensive value is eight when resolving attacks against the counter unless otherwise stated. World War II fighters have the attack strength of their nationality's fighter-bombers but are not able to carry light bombs or rockets. Fighters receive a -3 CRT DRM when attacking an enemy aircraft from the rear and a -2 CRT DRM when attacking from any other direction. Fighter-bomber attacks are executed by moving the fighter-bomber unit to a hex adjacent to the target hex under going AA attack, if any, and resolving combat. All aircraft attacks are executed as opportunity fire attacks during aircraft movement. VTOL AIRCRAFT - VTOL aircraft take off and land like a helicopter; be sure to use the helicopter down rules when operating such aircraft.
OBSERVATION AIRCRAFT Observation aircraft are used to sight enemy units to fulfil indirect fire sighting requirements. Observation aircraft can sight enemy units in clear terrain to a range of thirty hexes. Enemy units in woods and town hexes that fire may be sighted if the observation aircraft is within ten hexes of the firing unit. Observation aircraft have a defensive value of four unless otherwise stated. Rules governing blocking terrain do not apply for LOS from aircraft to ground unit and viceversa. Observation aircraft can function as per the rules governing Observation Posts. As with ground units sighting for indirect fire, the observation aircraft must be within range of the target unit from the time the indirect fire order is written until it is executed in the following turn. AWAC AIRCRAFT - AWAC aircraft are aircraft outfitted to act as early warning platforms. These aircraft have the capability of guiding fighter-bombers to target (air, sea, or ground), acting as jamming units, direction finding units and observation posts. Such aircraft may perform each function once per turn. The effective range of such aircraft is printed on the counter. Unlike most electronic warfare units AWAC aircraft do not effect friendly electronic weapons systems.
- 85 –
HELICOPTERS
Helicopters are normal combat units that remain on the map board until they are eliminated (or they exit). However, all game procedures are modified to some degree when helicopters are involved. Helicopters are allowed in any hex on the map board, regardless of terrain, stacking rules, etc. Helicopters expend movement points to move from hex to hex, moving like other units. Helicopters move during the friendly movement phase and they pay only one movement point per hex. a. Helicopters move after all air strikes are compiled at the start of the friendly movement phase. b. Helicopter units move one at a time each completing its' move before the next unit may move. c. A helicopter may move its' full movement allowance even if it is dispersed or inverted. Helicopters are attacked, as are other aircraft by opportunity fire during the friendly air phase. They must expend one fourth (1/4) of their movement allowance before they are attacked. Helicopters may also be attacked during the enemy direct fire phase. Helicopters may not be attacked by CAT (unless "down"), overrun (unless "down"), or indirect fire (unless "down"). When helicopters attack they ignore all hex sides for Hull down shielding. A defender is still hull down shielded if other non-helicopter units are taking part in the attack. Helicopter units with attack points and range printed on them attack normally in the direct fire phase. Air strikes can be assigned to helicopters in the scenario briefing. These units carry out air strikes like other aircraft but all rules for helicopters still apply. These air strikes are carried one time only and the helicopter reverts to its' normal capabilities after that strike is launched. a. Air strikes carried by a helicopter may be launched at the owning player's discretion during the game and does not have to be written down. b. Helicopter may not attack with both an air strike and its' own attack strength in the same turn. A helicopter has to be face up to fire, once it fires it is inverted.
- 86 – Some helicopter units are carrier units (see UFT). a. A helicopter unit can carry 1 stacking points of units, which must be units with a movement point of 1 (ATGW man portable units count as one half stacking point for the purpose of this rule). b. A helicopter must expend its' whole movement allowance to load or unload any number of passengers at once, subject to its' carrying capacity. c. A helicopter cannot unload passengers in woods, town, stream, gully or water hexes. d. Helicopters must be "down" to load or unload passengers. Helicopters may be specified as being "down". Down helicopters are assumed to be landed or hovering just off the ground. A helicopter is down only if a down counter is placed on top of the helicopter. a. Down counters are placed on helicopters only during the friendly air phase, immediately after the end of movement. b. The owning player may place down counters on as many of his helicopters as he chooses. c. If a helicopter unit moved that air phase, it must be inverted as soon as the down counter is placed on it. d. All down counters are removed from friendly helicopters just before helicopter movement begins during the next friendly air phase. e. Down counters may be placed on helicopters during initial placement. LOS/LOF is traced normally to "down" helicopters. a. Elevation hex sides and terrain block LOS/LOF to down helicopters. b. A "down" helicopter can be attacked by CAT, Overrun, and Indirect fire attacks each attack treats the "down" unit as the target type most favourable to that attacker c. A "down" helicopter is always spotted when in enemy LOS/LOF, even when in a woods or town hex. d. A "down" helicopter never gets defensive bonuses for terrain, fortifications or improved positions. e. "Down" helicopters cannot attack. When this rule is in effect, the helicopter can load or unload passengers only during the friendly movement phase. The helicopter must be "down" and face up, and it must expend its' full movement allowance in the loading/unloading hex becoming inverted as it does so. The helicopter is subject to opportunity fire while loading/unloading.
- 87 – FLIGHT LEVELS In the game aircraft are considered to be flying at one of three levels: a. LOW LEVEL - this level is the lowest at which an aircraft can fly. All aircraft including helicopters must fly at this level to attack ground targets via strafing. All observation aircraft fly at this level to detect enemy units. b. MEDIUM LEVEL - all WWII aircraft and helicopters fly at medium level when not attacking ground targets at low level or level bombing. All cargo aircraft towing gliders or dropping paratroops fly at medium level. All attack aircraft may drop bombs (H class air strike) at medium level, this procedure is called level bombing. c. HIGH LEVEL - all jet and cargo aircraft (not towing gliders) fly at high level when not attacking ground targets. AIR STRIKES For each attack, the defence strengths of the defending units are totalled into one defence strength and the attack is resolved as one battle. Adverse results affect only the units attacked. "I" and "H" type air strikes are executed against a specified enemy hex. a. Each unit in that hex is attacked separately by the air strike attack strength. The die is rolled for each defender, and the results apply only to that defender. b. A woods or town hex cannot be attacked unless it contains at least one spotted unit. All "A" class attacks conducted by aircraft receive a -2 die roll modifier for firing into the soft skin of AFV tops (that is armoured target classes). There is always assumed to be unobstructed LOS/LOF from an air unit to every unit on the map board (within thirty hexes subject to visibility rules). Terrain does not block LOS/LOF, and there is no Hull down shielding. Defending units in a town or woods hex, or in the same hex with a neutral counter, do get the defensive bonus. Air strikes attacking the same targets at the same time must combine into one attack strength and resolve as one battle unless the aircraft attack in waves of multiple aircraft. A defending unit still cannot be attacked more than once by units that are attacking at the same time. a. Air strikes executed by helicopters must also be combined with any other attack points that are attacking the same targets at the same time. A defending unit can still be attacked only once per phase or once per activation (by opportunity fire). b. Different waves of aircraft attack the same targets with separate attacks. If a wave of aircraft attack a target that was attacked by an earlier wave that same turn, the new attack is treated like a separate attack. Thus if aircraft in the same wave attack the same target, they must combine their air strikes into one attack; if aircraft in different waves attack the same target the attacks are treated like separate attacks and resolved separately.
- 88 – For all air strikes the AIR STRIKE section of the WEC is used to calculate the effective strength of the air strike attack. See the Air strikes selection chart to determine the historical type versus game value of an air strike. Air strikes are assigned to a unit as soon as that unit is placed on the board, and cannot be transferred to another air unit. If that air unit is removed from the board without executing its' air strike that air strike is simply lost. Air strikes may written or opportunity fire. Each type of air strike has a maximum range. An air unit cannot execute its' air strike against targets that are farther away than the maximum range for that type of air strike. a. "G" type air strikes can be executed up to 12 hexes from the carrying unit. "G" air strikes may only be carried by helicopters. b. "A" type air strikes can be executed at various distances from the carrying unit, See Air Strike Chart. c. "H" type air strikes must be executed against units in the same hex with the air unit carrying the air strike. Their maximum range is zero or more, see Air Strike Chart. d. "I" type air strikes can be executed up to 2 hexes from the carrying unit. "G", "A", and "H" air strikes are executed against specified enemy units. a. The attacker specifies the unit the air strike is to be used against. b. Each defending unit in a town or woods hex must be spotted - it must be under a "Spotted" counter. Combat aircraft types cannot spot for themselves. Air strikes at odds, which require the attacker to disperse or be eliminated, are not applied unless the defender is an AA capable unit, which has not fired previously. AIR STRIKE MUNITIONS -The following is a discussion of aircraft munitions as it applies to the game. GUIDED WEAPONS - Missiles and guided bombs are weapons systems, which are guided to target by electronic means (either laser, heat or radar emission). All modern attack aircraft and fighters can deliver smart bombs. Such weapon systems have a much greater chance of hitting a target; therefore a -2 CRT DRM is applied to attacks involving guided weapons. Guided weapons have a weapon's class of "*" and are normally specified in the air strikes section of a scenario briefing. Anti-radar bombs and missiles may be used against "R" class units only. Heat-seeking air-to-air weapons may be used against other aircraft only. Laser bombs/missiles may be used against ground targets provided the spotter is equipped with laser equipment.
- 89 – UNGUIDED BOMBS - Regular bomb attacks (light and heavy bombs, cluster, and napalm) are solved as per the procedure above but receive no die roll modifiers. CLUSTER MUNITIONS can carry either bomblets or mines. In this game we shall concern ourselves with mine carrying cluster bombs only. Cluster bombs are regular bombs, which can be dropped by level bombing (MLAD) or strafe bombing (LLAD). Cluster bombs create one hex of 2-1 odds mines. NAPALM is a regular bomb designed to be especially effective against personnel targets. Therefore all attacks against infantry type units (movement allowance of one), gun type nonarmoured units (movement allowance of zero), and soft skin vehicles receives a -1 die roll modifier on the Combat Results Table. All armoured vehicles are solved for with no die roll modifiers. LIGHT BOMBS are generally carried by all fighter-bombers in World War II. Such aircraft may carry one as specified above. Modern Jet fighter aircraft may carry light bombs in groups of two. Such a group represents one choice of ordnance when arming the jet counter for an air strike. HEAVY BOMBS may be carried by all modern jet fighter aircraft. Heavy bombs are not normally carried by World War II fighter-bombers because of their limited payload. CARPET BOMBING - In some World War II scenarios, heavy bombs may be specified as being used to carpet bomb. Carpet-bombing is specified in the number of attacking heavy bombers.
Each heavy bomber attacks one hex and all hexes directly adjacent to that one hex with one heavy bomb payload. Heavy bombers are immune to AA fire because they are considered to fly above the HLAD level. Each line of this chart corresponds to the maximum load one aircraft counter can carry. Jets can carry three such munitions plus cannon, helicopters two munitions plus cannon. The characteristics of aircraft noted in the above Type of Aircraft section take precedence over this rule. The following chart details the types of munitions, their special characteristics, and their availability to player design your own scenarios:
- 90 – AIR STRIKE CHART WEAPON SYSTEM
WEAPO N CLASS
RANGE IN HEXES3
ATTACK FACTOR
AD LEVEL DELIVER4
YEAR OF USE1
NOTES
ROCKETS
A or H
4/9 5
4 or 20
LLAD
1942
STRAFING ONLY
MACHINEGUNS
I
2
1or 2
LLAD
1915
STRAFING ONLY
CANNON
A
6
2,4,6 or 8
LLAD
1939
STRAFING ONLY
H
0
2
10
LLAD
1950
0
2
---
LLAD
1960
NAPALM CLUSTER BOMBS
---
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// H
02
10
LLAD
1915
HEAVY
H
0
2
30
MLAD
1939
GUIDED
H
24/12 6
40
MLAD
1970
LIGHT
MISSILES
LAYS ONE HEX OF 2-1 MINES
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AIR-AIR
AA
40
48
All Levels
1960
USED AGAINST FLYING AIRCRAFT
AIR-GROUND
A or H
36
48
MLAD
1965
GROUND TARGETS
ANTI-SHIP
A
38
80
LLAD
1970
USED AGAINST SHIPS
ANTI-RADAR
R
38
30
MLAD
1982
USED AGAINST RADAR UNITS ONLY
ATGW
G
12
40
LLAD
1970
USED BY HELICOPTERS ONLY
NOTES 1. 2. 3. 4. 5. 6.
Add 10 years for Soviet equipped nations; except machineguns, cannon, and unguided bombs. Aircraft must move through the hex attacked. Weapon Release Point = maximum hexes away from the target. AD level that aircraft must be at for successful weapon release. Modern aircraft (Post 1960) only. Unpowered guided bombs
AIR STRIKE MISSION TYPES - Different arrays of weapons are used for different types of missions. The weapons system used will depend on the nature of the mission, the potential targets, and the results desired from the mission. Fighter-bomber jet air strike missions include; Reconnaissance, Tactical Air Support, Battlefield Interdiction, Air Superiority, and strategic Interdiction. a. TACTICAL AIR SUPPORT - aircraft on such missions are armed with cannon, rockets, and light bombs if after armoured targets and cannon, napalm, and light bombs if after nonarmoured targets. b. BATTLEFIELD INTERDICTION - aircraft on such missions are armed with heavy bombs, guided bombs, rockets, cannon, and air to ground missiles. This type of mission involves attacking roadways, railways, reserve and supply concentrations, and rear area transport and communications. c. AIR SUPERIORITY - aircraft on such missions are armed with cannon and air to air
- 91 – missiles to destroy enemy aircraft and gain control over the skies above the battlefield. d. STRATEGIC INTERDICTION - aircraft on such missions are armed as battlefield interdiction the difference being the target. This type of mission seeks to destroy road nets, airfields, harden communication facilities far behind the enemy's main line of resistance. Helicopter missions include Reconnaissance, Transport, Close Support-Tank Killing, Close Support-General, Battlefield Interdiction, and Search and Rescue. a. CLOSE SUPPORT-TANK KILLING - Helicopters hunting tanks are armed ATGW, cannon, and rockets ("A" class). b. CLOSE SUPPORT-GENERAL - Helicopters supporting an airmobile operation or an advance armed to deal with soft targets and light armour. Cannon, Rockets ("H" class), and light bombs (grenades) are the norm. c. BATTLEFIELD INTERDICTION - Helicopters when used in large numbers can interdict a battle area. For such a mission the helicopters would be armed with half as for Close Support-Tank Killing and half as for Close Support-General. Use white counters with AS, CS, TK, SI, BI, and TAS (number 1-30 each) under the aircraft counter to indicate the type of strike that counter is carrying. AIRCRAFT GROUND ATTACK TACTICS - Aircraft use different modes of attack to destroy or neutralise different targets. Below are the attacks applicable to the game: a. DIVE ATTACK - a dive attack is commenced from M/HLAD level when the aircraft is on the target hex. Dive attacks are used to attack a single unit in a target hex. The aircraft moves to LLAD level and releases its weapon and then proceeds along its flight path at LLAD level. The attacking player must specify the unit to be attacked prior to attacking. Only bombs and missiles can be used to attack (Exception: a tank buster aircraft may use cannon against armoured target). b. STRAFING ATTACK - A strafing attack is conducted at LLAD level as the aircraft moves along its flight path. Strafing attack aircraft may fire two different weapons into a target hex (cannon, rockets, or missiles against a specified unit and unguided light bombs against the whole target hex). The attacking player must specify the unit to be attacked (if any) before attacking. c. LEVEL BOMBING - Level bombing is commenced at MLAD level against all units in a target hex as the aircraft moves along its flight path and is over the target hex. The aircraft must remain at MLAD level during the whole attack flight. Only bombs and guided missiles may be delivered via level bombing. This is one of two methods for the delivery of heavy bombs. d. TOSS BOMBING - Toss bombing is conducted at LLAD level against all units in a target hex. The aircraft moves along its flight path until one hex before the maximum weapon release range or one hex before the target hex. At that point the aircraft moves to HLAD level in that hex and the weapon is tossed into the target hex. The aircraft then moves back the way it came along the same flight path at HLAD level. Only post 1955 jets may attempt this tactic. All targets in a target hex must be attacked unless the weapon is
- 92 – guided. This is the other method for delivering heavy bombs.
AIR DEFENCE OPERATIONS ANTI-AIRCRAFT ATTACKS AA attacks are opportunity fire attacks executed against enemy air units during the enemy air phase. Aircraft units may only move during the friendly air phase, so they are attacked only during this phase. When a player moves his aircraft, he is subject to opportunity fire each time he moves past an anti-aircraft unit in range. All AA attacks are executed before the aircraft attacks. Attacks are executed like direct fire attacks. The AA section of the WEC is used to calculate the effective attack strengths; all attack points that are in range are combined into one attack. This is done for each attack along the aircraft's path. Unlike normal direct fire attacks, there are no modifications to the CRT die roll. Units must be face up and undispersed in order to attack, and an opportunity fire counter is placed on them after firing. Eliminated or dispersed aircraft are immediately removed; they do not complete their attack. If a player is attacking in waves of aircraft, each wave is subjected to AA fire in its turn. Notice that AA units may only fire once at one aircraft. Aircraft can only be attacked after expending ten movement points. AIR DEFENCE LEVELS In the game aircraft are considered to be flying at one of three levels: a. LOW LEVEL - this level is the lowest at which an aircraft can fly. All aircraft including helicopters must fly at this level to attack ground targets via strafing. All observation aircraft fly at this level to detect enemy units. b. MEDIUM LEVEL - all WWII aircraft and helicopters fly at medium level when not attacking ground targets at low level or level bombing. All cargo aircraft towing gliders or dropping paratroops fly at medium level. All attack aircraft may drop bombs (H class air strike at medium level), this procedure is called level bombing. c. HIGH LEVEL - all jet and cargo aircraft (not towing gliders) fly at high level when not attacking ground targets. Air defence weapons (those that are AA capable) are classified as: a. LLAD - for attacking aircraft at low level only. b. MLAD - for attacking aircraft at medium level only.
- 93 – c. HLAD - for attacking aircraft at high level only. d. LMLAD - for attacking aircraft at low or medium level only. e. MHLAD - for attacking aircraft at medium or high level only. AA capable weapons may not attack aircraft outside their level classification under any circumstances. For the capability of each AA capable weapon check the Unit Function Table at the back of this rules folder. AIR DEFENCE MISSILE SYSTEMS All large surface to air missile systems (those with a movement allowance of zero) must stack with an air defence radar unit to be fired. To kill an aircraft the radar unit must first see the aircraft (it must be in range of the target). The missile is then fired at the target and the attack is resolved normally. Note that it is the radar's range, which counts here not the weapons range. The radar must first spot the target. MANPADS - Man portable air defence systems must use line of sight to shoot at targets. They may not use radar to assist in killing a target. Such systems are subject to visibility rules and range limitations. Early MANPADS were very inaccurate, therefore, those systems used before 1980 must half their basic attack strength (use this rule with old counter set only). AIR DEFENCE GUN SYSTEMS All AA capable guns (those with a movement allowance of zero), which have a primary function as air defence weapons, have the same capabilities/limitations as air defence missile weapon systems. All AA capable vehicular mounted guns, which have a primary function as air defence weapons, have the same capabilities/limitations as vehicular mounted air defence missile systems (Exception: Israeli AA half-tracks must be stacked with an air defence radar unit to receive the -1 CRT DRM). All vehicular mounted surface to air missile systems are considered to have a radar unit as part of their equipment or counter. Such counters are not entitled to the -1 CRT DRM for stacking with an air defence radar unit. The radar range is the same as the weapon range on such counters. AA UNITS AGAINST GROUND TARGETS Anti Aircraft cannon units can used against ground targets. For such units the Attack Factor value is halved at a distance of 1-2 hexes and quartered after 2 hexes, against armoured target. The Attack Factor value is Normal at a distance of 1-4 hex against non-armoured target and halved after 4 hexes.
AMPHIBIOUS OPERATIONS
- 94 – The following rules are used in conjunction with a situation depicting an assault on a beach hex or hexes. These rules can be used for any size of assault from a small commando raid to Operation Overlord. Set up procedure for defending units: a. The defending player places all of his allotted fortifications, blocks and other neutral counters as per the scenario rules or his wishes and the rules limitations on each type of counter. b. The defending player then places remaining units on the map board. Set up procedure for the attacking (assaulting) player: a. The attacking player secretly records the turn of landing and the co-ordinates of the initial placement hex for each of his units. The attacking player writes his indirect fire orders for his naval support gunfire, as well. b. Attacking units are loaded on a LCI/LVT and placed in the first sea hex at the edge of the board or beside the ship they are unloading from. c. Only one attacking unit may be placed on each sea hex. d. Attacking units with a movement allowance of zero must be paired with carrier units. BEACH LANDING All attacking units on land hexes are moved before units on sex hexes are moved onto beach hexes. In the turn following the initial placement, all units on sea hexes must move onto beach hexes. Units that cannot move onto beach hexes because of stacking limitations are eliminated instead. Units previously dispersed by defending fire may land on the adjacent beach hex, but may move no further in the movement phase. Undispersed units have their dispersed counters removed and may move onto beach hexes and continue normal movement to the limits of their movement allowance. If a unit moves from a sea hex to a beach hex already occupied by a friendly unit, all units in that hex are dispersed. No additional penalty is levelled against units previously dispersed. DEFENDING FIRE When firing at landing craft units on sea hexes, the defending player must allocate all firing units that are attacking particular target before that target unit approaches the beach and the combat is resolved. Attacking units that are dispersed are indicated dispersed units with a dispersed counter. All landing craft are considered to be armoured targets on the WEC.
- 95 – Landing craft may return to the ship (or board edge), as many times as there are passengers. After landing on beach hexes, attacking units revert to their normal defence capabilities. DD TANKS DD Tanks retain their normal defensive strength while on sea hexes. DD tanks get a die roll modifier of 2 when attacked. Each DD tank unit must roll one die for survival. A die roll of 1, 2, 3, 4, or 5 means the DD tank lands successfully. A die roll of 6 means the DD tank is sunk and lost. Only Sherman, M4/75, and Pzkw II can use DD status as per scenario briefing. AMPHIBIOUS TANKS Amphibious Tanks perform as for a DD tank except that they are submerged under the surface of the water obstacle. Amphibious tanks cannot be fired on or fire while in the water hex. Amphibious tanks cannot perform in stream or canal hexes. A die must be rolled for survival, 1-5 means success; 6 means the unit sinks and is eliminated. Pzkw III and IV, PT76, and T62 are examples of amphibious tanks. Consult the UFT for a complete list. This ability is not automatic and must be specified in the scenario briefing. To enter a water hex, a unit must start adjacent to the water hex and expend its' full movement allowance to move into the water hex. It may then move at the rate of one hex per turn, in a straight line while in the water, until it arrives at the opposite bank. It then spend its' full movement allowance to enter the first land hex. It may move normally after that. FERRIES Units designated as ferries are special units that can transport any unit on to or across a water or canal hex. Ferry units are like DD tanks in that they float on the surface of the water. Ferry units have special procedures for loading and unloading and carrying passengers. a. Any combat unit may be a passenger on a ferry. b. A ferry can carry a passenger only while it is in a water hex. c. A ferry can carry one passenger at a time. Only one passenger unit can be loaded or unloaded by a ferry in a turn.
- 96 – d. Loading Procedure is as follows: i. The ferry unit starts the turn in the first hex that contains water (beach hex, canal hex, etc). The passenger unit must start the turn in the land hex next to the ferry. The ferry expends its' whole movement allowance without moving, and the passenger unit is automatically moved one hex onto the ferry - it is loaded. Unloading is the reverse of the above. ii. The passenger unit must be face up to load and is inverted when it unloads it can neither expend movement points nor attack the turn it loads or unloads. e. A unit on a ferry cannot bail out; it must share the fate of the ferry. LVTs - LVTs are vehicular units with a ferry and land vehicle capability. As such they will have two movement allowances; the first for on the water and the second for on the land. When an LVT is on the water it is subject to ferry rules. When the LVT is on the land it is a carrier unit like all others. LVTs are carrier units subject to all rules regarding transporting units except that they may not tow weapons with a movement allowance of zero. LCIs - LCIs are boats designed to land ground units on shore. LCIs act much like ferries except that they never come on shore. LCIs in a beach hex or beside a boat may load/unload ground units on the boat or on shore in an adjacent hex. LCACs - Landing Craft, Air Cushion are an armoured hovercraft designed for military purposes. There are two types: a. PATROL LCAC - these are small craft capable of carrying only one infantry type unit and navigating most swamps. b. ASSAULT LCAC - these are huge craft designed to land vehicles and/or personnel and guns. These craft may carry one vehicle unit, two infantry type units, or one loaded carrier unit. Hovercraft have a low ground pressure so they are not affected by mines laid on land or sea. Hovercraft have only one movement allowance and may move from sea to land and back again with no penalty. Hovercraft may not cross cliff hex sides, moraine hex sides, green hex sides, wire or blocks. Nor may they enter towns. Hovercraft may cross trenches, and all water obstacles (including swamps). Hovercraft pay 1 movement point in all hexes they move through. INFANTRY BRIDGES Infantry bridges are constructed during play by construction engineer units. Infantry bridges
- 97 – may be constructed across a single water hex or any unmodified canal hexes and trenches. Infantry class units may move onto a water hex that contains an infantry bridge. a. The entry hex sides of a water hex can be crossed by infantry class units at an infantry bridge. b. Infantry bridges may only be one hex in length. c. The entry hex sides of a canal remain moraine hex sides for all other purposes except infantry bridges. Only one infantry unit can use the infantry bridge at a time. Units may use "Quick March" to cross infantry bridges. ASSAULT BOATS Assault boats are units used to transport infantry class units across water hexes. Assault boat counters are not provided in the game. Instead boat availability is listed in the scenario briefing. a. At the beginning of the game the owning player assigns one transport to carry assault boats. b. These boats become passengers and are eliminated if the carrier is eliminated. The assault boats transport cannot carry any other passengers until the boats are unloaded. c. To load, each assault boat expends all of its' movement points to load a passenger. The passenger must start in any adjacent non-water hex, when it is loaded it is placed in the assault boat's hex. While loading or unloading a passenger unit may cross any moraine hex side. d. Similarly, an assault boat expends all of its' movement points to unload a passenger into any adjacent non-water hex. Once it has unloaded a passenger, the assault boat is out of action for the rest of the game. e. Only two assault boats can be carrying passengers in the same hex at the same time. 2 passengers can be unloaded from a hex and two more can be loaded into that hex in the same turn, however, only if the player has enough assault boats there. f. Assault boats can be attacked by opportunity fire as they load. Eliminated assault boats do not count for victory points, but the passenger units do. A passenger is dispersed if an assault boat is dispersed, place a dispersed counter on the passenger unit. The assault boat is an infantry class unit for morale purposes. g. Each assault boat has a defence factor of 1 and is a non-armoured target. h. A passenger unit must be face up to be loaded and is inverted when it unloads from an assault boat.
- 98 –
SEA OPERATIONS GENERAL The modern battlefield has demanded a level of inter-service co-operation never before seen in warfare. Ground forces fight on the land with close air support and are often delivered to a theatre of operations by naval ships and supported in a beachhead by naval gunfire. Air operations were covered previously; this section will deal with sea operations. The ship counters are formatted like so:
where: a = primary guns b = secondary guns c = torpedoes d = AA guns e = range of primary guns f = range of secondary guns g = range of torpedoes h = range of AA guns I = defence factor J = movement factor Unlike other units, naval unit counters are multi-hex size units unless they are of a small vessel. Naval unit counters will occupy a number of hexes based on their ship type and size. a. SUBMARINE (SS) - Submarines occupy a hex area 2 hexes long by 1 hex wide. Such vessels may operate under the surface of the ocean or on top of the surface. i. While below the surface a submarine may not be fired on using direct fire. All fire against a submerged submarine is considered indirect fire and subject to the rules on indirect fire. Only anti-submarine weapons may fire on a submarine that is submerged. ii. To indicate a submarine below the surface place a "sub down" counter on it. It takes one full turn to move from surface to sub-surface and vice versa. b. PATROL BOAT (PB) - Patrol boats occupy one hex. Patrol boats are fast speedboats designed to attack enemy shipping close to shore. They are small and fast and as such receive a +2 CRT DRM to any direct fire resolved against them. Patrol boats may turn within their own hex. c. DESTROYER ESCORTS (DE) - Destroyer Escorts occupy two hexes in length by one
- 99 – hex. Escorts are designed to protect ship convoys; thus they are armed as anti-submarine vessels. All escorts have ASDIC or modern sonar and anti-submarine weapons as per SSR. d. DESTROYERS (DD OR DDH) - Destroyers occupy two hexes in length by one hex. Destroyers are the cavalry of the ocean. They act as reconnaissance to the main fleet covering the battleships and carriers on the flank, front and rear while moving. In battle, destroyers cover the fleet by engaging enemy destroyers and light cruisers and act as antiaircraft platforms. They also have the capability of making smoke in each hex they pass through. Modern destroyers have provision for one or two helicopters, as specified by SSR. e. FRIGATES (FF) - Frigates occupy an area of 2 hexes long by one hex wide. Modern frigates are a hybrid ship fulfilling the roles of both destroyer and light cruiser with an enhanced anti-submarine capability. f. LIGHT CRUISERS (CL) - Light cruisers occupy an area of hexes 3 long by 1 wide. Light cruisers were designed to kill enemy destroyers and get close to enemy capital ships to launch torpedoes. In the last part of World War II, the US Navy converted many light cruisers to anti-aircraft vessels (CLAA) to escort aircraft carriers. g. CRUISERS (CA) - Cruisers occupy an area four hexes long by one hex wide. Cruisers form the front and rear of a naval battle line where they protect the slower moving battleships from unpleasant surprises. Cruisers are also used in shore bombardment tasks. h. BATTLECRUISERS/BATTLESHIPS (BC/BB) - Capital ships such as the Battle Cruiser/Battleship occupy an area of hexes five long by two wide. Both these classes are with dealt together because the only real difference between them is their defence values. Battle cruisers are like battleships in offensive potential but they have light armour (making them faster with a higher turn of speed). Battleships form the battle line of the fleet. Today battleships are used as surface to land missile and cruise missile launch platforms. i. AIRCRAFT CARRIERS (CVE, CVL, CV, CVA, and/or CVN) - Aircraft Carriers occupy an area of hexes up to seven long by three wide. Aircraft carriers come in all sizes from small "jeep" escort carrier to the huge nuclear powered modern carriers. Regardless of the size and type, they all have one mission: to provide offensive air capability to the fleet and thus they all carry aircraft. i. The rules governing airfields also apply to aircraft carriers, however carriers must turn into the wind to launch or recover aircraft. ii. Aircraft carriers carry the following aircraft: (1). CVE - 8 fighters, 4 fighter-bombers and 2 observation aircraft. (2). CVL - 8 fighters, 16 fighter-bombers and 4 observation aircraft. (3). CV - 16 fighters, 32 fighter-bombers and 8 observation aircraft. (4). CVA - 16 fighters, 32 fighter-bombers and 8 observation aircraft. (5). CVN - 24 fighters, 40 fighter-bombers, 16 helicopters, 8 EW Aircraft.
- 100 – Note that the CVN complement is the norm for all US carrier after 1965. Other nations in the modern period must use the CV complement (but with helicopters in place of observation aircraft). j. LANDING SHIP, TANK (LST) - Landing Ship, Tank occupies an area three hexes long by one hex wide. Landing Ship, Tanks are unique in that they may beach themselves on a beach hex and disgorge vehicles onto that beach hex at the rate of three stacking points per turn. Vehicles are exited from the ship through the bow, which opens up. So in order to beach the bow of the ship must be on shore. Once empty an LST may put to sea by backing out. k. AMPHIBIOUS ASSAULT SHIP (APA OR APH) - The assault ship occupies an area up to four hexes long by one hex wide depending on the type: i. The APA of World War II was like an armoured transport ship with facilities for a battalion of infantry. LCIs were launched over the side and there was no provision for aircraft. Eight LCI counters are carried in addition to the passenger capacity. ii. The modern assault ship is more like a CVL. It has a flight deck and passenger capacity of a two battalions. Additionally, it has 12 LCIs counters, 16 transport helicopters and 8 attack helicopters. Use CVL counters to represent this type of ship. l. TRANSPORT SHIP/OILER (MV) - These ships occupy three hexes by one hex. Transports and Oilers are the mules of the fleet carrying supplies, fuel and second wave reinforcements for the beachhead. Transports have no capability to transfer supplies and troops to shore, LCIs, LVTs, assault boats or a dock must be provided. SHIP MOVEMENT Ships have a movement allowance like all other counters and are moved in the same way one hex at a time. Due to their size ships must move forward to turn (Exception: Patrol boats which turn in their own hex). For every hex a ship moves forward it may turn one hex left or right of the direction it is moving. To make a 90 degree turn, a ship should be required to be moved six hexes forward and 6 hexes to the left or right for a total of 12 hexes. Ships may never move closer than one full water hex to land unless in a harbour or canal (SSR specified) in which case a ship may move in the beach hex to a dock (Exception: LSTs may beach themselves on a designated beach hex). NAVAL COMBAT SHIP TO SHIP COMBAT SYSTEMS - Combat is basically the same as with other counters. Odds are computed and the attack is resolved. Ignore all attacker results, only the defender is damaged in sea combat. Each "X" result counts as 10 defence points lost, each "DD" result counts as 5 defence points lost. a. When a ship has lost 1/4 of its defence points it may no longer fire its primary weapons. b. When a ship has lost 1/2 of its defence points it may fire only AA weapons and
- 101 – torpedoes. c. When a ship has lost 3/4 of defence points it may fire only AA weapons. d. When a ship has no remaining defence points it is removed from the board. All ships are considered armoured class targets. The following weapons are available to ships: a. SURFACE TO SURFACE MISSILES - SSMs are available after 1962. SSMs are radar guided precision systems, as such they are not subject to drift or scatter. There are no die roll modifiers with such systems. b. SURFACE TO AIR MISSILES - SAMs operate in the same way as vehicular mounted ground unit SAMs the only change is that the launch platform is a ship. c. SURFACE TO LAND MISSILES - SLMs operate as for cruise missiles. They can be made nuclear capable. d. GUN SYSTEMS - All ships have guns of various sizes and types. A gun may be single purpose or dual purpose. i. Single purpose guns are designed to fire at ships and ground targets only. ii. Dual-purpose guns are designed to fire at ships, ground, and air targets. Guns may be "(H)", "A", "AA" weapons class as allowed by the scenario rules. Guns operate as per ground unit artillery, anti-armour, and anti-aircraft guns only the launch platform is different. e. TORPEDOES - are a sea borne missile system that can be guided or direct fired. Guided systems always hit their target. Torpedoes are fired from the flank of a ship, so the ship must be broadside to the target (Exception: Submarines fire from the front and must be pointed toward the target). Unguided torpedoes must be rolled for to hit; 1-3 meaning a hit, 4-6 meaning a miss. f. HEDGEHOG - Hedgehog is an anti-submarine rocket system used in World War II by the British. Hedgehog is merely a multiple rocket launcher used on shipboard. Thus as an indirect fire weapon system it is subject to drift and scatter. g. DEPTH CHARGE - Depth Charges are an anti-submarine weapon that is deployed like an unguided bomb. The ship firing a depth charge must move to within one hex of a detected submarine. The depth charge is fired into the submarine hex. Next check for drift and scatter, if successful the depth charge will then explode. h. ASW MORTAR - a modern weapon system, the anti-submarine mortar is fired like a land based mortar and is subject to drift and scatter. ANTI-SUBMARINE WARFARE - To battle submarines successfully a surface commander must have detection equipment. Two types of equipment are available: a. ASDIC - ASDIC is a World War II system design to detect a submarines via noise. ASDIC has a range of eight hexes and detects a submarine on a die roll of 1-3.
- 102 – b. SONAR - Modern sonar equipment is both ship and helicopter portable. SONAR has range of 20 hexes and detects a submarine on a die roll 1-5. Both systems are considered an OP unit for purposes of firing anti-submarine weapons at a submarine. SEA OPERATIONS CHART COMBAT SYSTEMS MOVEMENT (in hexes)
PASSENGERS (in stacking points does not include A/C)
30
30
1
10/0/20/10
30
25
2
30/20/0/20
40/10/0/10
35
25
1
DD/FF
50/20/40/30
60/10/20/10
50
30
3
CL
50/40/20/30
60/40/20/10
60
25
3
CA
80/40/40/40
80/60/20/10
105
23
4
BC
100/70/40/60
120/80/20/10
130
20
8
BB
110/70/40/60
120/80/20/10
175
15
8
CVL
50(AA)
10
105
25
10
CVE
60(AA)
10
120
25
10
CV
70 (AA)
10
130
20
12
CVA
100(AA)
15
150
25
12
CVN
120(AA)
15
190
30
12
LCI/T
2(I)
3
10
5
1
LST
20(AA)
10
65
20
10
APA
20(AA)
10
50
20
10
APH
70(AA)
12
70
25
17
TPT
10(AA)
8
25
15
10
SHIP TYPE
ATTACK STRENGTH
RANGE
DEFENCE STRENGTH
PB
6/0/40/4
10/0/20/10
SS
6/0/60/4
DE
NOTES -ATTACK STRENGTHS/RANGES are in the format primary/secondary/torpedo/anti-aircraft. -Primary and secondary guns fire as either "(H)" or "A" as the player requires.
SHORE BOMBARDMENT - Some situations which take place during amphibious assaults or operations close to the ocean provide for the introduction of indirect fire from ships off shore. The following rules should help regulate this type of scenario. Shore Bombardment is provided in the form of a specified number of ships to provide naval support gunfire as detailed in scenario briefings. a. Naval support gunfire may be used in two ways: I. as direct fire against target in the open that can be seen directly from any sea hex. ii. As indirect fire with a ground unit spotting. Naval indirect fire attacks must be
- 103 – written two turns in advance and are subject to all rules regarding indirect fire. b. Direct naval and ground fire may be combined into one attack strength during the fire phase. Indirect naval fire may be combined with indirect ground fire. c. All naval fire is "(H)" class and must be used in groups of one ship's complete weapons system (whether primary, secondary, etc). d. Naval fire is limited to a range as specified in the Sea Operations Table. Naval fire is presumed to be firing six hexes out to sea from the beach hex unless the ship counters are represented on the board. PASSENGERS Ships carry differing amounts of stacking points depending on their type. Obviously, warships are not designed for a pleasure cruise for infantry and therefore carry very few stacking points. Refer to the Sea Operations Table for the exact numbers of passengers allowed per ship. Ships can transfer cargo/passengers from ship to ship, ship to LCI/LVT, or ship to dock. By moving the carrying ship counter next to the counter the passenger/cargo is to be transferred to, the transfer can be made in two turns. Only APA, MV, LST may carry vehicle and supply units, gun units, and personnel units with a movement allowance of zero. Any ship may carry infantry type units (those with a movement allowance of one). DOCKING - In order for a ship to dock at a land-based dock the following must be met: a.
the harbour must be large enough to handle the ship
b.
the dock must be the same length as the ship.
If these conditions are not met then the vessel may not dock. NAVAL RADAR All naval vessels may use radar, in the same way as ground units - to direct AA fire, to direct missiles, to detect and fire at enemy ships in low visibility. Therefore, there is no need to repeat those rules here. Use the appropriate rules sections as necessary. All naval vessels have radio/radar/laser detection and jamming equipment in accordance with their year of manufacture.
NIGHT OPERATIONS Fighting a war at night adds a new dimension to the battlefield. Nighttime effects air attacks, LOS/LOF, and opportunity fire. The successful commander can always take advantage of darkness
- 104 – LOS/LOF AT NIGHT ILLUMINATION - No unit may "see" (trace LOS/LOF) outside its own hex without artificial daylight being created. Line of Sight is only considered when the target is visible and then only to the maximum daytime visibility range, subject to normal LOS requirements. Artificial light is created three ways: a. By moonlight, a unit can see two hexes including its' own hex. b. By artillery, all (H) and M class units may fire illumination missions as follows: i. (H) and M class units larger than 84mm may fire illumination into a hex that lights a 19 hex area expanding 2 hexes out from the target hex in all directions. ii. (H) and M class units smaller than 84mm may fire illumination into a hex that light a 7 hex area expanding 1 hex out from the target hex in all directions. iii. Artillery illumination is fired at the start of the fire phase before other direct fire units fire. Units may then fire on illuminated enemy units subject to LOS/LOF. iv. Artillery illumination is subject to all other rules governing indirect fire except that a spotting unit may not fire illumination any more than 7 hexes away from it's hex. v. Artillery illumination has no attack strength and cannot attack any units in a target hex. c. By Night Observation Device, there are two types; light gathering and thermal. i. LIGHT-GATHERING - these devices use natural light at night to enhance the surrounding terrain. They are subject to normal LOS/LOF rules. They have a maximum range of 6 hexes and are available to western equipped nations after 1970 and Soviet equipped nations after 1975. ii. THERMAL - these devices convert various degrees of heat into images in the eyepiece. They are subject to normal LOS/LOF rules, except that they may see units in woods hexes two deep. They have a maximum range of 10 hexes and are available after the year 1983. Soviet equipped nations (except the USSR itself) are so equipped after 1993. Units must be specified in the scenario briefing if they have special night observation devices. For anti-aircraft attacks, all AA capable guns, that are not radar directed, are considered to have search lights which allow them to engage targets one air defence level lower than they would in daylight. Attacking air targets is subject to a spotting die roll; 5,6 indicates the attack may go ahead, any other result means the target was not spotted. NOISE - At night sound travels, it carries louder and farther than daytime. Therefore, at night when units move within 6 hexes of an enemy unit, enemy units may elect to area fire.
- 105 – Area fire is nighttime opportunity fire without illumination. Only H, M, and I class units may area fire. Units, which do so, attack at one half attack strength (they are firing blindly) and are subject to all normal WEC rules and terrain effects.
HIDDEN PLACEMENT/CONCEALMENT In order to simulate the fog of war on the map board, we must set up our units without the opponent seeing them. This can be done in two ways: a. HIDDEN INITIAL PLACEMENT - Units are recorded as being on the map board but not placed on the actual board until they move or are spotted. i. Only the defending side of a game may use hidden placement that is the side that sets on the map board before the initial round of play. If both sides set up on the map board then the side with less mobility is considered the defending side. ii. Once a unit moves or is spotted, it may never become hidden again. b. CONCEALMENT - Units are placed on the map board but under a concealment counter. i. A concealment counter is placed on top of a unit to conceal its identity from the opposing side. Units with concealment counters on them may move with the concealment counter in place if they are not in the LOS/LOF of the enemy unit. ii. Once a concealed unit moves or fires in the LOS/LOF of an enemy unit it loses it's concealed status. iii. Units may receive another concealment counter anytime they neither move nor fire for ten turns outside the LOS/LOF of an enemy unit. iv. Two concealment counters may be stacked in a single hex to act as a "possible contact" to fool the enemy. Such stacks may move and act like normal units (maximum 6 movement allowance points) until an enemy unit has the stack in his LOS/LOF. All fire directed against concealed/hidden units is considered area fire and is reduced by half. Concealed/Hidden units only lose their status if they suffered adverse effects from fire combat. The use of these rules should be specified in the SSR.
WEATHER RULES These rules are intended to deal with the uncertainties of weather on the battlefield. SPRING/FALL Spring lasts from the months of March to April. Fall lasts from October to November. Spring and fall are tough seasons to conduct operations. Cold, rain, snow are all combined to make life hard. High precipitation causes mud and reduced visibility. Swollen streams become raging rivers.
- 106 – During this period the ground is muddy making movement difficult. All vehicle units with tank movement capability lose two movement points (Exception: Infantry Tanks may move one hex per turn regardless). All vehicle units with truck movement capability have their movement allowance cut in half. All other vehicle units lose one movement point. Road movement is uneffected by this weather. Infantry type units with a movement allowance of 1 continue move 1 hex. All shallow streams are considered deep streams. Deep streams are considered rivers and rivers are considered too fast for assault boat usage. Canals remain un-effected. Mines laid during spring often become ineffective due to water and soft mud, therefore, all mine attacks are reduced to one to one odds. WINTER Winter takes place during the months of December through to February. Winter is the hardest time of year for the individual soldier. Cold makes survival as much a priority as operations. Digging in is near impossible, visibility is often reduced and overland going is hard. However, many water obstacles cease to exist. During the winter all vehicles move off road at the rate of two movement points per hex (including infantry tanks). Road movement is un-effected. In scenarios where the SSR specifies arctic conditions or deep snow, the normal off road rate is three movement points per hex. If there is a wind speed higher than low, then visibility is reduced one additional hex. All streams, ponds, lakes, and swamp hexes are treated as clear hexes. Rivers may be specified as clear only by SSR. Canals, which are specified as frozen, are treated as an anti-tank trench and subject to the rules on trenches. It takes twice as long to create an improved position in winter weather unless using the demolition method. All mine attacks in winter are reduced to one to one odds due to the softness of the snow they are often laid in. SUMMER Summer weather has no additional effects on movement in this game. Check visibility. VISIBILITY LIMITS Players each roll four dice at the beginning of the game. The highest dice roll is the visibility in hexes units can trace LOF/LOS during that scenario. Visibility is affected by vision aids and terrain effects rules. Visibility is also affected by the time of year and climate the scenario takes place in. Modify the dice roll as follows for your scenario:
- 107 – a. Western Europe
May to August Nov to March Apr/Sep to Oct
+1 -2 0
b. Eastern Europe
Dec to Feb March to April Oct to Nov May to Sep
-2 -1 -1 +1
c. Desert
all months
+1
Visibility during daylight scenarios is never less than two hexes.
COMMAND POSTS
These rules are designed to re-create the problems of command and control on the modern mechanised battlefield. Each side in a conflict should have one or more CP units in its order of battle. Each CP unit should be the Command Post for no more than 40 units or 8 other CP units. At the beginning of each player phase (Exception: Air Phase), the player checks to ensure the unit is in the command and control range for its nationality. The Command and Control Range for each nationality is as follows: a. German WWII
20 hexes
b. Western Allied 1939-42
10 hexes
c. Western Allied 1943-45
25 hexes
d. USSR
15 hexes
e. Arab
20 hexes
f. Israeli
30 hexes
The path between the unit and the CP unit must be free of enemy units (Exception: Israeli units need only trace path of 30 hexes regardless of terrain and enemy presence) and be a straight line. Command and Control range may be extended by the use of signals units. Units unable to trace Command and Control must defend at one half strength and attack at one quarter strength (after all other factor have been calculated). Lack of command and control causes an automatic one morale level loss (in addition to any other losses) as well.
- 108 – Units remaining out of Command and Control Range for thirty turns are eliminated. If a command post is destroyed the player may create a new command post by exchanging an infantry or tank unit for that unit's command post at the end of the turn following the command posts destruction.
MORALE At the end of each players' close assault phase, that player checks each of his dispersed units to see whether that unit becomes undispersed. MORALE LEVELS Morale is represented by "morale Levels" ranging from A (best) through to D (worst). All of a nation's units will have morale levels dependent on their elite status, date in history, command and their supply situation. Morale level represents the leadership, social cohesion and training that enable a unit to reorganise it's self under battlefield conditions. Each units' morale level is specified in the scenario briefing. The die roll can be modified as follows: a. -1 if the dispersed unit can trace a path of hexes to a CP unit. This path must be free of enemy units and be no longer 20 hexes. THE MORALE CHART THE UNIT'S CURRENT TYPE AND SITUATION MORALE LEVEL OF THE UNIT
Infantry/guns not in forts or improved positions
All others including infantry/guns in forts or improved positions
A
1-4
1-5
B
1-3
1-4
C
1-2
1-3
D
1
1-2
Die roll needed to undisperse a unit Roll for each friendly dispersed unit just before beginning of movement phase.
The Morale Chart is used to determine whether a dispersed unit should become undispersed or not. a. The row is determined by the units' morale level. b. The column is determined by whether the unit is infantry or non-infantry. Roll a die for that unit. If the number rolled is in the range indicated on the Morale Chart, the unit is undispersed. a. If the unit is undispersed, the dispersed counter is removed.
- 109 – b. It the unit remains dispersed, it may try a morale check next turn and every turn thereafter until success, elimination or the game ends. Check supply and command/control rules for additional morale effects. FANATICISM Some nations display fighting abilities, which make their soldiers particularly fearless. The Japanese had Bushido, the Russians would fight to the death when cornered, and the Germans fought with un-matched ferocity on their home soil in 1945. When SSR specified, fanatic units have a class "A" morale level, are not subject to supply rules, and have their attack and defence strengths doubled in CAT attacks only. All SS units on the Eastern Front are always fanatic, all Japanese units are always fanatic.
SUPPLY In order for units to attack and defend normally they must be in good order and supply. Units are considered in supply when their command post has a supply counter beneath it and they can trace a path, free of enemy units, to that command post.
If a unit cannot trace a path, free of enemy units, to it's unit command post it may attempt to trace a path to the next higher echelon command post. Subordinate units of command posts without a supply counter attack at 1/4 strength and defend at 1/2 strength (but never less than one attack/defence strength point). Lack of supply causes an automatic loss of one morale level (in addition to any other loss) as well Supply counters are two sided, the shaded circle indicates full supply (20 turns), the halfshaded circle indicates half supply (10 turns). Supply counters count as one stacking point when not assigned to any command post. When assigned to a command post supply counters count as zero stacking points. Each supply counter allows the subordinate units of that command post to attack for twenty turns. A side record of supply counters usage should be kept. Supply counters are removed from the board once expended. Supply counters are expended when subordinate units attack, never for defending. If only one unit attacks no expenditure is made. If two or more subordinate units of the same command post attack that counts as one expenditure. Subordinate units may expend supply once per turn per supply counter. Thus, players must attack with all sub-units of a command post first before moving on to the sub units of another command post.
- 110 – Supply requires a logistical train consisting of trucks (t), wagons (w), and/or track vehicles (h/t). The following table denotes the maximum levels of supply transport that should be assigned to higher echelon units of various nationalities:
Unit Army Group Army Corps Division Brigade/Regiment
French 1940 30t, 100w 70w 20* 5*
Supply Vehicle Allotment NATIONALITY German Allied 70t, 100w, 10h/t 150t 50* 75t 35* 40t 5* 20t 5t
Russian 50t, 50* 10* 5*
Arab 50w 90t 50t 15t
Israeli
10t 5t
* Depends on type - Infantry - wagon - Mech/Armoured – truck/ht
RE-SUPPLY BY AIR BRIDGE Aircraft counters may be used to re-supply ground units that are cut off from normal supply (when using supply rules). Aircraft counters may land in the appropriate conditions or drop supply via parachute. Dropping cargo (supply unit counters) by parachute is an expensive, risky operation, so full supply unit counters that land safely is automatically reduced to half supply. This procedure represents the cost of used, mishandled, or lost supplies that always occur in an operation such as this. Supply can also be landed on the map board by helicopter (see helicopter passenger rules) or by landing an aircraft capable of hauling cargo at an airfield hex. Aircraft can land and unload cargo in five turns. The sixth turn the aircraft may become airborne again but in order to unload one Supply Park, infantry or engineer unit must be in the hex with the aircraft counter. All landed aircraft are subject to the same rules as down helicopters except that a landed aircraft has it's defensive value cut in half when attacked by flying aircraft. Aircraft counters destroyed in the middle of unloading have that supply unit counter assessed as follows: a. Three turns of unloading completed - one half supply. b. Five turns of unloading completed at end of the turn destroyed - full supply. A cargo aircraft counter can carry one full supply unit counter. A glider counter can carry one full supply unit counter. A cargo aircraft counter towing a fully loaded glider cannot carry a supply unit counter. Supply unit counters are subject to the fate of the carrying aircraft counter. AIRFIELD - aircraft counters require a 3 hex long area designated as an airfield to land on. In addition, a five hex long approach path to the airfield is needed (total eight hexes long by one hex wide area). Both the airfield and approach path must be free of slope, woods, sand dune, ridge, and town hexes. The approach path may be in the hands of the enemy but not the airfield.
- 111 – Airfields can be constructed by nine engineer units in 120 turns provided the ready suitable ground is available, otherwise airfields are specified only in the scenario briefing. Airfields may be destroyed by a single engineer unit by placing a block or using the bridge demolition procedure against an airfield hex. Airfields are also destroyed by building any other positional defence on them. Players may use airfields and supply units to land and re-arm tactical ground support aircraft. Each time a fighter-bomber lands, rearms, and takes off one half of one supply is used. In order to use supply units in this way, they must be stacked in a hex adjacent to the airfield hex that the aircraft is in. SUPPLY PARK UNITS Supply Park units represent the personnel necessary to secure and run a supply point (a collection of supply units in one hex).
Thus a supply park unit is an infantry type unit with an attack strength of one; "I" weapons class, a range of one, a defence of one, and movement factor of one. In order for a supply point to be considered friendly in an area of the map that is in dispute, the supply point must be occupied by a supply park unit. Other than this, the Supply Park has no special function. Supply Parks are a rear area service unit and as such have a morale level that is one level below the level designated for their nationality (morale can never be less than level D).
THE MACRO GAME The following rules system is an example of what can be done to expand the basic game system to re-create large scale encounters. Essentially, two sets of map boards and four sets of counters are required to play. The macro-game is a twenty turns, multi-player game. It portrays fictional, non-historical situations. Maximum emphasis has been placed on playability. For the most realism use all rules presented above. Players are free to design their orders of battles and map board orientation as they wish. Subject to the rules given below. Players should let their imaginations rule even consider pitting the Western Allies against the USSR in World War II or pitting the various Arab nations against one another. The Map Board Six map board sections are required. Arrange them as indicated below. a. Western Front 1940-45
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b. Eastern Front 1941-45
c. North Africa 1941-42, Arab-Israeli 1967 Southern Front
e.
Arab-Israeli 1948-73 Northern and Central Front
e. Arab-Israeli 1973 Southern Front
Sector Boundaries Players set up their order of battle on their own sector map board. a. Defending player sets up on the bottom three boards. b. Attacking player enters from road hexes on the top three boards. Victory Conditions Victory conditions are determined by a combination of enemy units destroyed; and town, hilltop, and entry hexes controlled as follows:
- 113 – Town hex Hilltop hex Own Entry Hex Enemy Entry Hex Each Enemy Unit Destroyed
= 2 points = 2 points = 1 point = 6 points = 2 points
For an enemy unit to be able to block an entry hex it must be in good condition and it must be a non-transport (truck, half-track, wagon, or APC) unit. Orders of Battle Orders of battle are chosen based on a point system. Each side is allotted a certain number of points, which is then used to purchase units based on the point value of a unit. Each player receives 1000 points to purchase units with the following restrictions: a. No more than 5 forts, 10 mines, and 10 blocks may be purchased by one side. b. At least one CP for every 20 units must be purchased and only 1 OP for every 5 (H) and/or M class units may be purchased. c. The ratio of infantry to tank/assault gun units must be at least 2:1. d. No more than 6 close support aircraft and 1 observation aircraft may be chosen per player side, Subject to air superiority. Nazi have air superiority until 1943. Allies have air superiority from 1943 - 45. On the east front, after 1943 each side rolls one die with the highest number getting air superiority (roll is done after players have purchased their forces, so if a player purchases an aircraft he can not use he may not trade it in for something else (he has committed his resources). Israel has air superiority in all wars except 1973, then the Arab has air superiority if he rolls a "6" on a single die. In choosing units, players must select that which corresponds to the year of the scenario, the nationality being played, and the equipment of that nation. For example, the allied order of battle includes British 1940-45, American 1942-45, French 1940, Free French 1942-45, as well as other Commonwealth and "FREE" European forces in exile. German units include all years between 1939 and 1945. Arab and Israeli units represent 1948 to 1982. Finally, USSR forces are useful for scenarios in 1941, 1942, and 1943-45. Below is the point value chart for selecting your forces.
DESIGNER NOTES This for me was a labour of love. Studying the rules and variants of the various Panzer Blitz system games brought back many fond memories of "deeds victorious, battles glorious". The game system is still without equal if you desire a fast, fun tactical war game. The rules provide infinite variety to the "design your own" gamer. My only complaint is the lack of exploitation Avalon Hill has given to this game system. To my way of thinking, there should be a hundred map boards covering every possible terrain combination and a thousand units representing everything from 1939 to 1995. The games "PANZER BLITZ", "PANZER LEADER", "THE ARAB-ISRAELI WARS" were designed on the same system but each had differences as the system evolved. The most startling differences were the artillery attack strengths and unit movement factors between the WWII and
- 114 – Arab-Israeli War counters. I have left this untouched so that no counters require replacing. The movement factors of all WWII units (except units with a movement allowance of 1 or 2) should be multiplied by .6 to get a true average unit speed. Artillery attack strengths of WWII units are overstated so all (H) class weapons should be cut in half before applying modifiers. I have attempted to make the rule changes suitable for play with the counters of all three games. The flavour is certainly still there, but the realism is increased making a better game. If you use my new counters then the artillery strengths and movement factors have been changed. The movement factors have been changed to eliminate the “PANZER BUSH” technique. I have managed to decrease the amount of paperwork required to keep track of some parts of the game. I have also given the CP counters a more leading role by including rules on command and control and supply, which are tied to the morale rules. The addition of Observation Posts to Indirect fire rules helps to bring in artillery faster with less paper work. I changed the combat procedure to make it impossible to attack at inferior odds with impunity. Imagine the infantry platoon that attacks a position of three times it's number and comes away unsuccessful but without any effect to it's combat strength. Now attacks at unfavourable odds will cost the attacker as well as the defender, RIGHTLY SO! Along the same lines, I have created simple rules to allow proper infantry tactics and flank attacks. The air phase of operations is updated and more playable. Rules for cargo aircraft, resupply by air, and landing on airfields bring aircraft into the tactical picture rather nicely. The addition of air defence levels allows the player to better use both his tactical air and air defence assets. The supply rules will allow players to exploit enemy rear areas more fully to win a game the way it is done on the battlefield. The sea operations were probably the most challenging part of this whole project. Imagine Panzer Blitz on the ground, in the air, on the ocean and below the sea! The ability to represent total war is complete. Now if only we had a four hundred square mile game board..... Visibility rules look after the effects of weather and nature on the battlefield. A good tactical commander must never overlook these effects. Nature offers good concealment with night and poor visibility. The night rules bring into play the commonality of warfare at night in this century. Other additions and changes will allow players to conduct early east front battles and paratroop operations. Engineering functions are greatly enhanced to simulate more detail and offer more "in play" options. Overall this revised set of rules should be fun and comprehensive while remaining easy to understand. These new rules provide a three-dimensional deep battle simulation. The player will be able to fight between opposing units in the main battle area, in the air over the battle area, and deep in the opposing force rear. Overall, the player will learn that all parts of the battle be it administration or fighting are part of the ingredients to win
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“Target Right! SABOT! Fire!” “ON THE WAY!!!”
Contact:
[email protected]
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