TABLE OF CONTENS
DREAM POD 9 TEAM
CHAPTER ONE: INTRODUCTION ....................
4
Fic tion : Dig 'em and Die In 'em ..
writing
6
Bas Ic Wor ld War II Ground Forces Tac tics
WriterNehicle Design
Alex Rhodes
Maneuver Warfare .
Writer
Sid ebar: lloyd Friedend all
Dave Graham
Writer
Sidebar North Al rl ca n Batt lel ield Et iquette
Robert Beck
Writer
Pat Paulsen
Writer/Scenarios
Marc-Alexandre Vezina Hilary Doda
Senior Editor Copy Editor
Pierre Ouellette
Creative Director
AI[ Support Sidebar: Lucian Trusco tt .
Early CDL Vehicles
Layout Artist
Jean-Francois Fortier Kieran J. Yanner
Pencil Art
Marc Ouellette
Computer Art
David Paquin Alain Gadbois
Computer Art Miniatures and Scenery Modeling/Photography
Marcel Bastien
Miniatures and
Inlantry Quadru ped Mk I "Wagsworth - .
Dimitri Kaliviotis
Miniatures and Scenery Modeling
Administration Robert Dubois
T 10 Mine Exploder 'Tricycle " Longstreet Art illery Mate . Chemica l Warlare
Bac ter io logic al Agen ts Comb at Use
System Designer
Stephane I. Matis
System Designer
Special Thanks A huge shout out to the San Diego Pod Corps for the optional Command Point and
Demolition ...
37
Bunker s/Emplacements
37
Landing Zones ....
38
18 .. .. . 18 ...... 18
Thanks to the Gear Krieg Yahoo!® Group (formerly eGroup, http://groups.yahoo.coml group/GearKrieg) for all of the feedback , advice and commentary on the game.
............. 37 . 37
........ ........ 37
Advanced M,nelield Rules Minefields in the Game Minelield COSIS and CharacterlSllCS
39 39
Sidebar: Dog M ines ... Deployin g M lnellelds
...... 20
Delec ting M,nel,elds
40
Clearing Minellelds
40
20 20
Heroes
21
HerOIC Abilit ies ..
4l'
21
Creatin g Heroes
. 21
.. 22 22
Sidebar Poin t Black Diagram
23
Revised Game Scale Table
23
24 .... 24
Heroes In Ac tion.
Reloading Vehi c le We apons Terrain
.... 26 26
43 43
Sidebar: Gunter Hlmmelman
. 43
Hid den Set- Up
.. 44
Camouflage Double-Blind Rules .. .
44
Chi t Hid den Unit Rules
44
Advanced C&C Rules .
.. .. 45
Leader Setu p . Tac tical CPs
Si debar: Example 01 Advanced IMI8tive
Actions
42 . .... 43
Sidebar: Sg!. Hank Diamon d
Advanced Imllatlve ."
Movement
Sidebar: Examp le 01 Skirmish Scale Action
41 41
Scales and Measures .
Saturation Fi re Diagram
40
Hiring Heroes .
22
Inilialive .
.. .. 40
19
CHAPTER Two: SKIRMISH SCALE
The Skirmish Scale Combat Turn
38
.. 38
Minefield Reference Tables .
Sidebar : Hero Creation Exam ple .
To my family - especially Bec and Ken -
Bridgelayer rules .
2
16
Biolog ical Dep loymen ts
Sidebar : Example 01 Area Ellec t
Thanks to Jason English for the
36 ... 36
Construction malenal
Dilc hes ..
Pandora's Box.
Fire Modiflcalions
down around me .. .
35
Sid ebar: Fi re MiSSion Examp!e . Field Engineering.
15
.. 2 1
Detection rules I
thanks for keeping the house from falling
.. 35
Anti-Vehicle Fortification s
Chem ical Deployments
Ch ange 01Scal e
System Developer
34
Miscellaneous Rules ..
Defensive Posillons ..
Marketing Manager
Gene Marcil
Damage.
t4
. ......... 17
Inlantr y Tank Mkl V Churchill AVR E
.. 33
..... .... 34
Artille ry Scatler Diagram
IS
17
Protec tion .
Silhouette Marc A. Vezina
Artillery Attacks
. 17
KV- II C Tesla Tank.
Chem ical Agen ts .
Scenery Modeling
9
. ..... . 16
T-45 Land Battl eship -Nikolai Tesla"
G-27 Wa lke r .
. 33
14
Sidebar' Nlghtf ight lng
.. 32
.. 33
13
Sidebar The Engineer Listening Company
Art illery Barrages Table . ..
Sidebar' Friend ly Fire InCidents
12
Ai rborne Operations
. 31
9
II
Combat Engineering In Wold War II .
30
Artille ry Response Time Table
Fire MISSion Atl ack Proced ure ..
. 10
Fortifications
Requesting Fire MiSSions ...
.. 8
to
Veh icles
Art Director/Designer
Pierre Ouellette
Artil ler y Use .
Sidebar: Frank L. Sco tt
Production
.. 30
Art illery Support .
Book Overv iew
Lloyd D. Jessee
CHAPTER THREE: ADVANCED RULES ••••••••••••• 30
Advanced Detection Delec tion Va lue . .
45 45
.... 45 45
46 ... 47
27 . 27
CHAPTER FOUR: INFANT RY 48
27 28
Inlantr y
48
Obscurement
28
Squad CoheSion ..
48
Urban Terrain
28
Infanlry Cos l
48
Sidebar: Example 01 Skirmish Scale BUildings Sidebar: Urban Terrain in Tactical Sc ale .... Additional Terrain Obs cure men t Tabl e Bridges .
... 28 .. . 28 29 .. 29
Flrestarting and Destroying Terra in
29
Sidebar : The Bocag e
29
Combal Engineer Training and Equipmen t Enc umbrance . Detect ion Equi pmen t
48
... 49
49
Sights
49
Persona! Protection
50
Combat Dru gs
50
Communications DeVices
51
TABLE OF CONTENS
, 52
Sidebar: Galvin Manufactu rin g. Diving Equipment
52
Explosives
52
Mobility Devices . . Sidebar: Landing
In
Dangerous Terrain
Snipers
.. 53
Weapons Table
,, 53
Morlars Table
54
Support Weapons Tank Riders.
Walking Bombs/Mines
Exp losives Table
Produced .. Published by
78 78 ,79
. 54
Armor Table
79
54
Radios Table
79
55
Mobilily EqUipment Table
79
Miscellaneous Equlpmenl Table
79
. ,,55
Zombies ....
ApPENDIX 1\vO: INFANTRY WEAPONS & EQUIPMENT •• 78
5000 Iberville, Suite 332 Montreal, QuEbec, Canada
(i) ,I.
H2H2S6
I
_
All artwork and pictures 2001 Dream Pod 9, Inc.
CHAPTER FIVE: GAME RESOURCES ••••••••••••
56
ApPENDIX THREE: VEHICLE DATACARDS •••••••• 80
Scenario Generator .
... 56
Datacard Summary . "." " ",,. "" """"""""""". " " " 80
names, logos and specific game terms are
56
German Vehicles .. . .. _... .. ...... .... _................ ..... ... ... _.. 81
OOream Pod 9, Inc. All Rights Reserved,
Step t · Preparing the Scenario . Suggesled Poinl Total Table
. ... 57
Mission Design Table " Step 2a: Objectives . Step 2b : Location .
Locat Ion Table
. .. ' '''', .. 87
... . 57
American Veh icles .... ......... ........... ............. .. ..... ... 92
..... ..... 57
Italian Vehicles .. ................................... ................... 96
58
Frenc h Veh icles ................. .. .... .. .. .. ........................ . 97
58 .. ... 58
Step 2c : External Conditions .
Brilish Vehicles .
No part of this book may be reproduced
...... 101
Blank Dalacards
102
Sidebar: Example of Random Scenario Generalion 59
Antl- Tank Guns
t03
... 59
.......... . 60 62
Scenarios
.. .... .. 62
Hit and Fade to Black .
63
Hard Landing
.. .. . 64
Monster Mash. Plane Smash
65
Dose of Lead
66
//Vellkan-Lyudoed// .
.......... ..... 67
Campaign Rules ...
68
Campaign Term s
68
Overview of Gear Krieg Campaigns . .
.... 69
Sellhe TV Campaign Cycle Table Suggested Poinl TOlal Tab le, .
Campaign Special Ru les .'''' Seiling Ihe Sc enarios Building A Unit " . Play the
Scenar~os
Experience Threshold Tab le " Sidebar: Healing " Ending Ihe Campaign ReVised Infanlry TO&E Costs
lisher, except for short excepts for review purposes, Any similarities to characters, situations, institutions, corporations, etc, (without satirical intent) are strictly coinci-
ApPENDIX FOUR: REFERENCE TABLES AND GAME SHEETS ••••••••••••••••• 104 Vehicle Repair and Supply Thresholds
t04
Tactical Game Tables
107
dentaL The use of the male gender throughout this manual should in no way imply the exclusion of the female gender or suggest that the game is intended exclusively for a male audience , It is our hope that the fe-
Campaign Record Sheel
t08
male gamers will find this book just as in-
Scenario Record Sheet
tOO
teresting as their male counterparts.
Index
110
Bibliography
ttt
Warningl Gear Krieg is a work of fiction intended to be used in a game context only_
...... , 69
It contains elements which may be deemed
69
inappropriate for younger readers, Dream
, . 69
Oplional Campaign Spec ial Rules Table " .
PanzerkAmpfer and Silhouette are trademarks of Dream Pod 9, Inc.
without written permission from the pub-
100
Utility Vehicles ..
Step 3: Ass ign Prioritie s
Gear Krieg, the Gear Krieg logo,
Russian Vehicles ..... _.. _... ........ .. ............ _... ...... ... 98
...... ... 58
Slep 4 : Subplols
Panzerkilmpfer, Silhouette and all other
Japanese VehIc les
External Condit ions Table . ..... .. . ....... . ...... . ...... .... 59
Terrain Table
Gear Krieg, Gear Krieg Companion,
"" " 69 "" 69 .. 69 """" " . 70 ... " 70
Pod 9, Inc, does not condone or encourage the use of violence or weapons, Parental discretion is advised, Dream Pod 9 can also be reached throug, the internet. Check the rec.games,mecha and
72
rec.games.miniatures_misc newsgroups for
"",," 73
support and infoonation about Gear Krieg, You
' '''',,'' ". 73
can also visit our WOOd Wide Web page at
74
ApPENDIX ONE: PERKS & FLAWS ................ 76
http://www.~.comI
Stock #DP9-503 Legal Deposit: March 2001
New Perks, Flaws & Weapons
76
Perks
76
Flaws.
77
Weapons
77
Bibliotheque Nationale du Quebec National Library of Canada ISBN 1-894578-72-8 Printed in Canada
3
CHAPTER ONE: INTRODUCTION
ture would drop , and it would start to snow Sevastopol had been under siege since early October; the German army had fl attened the city in the ensuing month of fighting, but the Russian defenders, inspired by the radio broadcasts of the Great Stalin, fought on. living in misery in the network of underground tunnels and bunkers, they crept up by ones and twos to snipe at German troops and to blow up supply dumps whenever th ey found them . Another shot rang out. One of the men cried out in pain and fell clutching his knee. All around, Luckners' Assault Pioneers dropped to the ground. "Radio l ' he barked. His radioman crawled towards him , the bulky radio set giving him the appearance of a hunchback. After a few seconds of work, the private handed Luckner the headset and microphone . "This is Gertrude calling Tin Woodsman .. .come in. Tin Woodsman. Over."
DIG 'EM AND DIE IN 'EM
A moment or two later the crackle of static was replaced by a distant voice.
Hauptman Heinrich Luckner ducked as a slug from a Russian sniper's bullet whined
"Jawhol. ..
off the brick wall behind his head. He snarled a curse at the war, th e Bolsheviks,
Gertrude .. over"
Tin
Woodsman
here,
and the rain that was driving down in sheets, sluicing cold water down th e back of his neck.
"Where the tiell are you? I've got a 'Wolf' problem here l Over. "
"Hurry up with those damn things , Feldwebel!" Heinrich barked . "Do you want to bring the damned Ivans down on us?"
Another bullet cracked overhead.
Feldwebel Johann Schmidt cursed the war, the Bolsheviks, his damned slave driver
"If the damn Ivans put a bullet into the
of a Hauptman, the rain and the damned equipment he and his men were hauling
cargo, we're all dead l Hurry up for God's
over the broken brickwork of what was once the Russian city of Sevastopol in the
sakes I Over."
Crimean peninsula. Twelve men struggled to manhandle the three tarp-covered
" Understood Gertrude .. don't fret on our
handcarts towards the tunnel entrance up ahead. The rest of the platoon floundered
account. We are inbound on your loca-
through the morass of broken brick and mud, some guard ing the perimeter. others
tion now We had a bit of trouble with
hauling the rest of the engineering equipment on their backs .
the roads ourselves. Over."
Nothing much has changed since the time of the Roman legionnaire, mused
Luckner peered cautiously up over the
Hauptman Luckner. Soldiers today would still appreciate the old joke that named
sheltering rubble. Looming out of the
the legionnaires "Marius' Mules" for the loads they had to carry.
driving rain the lumbering forms of two
Operation Barbarrossa was now six months old. The November rains were turning
Valkuries could be seen. Luckner
the miserable excuses for Russian roads into a sea of mud. And soon , the tempera-
smiled ; that was more like it.
4
CHAPTER ONE: INTRODUCTION
"Tin Woodsman .. have you in sight.
reasons for the work. Why? Didn't the
Comrades Ivanova and Roshenko have
Gertrude located in shell holes thirty
Great Stalin have a treaty with the Fas-
not yet returned from their stalk. They
meters to your front , at your two o'clock .'
cists ? But he had been right not to trust
are overdue, and I fear the worst."
"Acknowledged and understooci , Gertrude. Tin Woodsman commencing sweep now. Over. " Luckner heard the roar of the rotary engines as the Valkuries poured on the power. He looked out again. Suddenly there was a flash to his left, followed by the report of a shot. A spark leapt from the glacis of Tin Woodsman One.
the Germans. And now Kolya's battalion, having dug these holes, had to die defending them from the invading armies of the Fascists. The fighting over the last month had been hellish. At such close quarters pistols , submachine guns and grenades
we'll see ."
their weapons and staggered off down
Yevtushenko , the biggest man in Kolya's
the tunnel into the darkness.
that he kept ra zor sharp . Hauptman Luckner looked at his watch All of Kolya's men were pale-faced, be-
Th e second Valkurie bu lled forward
grimed and exhausted Food was al-
over the ru bble towards the tlidden
most gone. Soon the lazy, fat rats would
Russian as the first opened fire with its
be scurrying for their lives .
for the fifth time in the last few moments. Only two more minutes to go. "Seems a damn dirty way to die .. . even for Ivans." Schmidt muttered. Luckner
Kolya felt a tap on his leg. Young Igor
"Oanke Gertrude .. this Ivan s goose is
Shugin , eyes huge in his haggard child-
cooked Over. "
man's face, had nudged him.
fixed his sergeant with an icy cold stare. "A German soldier does not question orders, Schmidt. He carries them out.
Flames belched from the nozzle of the
Stumbling out of the gloom was a broad-
flame-thrower on the second Valkurie.
shouldered bull of a man with the apple-
Luckner closed his eyes in relief as he
green shoulder flashes of Comrade
heard the Russian snipers' screams.
Beria's NKVD . Kolya rose to his feet and
almost 10 minutes behind schedule."
Alexiev nodded. "Go and sneak about or an hour or so ... then report in and
nets and fists had their uses too.
Sniper at 10 meters to your front , at your
"Alright Feldwebel . . move out. We're
the Fascists had gotten them ...
Grumbling , Kolya's squad gathered up
platoon, swore by the entrenching tool
machine gun.
were the best snipers they had left. If
ruled the day Of course , knives, bayo-
" Tin Woodsman .. Tin Woodsman l one o'clock lOver."
That was bad. Ivanova and Roshenko
wearily saluted. "Comrade Commissar."
Now pass the word for gas masks to the men, and have the control teams ready for launch. " Schmidt nodded in acknowledgement. The men rapidly stripped off their caps
Alexiev was a hard-faced man . When
and helmets, pulling on their gas masks.
he looked at you, it didn't take much th~.objects
imagination to imagine him staring over
Luckner let his eyes move to
Sergeant Kolya Yakushev kicked out at
the sights of the Tokarev automatic he
of the exercise. Three two-meter long
the rather bold rat that had been inves-
wore at his waist. Last week, he had shot
ovoid insectile forms crouched low on
tigating his left boot. The rat ambled
Kolya's lieutenant and assumed com-
their six-legged chassis. The backs of
away with a marked lack of fear.
mand himself. For "defeatist attitudes in
the machines bulged obscenely.
Knows I'm too bloody tired to do any-
the face of Fascist aggression ." Defeat-
Luckner's smile was humorless. For the
thing more to him. Kolya me ntally
ist. As if any of them were going to get
second time in the war, his pioneers
snorted. We are all too worn out fighting
out of this hellhole alive, never mind beat
would be sending the "Cockroaches" off
the Fascists to worry about the rats.
the Germans.
to war. Last time, they planted shaped
Kolya and his fellows in the engineer-
"Comrade Sergeant." Alexiev's voice was
charges on the Maginot line forts. This
ing battalion had spent the last year
as harsh as his demeanor. "I want you to
time, they would carry their deadly
working in and around Sevastopol.
take out a patrol. The Fascists have been
cargo of chlorine gas deep into the Rus-
They'd tunneled in the earth lil-.e moles,
too quiet for the last three hours. I want
sians' tunnels.
constructing a huge underground net-
to know what they are up to."
Luckner checked his watch again . 1300
work of tunnels and bunkers. At the time,
Alexiev let hi s fac;:ade crack for a mo-
hours. It was time to go. "Feldwebel
ment , showing Kolya his concern. "And
Schmidt. You may launch when ready."
everyone had complained about the
5
CHAPTER
ONE:
INTRODUCTION
With a clatter, the three "Cockroaches" skittered off down their separate tunnels , The control teams hunched over the tiny screens as they piloted their "bugs" over and around obstacles , The glow of the little televisor screens lit their gasmasked faces eerily, Like men from
space, Luckner thought, or demons, The wire drums clattered as the thin control cables played out behind the machines , Luckner nodded his satisfaction
to
Feldwebel
Schmidt.
"Shouldn't be long now,"
"Hsst! Sergeant. I think I heard something," It was young Igor Shugin, out on point. He waved everyone into silence, Kolya stained to hear anything ", what
BOOK OVERVIEW The purpose of the Gear Krieg Wargaming Companion is to expand and clarify not only rules, but the setting of Gear Krieg as well. This supplement contains advanced
was that sound? The clatter of a rock?
rules, new equipment, weaponry and vehicles. The Companion is divided into five
Kicked by a careless German 's boot?
main chapters, each focusing on certain aspects of the miniature game. When ad-
A few minutes later they froze again, Two pinpoints of light, low to the ground, could be seen moving up the tunnel to-
ditional clarification is deemed necessary, sidebars provide examples of rules or provide additional background information. The rest of this first chapter covers the different types and techniques used for
wards them , A low growling hum car-
warfare . Some are new or are just being proven for the first time, while others were
ried down the tunnel. Igor's eyes wid-
old and outdated before World War II began . This chapter also provides some back-
ened impossibly large.
ground on combat engineering and related equipment.
"Sergeant! What in the name of the
The second chapter introduces the special rules required to play on a smaller, denser
Devil's Grandmother is that thing?"
battlefield - such as a jungle patch or an urban fight - where small groups engage
Kolya played his torch over the oncoming whatever it was. "It's". some kind of metal bug?"
at close ranges that would be impossible to properly represent on the more abstracted tactical scale tabletop. These rules are referred to as Skirmish combat. The third chapter covers advanced rules such as artillery support, combat engineering and heroic characters , The fourth chapter adds specific rules for infantry along with new equipment and infantry types, such as the dreaded zombie troops of
The lead operator of team two looked
the Axis. The fifth chapter contains a detailed scenario generator, some sample
up at Hauptman Luckner.
scenarios and the main campaign rules.
"Sir! Unit one has contacted enemy!"
The rest of the book is taken up by game aids . The first of the four appendixes
Luckner nodded , "Very good, Release the gas,"
covers some new Perks, Flaws and Weapon Characteristics, The second appendix summarizes the infantry equipment, its Threat Value cost, campaign cost and other pertinent information. The third appendix first covers the new datacard record
As the young Assault Pioneer flipped the
sheet, explaining how to read it. This is then followed by the datacards for more
switch, Kolya Yakushev's flashlight shim-
than 164 vehicles and variants; this includes blank datacards , improved datacards
mered in the billowing yellow clouds of
for all the vehicles in print so far and game stats for the new vehicles discussed in
chlorine gas.
this book. The fourth and last appendix contains reference sheets .
6
CHAPTER ONE: INTRODUCTION
BASIC WORLD 'WAR II GROUND FORCES TACTICS World War II sha red many things with the myriad of wars that came before it. People
ver enemy forces using a motorized combined arms approach, As the opening phase of the war developed, the use of the tank and the walker in offensive roles (and the role of the truck in ferrying sup-
fought for ideology, patriotism, money, or perceived justice. Soldiers died by the
plies to sustain these offensives) became
thousands in mass engagements as armies swept across a good portion of the
the key element to almost every major
world . New weapons were debuted and perfected and new terrors were unleashed.
combat engagement.
It was the way in which this war was fought, though, that was different. The weapons
Much of this still came down to the skill
used were unlike any that had come before, Rapid advances in science and tech-
of the commander. First, a commander
nology had opened up al most every facet of warfare to a new idea or a new employ-
had to grasp that these elements were
ment of forces to a level unseen in human history.
necessary on the modern battlefield.
Of the many great innovations of this era , there are a few that stand out as key
This was the deciding factor in many
elements in the forces that changed and shaped the face of the modern battlefield,
early engagements, as commanders
Most of these te chn iques and technologies had been pioneered decades earlier; it
who favored the trench and line tactics
was the advent of a global war, though, that saw them refined to the degree that they
of old matched wits with commanders
",ere becom ing th e deci sive elements in most of the malor land engagements of the
who had successfully reasoned that the
Second World War.
new fast armored units made this "honorable" way of fighting a war obsolete.
It was in these early engagements, too, that the cream of every major army to fight in the war rose to the top, and the deadwood was sifted out. General Lloyd Fredendall was a prime example of this sort of commander. Fredendall was a capable administrator with no grasp of the new style of warfare that governed the battlefield; a shortcoming which allowed Rommel, one of the commanders who had spent the years between wars mastering the new style , to achieve a stunning victory over the U.S, forces at Kasserine Pass. As the wheat was separated from the chaff, the great commanders of the field
M ANEUVE R W ARFARE The idea of outmaneuvering one's opponent to gain advantage over them on the battlefield is as old as war itself. With new technologies , however, comes the need for new tactics. The initial development of the strategies at the core of the mobile comb ined war fare concept was made by men on both Sides of the English Channel. BH Liddel Hart , a lunior British office r, proposed a fully mobile combined force trlat could break through
an enemy's defensive line, then exploit that rupture by penetrating deep into enemy territory and isolating the bypassed enemy forces. A German officer, Heinz
went to work using these new weapons to maximum effect. The most recognizable of these new tactics was known by the term blitzkrieg, or lightning war. It's
Gudieran, came up with much the same
interesting to note that the blitzkrieg was
idea independently of Liddel Hart. His
actually pioneered in the Franco-Prus-
idea for fast , combined mobile armed forc es came from initial con sultations with old cavalry troopers. Using the concept of cavalry but employing light motorized vehic les, he showed how it was possible to move quickly and outmaneu-
sian War of 1870-1871. In that war, the term had been applied to troops rapidly advancing through enemy territory, bypassing major pockets of resistance, and then encircling them. This tactic obviously fell out of favor in World War I,
7
CHAPTER ONE: INTRODUCTION
Uoyd Friedendall Known more as a troop trainer than a co/lwat soldier; Fridendall \Vas picked by Eisenhower; Ivith .\'ome misgiving.\', to succeed lv/ark Clark as the 2nd Corps commander. Friedendal/ partially ass{wged these concerns with success/it/landings near Omn lit the heginnillg of TORCH.
where the machinegun and artillery
cautious slow start when 1st Armored
made open movement of masses of
Division encountered 10th Panzer DiVI-
troops in attempts to encircle practically
sion at Maknassy Pass . Patton was able
suicidal. With the emergence of high sur-
to turn the tid e and take the Germans
vivability weapons like the tank and ttle
and Italians in the open plains alo ng the
gear into mainstream combat forces ,
Gabes-Gafsa highway eas t of EI
this tactic was once again an option
Guettar. The 1st Infantry Division mauled
Tanks could move very quickly over a
10th Panzer's tanks and gears with
wide variety of terrain and deliver a
massed artillery and tank destroyers by
massive punch, while gears could cross
being there faster and better prepared
Disaster struck when Friedendallwa.l· unfen·d to Ill/vallce and sewre the TII-
terrain that even tanks had difficulty ne-
than an enemy caught almost unawares.
Ilisiall port (!f Sfax. This would block the retreat of Rommel's Panzer AmlY Afrim in its altempt to link lip with Wm Amilll. Friedenda/l .wretched the
neuverability and often a wider assort-
IlInks and walkers (!t his 21ld Corps over an tio-mile front to cover the Allied right flank. Eisenhowe/' had ordered a .vIlIIldard deplownent with a stwng mohile reserve, bill Friedendall scaltered his injalllry across several isolated djehe/s and hroke lip hi.l· /110hill' reserve illto small, scaltered elements. Ii) top off this poor deployment.
gotiating, with a greater degree of mament of firepower. Field Marshal Rommel himself described the tactic rather succinctly in his engagements against the British at Tobruk. In speaking of the timidity of his own 5th Light Infantry Divi sion in a reconnaissance raid on Tobruk , he stated. "the division's command Ilad not mastered th e art of concentrating its strength at one point . forCing a breakthrough, rolling up and securing the flanks on either side, and then penetrat-
Friedendall placed his helldljllllrlerS
ing like lightning, before the enemy had
So miles hehilld hisjinnt lines.
had time to react , deep into his lines."
It wasn 't long hejim' Ihe Germllns blasted through the gateway at Faid Pass and quickly isolated alld encircled the American il(fantry. With the reserve so hroken lip, it allowed Rommel to smash the Americans at Kasserine Pass. General Bradley's sllbse
u.s.
The Germans used this tactic successfully in the Low Countries, France, the Soviet Union and Africa. Other forces exhibited similar skills, though. Learning
leader who understood early the new face of war that was sweeping across Eurasia. One of the few generals to survive Stalin 's purges (though not without trouble). he later took command of a forc e of Soviet troops against the Japanese Imperial Army at the ba ttl e of Khaikhin-Go l. General Zhukov used a combination of his own impreSSive battlefield skills . as well as an effective deployment of modern battlefield weapons in open terrain, to defeat an enemy with poor mobility. Th is only major con flict in the undeclared war between the Soviet Union and Japan in 1939 forced the Japanese to look elsewhere for easy conquest.
from battle with the Germans, or devel-
General Bernard Law Montgomery
oping them on their own. they would
could arguably be noted for only half-
eventually use simi lar tactic s to destroy
heartedly adopting this new paradigm
the Axis. General George Patton had correctly surmised before the war even began that this baSIC strategy was th e most effective given the new tools at hand. He echoed Rommel's sentiments in his famous pre-embarkation speech when he said, "There is no such thing as a foxhole war anymore . Foxholes only slow up the offensive. Keep movingl" Patton's skills would prove his ability with
8
General Georgi Zhukov was another
shift in warfare. His victories at EI Alamein were based on tactics from th e First World War his malor attack plan cente red on a massive front infantry assault combined With an armored assault wherever weakness was detected in ttle German lines. This was hardly a "modern" assault , but he knew he was in for a war of attrition and used the tactic s of the era , albeit in a most primitive fashion, to achieve hiS victories.
this new style of war time and again. but
Perhaps th e most notab le factor in cle-
they first showed through at EI Guettar.
vetopment of these tacti cs was th at
Despite a potential disaster and another
both sides had the advantage of a sur-
_(~)~*00e
CHAPTER ONE: INTRODUCTION
prising deal of flat terrain with which to
tics than the standard strategies of the
aged by th e better commanders of the
conduct their combat actions. With the
rest of the war.
war to move as far forward as possible
exceptions of fighting in the Balkans and the Pacific Theater, most of the war was fought on relatively flat land, which was ideal for the kind of maneuver warfare that was the norm for the entirety of the war. In the Balkans, warfare was fought as it
In the Pacific Theater, the tactic of island hopping became the preferred and only significant means of maneuver warfare. In that area of operation, the navies of the United States and Imperial Japan vied for control of the sealanes. These sea-lanes were the equiva-
as often as possible. If the line moved, the artillery moved . and quickly Great lengths were taken , given th at the artillery was seen as a much more involved part of a combat force rather than the simple support element it had been in past wars, to ensure that these units did not fall too easily.
had been for centuries, for control of
lent of the major autobahns and road
strategic chokeholds like mountain
nets being used in Europe to ferry
Artillery was also employed to protect
passes and overlooks. The quick disin-
armies across the continent. Once con-
the flanks of an advancing force from
tegration of the local forces reduced
trol was established in an area, such as
enemy counterattack. Not many forces
fighting to mostly guerilla actions.
the Japanese control of the seas around
would risk actually charging into an ar-
Though these were no less important in
the Phillipines, or the United States' con-
tillery barrage to try and flank an enemy,
the overall scheme of the war, the ac-
trol of the seas around Okinawa, a de-
a fact counted on by commanders who
tions in question lent themselves more
fending force could be encircled, cut off
used it, such as in Romm el's assault
to special operations and irregular tac-
from its source of supply, and reduced.
against the French near Philippeville in 1940. The effectiveness of its employment, again , was strongly dependent on the troops using it. During the original
North Alrital Battlefield Ellquette
German campaigns in France and Af-
Early war use of mechanized warfare by Ihe Brilish lended 10 be Ihwarled by German allli-lank guns. The mosl nOlable gun was Ihe 8.8cm PANZERABWHERKANONE which was a originally WI anli-aircraft weapon. The gun could penelrale Ihe armor of a Marilda al ranges of up 10 2km. The gun was inslrumenlal in repelling Ihe Brilish during Operalion BATTLEAXE ar Haifaya Pass. A caplured Brilish officer was overheard by member of Rommel's sraff 10 express indignation lowards Ihe weapon. "In my opinion," said Ihe EnglishrrullZ as he glanced al a nearby 88, use 'flak ' againsl our ranks."
rica, strong use was made of artillery as an equal partner in an attack, basically looked upon as another combat division. Nations like France and Great Britain were somewhat slower to grasp the effectiveness that modern artillery pieces could rlave on the battlefield.
is unfair 10
Allied artillery units at that time were of-
A Gennan arlilleryman nearby, lislening 10 Ihe inrerprelalion, exciledly illlerjecled, "la, and Ilhink it mosl unfair of you 10 allack wilh ranks whose armor nOlhing bill an 88 will penetrale!"
meant only to soften up or hctrass the
"il
ten relegated to bombardment duty, enemy. This type of fire ranged from marginally to wholly ineffective in degrading the German's comb at capabili-
ARTILLERY USE The use of artillery on the battlefield is almost as old as the use of gunpowder. Gunpowder weapons in the form of great mortars began their use in warfare as siege weapons. Artillery's importance in this war cannot be understated, though. All sides used it to excess as an essential element of any major operation. Its use as a proactive part of any battle was a standard feature of more modern warfare. Forward
observers and artillery officers were
ties . It was because of this , as with the
called upon more to work more closely
other modern inventions of war that the
with the infantry, not only to call fire on
Germans capitalized on first, that the
targets harassing the infantry, but to
Allies suffered such crippling defeats in
bring counter-battery fire on units that
the early stages of the Second World
might be able to harm friendly artillery
War. It was not Just that artillery was
as well. Artillery units were expected
better used, but that there was far more
to be ready as soon as a position was
variety in weapons than there had been
taken to provide fire , should it become
before.
necessary, on any of the avenues the
The main types of artillery used on the
enemy might use as a path from which
battlefield of the Second World War can
to counterattack. Artillery was encour-
be broken down into three types. The
9
CHAPTER ONE: INTRODUCTION
first , field artillery, consisted of the large
operation. This was due in part to two
cannon weapons and rocket platforms
factors. One was that aircraft technol-
that could be called upon to mass fire
ogy was still in development in the pe-
and suppress , neutralize , or destroy
riod between wars, more so than most
enemy targets . The second type of ar-
other potential instruments of war. The
tillery, mortars, could be used to pro-
other was that precognitive command-
vide responsive fire against smaller tar-
ers on both sides began exploring what
gets, and were often organic to small
kind of roles these newer designs might
infantry units. Mortars could be used in
play in a coming conflict.
a variety of roles, including direct infantry support, battlefield illumination, laying down smoke for the purposes of obscurement of the enemy or the screening of friendly forces, and engaging targets too obscured by terrain features to allow small units the opportunity to directly assault them. Lastly, there were the direct fire weapons of the period. These included a variety of weapons , from the shoulder-mounted panzer faust and bazooka to the big direct fire support weapons of demolition vehicles such as the Hummel, to the towed antitank guns like the German 88mm. Close air support could also be loosely included into this category. as the guns of aircraft and small bombs were often
Both sides did focus on air superiority over the battlefield as their number one priority. The Germans realized very early on that aircraft could be used to perform a wide range of duties. Mostly due to their experience in the Spanish Civil War, the LuftwaHe developed aircraft like the Hensc hel Hs 129 to compliment their Stuka dive-bombers to fill out a new role in air combat , ground attack. It also developed a program whereby its air officers participated directly in Army wargames, acting not just as observers, but taking a direct role in coordinating air assaults on target s of priority to ground forces . The Allies, as with many things, were
used to the same eHect. These weap-
slow to reali ze the advantage of aircraft
ons had a wide variety of uses , includ-
in close ground support missions. The
ing direct suppression of enemy posi-
British RAF proved least concerned by
tions and the destruction of enemy ve-
these new innovations in air combat,
hicles . They were commonly used in
and instead continued to focus all de-
tactical situations to deal with immedi-
velopment of their air doctrine on stra-
ate and readily identifiable threats.
tegic bombing raids instead of army support miSSions. U.S. air commanders
AIR SUPPORT
did take some note of the Spanish Civil War and the new ground support tac-
Air power had been used in various mi -
tics being pioneered by the Germans.
nor military roles as early as the 19th
Major George Kenney, later commander
century, in the form of lighter-than-air
of the Fifth U.S. Air Force, wrote an ar-
balloons, and then into the First World
ticle in 1938 on the conflict that was
War in the form of balloons, dirigibles ,
complimentary of the Germans on their
and biplanes . Still, these units were
support and interdiction missions. He
hardly decisive in tactical engagements .
also predicted that, given what had
Many proponents of air power on both
been seen with air transport of combat
sides saw, as planes quickly developed
forces in Spain, transport of ground
in technology, that they would soon be-
troops by air would be an important mis-
come an essential part of any tactical
10
Lucian Truscott An old-time cavalry commallder, Truscoll was a strict disciplinarian with a passion for thorough training and a penchant for pushing his mell to the limit. TrUSCOII shared Pallon 's unorthodoxy of dress, most Ilotably his silk scarf, weathered leather jacket, enameled helmet. cavalry breeches and boots. Atthe beginnillg of Torch, he almost single handedl), salvaged the landings at Mehdia. The Navy had bungled the landings and Frellch Colonial forces caught the break they needed to push the Americans back into the sea. Truscoll reorganized several units and fonlled a rally point for the survivors of the first wave. He then persollally radioed other landing c raft onto the beach, and vectored them into positions, which allowed them to flallk and eventually rout the assaulting French forces back 10 Port Lyallley. Truscoll even managed to secure, at cost, the airfield that was one of the original objectives of the landings. General Truscoll went on to distinguish himself in several unconventional operations under PaIlO/l's command while in Africa, and was hand-picked by Pallon to lead the tactically ana politically importafll raid on Rabat.
CHAPTER ONE: INTRODUCTION
sion of the air force in wars to come.
pression, in which they would attempt
World War caused timidity towards
American and British air forces would
to knock out flack batteries and
large-scale ground operations, espe-
soon develop their fighter-bombers and
assistance
convert their regular
aircraft to
enemy formations in
in countries such as France. All
ttle immediate area. As the Luftwaffe
these things led to the development of
ground attack with the use of heavy
forces dwindled and the Allies' ground
massive fortifications in preparation of
machine guns and rockets. In ttle early
attack missions became more frequent,
an assault by neighboring nations.
stages of trle war, however, Germany
new interdiction missions were devel-
France, Belgium, and Germany were ttle
could be said to have the edge in
oped. In advance of a ground force, air-
practitioners of this art.
ground attack aircraft and tactics.
craft would spread out to attack any
The missions of this new breed of figrlter aircraft were quite varied. Ttle Germans, in keeping with the blitzkrieg style of
enemy forces or supply trains ttlat might be moving forward, delaying enemy counterattacks,
enemy forces
engaged and, of course, dis-
warfare, applied a doctrine of
strategy. This strategy assumed that if a front along the entire combat zone could be maintain3d, the to sustain an offensive or break through
close to the front, and developed them often was that communication between and formations allowed for bet-
The focus was still more on interdiction ttlan direct support of ground forces.
command became
aggressor, Germany, would not be able
their best ground attack aircraft very to be capable of using rough airfields.
The French
obsessed with the "continuous front"
ter coordination
ground targets
to the French heartland. Thus, in the 1920's and 1930's, the Maginot Line, named after a minister of war who had
the secondary pri-
and enemy formations. The power most
lost an arm at Verdun in 1916, was bud-
ority of fighters was to hit bridges, roads,
lacking in this ability early in the war, the
geted and began construction. The
enemy reserve forces, and artillery po-
Soviet Union, also provided the most
plan was for this Line to run all
example of how fatal ttlis could
the way to ttle channel, but more liberal
After air
sitions.
were
equipped
with light bombs for these missions. The
be for a war effort. Soviet aircraft
elements in the French government
cannon developed for some German
had radios and usually flew in tight for-
tlalted the proposed series of fortifica-
aircraft such as the Stuka gave them the
mations to visually coordinate with one
tions at the Belgian/German border. This
ability to destroy armored vehicles, a
another.
was in conjunction with King
mission that German high command
ers that could better coordinate their
action to take
had originally considered beyond the
attacks and fly in more spread-out for-
web of alliances and declaring its neu-
capability of their fighters. To destroy
mations shot Soviet fighters and bomb-
The Maginot Line was never en-
larger targets, or perform on a more stra-
ers down like flocks of geese.
German fight-
L.C'J;.J'JIU
out of France's
scale, German commanders even
to be a series of fortifications
developed air combined arms opera-
running up and down the French border. It was also not designed to be im-
tions. These involved mixes of reconnaissance, heavy fighter, and bomber
A quote attributed to General
penetrable, but rather was to bog down
groups
massive tar
Patton said that fixed fortifications were
any potential German advance, and al-
gets, such as rail networks deep behind
monuments to the stupidity of man. No
low fast, mobile forces to advance and
enemy lines.
more strongly was it proven than in this
support the fixed fortifications.
war. Names that had at the same time
the French, Hitler had oHler ideas. The
been
fatal mistake to stop the Line at the 8el-
after
The Allies main focus for their fighter aircraft In the early part of the war was bomber escort.
actions in Africa
were almost solely focused on interdiction, destroying fixed installations and slow moving targets. Direct combat support missions were even further from common usage than forces of the day.
were with Axis missions of the
Allies were focused on drop zone sup-
with pride and to inspire
fear, like the Maginot Line, the
border would soon lead to the
Line and the Atlantic Wall, became the
downfall of France and its
punch lines to jokes after they had been
by the Germans.
conquered and
for
low. The idea
of fortifications as bastions of power and centers of refuge for the European powers most of all stemmed from an ancient dependence. It could also be argued
The Germans for their part had a similar fortification constructed in the 1930's. This was the vaunted West Wall, known in the United States as the
line.
that the staggering losses of the First
II
CHAPTER ONE: INTRODUCTION
This massive concrete and sleel slruc-
was
cold weather
""',"'''''' cone-man "o'''tV'''_ and make
els of
adap'[ed The Germans suffered from
from SWitzerland to the
reaction force,
look
idea
10 the extreme, Given their strategy of defense of Ihe islands that
became one of the
celebrated and admired forces
of the German
This could be con-
sidered an unusual occurrence since Each island small fortress, The
most staff officers of the war viewed
part of the
troops, like the spe-
known as the Ardennes Offensive or the Battle of
In
final act in defense of the Line caused ap-
the Reich,
100,000
air bases, or
final locus in this
of
became the sites of
American air bases.
so eifec-
from which to hold off
attained
emy forces, were the fortifications of the German Army
did
Atlantic Wall.
see
The in al-
most every theater of the war, with darand
elements,
tentia!. The Allies did this Airborne Divisions, who could be would tell with those great cilies.
Into an
stages, as their use would ater-wide """",neuron utilize their
The Soviet Union taired somewhat vanced into the Soviet heartland, laid
to to be the main focus of airborne operations
would go for the Germans, except for the Russian
The
the Soviets had in abundance was cold weather gear,
12
much of their
in the war.
CHAPTER ONE: INTRODUCTION
specially designed girders and pontoons and often whatever material was at hand. Specially modified Walkers helped a great deal in building bridges, with stronger arms than on other Walkers. They could move parts of a bridge into place easily and help to shore up a bridge until it was securely fastened together. In addition to ditches and structures, mines were used extensively. It was the engineer's job both to lay minefields and to clear them. Common APCs were produced in models with combat engineers in mind. Extra stowage for mines was
COMBAT ENGINEERING IN WORLD WAR II
often a feature of those APCs. Mines came in all shapes and forms, from the large round metallic anti-tank mines to the wooden coffin mines. Not all could
As long as Humankind has been devising ways to fortify and defend, it has been
be easily found with the metal-seeking
devising ways to overcome those same fortifications and defenses. Tanks were first
mine detectors.
designed in World War I to overcome the defenses of the machinegun and artillery.
Skilled engineers could lay a hasty
As mechanized warfare sought to break through these, defenses became mono-
minefield in minutes. Many engineers,
lithic in scope and strength. New techniques and ideas had to be thought up to
however, particularly the Germans in re-
counter the new obstacles, and many ideas were tried during the war.
treat, made laying mines an art form.
The major innovations were in using armored vehicles to help engineers in the as-
Mines were designed to be detonated
sault role of breaching obstacles to pave the way for troops behind them Bridge-
in a variety of ways, including explod-
laying tanks were devised to cross rivers and anti-tank trenches. The vehicles took
ing if the mine was lifted instead of just
many forms, such as scissor-type bridges that folded in half and rested on top of the
walked upon or rolled over. German
tank. Other vehicles became part of the bridge themselves, allowing other vehicles
engineers extensively used this feature
to roll right over them. Fascines, which were bundles of sticks or brushwood, were
to booby trap anti-tank obstacles, mak-
attached to tanks with quick-release mechanisms so they could be dropped into
ing them an absolute nightmare to re-
trenches to allow for easier traverse of vehicles. Still others devised ways to defeat
move. The Germans were able to buy
barbed wire to allow infantry to bypass the obstacle.
considerable time on the retreat back into Germany with these tricks.
To defeat concrete barriers like walls, bunkers and anti-tank blocks (so called "Dragon's Teeth"), explosives were the best and easiest weapon to use. Tradition-
The Russian were the first to use radio-
ally these explosives had to be carted and delivered on foot, at incredible risk to the
detonated mines. They developed a re-
combat engineer using them. Weapon designers of all nations quickly saw that tanks
ceiver set and battery that fit into a wa-
could be a great asset in this role, and many tanks were designed to perform it.
tertight canvas bag that could be bur-
Tanks with weapons that fired big explosive charges short distances began to show
ied along with the mines. Engineers
up on the battlefield. Engineers could now blow through concrete in relative comfort
keeping an eye on the mined area
knowing they now had armor between them and enemy fire.
could detonate the field from several kilometers away to maximal effect.
Explosives were also the tool to use when blowing up bridges, a favorite delaying tactic. Engineers could rig any bridge to blow up and leave a mess behind for enemy to clean up. Building those bridges again quickly was of paramount impor-
Other nations on caught on and duplicated the mines.
tance to keeping an army mobile and attacking the enemy. Bridges were built from
13
e e O*(fjCffi)_
CHAPTER ONE: INTRODUCTION
The Engineer Ustening Company
Frank L. Scott
The Russians not only used radio technology in their minefield.~, bUithey also used it in their scorched earth methods. The radio receiver was COl/pied with a large buried antenna and a crude analog computator. The compUiator periodically turned on the receiver for 8 seconds every 3 milllltes 10 see if a detonation signal was being sent. This scheme allowed the ballery to power the system for lip to three months. The receiver was capable of getting a signal asfar away as 300km. The whole lin it wOlild be attached to several explosive charges set within a bllilding.
Lt. Frallk Scoll was a combat engilIeer in Italy and France in 1943-44. He commanded a platoon of ellgineen, which he led to distillction severaltimes. The first time was ill Italy: Vellerti was a townllear the lOp of a mountain. The Gennalls defended its approach weI/with aile exception a forest that ran lip the side of the mOllntain. In the vegetatiolliay a rain ditch rllnning the lellgth of the slope. The collll1U/IIder. Major General Fred L. Wlzlker, reasoned that a road could be cOllstrueted lip that ditch so SIIPplies could he driven lip the mOllntain. Those wOllld allow friendly forces to allakfrom the slImmit down inlO Vellerti, making tht: task of removillg the Gamalls IIllleh easier.
The Germansformed the Engineer Listening Company to help combat these radiodetonated traps. The name derived from the method offinding the detonators. The computator was analog and IIsed mechanical parts to operate. Using very sellsitive microphones, the ellgineers in the listening company could detect the sound of the computator working. Once fOllnd, the engineers could go abollt defusing the device. To help ill this process. the antellna wOllld be dllg lip and slowly redllced in length. Redllcing the length of the antenna diminished its ahility to receive a signal and therefore reduced the chalice that the explosives would be set olf hefore the Gennans could remove them.
Mines were designed that could jump
ties. Roads could be damaged by all
into the air first before exploding,
manner of methods such as mines, ar-
spreading shrapnel around to maxi-
tillery, excessive combat vehicle usage
mum effect. These so called 'Bounc-
and even deliberate sabotage. The
ing Betties' were despised by infantry
most common method to quickly re-
universally and could decimate a unit
build roads was to use logs and smaller
in seconds. Almost as ingenious as the design and application of minefields were the myriad forms tanks took to defeat them.
sticks on beds of gravel to allow use. These roads were sometimes called corduroy roads. In the Pacific, combat engineers moved
Tanks with explosive charges in tubes
heaven and earth to build landing strips
that could be snaked across the fields
for aircraft operations. Metal slats would
were used. When set ott, the charge
be placed on prepared beds of earth
would clear a path through the field.
and gravel to allow airplanes to keep up
Wildly spinning chain flails were at-
with the pace of the island-hopping war-
tached to tanks. Modified rocket launch-
fare in that theater.
ers could be shot at the ground, hoping to set off mines. Tanks with huge wheels and reinforced, raised tracks were tested and built . One particularly dangerous tank design used a nitroglycerin launcher l Walking and tracked remotelycontrolled vehicles were used to set off mines as well. Even artillery was used to pound a minefield into oblivion.
Combat engineering made it possible for warfare to keep up with the new demands placed upon it. Without engineers armies would not only be more vulnerable, but they would soon halt in the face of geographic obstacles. Without them, any unit that depended on vehicles for combat and supply would have been left stranded. Engineers may
Combat engineers were called upon to
not have had the glory other men
rebuild roads in addition to other du-
achieved, but they made armies work.
14
The road had to be constructed in the dead of lIight. and without firing weapons - even (f attacked. This wOllld have givellthe Germans (j reference point at which to aim, which wOllld have spelled disaster for the t:ntire operatioll. SCali alUl hi" 1IIt:1l managed to complete the new road hy dawn the next day, enabling the attack to cOlllmence. The Germans IVaI' sellImarchillg, and SCali's unit received the first ofMO Presidential Unit Citations it was awarded for actions ill the war.
CHAPTER
ON'E: INTRODUCTION
NighUighting
VEHICLES As the war marched on, so did the technology to wage that war. Weapons that were mere dreams a few short years before were fast becoming reality. Each nation refined walker and tank designs, and some fielded these vehicles for the first time. Conventional tank guns were designed to fire bigger projectiles faster and further, blasting through armor more easily than ever before. More efficient engines were built, allowing for more heavily armored vehicles to be fielded. Those engines particularly helped walker design, allowing for the superior mobility that the walkers promised to deliver. Armor was always a welcome addition to any fighting vehicle, and with guns that could penetrate ever-heavier protection, as much armor as could possibly be mounted on a vehicle was deemed necessary. Alongside the natural progression of vehicles from ungainly prototypes to sleek killing machines was the development of unique vehicles to fit particular tactical needs. As the African theatre wound down and Italy was retaken, many lessons learned in the process were used to create new vehicles with bizarre contraptions to take the fighting in new directions never before seen. The Allies in particular began to develop vehicles to help with the inevitable landing in France, to start the final push of the Reich back to Germany. Vehicles that could help keep the tempo of modern warfare began to appear. The vehicles often took the form of combat engineering vehicles, armed with demolition equipment and bridges. The Allies also spearheaded development of non-conventional weaponry. The Russians took the research of Nikolai Tesla and started to field his accelerated energy weapons in greater numbers during Operation Barbarossa. Were it not for the des-
Be/eHe World War 1/ fighting effectively at night was unthinkable. Even at the beginning of the war itself this notion was still true. However, as the war continued, seveml technologies began to erode that assumption. Radar was a burgeoning technology that relied on unseen mdiation to reveal the enemy. It detected without regard to the position of the sun in the sky. Early uses Oil planes dell1onstmted that night attacks could be adequately carried Olll. Ironically, soon thereafter, radar helped to guide anti-aircraft artillel}', Experiments in using the infrared portion of the light spectrum also helped to erase the night. The British Canal Defense Light, while starting as a white light device, developed into an infrared system able to shine light tlUit was invisible to the naked eye but picked up by special infrarl'd sights. Forward thinkers like Colonel Wtzlter Krueger expanded night fighting techniques to use this nelV system to great effect to plan and execlIIe small IInits actions durillg nighttime opemtions. The Germllns worked on a smaller scale , developing the " Vampir " system. Vampir systems were small inji-ared flashlights with integrated scopes moul/ted on early assalilt rijles. These weapons were employed by the Nacht;iigers - an eliteforce similar to Krueger's men, specializing il/llighttime special operations. Developments in drugs also had an effect. Drugs that stimlllated the IIser helped men to keep fighting day and night. These were the first stefls in making warfare a cOl/stant assault offora and death with no regard for lime.
perate situation they were in, the Soviets might have armed their tanks with the new weapons in far greater number than they did before 1944. The British developed their Canal Defense Light system into a nightfighting weapon par excellance, and infrared versions allowed the British to operate covertly.
15
CHAPTE R O NE: INTRODUCTION
EARLY
CDL VEHICLES
In 1937 a group of private individuals presented an intriguing idea to the British War Office . The idea was to mount a powerful searchlight in a special housing on a tank to provide 'artificial moonlight' during night attacks. Trials of the system, known as the Canal Defense Light. proved that the system could be beneficial. Trials also showed that the system could be used in an offensive fashion by aiming it at the enemy and blinding them. The first vehicle to use the new system was the Matilda infantry tank in 1940. The turret the Matilda normally carried was replaced by a cylindrically srl aped housing . The housing contained the searchlight. focusing mirrors and a ttlin slit through which the light shone. The system was used to good effect in night fighting in Africa, and further development continued. The CDL system was further refined and fielded as a modification to the Grant tank. This second version shone in the infrared spectrum and acted as a spotlight for the early IR sensors being developed at the time. The new CDL allowed units to fight at night without alerting the enemy to their presence like the older Matilda CDLs did. The IR CDL systems also had the added benefits of being able to blind enemy IR sensors, such as those being used by the Nachtjagers. The sponson-mounted 75mm was an added bonus: the offensive firepower was a welcome addition to crews supporting nightfighting actions. The Grant CDLs were fielded in late 1943, just missing ac tion in Afri ca. They served adequately in western Europe, however.
INFANTRY Q UADRUPED MK
I Walter Owen Bentley (always referred to as 'W.O.') started out designing cars in the early part of the century. He designed a number of racing vehicles which were built to handle the rather rough conditions on roads at the time. Around 1931 W.O. began an association with Rolls-Royce, and 1933 his company was folded into Rolls-Royce. While the rest of the company pursued luxury vehicles, Bentley sought to work on vehicles for military use. He was fascinated by the walker vehicles he began to hear about in the late 30s, and Bentley set about to design his own. He was rather unsuccessful at first, but once the lend-lease and licensed walkers from the Yanks crossed the pond Bentley was able to see working examples of the technology. He liked what we saw, but all of the walkers he saw were bipedal. which he knew would never be able to support heavier weaponry. He had in mind to design a walker that could carry the 6-pdr tank gun, which was a well-respected weapon. Bentley figured a quadrupedal walker would do the trick, and he set about to deSign one. The fruit of his labor was the Infantry Quadruped Mk I. The walker, like his earlier vehicles, was noisy, heavy and built like a truck . Additionally, the vehicle lurched quite a bit when it walked (luckily, it moved slowly). The vehicle earned the nickname "Wagsworth" amongst the troops. Later models of the IW Mk I lost the swaying gait and moved the 6-pdr to a turret. The turret made the insides rather cramped for the crew, but the more capable mounting was considered to be more desirable than comfort. These versions were very well-liked by the crew that piloted them, and the Mk I was dubbed 'Bulldog' in reference to not only the appearance of the vehicle, but as a loving tribute to Winston Churchill, the 'British Bulldog .'
16
CHAPTER ONE: INTRODUCTION
T-45 LAND BATTLESHIP ''NIKOLAI TESLA" The Soviets showed as much interest in the weapons designs of Nikolai Telsa as the French did, if not more so, They funded considerable research into Tesla's theories . As a result, Tesla was able to improve upon the designs he developed for the French . He devised a directed energy weapon that was longer ranged than his previous designs, which the Soviets named the Eleclricheskiya Uskoracya Energia Arlilleria Tesla Model 39. This fearsome weapon was able to fire out to nearly twice the range of the French versions. The Russians mounted the EUEA into the large T-44 land battleship hull. They had to remove the heavy cannons in order to make room for the new weapon, and it was still difficult to fire the Tesla gun rapidly due to the power it required. Still, the T-45 put on a spectacular show when used in combat, zapping the enemy with bolts of lightning and providing a boost to friendly morale. The official name for the tanks was "Nikolai Tesla," which was so close to the T-44's name that the Soviet troops quickly came up with a new nickname for the vehicle: "Troll."
KV-IIC TESLA TANK The Soviets needed a tank on which to field their Tesla weaponry that overcame the mobility problem the super heavy tanks like the T-44 and T-45 suffered . The huge tanks were just too easily out-flanked and vulnerable . The Soviets decided to take the KV-II tank, already a strange combination of a KV-I and a large artillery piece , and mount a new smaller Tesla weapon in a large slab-sided turret. The new weapon , the EUEA Model 40, sacrificed hitting power for a more efficient power supply. The new weapon could also fire more quickly than earlier models. Unfortunately, the new tank wasn't really faster or more maneuverable than the land battleships it was designed to replace. The design was a step in the right direction for the Soviets, however, who continued to develop Tesla guns throughout the war.
G27WALKER Until the outbreak of the Great Patriotic War, the Soviets lacked the technical and tactical know-how requ ired to field walkers . During the first months of the German invasion , the Soviets underwent a crash program, with the first Soviet Walkers appearing in the Summer of 42 . Before that, several US Longstreets had been acquired through Lend-Lease, but these early units were quickly lost to the superior skills and machines of their fascist enemies. The G27 was the first example of Russian design philosphy. The walker was designed to not only fight in the extreme cold of the Russian winters, but it also was able to travel further than most other contemporary walkers of the time. The cold was warded off by covering the joints with electrically-heated canvas cowlings which prevented freezing . The latter systems were sometimes prone to overheating, resulting in more than one fire or premature explosion . Additionally, the large fuel tanks and inefficient engine design left the G27 vulnerable to attack . Eventually, later versions of the G27 were able to overcome some of these design flaws , but a few were left to be remedied in future hodokye.
CHAPTER ONE: INTRODUCTION
INFANTRY TANK MKIV CHURCHILL AVRE Bitter experiences in early 'NWII demonstrated to the Commonwealth the need for a heavily armored vehicle that could support assaulting combat engineers tasked with breaching heavy defenses. Lt. Donovan of the Royal Canadian Engineers suggested adapting an existing tank rather developing a new one. The Canadian Ram and the American Sherman tanks were evaluated, but the comparatively roomy and extremely well armored Church ill seemed to fit the bill best. The new engineering vehicle was named the Churchill Armoured Vehicle , Royal Engineers or Churchill AVRE . A special weapon was developed for the vehicle, the "Petard" mortar. The weapon was a 290mm spigot mortar that replaced the 6-pdr gun the Churchill IVs usually carried in the turret. It fired a 40lb demolition bomb used to breach obstacles and could only be reloaded from outside of the tank! The tank was further fitted with any number of common combat engineering attachments, such as fascines , bridges and mine-clearing devices.
TIO MINE EXPLODER "TRICYCLE" Many were the number of bizarre and strange looking Ideas for mine clearing vehicles, but none were quite as bizarre as the T10 Mine Exploder. Based on a Sherman tank chassis, the T10 rested on three large steel wheels in a reverse tricycle arrangement. The front wheels were nearly 3 meters tall and a meter wide , and all of the wheels were serrated. The resulting monstrosity was 4 meters high and had a ground clearance of 1 meter. The vehicle was controlled remotely from another vehicle, usually a modified Sherman tank. The first models were controlled through a cable and the operator worked by sight only. Later models featured television gUidance and used radio Signals to control the vehicle. The T1 0 retained the Sherman turret and was quite operational, although until the television guidance was installed aiming the main gun was quite difficult. The vehicle was massive and moved very slowly, but it could certainly clear minefields .
LONGSTREET ARTILLERY MATE The American government lend-leased a great many walkers to the Soviets in the early parts of the war while the Soviets were still getting their walker program up to speed . However, once they could field walkers of their own, they turned to experimenting with the walkers they received from overseas. One such experiment was the Longstreet Artillery Mate. The idea was to have a walker that could help move large artillery shells around, including loading the guns themselves. The main cannon on the Longstreet was removed and the arms were beefed up to allow them to heft more weight. The resulting vehicle worked wonderfully, allowing artillery barrages to be fired more quickly and with less crew. The vehicles had the side effect of providing the basis for engineering walkers that could move around large pieces of construction material and help to construct temporary bridges in ways other vehicles could not.
18
CHAPTER
ONE:
INTRODUCTION
After the war, many nations continued the development of both military chemicals and chemical warfare equipment. Most nations with chemical warfare programs focused on mustard agents as the most usefu l of battlefield chemicals, and concentrated on refining and perfecting both their offensive and defensive capabilities. Italy provided the next example to study chemical warfare in the field when it employed mustard gas against unprepared and unprotected Ethiopian forces to devastating effect in the mid-1930s. Although the Japanese
CHEMICAL WARFARE The Great War introduced the world to the most horrible form of warfare yet known . Although incidents of chemical or disease warfare had been documented as far back as five centuries before the common era , never had chemicals been employed on such a scale in mass warfare. The results have scarred modern warfare to this day. Also included in this escalation of the horror of war was the development of flame weapons, particularly the portable flamethrower, and the large-sc ale use of battlefield smoke . Early uses of chemical warfare included everything from sulfurous smokes (used to literally smoke out a fortification's defenders) through Greek fire , poisonous gasses in fifteenth and si xteenth century Venetian mortar bombs to the "standard" pOisoning of wells and other water sources . History contains numerous anecdotes of disease warfare, such as purposely providing infected blankets or clothing to indigenous peoples lacking immunities in order to cau se epidemics .
also used mustard gases in China in 1939, by then world attention was focusing back on events in Europe . During this period the first mechanical collective protection systems were fielded , providing overpressure environments to fortifications and other fixed installations. Advances continued in other areas of chemical defense as well, resulting in improved masks, detectors and, for the first time, decontaminating solutions and kits. Unfortunately, German chemists , part of perhaps the most preeminent chemical industry in the world at the time, also discovered nerve gasses in
The eighteenth and nineteenth centuries saw renewed interest in using chemicals in
time to offer a potentially dire shock to
warfare , concurrent with the developme nt of European chemical industries. Fortu-
other countries' chemical defense
nately, the intense ethical arguments on the topic precluded their use. Discussed as
preparations.
early as 1812, chemicals were considered for use in almost all the major conflicts of the later nineteenth century, including the Crimean War, the American Civil War and the Franco-Prussian War. An in itial prohibition again st using poisons in war was included in the 1874 Brussels Convention. The 1925 Geneva Convention only implied a prohibition on the first use of chemicals , but did not limit their possession and preserved the right to retaliate in-kind for a chemical attack.
Although the United States had no formal biological warfare program, relegating what study was done to the Army Medical Department's studies of di seases, many nations -
including Ger-
many, France, Britain and Canada Initially, the Great War saw the use of industrial chemicals, such as chlorine and
had active biological warfare programs,
phosgene, as relatively simple releases of clouds of chemicals from pressurized
and Japan had perhaps the most no-
cylinders . The technology rapidly progressed to chemical compounds specifically
table of them all . Establishing a formal
developed or selected for their efficiency at killing or crippling people. Soon artillery
biological weapons program near the
shells and bombs were fielded, allowing the projection of the chemical clouds away
occupied town of Harbin in Manchuria,
from friendly lines and providing some independence from wind effects on usage
Unit 731 became one of the most infa-
decisions. Defensive technology progressed just as rapidly, resulting in gas masks
mous organizations the world has ever
and chemical detectors recognizably similar to their descendants , if heavier and
known, eclipsed only by the mass-pro-
less capable.
duced evil of the Nazi's Final Solution. Unconstrained by any recognizable hu-
I9
CHAPTER
INTRODUCTION
man decency
morality,
under """Qili.:>Y,,""""
Na-
zis and the Japanese Army conducted
as possible assas-
extensive tests on human
sination tools. At the time the Second
measurably
fluid
of
warfare and pro-
World War was
most programs
hours after exposure, Mustard gas, a blis-
were
cesses at a horrendous cost in human
ter agent, takes
but
lives and
sometimes even more bi-
blisters on any exposed skin and fre-
zarre and horrible results, such as the
quently causes blindness or death if the
attackers were close (yvYln,ol,I,,,,,,
homicidal Nazi ubermenschen berserk-
chemical burns are to the eyes or lungs,
velopment
and both countries' Lambie troops,
short-duration
Luckily for the world,
inflict horrible
warfare
concentrations
and most pro-
grams were
but which OISSlpa!e Another comman industrial chemical, most h(,\I,,,il,,,,Ie:
cepts and
can
in its
was
The newest and most lable weapons,
bacteria, with
"''>L}W L,"'<>
human-affect-
eviagents, and there dence nrl,I',,"nn that German agents '''"1nrnprH
to
chemicals
to the next war were the German nerve agents. Unknown outside of Germany, the Germans had discovered and distilled nt:>l,hr,/"ic,e:
Chemical agents are their action or affect on humans. these I"",'or,,,,ioQ
called
that inhibit
the transmission of nerve the human body
cants {the
than chemical weapons (this delayed effect is due to the incubation the between exposure an agent and the appearance of <:ltrY'lnl!"rr", In addition
agents are much harder to
Germans and GB
the Americans) are chemicals for
which
than chemicals, and
a
could
factors affect decisions whether
less InCaOi3CI1!a for
the
bacteria, viruses and toxins. Bacteria are unicellular organofwhich form II'\Y,,,,."""'.
weap-
to ons. At the <:",,,IA(1I(' include
m;:,mf""'" of Great War levers,
Toxins are
byproducts of natural processes from animals, The
microbes, and be-
Great War agents main-
particular the agents in an
tained by most countries for future were mustard agents and a common industrial chemi·
20
of toxins include ricin, and the botulinum toxins
botulism, both of which
manner. For PreSident iiO()seVel! ,n the United States
INA""'''''' but,
detested to
nlC"''''fnln'''IA
a substance that
entry into the war, the United States
made known its
to massively re,
in kind for any
of
f'h,~rn'f'''''''
notorinon-
heat, Low
air-
cused on could be ott,o>"',""'''(
This declaration not only added to the
spies and agents behind enemy lines in water supuse within a theater. The
and the
Most research 10-
was whether or not
a the release from
to
chemical weapons at his discretion, limitations or
I'n,vkh(v.c
were
placed on that commander,
them. Various \lPI(1""""
systems were deor experimented with, includ-
aircraft
tanks, bombs
the
balloon bombs constructed by Unit 731 and launched towards America, later years of the war,
even
a bomber from a sub-
eV,30()rare very
Persistent
lim-
the to toxic substances, to eliminate oppor-
involves
tunities for troops to breathe or contact hazardOUS material by generally
posed
a manner similar to minefields and other
breathe. Units thaI cannot avoid con-
obstacles,
tamination
agents, the
more volatile and
Numerous
exist for
chemical weapons. Almost every country pmiseiSS morlar,
sures to ttlose chemicals.
the internal air pressure air constantly flows out of the
for smoke
wind and weather than
level,
overpressure systems protect
fire chemical
also affected
or disaf-
ter an attack, On
casualties while agents
maneuver
persal can limit exposure by
air
into the
agents, sure systems have not been developed
chemicals agent will not form
for vehicle use, yet, but most countries are
with no pre-
to
them,
weapons had chemical rounds available.
Americans developed a cya-
much more to construct than chemical. The organism not conditions.
to survive in
a viable form, but the munilion has to
2I
CHAPTER 1\vO: SKIRMISH SCALE
CHANGE OF SCALE Skirmish scale rules takes a much closer look at mechanical combat than the basic tactical rules. Skirmish scale MUs are only 10 meters across . Elevation are still in scale with the miniatures to preserve lines of sight. Skirmish scale combat rounds represent only 6 seconds of real time. Since all dimensions are divided by a factor of five. the MP values of the various units do not change: one MP still rep resents approximately 6 kph of speed. Weapon ranges remain as they were, but all Range Bands are multiplied by 5 to take into account the smaller distance scale. For example, a weapon with a Base Range of 1 will now have a Base Range of 5. An attacker is at Point Blank range when he is within 2 MUs of his target. Obviously. most of the Skirmish combats will take place at Point Blank or Short ranges, making them extremely deadly. The Gear Krieg Rulebook is a little vague
SCALES AND MEASURES
on game scales and the implications of
The Gear Krieg Rulebook suggests that diHerent scales can be used, depending on the models and miniatures at hand. It is also possible to play in "real time," where everything on the table is in scale. This would be useful when playing with larger miniatures, or for those wishing to play in-scale with the terrain . This "Skirmish" scale is the best and most suited for simulating small-scale combats or engagements in restricted quarters with a great deal of detail, such as fighting in the industrial region of Moscow. To simulate the minute tactical decisions and precise action of this more 'detailed ' scale, some slight modifications to the standard ruleset are required
those scales. The time frames and MU values indicate nothing of the rule modifications that are necessary to run those battles. The size of the miniatures, the ground scale and the time scale all effect the dimensions of the playing field. The following section should help to explain the various scales in Gear Krieg. A revised table of game scales, next
The following rules are all modifications of the Tacti cal Combat Rules detailed in the
page , summarizes the data.
Gear Krieg Rulebook.
• GROUND SCALE
Skirmish Scale
Ground scale is the ratio of th e simu-
Time:
Each round lasts 6 seconds
Scale:
Ea ch MU represents 10 meters
Vehicle Movement Paints:
Remain identical
Weapons' Rates of Fire:
Remain identical
Weapons' Range Bands:
5 x Li sted value
Actions:
Maximum of one extra Action allowed (with the standard penalty)
lated distances on the playing field to the actual distance portrayed. For example , in 1/100 scale, each centimeter on the playing fi el d represents one meter of distan ce in the real world. In Gear Krieg, ground scale is further modified by MUs, which are dependent on game sca!e. MUs are either 50m or 10m
22
CHAPTER 1\\10: SKIRMISH SCALE
of real world measure, depending on
properly (for example, 15 mm is actually
playing field of 130m x 200m in ground
whether the game is played at Skirmish
closer 1/110 for most manufacturers). The
scale: for skirmish, this translates to 20
game scale or Tactical game scale. At
two scale denominations, however, are
MUs x 60 MUs, which is a decent sized
1/100 ground scale, each MU is 50cm
usually close enough to make generali-
area for units to maneuver in. Con-
long in Tactical game scale and 10cm
zations possible.
versely, this same area would only be
long in Skirmish game scale.
4MUs x 12MUs in tactical scale, wh ich is hardly enough room to do any1hing .
joyable if the ground scale is the same
• GAME SCALE RECOMMENDATIONS
scale as the scale of the vehicles . Build-
The best scale for playing Gear Krieg
ings match the vehicle sizes, and line
depends on both the vehicle scale and
of sight calculations become much
units room to maneuver. A larger play-
the ground scale. If the vehicle scale
easier. If the ground scale is smaller than
ing area is also a solution: a good rule
and the ground scale are identical, the
the vehicle scale, a larger sized battle
of thumb is that the shortest axis of the
best game scale is then a factor of the
may be played in a smaller playing area,
playing area should represent about 4-
size of the playing area. For example,
but then the vehicles are larger than they
5km long in Tactical scale and 0.8-1 km
with 15mm (1/100) miniatures and 1/100
should be and line of sight calculation
long in Skirmish scale for large games.
ground scale, a typical playing area of
Smaller games can get away with 2-
Many players find the game more en-
As a result, for tactical games, a ground scale that is smaller than the vehicle scale is recommended in order to give
become more problematic at times .
1.3m x 2m would be more suitable for a
Some players also find the disparaging
2.5km for Tactical games and 400-500m
skirmish rather than a tactical battle.
scales disconcerting.
in Skirmish games.
Both game scales would have the same
• VEHICLE SCALE Vehicle scale is to miniatures what ground scale is to playing area. Vehicle scale is further complicated by two conventions used to measure the size of miniatures. Miniatures are described in ratio scales like ground scales, but they can also be described in 'mm' scales. The 'mm' system is used to describe the height (more or less) of a typical human figure . For example , in 15mm scale the typical infantry man miniature is about 15mm tall . To make things even muddier, the ratios and the 'mm' scales do not always mesh
Point Black Diagram The diagram at right is a visual representation of the Point Blank range band in the Skirmish scale game. Any unit within the 2 MU radius zone (and within the vehicle '.I' fire arc) is attacked with a + I modifier to hit. Unlike the regular Tactical scale game, where simply being at Point Blank range is enough 10 attack a unit in close combat, in Skirmish scale melee combat is possible only when the activated unit is in contact with the target.
3---=2..::=.,.1111.....
1
Revised Game Scale Table Vehicle Scale
Ground Scale
Game Scale
1 MU
Large Battle
1/35 (models)
1/35 (lm=3cm=12")
Skirmish
30cm/l'
12m x 18m (36' x 54')
1/76 (models)
1/76 (lm=1 .3cm =0.5" )
Skirmish
13cm/5"
6m x 9m (18' x 24')
2m x 6m (6' x 18')
1/87 (HO, 20mm)
1/87 (lm=lcm=O.4")
Skirmish
10cm/4"
6m x 9m (18' x 24')
2m x 6m (6' x 18')
Small Battle 4m x 12m (12' x 36')
1/100 (15mm)
1/100 (lm=1cm=0.4")
Skirmish
10cm/4"
6m x 9m (18' x 24')
1/ 100 ( 15mm)
1/250 (1 m=0.4cm=0.2" )
Tactical
4cm/2"
2m x 3m (6' x 8')
1.33m x 2m (4 ' x 6')
1/144 (N , 12mm)
1/ 144 (lm=0 .5cm=0.2" )
Skirmish
5cm/2"
2m x 3m (6' x 8')
1.33m x 2m (4' x 6')
1/144 (N, 12mm)
1/250 (1 m=0.4cm=0.2")
Tactical
4cm/2"
2m x 3m (6' x 8')
1.33m x 2m (4' x 6')
1/285-1/300 (micro)
1/250 (lm=0.4cm=0.2")
Tactical
4cm/2"
2m x 3m (6' x 8')
1.33m x 2m (4 ' x 6')
2m x 6m (6' x 18')
23
CHAPTER
Two:
SKrRMrSH SCALE
MOVEMENT Vehicles move in the same manner as in a normal tactical game, with two exceptions: vehicles move individually (not as part of a combat group) and sharp turns now cost one Action to perform in addition to one MP (see Maneuvering below). Other than these differences, movement works exactly the same as in the normal tactical game.
THE SKIRMISH SCALE COMBAT TuRN
ACTIONS In Skirmish scale combat, Players still get the same number of Actions per round as in tactical combat. They may
Because the Silhouette game engine has been designed to be modular and not
get one additional Action with a -1 mOdi-
dependent on a specific background or time scale, it is possible to vary the latter
fier to all their rolls. Because of the short
without affecting the balance of the rest of the elements. Indeed, a Skirmish scale
time span involved, it is impossible to
combat encounter follows the same basic turn procedure and rules as a normal
get more.
tactical scale combat. Unless so mentioned in the following text, all tactical combat rules (starting on page 42 of the Gear Krieg Rulebook apply in full.
For the same reason, the scope of what an Action includes has been reduced.
The text on the previous page explains the effects the smaller scale has on the
For example, in the tactical system,
rules. Because the scope of the battle has been reduced by a factor of five, some
maneuvering a vehicle costs zero Ac-
movements and actions not previously "visible" in the tactical scale become pos-
tions and firing a weapon costs one
sible (and, indeed, required) and are detailed here. For example, the blast effects of
Action. In the Skirmish scale, maneuver-
many weapons, which were previously abstracted in the 50-meter wide MUs, can
ing a vehicle requires one Action and
now affect more targets.
both aiming and firing a weapon require an Action each (see further).
INITIATIVE Initiative proceeds as normal, except when there are only two units on the field . In this case, it is assumed that the vehicle crews are independent as opposed to being part of a coordinated military unit.
Additionally, Command Points are spent in more limiting ways in multiple unit combat. These limitations are a reflection of the smaller amount of time in each
As a general rule, most "events" in the Skirmish scale require two Actions. The first Action spent represents the preparations made (e.g . acquiring a target,
turn. Command Points may be spent for
programming active sensors). The sec-
Activation, Defense and Reaction but
ond Action represents the actual
may not be spent on Action or Block
completion of the act (i.e . firing the
(see page 49 of the Gear Krieg
weapon at a target, performing the sen-
When only two units are engaged, Play-
Rulebook). Additionally, only one Com-
ers roll initiative for each individual unit
mand Point may be spent on any single
separately rather than roll initiative for
can be performed many times in a row
unit in each turn. Players may want to
each side. Any ties are rerolled. These
without requiring the first act to be re-
place a Command Point marker next to
individual Initiative rolls are Piloting Skill
a unit when a Command Point is spent
rolls, not Leadership Skill rolls. All usual
on that unit to remind them that the unit
modifiers (Maneuver, crew's Attributes,
peatedly until it either loses sight of its
can no longer receive Command Points
etc) apply to the Piloting Skill roll. Com-
target or switches to another target (see
that turn. The markers are removed at
mand Points are not used in one-on-
Target Acquisition below).
the end of the turn during the Miscella-
one combat.
neous Phase.
24
sor scan). Usually, the second Action
peated. For example, once a vehicle has acquired a target, it can fire upon it re-
CHAPTER 1\vO: SKIRMISH SCALE
Wild Fire Attack: A Wild Fire attack con-
In addition to
sists of an attack
without first
for a vehicle crew to prepare
target. Wild Fire attacks
em-
or for a crew In-
on their Attack rolls.
side their vehicle to prepare to disembark.
Action covers the various in-
cess doors, etc. Crew systime.
to leave
the vehicle must likewise release their security harnesses lion by the doors.
opponent, a unit can
if the attacker
weapons is considered to be one for purposes of
IMC,Qr,()n
moves within a distance equal to its Size MUs
for walker vehicles in Walk
of the defender and a clear lineexists between the two for one 'n"'n',n"~Sile
full
bonus + 1; a
to
ROF
of len men, for ex-
is Sile 4, This target remains acIfl8-U[-SI(-lrll with
sensors are assumed and do not need to be activated
number of maximum number that can be QuI""" c;u is equal to the unit's total
In such cases, the crew is treated as an
per turn.
with a Skill level one lower
Standard Attack: After
target
than their crew level
target
hicle
with one weapon or set of linked weap-
vehicle's crew may
ons, as
to
try
If
the
will often have fewer
members than usual. so the crew is di-
a roll of some sort, it the Action
a Veteran ve-
vided into makeshift units of about How
expended An
system may be used
guns
bat rounds in a row without additional
If two rounds go In Skirmish scale, however, the turns are short
the
to
factor, All main guns in tanks and vehicle that function like tanks (tank anti-tanks guns, take an Action to reload after
with-
used, the crew system
rifle for that
is to be used,
must the
gun.
25
CHAPTER 1\vO: SKIRMISH SCALE
FIRE MODIFICATIONS
sion doesn't cover quite everything in
Due to the smaller scale and the increased level of detail it brings about, some modifications and clarification are required for weapon fire.
pushed back one MU from the center
mary blast zone is in black while the
of the blast and knocked to the ground
secondary one is in gray. Weapons with
(roll Piloting as per normal falls to avoid
an AEO in Tactical scale do primary blast
damage) if they are in the blast's primary
zone damage to any model or unit un-
zone, no matter the damage suffered (if
der the 'X' found in the diagram.
any). Walkers in the secondary zone
• AREA EFFECT WEAPONS Purists may want to decrease the damAll area effect values are multiplied by
age along a more sloping curve. It slows
5; thus a weapon with a tactical AE of 3
down the game considerably, however,
would have a Skirmish scale AE of 15
and so the above approximation is best
(a weapon with an AE of 0 would have a Skirmish blast radius of 2 MUs -
for most games.
see
tactical AE times two (the "primary" blast zone) is fully affected by the explosion. Targets within the Skirmish AE but outside the primary zone (the "secondary" blast zone) receive only half damage. This represents the fact that the explo-
must make a Piloting Skill roll versus a Threshold equal to the damage total divided by 5, rounded down. If failed or fumbled, the vehicle falls (see the optional rule on page XX) . Infantry that are in the blast zone of an artillery attack must pass a Morale test. If they fail and
AEO diagram below. Only the area within a zone equal to the
Walker vehicles are automatically
the target zone . In the diagram, the pri-
• BLAST RESULT
are in the scondary blast zone, they re-
The concussion of the blast of an area
ceive one "Pinned!" marker; if they are
effect weapon can knock walkers and
in the primary blast zone, they receive
infantry off their feet. In some cases, it
two. Light vehicles may be pushed or
might even overturn light vehicles. Walk-
overturned by the blast: if they are in
ers in Ground mode fall under the rules
the primary blast zone, and the dam-
governing normal vehicles.
age total is equal to or greater than 3 times the vehicle's Size, the vehicle is pushed back one MU from the center of the blast. Roll one die and compare
Example of Area Enect A 25-pdr hallery has an AE of J in the Tactical scale. The hallery therefore has a Skinnish scale AE of 5, for a toralarea of eflect 5 MUs in radius. The primary hiast zone is the Tactical AE times two, or 2 MUs in radius. The remaining area of eflect of the baltery is the secondary hiast zone. The Priest's I05mm howitzer only has an AE ofo in the Tactical scale. Its totlll blast radius is thus 2 MUs in the Skirmish scale, which is also its secondary blast zone. The Priest's main weapon would only do primary blast zone damage if its shell happened to hit a specific model, unit or terrain feature.
the result on the chart below:
Blast Enect 1d6
Result
1-2
The vehicle remains upright
3-4
The vehicle ends up on its side (rOil randomly which one)
5-6
The vehicle is overturned
• POWERFUL WEAPONS AND AREA EFFECT Non-area effect ranged weapons with damage multipliers of x20 or greater are considered to have an area effect in Skirmish scale combat. Weapons with damage multipliers between x20 and x49 have a Skirmish scale AE of 0 (they affect all units within one half of an MU of the spot they hit). Weapons with damage multipliers greater than x50 have a Skirmish scale AE of 1.
26
CHAPTER 1\v0: SKIRMISH SCALE
• USING
ROF
• SATURATION FIRE
Because ROF represents the unit firing
Saturation fire affects an area approx i-
multiple times during the Tactical 30-
mately 3 MUs in area . Any area of any
second rounds , it costs a lot of ammo.
shape can conceivably be used, as long
In the Skirmish scale , fewer and tighter
at the area is roughly 3 MUs in size (see
bursts are fired to accomplish a similar
the diagram below for two examples of
(though much smaller) pattern of dense
fire patterns).
firepower, diminishing ammunition consumption .
Additionally, Saturation Fire may only be used out to the Medium range band of
For each point of ROF used, only 5 shots
the weapon . The entire area must be
of ammo are consumed (instead of the
directly visible to the firing unit and must
Tactical scale's 10). Missile weapon ROF
fall comp letely within the weapon's fir-
ammunition costs are not affected by
ing arc. The weapon cannot shoot
this and remain the same, following the
around obstacles by "bending" the fire
usual exponential scale (see Gear Krieg
pattern, nor may it affect units outside
Rulebook, page 56) .
of the arc of the weapon.
Saturation fl'e Diagrams The diagrams shown here are two valid fire pallerns for laying down Saturation Fire. As long as the patterns are roughly 3 MUs in surface area, they may have any orientation They must remain within line of sight of the attacking unit - no bemling fire pallerns around obstructions!
nil
These diagrams can be photocopied and used as templates if so desired.
1I't1l
nil
Example of Skirmish Scale Actions An M3 halltrack carrying a squad of infantry is speeding toward some woods. The M3 is jumped bya Panzer IIIE, which is 12 MUs away. The Panzer wishes to fire at the M3 and has 2 Actions per tum. Its .first Action is to acquire the M3, since it can't automatically acquire the halftrack (the M3 is more than 7 MUs away). Its second Action is to fire its main gun at the M3 , and misses. The Panzer doesn't move. The M3 decides to slow down to unload the infantry. It must spend its sale Action to drop from Top Speed to Combat Speed. The infantry wisely spends its action to prepare to disembark. Next turn, the Panzer wins initiative and elects to go first. The tank moves out of the woods at full Combat Speed, makin g its distance now loMUs away. Sin ce the M3 is acquired, the Panzer fire its main gun twice but miss both times. The M3 must stop for the infantry to disembark and has no Actions to perform. It automatically acquires the Panzer since the tank is now 10 MUs away and the M3 has a clear LOS. The infantry acts next, using its Action to disembark and then run for cover. The following tum, the Americans win initiative; the M3 decides to move first. It manages to hide behind some cover, breaking LOS to the Panzer. It spends its Action doing nothing but hiding. The Panzer goes next and closes on the infantry, managing to get within 8 MUs of them. It must spend an A ction to switch weapon systems and another Action to acquire the new target. The Panzer could have fired upon the infantry using a Wild Fire attack, but would have had a hefty -2 penalty to hit. The infantry again runs away.
27
CHAPTER Two: SKIRMISH SCALE
SKIRMISH TERRAIN Some of the rules about terrain and cover have been slightly modified to fit within the new scale. They mostly concern the Obscurement values and the damage points required to ignite/destroy certain types of hexes.
OBSCUREMENT Each Skirmish scale MU only produces one-fifth the Obscurement of a standard 50-meter long MU. To simplify things, Obscurement values were recalculated to take this into account. All Obscure-
are treated separately for damage pur-
Capacity. Note that area effect weapons do damage to each 4 square MU area that falls within the area of effect. Infantry may spend one MP to enter either form of building. Vehicles may not
cross ed by the line-of-sight between
normally enter a building. If the build-
attacker and target. For example, if there
ing has lost one half of its total damage
is Jungle in the LOS, th e Obscurement
points or more, vehicles may then enter
modifier is + 1. If the LOS also crossed
it at the same movement cost as Rough
Swamp, the modifier would be +2, and
terrain (it has destroyed sections and
caused by a great number of obscuring terrain MUs. The tabl e below lists the minimum number of MUs required to produce one more point of Obscurement for each terrain type
gaping holes in it). Vehicles may freely enter buildings that are obviou sly designed for their entry, such as garages or large factories. These kinds of building do not have to be reduced to rubble first for vehicles to enter them. The building can lose these damage points as the result of being rammed .
URBAN TERRAIN
Treat house-sized buildings (Urban terrain) as a Size 6 vehicle for this purpose .
Urban terrain in the Skirmish scale is
Larger buildings (Dense Urban terrain)
considered to be a single building about
are considered to be Size 12 vehicles .
the size of a house (16 damage points) .
Buildings are considered to have rolled
Dense Urban terrain is considered to be
o for their defense roll against ramming
a larger, more strongly built building (20
attacks.
damage points). A large building may be spread over a large area, but four 1 MU x 1 MU squares or fractions thereof
A cathedrallO MUs x 5 MUs in size
would have 501 MU XI MU squares, for 13 (50 divided by 4 round up) areas with 20 damnge points a piece making it.l· total DPC 260. A weapon doing x20 damage and has an AE of 5 that hit the cathedral dead center would manage to totally reduce the bui/ding to rubble. If the weapon had only hit one side of the building it would reduce part of the cathedral to rubble, more than likely reducing enough of the building's total DPC to allow vehicles to enter it.
points a building has is its Damage Point
point of Obscurement per terrain type
Additional Obscurem ent may be
'I
poses . The total number of damage
ment-producing terrain types cause one
so on .
Example 01 Skirmish SCale Buildings
Tactical Urban Terrain The Damage Point Capacities lists on page 69 of the GEAR KRIEG RULEBOOK were a little unclear. The listed DPCs of 80 or normnl buildillgs (Urban terrain) and lOofor reinforced buildings (Dense Urban terraill) refer to collections of five or six buildings instead of single strucIlIres. In Tactical scale, several bui/ding,I' can fit into an area 50m across; Players ma)' .ftill treat the entire area as a single entity for damnge purposes and reduce Urban terrain to Rubble, following the rules as writtel/. Skirmish allows for the extra detail of single bllildings and the reduced individual DPCs.
CHAPTER Two: SKIRMISH SCALE
BRIDGES
Additional Terrain Obscurement
Movement across bridges still has the
Minimum Number of MUs for + 1 Obscurement
Terrain Type
Clear
road has been built on it. Each bridge
Rough
MU is rated by Damage Point Capacity,
Sand
5
Woodland Jungle
3
Swamp
5
Water
Elevation Level and Size Capac ity. Obviously, each will have a lower Damage Point Capacity and Elevation Level than a Tactical bridge to reflect the change in scale: divide the Tacti cal scale's val-
* Wlill'r only produCt'.\· Obscurement if the defender is in water and is !lot a hover vehicle. In this case, Water produces
same MP cost as Clear terrain , unless a
I
ues by a factor of 5, rounding up.
point of Obscurement per three MUs. Apply the normal rules for Size Capacity. If converting a Tactical bridge to Skir-
-WALLS Walls are a special type of Urban terrain that span entire Skirmish scale MUs. Walls are not necessarily cement or brick, but are any structures that act like a wall , such as the bocage. In the tactical scale, walls are disregarded for simplicity. In the more-detailed Skirmish scale, walls can be both useful (as
Most large vehicles are able to fire over
mish , keep the same Size Capacity for
walls, gaining the wall's full Obscure-
each Skirmish scale bridge MU .
ment benefit but are not impeded in their own attacks . For simp licity, any unit of Size 4 or more can fire over walls . Units with the Low Profile Perk may not fire over walls when under Size 15, because
The damage points required to ignite or
their hulls are too low to be able to clear
destroy terrain are halved . To ignite an
the top of the wall.
area one Skirmish scale MU wide a total of 50 points of intens ity must be fired
cover) and downright annoying (as ob-
Infantry units disregard walls when fir-
stacles) .
ing (it is assumed they find windows ,
In order to keep the game simple and fast moving , walls have been standardized. A typical wall stands at about one to two meters tall and is made of a resilient material such as stone or concrete. Walls made of lighter material , such as wood fences, have little defensive value for vehicles and are disregarded for simplicity. Walls are impassable unless they are damaged, destroyed , climbed or
FIRESTARTING AND DESTROYING TERRAIN
cracks or just stand at the corner). Infantry may cross a wall by taking one full combat round to cross it, climbing over the wall using any convenient stairs, walkways or their own climbing equipment. They may also simply go through doors , if any are present. Infantry units gain full Obscurement from the wall when placed adjacent to it and the attack crosses the wall .
into it. No attack roll is necessary. Slow burn incendiaries add their inten sity times 2. Once the 1O-meter wide area is ignited, it is consid ered to be a fire of intensity 8. At the end of every combat round thereafter, its flame intensity is increased by one until it reaches 20. Once it reaches 20, the area expands one MU in radius and
ign i te ~
as an in-
tensity 8 fire. All other rules for Incendiary
Effect s (page 67 , Gear Krieg
Rulebook) apply.
jumped over. A typical wall segment one MU in length has a Damage Capacity of 12 for a standard wall (such as the bocage or a singe layer of brick wall) and 16 for a dense wall . If a one MU length of the wall loses one half of its damage paints or more, vehicles may cross it at the same movement cost as Rough terrain (the wall has gaps in it now).
The Bocage Many things made the fields of France dangerous to cross. The bocage, low edge walls of rock and earth created by 2000 years of continualjilrming, made it difficult 10 see what was on the vther side, and crossing it gave an exposed target to those waiting across. Treaded vehicles clawing their way over the top exposed their weak underbellies, which the enemy was eagerly waitillg to pierce with their high-tech spears. Add to this the fact that with even the slightest mill, they became mud pits, and one can easily see why the carcasses of disabled vehicles and the dead littered the French countryside.
29
CHAPTER THREE: ADVANCED RULES
REQUESTING FIRE MISSIONS Fire missions are usually called in by a dedicated artillery spotter unit called the Forward Observer, Most commanders also have the ability (or the authority) to call for fire missions, The Forward Observer must be identified as such before the game starts (preferably in writing), but his identity need not be revealed to the opposing Player, Forward Observers can be vehicle-mounted or on foot; there is no difference as far as rules go, Forward Observers and commanders must have functioning communication systems in order to request a fire mission, The Forward Observer first opens a communication channel and give the name (or codename) of the target, along with its description and coordinates, Target points are often identified and objectives are planned before the battle whenever possible for maximum efficiency, Once the target is identified, the
ARTILLERY SUPPORT
mission (illumination, harassment, etc,)
It is certainly possible to place long range fire support units off the playing surface,
is requested , along with the type of am-
An artillery battery consists of multiple guns or rocket launchers that fire as a single
munition and the number of turns re-
unit. Batteries are most often located far from the battlefield, using the long range of
quired,
their weapons to provide covering fire without exposing themselves to the enemy,
Fire missions can be called at any time
An artillery attack is called a "fire mission," Fire missions are requested by a unit's
by spending one action, Only specific
Forward Observer or the commander himself (see Requesting Fire Missions, further
map coordinates, terrain features or
on), They can consist of one or two units firing on a specific spot or all units blanket-
buildings can be targeted by artillery
ing the area, at the caller's request. Players wishing to rely on artillery support merely
fire, never combat units, The Forward
have to purchase artillery barrages (see page 32), one fire mission at a time,
Observer calling in the support fire must
Off-board artillery can be as close as a few hundred meters off the field to a few
have a clear line-of-sight to the target
kilometers away, The Player possessing the artillery must write down at the begin-
area, Because of this, Forward Observ-
ning of a game the direction and range (in MUs) of the artillery piece from one edge
ers will often find a nice position over-
of the playing surface nearest the artillery piece, The artillery piece's range is equal
looking the battlefield and attempt to
to its distance from that edge plus the distance from the edge to the target. The
remain there,
opponent will know the general direction of the incoming fire but not its distance or precise location, NOTE: If used, the following rules replace and completely supersede the rules found on page 34 of the North Africa theater book,
30
CHAPTER THREE: ADVANCED RULES
A Leadership Skill test against a
fired or the barrage in cancelled (see
Threshold of 6 is required to get through
further). The fire missions following the
to the artillery battery. Any bonus from
first mission do not require additional
the caller's Communication system is
communications rolls. If a battery re-
added to the rol l, if applicable. If the
quires additional time to reload, those
Forward Observer has not moved last
turns reloading simply don't have fire
Tactical turn or five Skirmish turns, the
missions resolved . The barrage will con-
Threshold is only 5. If the Forward Ob-
tinue on the next possible turn. Barrages
server has been in the same position,
from multiple batteries must be called
without moving , for the last two Tacti-
and started individually. For example, if
• CANCELING FIRE MISSIONS For a whole host of reasons , it is sometimes necessary to cancel a fire mission. Fire missions can only be canceled the turn after they were called . Canceling a fire mission requires one action . A Leadership skill roll against a Threshold of 4 is required to get through to the artillery battery. Any bonus from the calling
cal turns (ten for Skirmish) or more, the
a Player has bought missions from two
Leadership Threshold to call in fire mis-
different battery types, each battery
sions is equal to 4. Commanders at-
must be called , even if from the same
tempting to call in a fire mission may
Forward Observer, to initiate one or more
If the Leadership roll is failed, the re-
fire missions.
quest is not heard, but a new attempt
do so in the same way a Forward Ob-
vehicle's Communic ation system is added to the roll, if applicable .
may be made the turn immediately af-
server does. Artillery fire will normally arrive at the end of the next turn if the Leadership roll is successful. It is very possible that there will be a delay of one or more turns if the artillery battery is very far away: the Artillery Response Time table at the bottom right lists the flight times for most situations.
ter. If this attempt is fa iled or fumbled as
• CALLER HIERARCHY
well, the crew ignores the request and
Only the unit's Forward Observer, com-
the fire mission proceeds as normal. A
mander and second in command may
fumble means the communication did
call in fire missions or cancel them. If
not go through at all and the artillery fire
the unit's deSignated Forward Observer
proceeds as normal.
becomes a casualty or loses his Communication system to battle damage,
• CANCELING BARRAGES
his job is taken over by the unit's com-
If the Leadership roll is failed, the re-
mander or the second in command ,
Once a barrage is underway, it is some-
quest is not heard or just not given pri-
Player's choice. If the commander
times tactically necessary to stop it in
ority. The next request attempt is made
should also be incapacitated, the sec-
the middle of being carried out. Bar-
with a + 1 modifier, provided the new re-
ond in command takes over. Other per-
rages may be canceled Just Jike indi-
quest is made the turn immediately af-
sonnel may request artillery support,
vidual fire missions, with all of the same
but the Threshold is an 8 and cannot
rules. Fire missions already on their way
ter. No fire missions are sent on a failed test. A fumble means the communica-
be lowered by staying stationary. In all
cannot be stopped, but no further firing
tion did get through, but the wrong co-
cases, the calling unit must have a
will be carried out unless the battery
ordinates were transmitted: the target
functioning Communication system.
receives a new request.
point is scattered by a distance in MUs equal to the roll of one die times two in Tactical scale or times ten in Skirmish
'-
I ARTlLBIY RESPONSE 1WE
scale (see Deviation, page 34, for scattering procedures). The shells may fur-
Distance 01 Battery in MUs
Flight Time (Tactical)
64 and less
Success (or Failure) of the artillery
193 to 256
battery's crew.
257 to 320
o turn o turn o turn o turn o turn
If multiple turns are requested (and paid
321 to 384
1 turn
ther deviate from the new target area
65 to 128
as normal, depending on the Margin of
129to 192
for), the barrage of fire missions continues on each subsequent turn until the
I
Flight Time (Skirmish)
o turn 1 turn 2 turns 3 turns 4 turns 5 turn s Etc.
total number of requested mission are
31
CHAPTER THREE : ADVANCED RULES
Artillery Barrages Tube Artillery
Force
Year
Range
DM
Special
FM Cost
105mm Howitzer
USA
1939
14/28/56/112/224
x12
MR10 , AE1
10
155mm Gun
USA
29/58/116/232/464
x15
MR21, AE1
38
0
8-in Howitzer M 1
USA
1940
21/42/84/168/336
x17
MR15, AE1
19
0
240mm Howitzer M 1
USA
1944
29/58/116/232/464
x20
MR21, AE1
38
1
Ordinanc e, OF , 25-pdr)
CW
15/30/60/120/240
x11
MR11,AE1
10
0
7,2in Howitzer
CW
22/44/88/176/352
x17
MR16, AE1
21
0
13
0
1940
Time to Reload 0
76.2rnrn Field Gun M1936/42
USSR
17/34/68/136/272
x10
MR12, AE1
152rnrn Gun
USSR
22/44/88/ 176/352
x15
MR16, AE1
21
0
152mm Howitzer
USSR
16/32/64/128/256
x15
MR12, AE1
13
0
203mm Howitzer
USSR
23/46/92/184/368
x18
MR17, AE1
23
7.5cm Feldkanone 16 nA
Gr
16/32/64/128/256
x10
MR12, AE1
11
0
10.5cm Kanone 18
Gr
24/48/96/192/384
x12
MR17, AE1
25
0
10.5cm Howitzers
Gr
15/30/60/120/240
x12
MR11,AE1
11
0
15cm schwere Feldhaubitze)
Gr
17/34/68/136/272
x15
MR12, AE1
13
0
15cm Kanone
Gr
31/62/124/248/496
x15
MR22, AE1
41
0
17cm Kanone
Gr
37/74/148/296/592
x16
MR26, AE1
67
0
21cm Morse 18
Gr
21/42/84/168/336
x19
MR15, AE1
20
24cm Kanone 3
Gr
47/94/188/376/752
x20
MR33, AE1
101
35.5cm Haubitze I'vt1
Gr
26/52/104/208/416
x26
MR19, AE2
78
Skoda 76 .5rnrn kanon vz30rn
Cz
16/32/64/128/256
x10
MR12, AE1
12
0
Skod a 149mm vz37 Howitzer
Cz
19/38/76/152/304
x15
MR14, AE1
17
0
Canon de 75rnm "Saucy Cans "
Fr
14/28/56/112/224
x10
MRlO. AE1
8
0
Canon de 105mm court 1935B
Fr
15/30/60/120/240
x12
MR11,AE1
10
0
Cannone da 75/27 m6/rn11
It
13/26/52/104/208
x10
MRlO, AE1
7
0
Obic e da 75/18 rn35
It
12/24/48/96/192
x10
MR9, AE1
6
0
19/38/76/152/304
x19
MR14, AE1
15
1
15/30/60/120/240
x10
MR11 , AE1
9
0
FM Cost
Obice da 210/22 rnodelia 35
It
75rnm Fi eld Gun Type 38
Jp
1941
1940
3
Rocket Artillery
Force
Year
Range
DM
Special
15em Wurgranate 41
Gr
1941
9/18/36/72/144
x9
MR9, AE1 , Ace - 1
Time to Reload
21cm Wurfranate 42
Gr
1943
10/20/40/80/160
x11
MRlO, AEO
2
5
M13 132mrn Rocket "Katyusha"
USSR
1941
10/20/40/80/160
x9
MRlO, AEO
2
4
Land Mattress
CW
1944
9/ 18/36/72/144
x9
MR16, AE1
3
4
2
5
Year: Th e year the weapon was first available. A dash (. -') indicates the weapoll was available for the entire war. Range: The range hrackets in Tactical MUs. The five vailles are the Short, Medillm. Long, Extreme and Artillery range bands. DM: Damage MlIltiplier for the weapon. Special: Any special characteristics for the weapon. MR is the minimulII ranges for the weapon battery, AE if the area effect value for the weapon battery and Ace is the Accuracy nUidifier for the weapon (if applicable; use 0 as the default value). Fire Mission Cost: This is the TV cost for one fire mission from the battery. This cost isfor an HE mission. The cost is nwdified further by other ammo (vpes alld crew Quality (see page 33). Time to Reload: The amount (~r t(/ctical turns the battery needs to reload its weapon after a fire mission. If the value is zero the battery may fire the very next flIm at 110 penalty. A value of one or nwre means the baltery cannot fire again IIntil the indicated numher (Jjfl/Illums have passed. playing Skirmish scale, multiply this value by 5.
fr
32
CHAPTER THREE: ADVANCED RULES
Infantry and vehicles with the "Exposed
friendly fite incidents
Crew Compartment" flaw are affected if
Due to many factors, artillery was not as highly reliable or highly accurate as anyone wanted it to be. Commanders tried to use artillery as a scalpel when it was more of a hammer. They often required artillery to hit enemy positions quite close to friendly troops, but with alit comprehensive survey equipment, artillery crews just could not hit exactly where thL')' wanted to all the time. As a result, sometimes artillery barrages landed in friendly positions, causing casualtiesfrom the friendly fire. An old maxim says, "friendly fire ain't," and it was never truer in World War II than when a unit's own artillery was pounding the earth around it.
hit (although the vehicle itself suffers no damage) . For each ten points of damage, a penalty of -1 will be applied to all actions attempted by the target. This represents the fact that the enemy unit is feeling quite sick. If the penalty goes down to -5 or worse, the affected unit becomes a casualty. Biological fire missions cost twice the cost of an HE mis-
FIRE MISSION ATTACK PROCEDURE Once the coordinates have been commun icated in , the artillery battery can fire. Artillery guns with large crew can
Tube Artillery (but not Rocket Artillery)
sion for semi-lethal doses, and cost
weapons may use one of several am-
threes time the cost for lethal missions .
munition types : High Explosive (HE) ,
Chemical : The barrage's shells are hol-
Smoke, Biological, Chemical or Illumi-
low and filled with a chemical agent. The
nation. For convenience 's sake, it is as-
most common payload is a deadly mus-
sumed that all shells in the salvo are of
tard gas. The gas cloud 's radius is as-
the same type. Rocket Artillery is con-
sumed to cover the battery's AE plus
sidered HE only.
one. Chemical shells have no penetra-
battery is very far away or the game is
High Explosive (HE): these barrages use
tion power and thus no effect against
played in Skirmish Scale (see page 22) .
the basic game statistics as written.
fire several salvoes per turn . The flight time of shells is irrelevant to the game most of the time, except if the artillery
The table below lists the response time for both game scale.
Smoke: Smoke barrages cover an area equal to the AE of the battery plus one,
A flight time of zero turns means that
both vertically and horizontally, with an
the shells arrive the same turn they were
Obscurement of 2. In Skirmish scale,
fired; a flight time of one turn means they
each 3 MUs of smoke adds + 1 Obscure-
arrive the turn after the turn in which they
ment. The smoke lasts for two turns and
were fired, and so on .
diSSipates in the Miscellaneous Events Phase . Smoke shells have no effect
A RTILLERY ATTACKS
infantry are casualties (any remaining damage points are crossed out) . Vehicles with the "Exposed Crew Compartment" flaw are also considered casualties if they are hit, although the vehic le itself suffers no damage. Chemical fire mission cost five times the cost of an HE missions.
against armor. Smoke missions cost half of the cost of an HE mission.
The artillery batteries have an area ef-
Persistent: Biological and Chemical fire missions may be bought with persistent
fect to reflect the large number of pro-
Biological: The barrage contains a short-
jectiles they fire in one salvo (from mul-
lived biological warfare agent, such as
tiple shots within a turn from one gun
an airborne bacteria with a very short
and from multiple tubes) . Unlike normal
incubation period . Whether or not the
Indirect Fire weapons, they can aug-
agent is lethal should be decided dur-
ment the size of the area affected by
ing puchase . Lethal agent victims will
spreading the shells around. This adds
die immediaetly after the battle, while
one to the area effect (e .g. an AE of 0
victims of semi-lethal agent can survive
becomes an AE of 1, and so on) but di-
if provided with medical attention. The
vides the damage multiplier in half
disease's infection sphere is assumed
(rounded down). Such an augmented
to cover the battery's AE plus one. Bio-
area effect is called an open sheaf. A
logical shells have no penetration power
converged sheaf is a pattern of concen-
and thus no effect against armor. Infan-
trated fire -
try in chemical warfare suits are not af-
the weapon's normal AE.
armor. Infantry in chemical warfare suits are not affected by chem rounds . Other
effects . Persistent weapons cause the
target to suffer the attack 's effects for a number of combat turns equal to the original Margin of Success of th e attack. Damage is calculated using the original MoS, minus one for each additional turn after the first one. For example, a MoS 4 attack would use MoS 3 on th e second turn to calculate damage, MoS 2 on the third and MoS 1 on the fourth and final turn. Persistance adds one to the cost multiplier for Biological and Chemical barrages (i.e., Chemical costs six times the cost of an HE mission).
fected by biological rounds .
33
CHAPTER THREE: ADVANCED RULES
Illumination: the barrage lights up an
Failure . To know the direction of the de-
area equal to the AE of the battery plus
viation , the attacker roll s one d ie and
one. The illumination lasts for one turn
consults the Artillery Scatter Diagram.
per ten points of the barrage's Damage Multiplier, rounded up . The illuminated area is counted as being in daylight. Illumination missions cost one fifth (rounded up) of an HE mission.
If the attack roll was fumbled , the shot
the attack is considered as coming from the side of the map board nearest to the
est friendly unit. Sometimes , a fumble
artillery battery. Damage is applied im-
will land a shell right on top of an en-
mediately ; the target cannot fire back
emy unit anyway. Resolve the attack as
unless it survives the artillery barrage.
normal : the crew goofed, but they still
nation, sheaf (open or converged) and
got lucky.
nature (the type of ammunition used) of does not have to reveal anything about
Damage is applied as per normal weapon fire. For defensive purposes,
deviates as normal, but toward the near-
The attacker must write down the desti-
each separate fire mission. Note that he
D AMAGE
Even if the attack failed . the weapon still causes damage equal to its basic Damage Multip lier to everything in its
• RANGING SHOT
area effect.
the type or nature of the incoming fire
Because they fire from so far away, artil-
All off-board artillery attacks are re-
until it actually hits the target. Thus, the
lery units may require a few attempts
solved during the Miscellaneous Events
defending Player will know that a fire
before they hit their target. In order to
phase (Step Four of the Game Turn).
mission is incoming (from bribes or in-
save ammunition , the crew may use what
tercepted transmissions between for-
are called ranging shots, where only a
ward observer and battery, ranging
few shells are fired rather than a whole
shots , etc .), but he will not know where
salvo. Ranging shots are called and
Although artillery weapons are capable
it is aimed or whether the rounds are
treated as normal fire missions. They do
of inflicting terrible damage, their ma in
simply smoke or a more lethal payload .
no damage and do not consume ammu-
effect is to destroy the morale of en-
When the fire mission arrives on the battlefield , the attacker rolls the artillery crew's Gunnery skill , modified as normal for range and accuracy, versus a
nition since there are so few shells (the
emy forces . A constant bombardment
possibility of the odd damaging hit is dis-
will sap the morale of the troops in the
regarded to keep the game simple) They
field even though they might suffer very
therefore do not count as using up an
few casualties . The Morale rules (page
attack and don't cost anything.
Threshold of 8 (this number factors in stationary fire bonuses and base accu-
Each ranging shot gives a + 1 modifier
racy of the artillery batteries). If the modi-
to subsequent attempts to fire at a given
fied die roll is equal or higher than the
target, provided the firing unit does not
Threshold, the fire mission lands right
move and does not switch target. Thus,
in the targeted area . If the dice roll is
given the worst possible luck, an artil-
fa iled or fumbled, the shot will deviate.
• D EVIATION
patible with direct firing by artillery bat-
of an artillery salvo falls within two MUs
teries present on the tabletop .
of an infantry squad , the squad must
ARllUERY SCATTBI DIAGRAM
If the attack roll fails , the shot will devi-
T: Original Target Point
times misplace their shots by a few
ate from its intended destination by a number of MUs equal to the Margin of
34
Because of the huge amount of shrapnel it throws around. artillery is especially
dozen meters.
most skilled gunnery crew will some-
be observed .
devastating to infantry units. If any part
Reproduce this template 0/1 a piece of cardboard. Make sure the arrow is always oriented toward the same table edge (which one does not matter).
winds , etc . Because of this, even the
If the Players prefer to play without them, the following behavior rule should
lery unit will always hit its target on the
they fly toward the battlefield : incomcharge, damaged projectile , cross
70 of the Gear Krieg Rulebook) are highly recommended to simulate this.
eighth salvo . Ranging shots are incom-
Many factors influence the projectiles as plete or uneven burn of the propellant
• PSYCHOLOGICAL DAMAGE
#: Die Result
CHAPTER THREE: ADVANCED RULES
make a Leadership roll versus a Thresh-
If either Thresho ld falls below zero, the
old of 5 to keep moving. If failed , they
minefield, wtiile not quite eliminated , has
are Pinned into place (one counter) but
huge gaps in it and is no longer a threat
may still fire their weapons. If fumbled,
to units passing through the area. Ex-
the squad may also do nothing for the
cept for Water and Swamp areas, the
turn. If a squad is caught in the area of
target area's terrain is automatically
effect of a salvo . it is automatically
transformed into Rough ground.
Pinned down and must pass the Leadership test to get moving again (even if the artillery barrage is over)
• ARTILLERY RANGE Any weapon with the Indirect Fire char-
Armored vehicles have less to fear from artillery than infantry -
only a direct or
near-direct hit will harm them. Vehicles caught under a salvo must attempt to exit the area of eHect as soon as possible, but suHer no additional adverse morale eHect.
acteristic may fire out to a special range band beyond the normal Extended Range band. This special band is the Artillery Range band and is twice the range of the Extended Range band. Fire at this range suHers a -4 accuracy penalty. Additionally, individual units may not be targeted at this range; only terrain
MISCELLANEOUS RULES Although most people have come to think of artillery as a "steel rain of death" launched from large cannons or racks
features may be so target ed. Any IF weapon fire at this rang e is subject to all of the artillery rules outlined above, including deviation.
upon racks of long range missiles. in truth artillery has many more faces and uses . For example , mortars can lend fairly precise indirect firepower to even the lowly infantryman.
• GUN CARRIAGES Gun carriages are simple towed platforms whose purpose is to allow small vehicles to carry and use heavy weap-
In addition to its task of providing sup-
onry. Gun carriages are often used to
port firepower, art ill ery can be used to
transport artillery batteries and other
attack enemy batteries and supplies
battlefield support weaponry. Gun car-
lines, clear minefields and open trails
riages, like the artillery pieces them-
through dense fortifications . The follow-
selves, are largely abstracted in Gear
ing text explains how to use artillery for
Krieg . The assumption is that artillery is
such specialized missions.
going to be placed oH the board, and as a result the specifics of a gun car-
• CLEARING MINEFIELDS
nage as a vehicle with armor and movement are really not necessary. If an ar-
Artillery can be used to clear minefields
till ery piece is necessary as an on-board
through brute application of firepower.
asset. it should be treated as a tactical
If a minefield is present in the area tar-
objective and detailed in the scenario's
geted by the fire mission, it will automati-
briefing. Most artillery pieces cannot be
cally be aHected. Both its Vehicular and
limbered and moved within the time limit
Infantry Thresholds will drop by one
of the typical scenario, so the point be-
point for every full ten points of damage
comes largely academic.
Fire Mission Example A besieged Russian company commander decides it is time 10 give his German attackers a taste of Soviet firepower.
He has his radio (-2, 2km range), alld he's been in his current position for at least two tactical turns. His Threshold to contact the battery is therefore a 6 - 2 + 2 = 6. He spends an Action 10 make the roll and comes up with a 3. The radio eWesn 't work , the artillery battery is busy or something else has occurred 10 make the requestedfire mission impossible. In the next tum, the commander tries again and this time manages to roll a 6. His pleas are heard! The Russian Player records the various characteristics of the fire mission. III the next tllm, the defender. prudent, attempts to remove his unitfrom the vicinity of what he thinks is the target point. The fire mission arrives at the end of the 111m, in the Miscellalleous phase. The artillery battery is manned by a Qualified crew (Skill level 2) and is located at Medium rallge. The basic Threshold is 8; the crew rolls two dice, yielding a 5. Modified by distance (-[), the attack roll gives a 10tal of4. The Margin of Failure is thus 4, which means the shot deviates by 4 MUs (200 meters in the standard Tactical scale) from the target. Rolling one die gives the direction , ami the true impact point is marked on the table.
caused to a zone 1 x 1 MU.
35
CHAPTER THREE: ADVANCED RULES
FIELD ENGINEERING Be it fortifications, area denial weapons or simply obstacles , field engineering aims to foil the enemy in some way. It uses basic construction material s and more specialized supplies, like barbed wire or fascine rolls, to build fortifications or traps. Some of it can be acquired locally: dirt and sand to fill sandbags , large stones . wood, etc. The rest has to be brought in, generally by truck. Although factory-fresh units are preferred, field engineers are adept at salvaging old material or even manufacturing makeshift units from whatever scrap metal they can find.
There are several ways to clear barbed wire (besides crashing vehicles into it). Infantrymen may try to cut it by hand or with explosive. They causing damage equal to their Skill level times the number of troopers. Satchel charges may also be used (see the table page 76). The last method of removing barbwire is to use an artillery barrage to clear entire areas (see page 35). Barbed wire comes in spools designed for efficient storage and rapid deployment in the field . For convenience's sake, all barbed wire comes in standard spools, each capable of covering a 1Ox 1 m 2 zone (thus, about 200 packs are required to cover a 1x 1 Tactical MU area) and costing 2 TV. When stored, a barbed wire spool occupies a volume of 0.1 m3 with a mass of 50 kilograms. Deploying one spool of barbed wire re-
CONSTRUCTION MATERIAL Construction material is a broad term to cover the components field engineers use to build their fortifications and other
his way through. Tripwires linked to flares
quires two men or one vehicle equipped
or worse, anti-personnel mines, make
with two Manipulator Arms. It takes four
this operation extremely hazardous if
Tactical turns (two minutes) to deploy
time and care are not taken .
and anchor it. Five spools equal one
Infantry units may move through an area
"Size point" of barbed wire for purposes
use just about anything to do the job:
which contains barbwire at the MP cost
of clearing and applying damage. A 1
loose soil, rocks, even hulks of de-
of the terrain, plus 2 (more than one turn
MU wide span of barbed wire is thus
may be needed). The unit must pass an
made from 15 spools, is Size 3, can take
Infantry skill test versus a Threshold of
45 points of damage and costs 30 TV.
earthworks . They have been known to
stroyed vehicles . Fabric bags - the ubiquitous "sandbag" - may be filled with sand or dirt beforehand to allow easy transportation and stacking. They add five points to the protection factor of any type of revetment or foxhole per row of bags (each row being half a meter thick).
• BARBED WIRE
3 plus the MP cost before moving every turn: if the roll fails , the infantry squad is busy picking and cutting their way through and cannot move this turn. On a Fumble, one die's worth of damage is applied to a random trooper In addition to the "failed " effect. Vehicles that move over barbwire sim-
• FASCINES AND MATS Fascines are strips of sticks or brushwood tied to one another with wire to form bundles that are further rolled into a bigger bundle for dropping into ditches and anti-tank trenches. One man (or one vehicle equipped with a
ply hope to rip their way through . A ram-
Manipulator Arm) can deploy one roll of
Barbed wire covers any type of mate-
ming attack is made against the barbed
fascines per minute. Larger rolls can be
rial that impedes the movement of com-
wire: it is considered an immobile Size
mounted on vehicle and deployed more
bat units. Barbed wire transforms the
3 vehicle. The barbed wire's "S ize" and
quickly. Vehicles with fascine rolls may
area where it is installed into a nightmare
Threshold for infantry drop by one for
release them to make one 10 meter
of razor-sharp protrusions and edges
every fifteen points of damage (i.e. af-
width of ditch passable as if it were
placed in a chaotic pattern, requiring
ter 45 points , an area one MU in diam-
Rough terrain. Releasing fascine rolls
each trooper to carefully pick and cut
eter is cleared).
takes one Action to perform .
CHAPTER THREE: ADVANCED RULES
Mats are constructed with flat wood attach ed by wire or even canvas reinforc ed with slat wood. Mats are used in assaults to create temporary roads over rough ground and barbed wire. Vehicles with mat-laying devices may use them to negate one 1O-meter width of barbed wire for up to 30 meters in depth. This
DEFENSIVE POSITIONS
DEMOLITION
Defensive positions built to protect ve-
Engineers have special training to make
hicles and infantry from enemy fire are
maximum use of the demolition charges
call ed revetments and foxholes, respec-
they are carrying . They may be called
tively. These structures allow vehicles
in to blow up a structure that impedes
and infantry to go hull down in almost
their forces ' movement , or to deny an
any terrain th ey are constructed in.
important bridge to the enemy By plac-
negation applies to infantry only - if any
A vehicle using a revetment is automati-
other vehicle uses the mat , they destroy
cally considered "hull down" and gains
it and render it useless.
all the usual benefits. Revetments add
ANTI -VEHICLE FORTIFICATIONS
ing shaped charges at key points within the structure, they can bring it down rap idly and completely with little effort.
20 points to the protection offered by the
Engineers who spend four Tactical turns
terrain. It costs only one MP to park in a
in the same area as a structure (a build-
revetment since it is a prepared posi-
ing or a bridge) may plant explosive
tion . Infantry units add one to their De-
charges to bring it down. The number
Anti-vehicle fortifications are obstacles
fense roll to reflect the prepared nature
of turn is doubled for Dense buildings
designed to impede the movement of
of their cover (infantry units are always
since they are sturdier. The explosives
vehicle-sized units. They take many
assumed to be under cover already, as
can be detonated by using an Action
forms such as welded steel girders , re-
indicated by the -2 to hit modifier).
inforced concrete blocks called Dragons' Teeth and even large tree abatis sharpened to a point and faced toward the enemy. Like barbed wire, often antivehicle fortifications are supplemented with booby traps and mines.
Both types of defensive positions are extremely hard to destroy since they are really just holes in the ground with some reinforced structure(s) on one side. of the terrain times fifty in damage points before becoming unusable. Another
to Ground vehicles and treated as
way these positions can eliminated is
Swamp terrain by other units. They may
to simply fill them in , such as with dirt.
be cleared with area effect weapons; age per lOx 1Om area before becoming
cally transformed to Rough terrain, except if the target was a bridge above water.
Each can take up to the lowest MP cost
Anti-vehicle fortifications are impassable
fortifications can take 20 points of dam-
from an engineering squad in any subsequent turn. The structure is automati-
BUNKERS/EMPLACEMENTS Buildings and general structures such as roads and bridges are assigned Damage Point Capacities rather than Armor. These structures take damage
DITCHES
Rough terrain. Fortifications may also be
Ditches are large trenches in the ground
removed by units with the Engineering
that impede the movement of vehicles.
characteristic by spending hours to re-
Th ey may only be 'cleared' by engineer
move the offending obstacles The
units or filled with fascines. In order to
amount of time it takes is outside th e
'clear' a ditch, it must be filled in; this
by ablation rather than by Light or Heavy damage effects . It is possible to mount systems and weapons on these basic structures to give them additional capabilities: these are referred to as emplacements .
scope of a typical scenario, but may be
action requires several hours and can-
Emplacements' movement is always
accomplished between scenarios. For-
not be performed during a scenario.
equal to zero, and their Maneuver value
tifications cleared this way are com pletely removed; for example , if an abatis was placed on a road , once cleared by an engineering squad the road is considered intact, not Rough terrain .
Infantry, Walkers, and Ground Vehicles with the Improved Off-Road Perk may cross ditches as if they were Swamp terrain They are impassable to other Ground vehicles. Ditches cost 10 TV per
Anti-vehicle fortifications cost 10 TV per
10x2m area. A typical 1 MU wide sec-
10xl0m area. A tYPical 1 MU square
tion costs 50 TV Any ditch more than
section takes 100 damage points be-
10m in two dimensions is actually an el-
fore being cleared and costs 50 TV.
evation level change l
is equal to -10. Their defense roll will always be equal to zero -
a gun em-
placement does not dodge. Emplacements always benefit from the Station ary attack modifier (+2). Gun emplacements ignore any Movement or Maneuver-related damage result , but still lose Armor points as usual (1 for Light Damage, 2 for Heavy Damage) .
37
CHAPTER THREE: ADVANCED RULES
LANDING ZONES
ADVANCE D MINEFIELD RULES
Sometimes, landing zones must be cleared to allow air transport to land and
Minefields are nasty area denial weapons used to slow the enemy down. They not
offload troops and supplies. Such a task
only cause casualties, but they also force the enemy to try and neutralize them .
consists mainly of making sure the sur-
Mines in WWII came in all shapes and sizes, from metallic to non-metallic and from
face is neat and strong enough to sup-
anti-personnel to anti -tank . A variety of fuses were used to fill every tactical possibil-
port the weight of the aircraft. Prepar-
ity, including booby-traps.
ing a landing zone in a Clear of Sand area 1 MU in diameter takes one Tactical turn . It takes six Tactical turns to prepare an equal area of Rough terrain . If the aircraft is not a helical aerodyne, th e
This section explains how to define mined areas and handle th em during the game. Two different types or "grades " of mines are available depending on the target requirements. Both can be modified usi ng four characteristics to customize them to the exact needs of the situation . The text also covers the procedures for laying down and rem oving mines.
time requi red quadruples since an entire landing strip must be cleared.
NOTE: The following rul es are more detailed than those found on pages 33-34 of the African Theater rulebook . Either set of rules can be used at the Players' discretion .
The task gets more complex when the landing zone must be cleared in forests and other hazardous areas. A total of 1000 points of damage will tran sform a Jungle area 1 MU in diameter into a Woods area. An additional 1000 points of damage will transform the Woods into a Rough area, which may then be cleared according to the procedure above. Area Effect weapons multiply the damage they cause by their AE factor plus one to represent the additional concussion effects of th e explosion. Thus, the most expedient method is to use bombs or demolition charges to blow away the obstructions, though physical attacks will do just fine as well. Skirmish scale landing zones use the same procedure, but require less dam-
MINEFIELDSIN THE GAME
age since the zone affected is smaller.
Any area may be designated as a
out the game (unless cleared, see below). Depending on their type, mines have different detonation Threshold s
Preparing a zone in Clear or Sand still
minefield (mines can be designed for
takes one turn, but clear a smaller area
practically any environm e nt, be it
(10 meters in diameter) which must be
ground or water). The type of mine used
taken into account when checking how
to produce the minefield determine the
underneath the unit for game purposes ,
much space is needed. Only 40 points
minefield's Threshold and Damage Mul-
though some mi ne designs are first
of damage will be required case of
tiplier. Minefields are treated as areas
launched out of the ground before ex-
Woods or Jungle areas (which must still
that continuously have an area sa tura-
ploding and attac k normally according
be cleared to Woods first)
versus different unit types. Damage is considered to come from
tion attack in effect (see Saturation Fire,
to facings (see Jumping Mines, further)
page 57 of the Gear Krieg Rulebook) .
Additional armor is ignored , unless it is
The mines themselves small enough
mounted directly on the underside of
and there are so many of them that the
the vehicle . Mine attacks are automati-
field effectively remains active through-
cally aimed at the Movement system
CHAPTER THREE: ADVANCED RULES
but do not suffer the usual -1 aiming
Threshold of 2 plus the area terrain's MP
penalty. No unit can be attacked more
cost (highest cost in case of multiple
than once per area during any given
terrain), modified by the radio's rating .
game turn.
This roll costs one action. A successful
The costs given in the table (page 39) assume that the enemy is not aware of either the existence of the minefield or its location. Such a minefield costs the listed price. It is possible, however, to buy minefields whose existence is known by both sides. Such a minefield costs only one-third the listed TV.
roll means immediate detonation of the
MINEFIELD COSTS AND CHARACTERISTICS The following table lists the two types of minefields available. More than one type of mine may be placed in any given
selected area(s). A failed result means only some of the mines went off -
halve
the Damage Multiplier of the minefield.
area, but the full price must be paid for each. The price below gives the cost to completely cover an area of one square
A fumbled result has no effect. Remotedetonated minefield areas can be used only once per game (all mines in the area are detonated at once).
MU - additional Threat points spent on that minefield have no effect and do not give any kind of bonus. If the Skirmish scale is used, the listed cost will buy ten square MU's worth of mines (rather than
• BOOBY-TRAPPED MINES Mines are designed with detonators that can be both pressure detonated and lift detonated. As a result , booby-trapp ed minefields are particularly nasty to try and clear. They cost twice as much as normal minefields and have additional properties. When attempting to clear booby-trapped mines, the squad making the attempt does so at one level lower than their normal level. A Quali-
25 - it is supposed that a mined Tacti-
• JUMPING MINES Jumping mines use a small rocket motor or compressed gas charge to "jump" into the path of their intended target
through unharmed on a good die roll) .
before detonating. This allows them to
Minefield Type gives the minefield's pri-
attack almost any kind of unit , including
mary function . Damage Mult iplier is
aircraft flying at very low altitude over
used in the same way as other weap-
the mined area. Because they have to
ons' Damage Multipliers. For simplicity,
be carefully placed and concealed,
treat all mines as HEAT weapons. The
jumping mines may only be placed by
Vs. Vehicles and Vs. Infantry columns
engineering infantry units.
list the Threshold used to determine
fied engineering squad would roll one
Jumping mine attacks are unpredict-
die A non-engineering squad rolls two
able: the mine can explode in front of
dice and takes the worst result (and if
the target (1-3 on one die) or wait until
either die is a 1 the roll is a Fumble) .
the target has passed and attack from beh ind (4-6). Other than this, they are
• REMOTE MINES
cal scale zone is not fully covered by mines, allowing some units to pass
treated as a normal attack against the facing rolled above.
whether a hit as occurred and how much damage is inflicted. Finally, TV per MU2 is the cost, in Threat Value points, of one Tactical square MU for this type of minefield. This cost will be further modified depending on the chosen characteristics of the minefield (juming , remote-
Remote-detonated minefields are ex-
detonated, etc). All costs are rounded
tremely sneaky and deadly. They can
up to the nearest whole point.
rema in hidden until an enemy is well within the minefield's boundaries they then attack with deadly effect. Remote-detonated mines cost twice the
MI'fiILDS
listed price, but do not attack until acti-
Minefield Type
DM
VS.
vated by a friendly unit within commu-
Anti-Personnel
x4
4
6
2
nication range.
Anti-Armor
x12
6
4
6
Activating a minefield requires either a
Vehicles
VS.
Infantry
TV perMU'
MINEFIELD TV COST MULTIPLBS
LOS to the minefield area, or a forward
Booby-trapped
observer. Any number of minefield ar-
Remote-detonated
eas can be detonated at once, provided
Jumping
they satisfy the condition above. A Lead-
Minefield is known by both sides
x2 x2 x1.5 xO.33
ership roll must be made against a
39
CHAPTER THREE: ADVANCED RULES
Vehicles can also be equipped with spe-
Dog Mines
cial equipment to detonate the mine safely. The armored hull of the vehicle
The Soviets experimented with using dogs as anti-tank weapons. The theory was that dogs could be equipped with demolition charges and a pole set to detonate the charge as it bent when the dog ran underneath the enemy tank. The selected dogs were trained with dummy charges and Russian tanks, and learned their job easily enough. However; once the program was tried on the battlefield, the shortcomings of the dogs' training were shown. The dogs, trained with Soviet tanks, tended to run to familiar sights and smells once released - other Soviet tanks. Additionally, once the Gennans learned of the new weapon, the word ~pread quickly to shoot dogs on sight. Both of these factors led to the canceling of the program within weeks, never to be widely used again.
makes the job of mine clearing somewhat less dangerous for the crew, but once in a while a mine slips through and explodes, damaging or even destroying the vehicle. Often , engineering units rely on remote-controlled drones to avoid endangering a crew. Artillery can also be used to clear suspected dangerous areas. This tactic tends to be costly in ammunition and is
DEPLOYING MINEFIELDS Minefields must be placed by hand. A well -trained engineering squad can mine
hicles passing through a mined area but
not very subtle, often devastating the
not triggering it will not be aware that
target area and everything within .
they have passed through a mined area.
an entire area in a matter of minutes. The
Infantry units can be equipped with bulky
exact time required is equal to the base
mine detectors to look for mines (see
TV cost of the chosen minefield (before
page 49). Mine detectors prohibit the sol-
any multipliers are applied), in minutes,
dier carrying them from carrying any
provided that all of the soldiers in the
weapon
other than
a pistol
or
squad work at it. Multiply the previous
submachine gun. Two soldiers per engi-
result by two to get the time required in
neering squad or mine clearing detail
Tactical scale turns or by ten to get the
carry the detectors. The detectors give
time required in Skirmish scale turns.
a + 1 bonus to detecting mines, but this
If only part of the squad works at it, the
bonus is lost if one of the soldiers is killed.
mines, it takes twice the time. If only one trooper places mines, it takes him ten times as long as if the entire squad was working at it. The time required is also doubled if the unit is inexperienced (Skill level 0 or 1) or is not an engineer squad (the modifiers are cumulative). It is not possible to place mines while under attack.
DETECTING MINEFIELDS
Infantry squads sent to clear minefields must remain in the mined area for at least two complete turns. By spending one Action, they can roll versus the minefield 's infantry Threshold using an effective Skill of one. Engineering squads roll a number of dice equal to their actual Skill level to reflect their additional training. If the minefield is
time required is proportionally longer. For example , if only half the squad place
• INFANTRY
booby-trapped, the effective Skill level
CLEARING MINEFIELDS
is one lower than normal. If the Skill level
There are several ways to clear mined
is reduced to zero, two dice are rolled,
areas, but none of them is particularly
taking the lowest result (any result of 1
safe (except perhaps the artillery bom-
on either die is a Fumble).
bardment, if only because the soldiers
If the test is successful, both of the
never actually enter the minefield). The
minefield's Thresholds are reduced by
job is always extremely dangerous and
one. If any of the two Thresholds drops
requires extensive training in the field
to zero or lower, the minefield is effec-
of demolition and explosive devices.
tively neutralized (most mines remain,
The Simplest and cheapest method is
but a safe path is identified through a
to send in an engineer or infantry unit
square MU area) .
Hidden minefields are very hard to de-
which will attempt to clear a path
If the roll fails, the infantry unit is imme-
tect, but it is possible to find them using
through the mines. Too often , they have
diately attacked by the minefield, as per
sophisticated equipment, careful search
to make do with sticks, intuition and
the normal ru les. If the roll is Fumbled ,
or just plain dumb luck. Infantry units
common sense to find mines. Luckier
the infantry is also attacked but does
have a one in three (1-2 on one die)
units will have access to electronic de-
not get a defense roll (i .e. the roll is equal
chance of discovering a minefield when
tectors designed to find hidden mines.
to zero for damage purposes).
they enter a mined area, even if they do
Needless to say, the job is dangerous
not trigger it (ie receive damage). Ve-
and thankless.
40
CHAPTER THREE: ADVANCED RULES
• MINE-CLEARING VEHICLES
HEROES
Vehicles can be equipped with mineclearing devices (see Perks, page 76).
Though most purely military games tend to shy away from Heroes (usually called
The vehicle must remain in the mined
Special or Character units), their presence is actually encourag ed in Gear Krieg.
area for at least one complete turn . By
Heroes, as their name indicate, are troopers or vehic le c rew with speci al abilities
spending one Action, the vehicle can
that set them apart from the rest of the troops an d allow them to be a force to reckon
roll versus the minefield's Vehi c ular
with on the battlefield. The ruggedly handsome Hero doing the impossible is such a
Threshold using the crew's Piloting Skill,
staple of the pulp genre that it could not be ignored.
adding the Rating of the mine-clearing equipment. If successful, both of the minefield's Thresholds are reduced by one. If any of the two Thresholds drop to zero or lower, the minefield is effectively neutralized . If the roll fails, the vehicle is immediately attacked by the minefield , as per the normal rules. If the roll is Fumbled , the vehicle is also attacked but does not get a defense roll (i.e. the roll is equal to zero for damage purposes) .
• ARTILLERY FIRE Minefields can also be cleared by concentrated artillery fire . Fuses will be set to explode after the shells have burrowed into the ground, increasing the chan ces of detonating as many mines as possible . A minefield present in the area(s) hit by the artillery will automatically be affected. Both its Vehicular and Infantry Thresholds will drop by one point for every full ten points of damage. Except for Water areas, the target area's ter-
HIRING HEROES
Heroes cannot make up more than 10%
Heroes can be very powerful and includ-
of a Player's starting Threat Value, and
ing them in a scenario can unbalance
armies cannot field more than one Hero
or change the game greatly. A scenario
unit for every nine "standard" units. This
might have rules governing the inclusion
will keep Heroes rare and exceptional,
of Heroes; if it does not , it is best to as-
not 'a dime a dozen .'
sume there should be a limit on the number of Heroes present.
HEROIC ABILITIES
Rough ground . Because artillery fire will
Limiting Heroes can be accomplished
Heroes can be highly skilled troopers,
not destroy all the mines, a minimum
by Threat Value, ratios between regular
naturally talented walker pilots , or just
Threshold of 1 will always remain , but
units and Heroes, or just a cap on the
someone wh o
can be removed by the other mine-
total number of Heroes (the latter de-
something more than his fell ow men .
clearing techniques .
pends on the scenario). One of these
Heroes in Gear Krieg c an have several
methods should always be used: chose
abilities th at allow them to perform in-
the one that yields the lowest number of
cred ible feats. These abil ities (an d their
Heroes possible (note that you can al-
Hero cost) are listed and defined on the
ways field at least one Hero).
following page.
rain is automatically transformed into
IS
dri ve n to bec ome
41
CHAPTER THREE: ADVANCED RULES
Crack Shot (2
The Hero. with his
the +1.
seems to Ily
v8hicle
never
caused the "rI"m;Il'"
im-
Th8 H8ro always
knows where the 8nemy means the H8ro
located. This
his
always
DU8 to his aura and
(1
out
only useful in
around campaign.
Connections (2
The Hero
All units within usual rr..mrl"lrlrl
(1 rl,c:!;;,rlt'A
The Hero, due to his
Sixth Sense (1 Th8 Hero's
(if part of
Real Gun (1
to follow him, even in fire. This Heroic
makes It
sible for the unit the H8ro is a part of to be Pinned (see GKRB,
receive a
Just takes damage hiS thiS Hero he POints are removed If ttlis would cause the Hero to have no re-
take two Actions
increase the ROF of his attack by 1 an ROF of 1 or
type
one turn to
of character
per-
are three
form some last feat) and then die. Last Man
Hero can
Vehicle Crew or Command. Comt'()ITlh,n",rl with
~I","rlinn
if
unl!. the Hero will always last to receive damage.
last of his
the Hero
and until
<:f',:l,n>lr,()
Luck of the Irish (3
unconIf play-
the
roic go with the Hero's ('A,.,,,,,,,,! the default Morale Threshold
Hero makes and fails may be rerolled once.
his luck and
of the unit to a different
third
Morale
then negates raised
for the rest of the scenario. PaUon's/Gruderian's Notebook (2 IS
a natural tactician or has studied and learned from the best. in any case. he 1
42
Tactics
focused or tuned for: In-
one level or lowered
a minimum Threshold of On a Fumble. the Hero dies not in a
and
than should be level, the unit that
The to use for
Moral Threshold.
CHAPTER 'THREE: ADVANCED RULES
Morale Modification Table Modification
Cost Example
Multiplier
Raise by 1
x.5
Lower by 1
x1.5
Lower by 2
x1.75
Lower by 3
x2
• FIGURING THE COST The base cost of a Hero is the Quality level multiplier (see chart on page 46 of
Example: Alex wants his Gennanforces to have der Ubermenschen in his German Command. Alex decides that his Hero should lIlspire other troops, not be worried by the lillie scratches ami carry a real big gun. To save on cost, Alex decides that his der Ubennenschen is only Veteran QlIality, but decides the Hero needs a lower Morale Threshold. He will also add Inspirational, lllst a Scratch and Real Gun. Addillg up the cost would look like this:
Veteran Quality
2.25
Hero Morale Multiplier (-1 )
1.5
Inspirational Just a Scratch
2
Real Gun Total
8.75
Alex flOW has the Quality multiplier for his Hero: x8.75.
the Gear Krieg Rulebook) plus one. Take that value and, if modifying the Morale Threshold, add the multiplier from the Morale Threshold table. Add to this the cost for the abilities the Hero has. The result becomes the new Quality modifier for the Hero. If the Hero is part of a vehicle crew, average the Quality multiplier between the Hero and the other crewmembers. If the Hero is to be part of an infantry squad, purchase the infantry squad without the Hero and purchase the Hero as an infantry squad of one, using the Hero's Quality multiplier.
HEROES IN ACTION Heroes can always use Tactical Command Points, even without a radio or being in command distance. Heroes in an infantry squad may detach themselves at any time from an infantry unit during its activation. A Hero may also attach himself to any infantry unit anytime during the Hero's activation. A Hero in an infantry squad can either fires with the rest of the squad (in which case, the squad's usual Skill level is used) or the Hero may fire separately, rolling his own Skill dice for the Attack
l
Sgt. Hank Diamond Sgt. Hank Diamond outlived many of the IInits he hadfought and served with. He sun'ived when hundreds of others died fighting the Nazis. Sgt. Diamond soon realized that the standard issue rifle just didn't fire .filst enough, so he started carrying a machinegun. Not one of those new small and fast firing sub guns neither - one of those older Tommy Guns. Sgt. Diamond is fanatical about the USA and believes strongly about protecting it.
Sgt. Hank Diamond
Name:
Heroic Quality Multiplier:
x16
Heroic Abilities:
Unpinnable (1), Last Man Standing (1), Fanatical (3), Real Gun (1), Tough As Nail (3), Just A Scratch (2)
Skill Level:
Elite (4)
Morale Modifier:
No Change (0)
Gunter Himmelman Gunter'sfamily had always been proud of their lineage and heritage. The National Socialists came to Gunter's parems while he was still young. His parents agreed to send him to a special school. There were many medicines, lots of training and countless tests. MallY of his classmates left the school, bill not Gunter. He soon realized he was different. He was stronger; faster and smarter than everyone else. He discovered he was part of some program to build a beller soldier, and he was their finest product. The world would payfor the humiliation they caused Germany
in the last world war. All Germanic people would be reunited. The National Socialists would see to that. If only the program had produced more like him.
Gunter Himmelman
Name:
Heroic Quality Multiplier:
x32
Heroic Abilities: Unpinnable (1), Sixth Sense (1), Untiring (3), Two Fisted (2), Real Gun (1), Tough As Nail (3), Crack Shot (2), Just A Scratch (2) Skill Level: Legendary (16) Morale Modifier:
No Change (0)
roll and choosing his own target.
43
e00* ~(k&)_
CHAPTER THREE: ADVANCED RULES
HIDDEN SET-UP
CHIT HIDDEN UNIT RULES' Very few Players have dozens of minia-
For obvious reasons, units like to remain concealed on the battlefield as long as
tures available, however, and as a re-
possible, in order to strike with maximum effectiveness. All units try to mask their
sult double-blind play may not be an op-
presence in basic ways , such as camouflage fatigues and paint schemes , mea-
tion. For everyone else, though, there's
sures reflected in the normal Detection rules. Units may wish to further conceal
always th e chit rules, where small card-
themselves for an added advantage , however. Additionally, Players may want to
board markers ("chits") are used to
play Gear Krieg in a way that enhances the uncertainty of the battlefield by making
implement the fog of war.
units out of LOS 'invisible' The following rules outline ways for these possibilities to be implemented in a game of Gear Krieg.
In this type of game , markers on the table represent the pOSitions of units that no enemy unit can see. The markers must be easily distinguishable from each other, and for this reason numbered or letter chits are highly recommended (alternatively, different colored beads or dice may be used). Each unit represented by a marker must be recorded as belonging to that marker. The markers are moved according to the unit they are representing. Until revealed, the enemy can only see the position of th e unit, but not its facing , nature, type or any distinguishing characteristic other than its physical pOSition.
CAMOUFLAGE Units may wish to fur th er mask themselves from view by covering their vehicles with camouflage netting and attaching foliage to the neL Infantry also attach foliage to themselves and wear special suits to blend in with the terrain. Units with such measures in place receive
Double-blind means that each side has
This style of play requires trust between
a separate table devoted to them. All of
the Players . They are completely reliant
a side's miniatures or playing pieces are
on each other to properly indicate unit
visible on the map of the side playing
Sizes to determine Detection value and
them. The pieces or miniatures belong-
results. Once a piece is detected, the
ing to the enemy are only visible if a line
proper miniature is placed on the map
of sight can be traced to them and they
and play continues. If a unit is no longer
are detected.
detected or moves out of line of sight. it
a + 1 to Concealment when they are im-
The Referee is the sole arbiter of who
mobile and in terrain that has a Conceal-
can see what unit. and is the only per-
ment value. This bonus is lost in the open
son (other than the spectators) who may
or if the unit moves. Camouflage costs 5
see both maps. If possible, the Referee
TV per vehicle or infantry squad .
can have a third map with all of the pieces visible to help him determine who
may be replaced with its marker again. It is up to the other Player to remember what the chit represents, and no one may be forced to reveal any other information about a given chit except its Size for detection value.
has line of sight to each other. Units that
The game is otherwise played using the
cannot be detected or are out of LOS
standard Gear Krieg rules . Both Tacti-
The truly ambitious Players may want to
completely are removed from the
cal and Skirmish play can take advan-
play Gear Krieg double-blind . This kind
enemy's map until they are visible again .
tage of the double-blind setting .
DOUBLE-BLIND RULES
of play requires a considerable amount of resources and a Referee in addition to the Players. However, the rewards can be very satisfying.
44
This type of play is an experience not to be missed , for it is much closer to actual battlefield conditions .
CHAPTER THREE: A DVANCED RULES
ADVANCED
C&C RULES
These advanced Command & Control procedures represent a much more constrained set of rules for spending and receiving Command Points. They account for leaders and the responsibilities they face. The following. if used, replaces the normal Command Point rules described on page 49 of the Gear Krieg Rulebook.
LEADER SETUP
ADVANCED INITIATIVE
Each side designates one unit to be the
During initiative, each leader has the
leader for that side. The leader's Leader-
option of taking one Action to make a
ship and Tactics Skills are one level higher
Command roll. This roll is a Leadership
than the crew level of equal type. Addition-
test using the opposing leader's Tactics
ally, each side chooses one assistant
Skill level as a Threshold. The MOS of
leader, whose Leadership Skill is one
this roll determines the number of Initia-
higher than the crew level of equal Quality.
tive Command Points generated. This
If the leader is taken out of action, the assistant leader takes over. If ttle assistant leader is taken out, then use ttle
number cannot exceed the Leadership Skill level of the leader. Excess points are lost.
normal Skills levels of the highest Qual-
If the leader does not spend an Action,
ity crew for initiative and Command Point
they compare their Leadership Skill to
(CP) purposes.
the opposing leader's Tactics Skill; the difference, if positive, is the number of
TACTICAL
CPS
Each side gets a number of Tactical CPs (TCPs) equal to the Tactics Skill of the commander. TCPs can be spent by units regardless of ECM status, that is, no Communications roll is necessary. TCPs represent the training level of the
ICPs generated for that turn. In addition to determining the number of ICPs each side receives, the leaders' rolls determine Initiative. The highest result determines the winner, and that winner chooses which side will move a combat group first.
unit and the leader's ability to train that
If the rolls are tied, compare the next
unit to fight even under the most ad-
highest die of the initial roll. In the case
verse of conditions. TCPs are not re-
of neither side taking an Action to make
placed throughout the game. Once
a Command roll, both sides make a roll
used, TCPs are gone for the duration
anyway to determine initiative only.
Example of Advanced Command a Control A Veteran British commander isfacinR aforce led by a Qualified Italian commander in the deserts of Africa. The British commander has Leadership and Tactics Skill levels of.r The Italian commander has a Skill level of2for both Leadership and Tactics. The British commander starts the Rame with 3 Tactics Command Points and the Italian commander starts with 2 TCPs. DurinR each Initiative Phase, each commander has the choice of rolling his Leadership SkilljiJr initiative by expending an Action OR taking his Leadership Skill level as the default roll result. The British commander decides he has more imporlllntthings to do this tum than to spend one of his precious Actions rolling for initiative. His initiative roll is therefore a 3, which is equal to his Leadership. This numher is compared to the Italian comll/ander's Tactics of2, reSlllting in one ICPfor the Britishforces 10 spend during the tum. The Italian cOlI/mander is not so lllcky, and decides to roll his Leadership Skill test in order to have some chance of gelling at least some Com//land Points. He mlls 2 dice (based on his Leadership Skill level) and gets a 4 which, when compared to the British comll1(lIlder's Tactics Skill of 3, will give him a single ICP!",. the tum. The Italian commander also wins the Initiative test (4 versus 3) and Rets to chose who will act first in the IlIm. He dl'cides to let the British side gojirst to see what they are up to lind react accordingly.
of the scenario.
45
CHAPTER THREE: ADVANCED RULES
-COMMAND POINT EFFECTS Command Points can be spent at any time during the turn by anyone to do one of three things 1) Activate a unit out of sequence; 2) Give a unit a one time +2 defensive roll bonus; 3) Turn a unit up to 180 degrees. Tactical Command Points can be used at any time by any unit regardless of communication status . Initiative Command Points can only be used if both units have functioning Communication systems and there is no ECM (or they can pass a Communication test in the presence of ECM). Alternatively, if the leader is within 50m of the unit and is in a vehicle that has functioning Manipulator Arms, has Exposed Crew, or is unbuttoned in a Buttoned Up vehicle, he can bypass communications completely.
- CP SPENDING LIMITS
Example of Advanced Initiative (Continued) The British side activates a combat group of three Grant medium tanks, all with Qualified crews. The British Player moves his first Grant into firing range for the 75mm. The Italian commander then decides to Snap Fire with a light tank to see if he can take out the Grant before it attacks and destroys something. The British commander, not wanting to see a unit destroyed before it can do something effective, decides to spend a Command Point to give the Grant a +2 defensive modifier. Luckily for him. both the command unit and the Grant have radios allowing them to transfer the Ie P he has instead of a TCP, of which he has only 3 for the entire game. The Grant slIccessfully defends and then gets to continlle its activation. The Italian commander decides to save his Command Points and so the attack proceeds normally. After the attack, the Italian commander wishes to spend a Command Point to activate a unit to take advantage of the Grant's position and take a coveted rear shot. However, the unit in qllestion does not have a radio and the commander is not within 50m of the lin it. He must therejiJre lise one of his two TCPs if he wishes to activate the lin it. He does so, and the lin its move inj(Jr the kill. The British commander .fees thi.\' and elects to spend a Command Point to turn the tank amund to meet the attack. He has only TCPs left, and he spends one of the three he has to 111m the vehicle aroulld. The British commander is also particularly attached to this crew, and he would like to spend yet another Command Point to give the tallk a +2 defensive modifier. However, the crew is only Qualified, allowing for a total of 2 Commands Points to be spent on that vehicle in a 111m. The commander has spent one ICP and one TCP on that vehicle fiJr a total of 2 Command Points, and therefore no other Command Points may be spent on behalf of that vehicle.
Each side may spend up to the crew's Quality (Rookie = 1, Qualified = 2, etc .) of CPs of any type on anyone unit. The
Luckily the /link survives this attack. Unfortunately, any further al/acks that it may take to the rear.
/lOW
the /link is vulnerable to
total number includes both TCPs and ICPs; either type can be used in any combination, as long as the total num-
Advanced Detection Modifiers
ber of CPs spent does not exceed the
- Obscurement total from terrain as normal
unit's Quality. Note that Skirmish scale
- Add Vehicle Movement Concealment Modifier:
combat further limit Command Point
MUs Moved
spending to one CP per turn per unit.
o
+3
1-2
+2
3-4
+1
ADVANCED DETECTION
5-6
Concealment MOdifier
o
Use the Concealment rules as pre-
7-9
-1
sented on page 52 of the Gear Krieg
10-19
-3
20+
-4
Rulebook for passive sensors only. This applies to the Obscurement for terrain.
- Subtract one per ROF point used
For Concealment versus visual detec-
- Subtract one per each additional shot fired in the current turn
tion, use the additional modifiers of the Advanced Detection Table, at right.
CHAPTER THREE: ADVANCED RULES
DETECTION VALUE All passive detection, either by visual means or through sensors , is affected by the range to the target and the defensive arc it lies in (see the basic rules in the Gear Krieg Rulebook, p52) . Each unit has a Base Detection value: this is equal to the vehicle's Sensor Rating (if it has one), or a Visual Rating of 4 during the day and 2 at night. The highest of either value is used (keep in mind that
Range Modification Table Range
MUs
Point Blank
o
Modifier +1
o
Short
smaller or equal to Target Size
Medium
smaller or equal to Size x 2
-1
-2
Long
smaller or equal to Size x 4
Extreme
smaller or equal to Size x 8
-3
Infinite
greater than Size x 8
-4
Notes: If the Target Si ze is greater than I5, amt + I per I5 Sizes of vehicle_ Walker vehicles count as twice their Size when in Walk mode_
many sensors are unaffected by weather conditions that block normal vision) As long as the total Concealment
Infantry lize Table
Value of the target does not exceed this
Number of Personnel
Unit's Effective Size
Detection value , the target can be seen and attacked .
2-3
2
The Detection value is modified by a
4-7
3
number of conditions, the most impor-
8-15
4
tant being the range between the two
16+
units. Each unit has a base range at which they are always detected; see how distance affects the Detection value on the Range Modification Table. The arc where the target lies also modifies
Arc Modifier Table Arc
Modifier'
Target in Front Arc
o
the Detection Value, as indicated on the
Target in Flank Arc
-1
Arc Modifier Table. If the target has used
Target in Rear Arc
-2
sensors this turn, add its Sensor Range
'I mproved Rea r Defen se Perk red uc es the penalties by on e. minimum of 0
(in kilometers) to the Detection value when using passive and active sensor to find it. Finally, add the Rating of the Large Sensor Profile Flaw, if the target has it. To sum up, the passive sensor Detection value is the Sensor Rating of the vehicle, plus the target's Range Modifier, plus the Attack Arc Modifier, plus the Range of the target's sensors (if it has used them) , plus the Rating of the target's Large Sensor Profile Flaw (if present). If the detecting unit has no sensor (or chose not to use them), the visual Detection value is 4 for daylight and 2 for nighttime, plus the Range
Concealment Example A Japanese Shiki 38 combat walker is waiting in the cover of jungle (I MU) at
night in walker mode, when a Marine unit of ten men , in the clear; slowly approachs (moving 2 MU per turn) the hidden walker; which is currently 10 MUs away. Normally, the walker has a Concealment of 2 due to the Jungle and thl' infantry has a Concealment of 0 due to thl' Clear terrain. These values are now used against passive sensors only. Against basic vision, the Shiki has a 5 (2 for Jungle + 3 for being stationary) and thl' infantry has 2 (for their movement). The Shiki is Size 6 and the infantry unit, with TO men, is Size 4. The Shiki 's pilot has a Detl'ction Value of 0 visually (2 at night - 2 due to the rang I.') alld 0 passivdy (thl' earlier Shiki modds did not carry any sl'nsor.l'). HI' can't visllally detect thl' infantry unit. The Marines have a visual Detl'ction Value of 2 (2 lit night - 0 dill' to the rangl'). The jungle '5 Concealment ri 2 successjit/ly masks the Shiki.
modifier, plus the Arc modifier.
47
C HAPTER FOUR: I NFANTRY
SQUAD COHESION If the trooper miniatures within an infantry unit are not attached to a common base, then the following infantry cohesion rules should be applied (instead of those found on the bottom of page 44 of Gear Krieg Rulebook) . An infantry unit must remain within 1MU of its command element in the Tactical scale. When playing in Skirmish scale, the unit must remain within a number of MU's equal to the command element's Leadership Skill level. If, due to any circumstances, a unit breaks cohesion, it cannot use or give any Command Points and is at a -1 to all Actions until it moves back within normal cohesion distance.
INFANTRY
INFANTRY COST Simply add up all the Threat Values of
Infantry are th e unsu ng heroes of the battlefield . While walkers and tanks have revolution ized the way war is waged. the common G.I.Joe is still needed to hold the ground his compatriots have taken. For all of the mobility that walkers have to offer, infantry sti ll reigns supreme in terrain like cities and mountains. They are able to take advantag e of the slightest bit of ground cover and must often be flushed out of th eir position by large applications of explosives or the intervention of anoth er group of infantrymen.
the weapons and equipment the unit is carrying and multiply that sum by the unit's Quality Multiplier (see GKR, page 46) Note that some equipment multiplies the cost of the soldier rather than just adding to his cost . If a unit is equipped with the item, just multiply its
With the sam e advances that make combat walkers and tanks possible, man-
post-Quality cost to get the final TV. If
portable weaponry has been improved enough to allow the infantry to at least hold
individual solders are using such equip-
their own in mechanized warfare . As the war progresses , the soldiers gain access
ment, multiply their sum TV by the equip-
to technologies that allow them to move faster, hit harder and conceal themselves
ment multiplier, add that cost into the
better than ever before . And for all of the whi zbang technology around, it is still the
sum TV for the whole unit, and then
meek infantryman that builds and destroys bridges as well as sets and overcomes
multiply the total by the Quality multiplier.
obstacles .
survive on th e battlefield of Gear Krieg , but to be a force to be reckoned with as
COMBAT ENGINEER TRAINING AND EQUIPMENT
well . Some section s Just further explain the rules in the Gear Krieg Rulebook and
Specially trained engineering squads
how they apply to the new material introduced here. Many of the rules below de-
perform many technical tasks on the
Thi s chapter contains the rules and the equipment that help make infantry not only
tails combat engineering equipment , which infantry can use to really change the
battlefield, including disarming and
face of terrain, often with deadly advantages to their own side. A whole selection
planting explosive devices. They re-
of new equipment and even troop types are included that reflect the ever-evolving
ceive additional theoretical training in
superscience world of Gear Krieg. While walkers and tanks may be the latest new
the fields of structural design, basic ve-
things, infantry is something that is ignored to one's own peril ..
hicular mechanics and explosive handling and preparation.
CHAPTER FOUR: INFANTRY
sensors
energy at It
best used in
with an infrared as
when relevant. for further delails,
rules and game found in previous Gear Threal Values are summarized on the InChari in
II,
mounted on the top,
page 78 and
additional bonuses in spe-
cific circumstances as described below
llnl,mr\1'1\1
type of it were
that a unit is hit by an active infrared sighl or
is restrictive and
The
all are
systems, exPassive sensors
actions, This fAr\rA<::AI'IAf1 by Encum-
are
an infrared
would require some
form of infrared
and a Skill lest ver-
sus a Threshold of 4 10 observe that il has been
" by an infrared
source, The Active Infrared sight, after 1942, can be used
The more av,,,,,,',ar,,,,,,,,, more he is able to
power
bered. Rookie and
troops take
the full Encumbrance
Veteran Often called
soldiers have their Encumbrance penalty reduced by one,
and better
soldiers reduce the
by two. scopes are available, but usually do not
St,,,I,,,,,h!
scopes
a
much better Binoculars:
double the base range
fication scope. ferent crosshairs and
and
and """,ri""",, vide and Walkers Binoculars
a where moon-
often include diffor range
cloud cover to see no bonus in rain or other
scopes do not profor the
and power sup-
They cost 2 TV per trooper. and
49
CHAPTER FOUR: INFANTRY
Chemical Warlare Suits: these are overthe to as take it and
alyet been able to augits
Eastern Front, it soon got the nickname of 'Leibstandarte' or
encumbrance any
cumulative with
worn. It takes two Actions to
put on a chemical warfare suit and an"The
is 1
TV are
penalty, and the suit
to filler tOXIC
lar effects on users. In game terms, com· bat
Mo-
rale Threshold and adds either one Action or one Movecost
Skill
to com-
vs. be
'..,'lUIf,"U
for
still
them if gas has not been Gas
1 kg
to ing Any unit on acon-
that
Morale Check goes berserk and must
for
na-
7.5 person. Heavy armor costs
50
TV per person,
until
14 another Morale
is
CHAPTER FOUR: INFANTRY
Units may intentionally overdose on
Army Signal Corps looked at what was
So that an enemy did not obtain the or-
combat drugs to gain Fanatical Morale ,
available from many different manufac-
ders or information, many started to use old forms of code or ciphering that was
2 additional points of Stamina and an
turers. Police car radios had the right
additional Movement Point at a cost of
combination of features that the Army
popular during WWI, when orders were
effectively dropping 2 Skill levels and au-
could use as a stopgap method until
passed using a messenger. The prob-
tomatically going berserk. Additionally,
better radios were designed and built.
lem with this was that someone had to
the unit automatically becomes Ex -
The police radios were mounted in all
translate the original message to the
hausted for scenario purposes and
manner of vehicles, including walkers .
code, transmit it , and it then had to be
takes two damage points at the end of
Th is provided a way for individual ve-
decoded at the other end . This was not a fast process and not 100% error free.
the combat drug's effectiveness. Vehicle
hicles to talk to each other and for the
crews taking combat drugs increase
commanders to talk to all of the vehicles
their number of Actions at a cost to their
under their orders.
Skill, just like infantry. Combat drugs multiply a unit's Threat Value by 1.5.
COMMUNICATIONS DEVICES
This method was not viable for small units where the orders needed to be
Some forces did not realize the impor-
transmitted immediately. Technology
tance of a radio in the new style of war-
provided a solution . Small, electrical
fare that was sweeping the world . Oth-
devices, called scramblers , purposely
ers just did not have the manufacturing
distorted the Signal so that only those
capability to manufacture such a com -
with the correct equipment could
The Germans had learned a hard les-
plicated and delicate electrical device.
descramble the signal. This worked for
son in WWI and were trying to make sure
No matter the reason , they would pay for
a short time, until the enemy worked out
that they did not make the same mis-
their lacking, usually with the lives of their
the scrambling method . So, every so
take twice. Maneuver warfare required
troops, as their opponents would coordi-
often, new scramblers would have to be deployed .
communication between elements to
nate attacks and reserves with speed and
make the best of an opportunity or open-
grace, while those without would flounder
ing in the enemy's lines. The German
and sluggishly try to react.
philosophy was to put a rad io into every vehicle. As Germany had all infantry moved on vehicles whenever possible (trucks and semi-tracked vehicles most often), the infantry would have constant access to a radio . With advancement of technology, it was
Many manufacturers were working on a way to provide a device that had multiple scramblers that could be com-
• RADIO WARFARE
bined . This would give the operator a
With the widespread use of radios for relaying orders, many realized that by simply listening in, you could discover what your enemy was about to do. Many mobile and stationary radio listening
way of selecting a new scramble pattern when warranted. Leading US and German radio manufacturers hope to have these devices ready for trials in 1944.
found that an infantryman could carry a
outposts were established early on in the
backpack radio that would allow him com-
conflict, whose sole purpose was the
types of radios, they are distilled down
munication without being dependent on a
interception and decoding of enemy
into four major types for infantry. The
vehicle. These first radios where heavy,
trasnmissions . They would prove invalu-
specifics will be found on the Infantry
bulky and awkward . As the war pro-
able (and juicy targets) to all the tech-
Equipment chart. Here is some general
gressed, the sets got smaller, increased
nOlogy-savvy forces involved.
information on these four different types:
While there were hundreds of different
their useable range and improved on quality of the transmission. Before the United States were drawn into
Radios Type
WWII , the Army realized that it needed
Weight
Normally an infantryman would only carry a pistol or a SMG while wearing thi s monster backpack.
better equipment for communication . Though companies would spend years
Notes
25 kg
16 kg
No explosives or heavy weapons
just in Research and Development of
III
16 kg
No explosives or heavy weapons
new and better radios, the US Army
IV
12 kg
No explosives
needed something immediately. The US
51
CHAPTER FOUR: INFANTRY
get close enough to the intended targ et to attach the mine. Additionally, the Ger-
The company started by Paul Galvin was selected by the US military to research, design alUi build some of the mO.l'tfonvard looking communication equipment, This company was the .first to design and mass produce automobile radios in the '3()s.
mans have developed anti-magnetic coatings (Zimmerit) for their tanks, defeating the magnetic adhesion advantage of the weapon . MagnetiC limpet
This product '.I' name is a play on the popular Victmla name, the 'Motorola®.' This was quite common at the time, and even the Victor Talking Machine Company (makers of the Victrola) did this, with its Electrola and Radiola. The brand name Motorola became .1'0 popular it was used on all subsequent Galvin products. By [944, Galvin Manufacturing's R&D boys had produced a mall-portable backpack radio with a range of 6 miles (lO km) and the ahility to both trallsmit and receive at the same time. Galvin Manufacturing promises to have a complete halld held Ullitfor the military by year's end,
D IVING EQUIPMENT
-
Diving equipment is usually reserved for elite units operating in the waters of the
mines are used in the same way that satchel charges are used as anti-tank weapons. See Appendix II for details. Molotov Cocktails: these are improvised weapons constructed from gasoline or some other combustible liquid in a glass bottle with an oil soaked rag in the top. Over time additional gelling agents have
destruction, are covered under Demolition in the Field Engineering section (see page 37)
Pacific, but some brave souls in the At-
Anti-Tank Grenades: these were devel-
lantic used them as well. Diving equip-
oped to give the lowly grunt a way to
ment consists of a skintight suit of rub-
attack armored targ ets at a stand-off
ber material equipped with a transpar-
range, like the later rocket launchers. AT
ent faceplate . A tank of air provides up
grenades tend to take one of two forms:
to one hour of oxygen . The suit offers
a thrown grenade or a rifle-launched
some thermal insulation , but neither it
one, both of wh ich use a HEAT warhead .
nor the faceplate provide any significant
The Thrown models, like the Russian
physical protection. Infantry may move
RPG-43, have cloth that releases when
underwater at one MU per turn . Diving
the grenade is thrown that stabilize it in
equipment doubles the cost of the in-
flight, allowing the warhead to hit with
fantry squad that is equipped with it. The
the proper end facing the target. Rifle-
cost includes the modifications required
fired grenades use spin stabilization to
to protect the squad 's weapons against
keep the business end of the grenade
the effects of water, allowing them to fire
been added to the gasoline to help make it stick to th e target. Molotovs are used by partisans and regular soldi ers alike, and are thrown iust like grenades. See Appendix II for details. Satchel Charges: These are blocks of explosives in a cloth bag with a carrying strap . They are one of the mainstays of engineers , and are used for demolition work as well as emergency anti -vehicle work. Units with satchel charges must spend two Actions to prime them, and th ey can be used only against immobile targets. Non-engineer units take twice as long to prime the charges. Once readied, a charge can be set to detonate at the end of any turn .
in the right direction. In some armies ,
Units using satchel charges as stop-
as the troopers emerge Diving Equip-
the AT grenade has been replaced by
gap anti-vehicle weapons do so at
ment weighs 45 kg and costs 2 TV.
rocket launchers, but it remains In use
great risk . As speed is of the essence,
EXPLOSIVES
with many armies. See Appendix II ,
infantry making satchel attacks do not
page 78, for weapon statistics .
get the -2 infantry modifier and take
There are several types of explosive
Magnetic Limpet Mines: Magnets allow
available to infantry squads, although
these to be attached directly to an ar-
most of the time these explosive are solely used by engineer squads. Dyna-
mored fighting vehicle's hull, concentrating the weapon's effect at the best pos-
double damage from area effect weapons because they are not using cover. Satchel charges are always aimed at the target 's Movement system, ignoring the usual -1 aiming penalty. See
mite, Composition B and other improved
sible angle and maximum effectiveness.
compounds form the bulk of the supply.
Some limpet mines are straight explo-
Special charges, described below,
sive packs, but many also use a Mon-
Sticky Bombs: These are another im-
make the engineer's task easier in a
roe-effect HEAT warhead to do their
provised weapon , made from blocks of
battlefield situation. Large scale use of
damage. Unfortunately, proper use of a
explosive, primer cord , axle grease and
limpet mine requires that an infantryman
(usually) a sock. The cord is lit and the
of explosives, like bridge and building
52
Appendix II for details .
CHAPTER FOUR: INFANTRY
soldier wielding it runs up to the target
scatter result. The infantry unit does not
vehicle and attach the charge to the
receive any Pinned! markers; instead.
landing In Dangerous
enemy vehicle with the axle grease.
the full Infantry Cohesion rules apply.
Terrain
Wheels were a popular target.
Note: at Skirmish scale, all distances are
Sticky Bombs are used in the same way satchel charges are used, with the ad-
Units allemping to land using parachutes, parag/iders alld rocket packs lise the Walker column on the Terrain chart (page 50 of the GEAR KRIEG R UL EBOOK and page 107 of this manual). Landing in Urban or Dense Urban terrain reduced to rubble should lise the Swamp terrain for the purposes of this test.
multiplied by 5. Parachutes weight 15 kg and cost 1 TV
dition that if the attack roll is Fumbled,
Paragliders: Soldiers equipped with
the infantry man is dead. See Appendix
paragliders can control their descent
II for details.
and landing with a greater precision than any parachute. Paragliding soldiers
MOBILITY DEVICES
that are landing make a Morale check (at + 1 to the Threshold) If the result of
Many methods for giving additional all-
the roll has an MoS of zero or more . the
terrain mobility to infantry were tried
unit lands on its target and receives a
during the war, but none were as suc-
Pinned I marker. If the roll results in an
cessful as the various flying devices. These ran the gamut from the compara-
MoF of one or more, the unit scatters 1 MU and receives a Pinned l marker. If
tively simple parachutes and gliders to
the roll is a Fumble. they suffer the same
the more agressive and temperamental
result as a failure and a number of ca-
rocket backpacks.
sualties equal to the MoF. Use the In-
Parachutes: When infantry squad is rep-
fantry Hit Location table on page 64 of
resented by a single miniature, a Mo-
the Gear Krieg Rulebook to determine
rale test is made at + 1 to the Threshold
who the casualties are.
with the following results. If the roll has
If an Infantry unit is not represented by
an MOS of zero or more , the squad
a single miniature (i.e. it uses the Infan-
lands within 1 MU of the intended tar-
try Cohesion rules), the effects of a
get and receives one Pinnedl marker to
paraglide landing are done differently.
represent the amount of time they need
A Morale test is still made (at + 1 to the
to become combat ready. If the roll re-
threshold), but each miniature that
sults in a MOF of one or more, the unit is
makes up the infantry unit gets its own
scattered (see page 34) a number of
scatter result. The infantry unit does not
MUs equal to the MoF and also receives
receive any Pinned l markers; instead.
two Pinned I markers. If the roll is a
the full Infantry Cohesion rules apply.
Fumble, not only do they suffer the same
Note: at Skirmish scale, all distances are
result as a failure, but also a nu mber of
multiplied by 5. Paragliders weigh 54kg
casualties equal to the MoF. Use the In-
and cost 3 TV
Landing in terrain as opposed to just travelling through it presents more problems lind thus warrants a greater risk. If the unit fails the Dangerous Terrian test, the unit loses all remaining MPs for the current turn. If the roll is Fumbled, the unit suffers two points of damage for each MoF of the failed roll. Rocket packs and similar devices are a special case, rolling an additional die on afumble. If the roll is low (1-3), the unit suffers tlVO point per MOF as described above. If the roll is high (4-6), they suffer 4 points per MOF
fantry Hit Location table on page 64 of the Gear Krieg Rulebook to determine who the casualties are.
Rocket Packs: these can be used both for improved general mobility as well as aerial deployment and redeployment. In
If an Infantry unit is not represented by
this instance. "rocket pack" covers both
a single miniature (I.e. they use the In-
the jet packs used by the Germans and
fantry Cohesion rules) the effects of a
the similar aerial mobility units deployed
parachute drop are worked out differ-
by other armies , such as the Sikorsky
ently. A Morale test is still made (at + 1
personal helicopters of the US Army.
"
to the Threshold). but each trooper that
Units equipped with rocket packs typi-
makes up the infantry unit rolls his own
cally deploy onto the battlefield from the
53
CHAPTER FotJR: INFANTRY
air. However, these units suffer
A
the problems that
weapon: either a scoped Rifle or an Anti-
is armed with a
played with other means
Tank Rille.
and
ata
Soldiers equipped with
rocket
do not need to make any
Morale tests when
fire sup-
getatno
do assets,
make an
for more tactical
More often than not, Once on the battlefield,
are
as well, enhancing their
pack
are perfect for
soldiers may use
commander who needs not at an
ways.
out as Arlil-
use
rounds as well as the normal HE The 50 mm (5 cm) and 2' mormay be used as ,1f",n""1",,,
See
Im"rnVI<:A{1
II for details,
moved from the table as it climbs into the
The unit may not fire
it lands
may ride tanks in an effort to
controlling their up to 20 MUs in
squad must begin the are assumed to be
Snipers are one or two man units that to are
known to
cause severe Morale emy squads
at least until
spotted and have an called on their
54
Tank-riding
used as well
tank, but suffer an additional -1 modi-
peramental and excellent targets, prov-
form from which
fier due to the
off
sheer accuracy.
table flame-throwers
in en-
ing as detrimental to the user as the emy
soldier
are
flamethrower
barrage
if hit
becomes any weapon, See
II for details.
may lire while unstable are
carry one infantry squad
A any
CHAPTER FOUR: INFANTRY
of Allied POWs as zombies has proven particularly dreadful, Rumors persist that anyone wounded by a zombie is susceptible to the "zombie disease" and may become one, Though apparently created by different superscience processes, most zombies have Stamina 5 and Skill level 1; they have Fanatic Morale and are never Pinned, The zombies are unable to use any kind of firearm or ranged attack, much less drive a vehicle: they rely on their hands and crude close combat implements, giving them Accuracy -1, OM xi and a Range of 0 (they have to be in physical contact with their target to attack), Zombies can wear body armor if someone dresses them in iL Zombies cost 10 TV points each, Zombies have only one MP and use the Walk movement costs, They're clumsy
WALKING BOMBS/MINES
ZOMBIES '
and slow, and tend to walk into obstacles before going around them. Un-
They go by many names Spider Mines,
Perhaps the most horrifying opponents
like infantry, it may cost them more than
Cockroaches, Nightcrawlers, Bukashki,
encountered on the battlefield are the
2 MPs (paid over several turns) to travel
Walking Bombs and Mines are small
Axis' "zombie" troops. Whether Allied
through one MU. Zombie tactics are
ovoid vehicles with six to eight mechani-
POWs infected with the infamous
simple: once they are driven away from
cal legs, They are remotely guided to
"Jungle Rot" by their Japanese captors
their release point (usually by a judi-
their targets, where they either blow up
or German concentration camp prison-
cious application of cattle prods or
or release their payload of smoke or
ers whose minds have been chemically
bayonets), they head in a mob in a
chemical agents, Walking bombs move
destroyed, these walking atrocities
straight line in the direction they were
1 MU per turn in any direction, When
prove very challenging to neutralize for
pOinted until they detect infantry or a
detonated, they have a OM of x13 and
troops encountering them, although their
vehicle, which they immediately attack
an AE of 0 They may use Smoke,
overall effectiveness is questionable. It
regardless of affiliation.
Chemical, Biological and Persistent pay-
is unknown if the zombie process was
loads, using the costs as listed in the
discovered as the result of early com-
Fire Mission Attack Procedure on page
bat drug experiments or through some
33, Early models are wire-controlled and
natural process, but they have proved
require a LOS to the bomb to guide iL If
some of the toughest troops fielded by
LOS is lost, the bomb continues in a
the Axis. Rumors persist that zombies
straight line until seen again or deto-
are almost as dangerous to their side's
nated, Later models are television
own troops as they are hard to kill. Evi-
guided through radio signal and do not
dence collected in the field allegedly
require LOS to function, Walking bombs
proves that zombies are not animated
cost 10 TV each (15 for the radioguided
corpses, but most troops have no inten-
ones) for a basic HE payload and weigh
tion of researching this themselves. In
65 kg each, including the control uniL
the Pacific Theater, the Japanese use
A unit attacked by zombies must pass a Morale test or retreat at least one MU from them, as per the Flame Weapons special rule (Gear Krieg Rulebook, page 71). The unit cannot surrender to the zombies and are removed from the board if forced to do so (the are cornered and brutally torn apart). When attacked by zombies for the first time, units must pass a Morale test as per the Panic rules (Gear Krieg Rulebook, page 71), unless the unit is Elite or Legendary.
55
CHAPTER FIVE: GAME RESOURCES
SCENARIO GENERATOR The Scenario Generator is a set of tables and guidelines enabling the rapid creation of scenarios for stand-alone tactical combat. They have been designed so that the participation of a Gamemaster is not required for play. By either selecting the scenario's elements (or rolling them randomly), a large number of tactical scenarios can be easily generated. Some additional work may be required to tie the various elements together, but it is much faster and easier than having to design the whole
The participants start the bidding with one of them (selected by tossing a coin or rolling a dice) making a bid: "I'll try this scenario with only 900 points in TV instead of the full 1,000. " The process goes clockwise, with everyone trying to outbid his predecessor. When all the Players agree that one of them has gone lower than they are willing to go, the pro-
scenario from scratch.
cess starts again between the remainBoth Players receive a number of mission objectives that have to be fulfilled in order
ing Players, who cannot have a lower
to win the battle. The opponent is trying to prevent the other from achieving his
TV than the "winner" of the last bidding .
objectives, while at the same time fulfilling his own. Enemy objectives normally re-
The process is repeated until only one
main secret. unless resources are allocated to find out what they are.
Player is left, who will take the basic TV Bids should be made in increments of 50 pOints for lower TV amounts (2000 and under) and 100 pOints for larger amounts, for the sake of simplicity. See the next option to see how the reduced TV affects the Victory POints. Going for Glory: Instead of bidding, one side may voluntarily choose to lower its available Threat Value total in order to gain more Victory Points. The gain in VPs is directly proportional to the reduction in force: divide the VP total by the fraction. For example, if a Player elects to use a force equal to only 75% of his opponent's Threat value point total, his total VPs for the game will be worth 133% (100 divided by 075). Subplots: These are complications that hinder the fighting abilities of an armed force (see Step 4 for more detail). Normally, a single subplot is rolled for both
STEP I: PREPARING THE SCENARIO The scenario's characteristics will be determined later on. First though, a
nario generation process. For a more
sides. By lowering its available Threat
challenging and interesting game, how-
Value, one side may force extra Subplots
ever, there are specialized options fur-
onto the enemy. For each slice of 10%
ther down. These optional rules include
the initial TV is reduced by, one addi-
Bidding, Going for Glory and Subplots.
tional Subplot is rolled . In other words,
upon according to the time available to
Bidding: The option of Bidding allows
if a Player who has 1,500 points in TV
play the game (see the table below). A
additional variations on the theme, and
and wants to purchase two additional
time limit to the game can also be de-
forces Players to become better tacti-
subplots, he will lose two slices of (10%
cided upon, though one will most likely
cians through skillful use of the available
x 1,500 =) 150 points (a total of 300
Threat Value point total must be decided
be generated for the scenario. Forces
resources. Bidding down one's force
points), leaving him with a final TV of
will be chosen for both sides using this
increase the scenario's Victory Points in
1,200 points to purchase his forces with.
point total, as modified during the sce-
the same way as "Going for Glory."
CHAPTER FIVE: GAME RESOURCES
All Forces: All units present on the tabl e
Suggested Point Total
for that side. Regardless of the mission Approximate Time
TV Points per Side
Battle
500
Patrol/Recon
1 hr
1000
Heavy Patrol/Strike Force
2-3 hrs
2000
Raid
3-4 hrs
4000
Minor Battle
5-6 hrs
7000
Major Battle
8+ hrs
type and the task(s) involved, all units are equally affected . Communications: This means that clear communication channels (at least one vehicle is able to use its Communic ation system) must be available to friendly forces or denied to the enemy.
Mission Design Table
Rearguard: O ne fo rce is fighting a
Type
Objective
Time Limit
Capture
All forc es
None
2
Defend
Communications
None
3
Destroy
Rearguard
ld6
Random
rear guard action to cover the withdrawal of other friendly forc es. Attacking units are attempting to break through the defenders lines , and exit the tabletop from the defender's board edge.
4
Destroy
Object
Random Increasing
5
Disable
Terrain
Until Objective Reached
Object: Headquarters considers an ob-
6
Provide
Vehicle
Until Objective Reached
ject vital. It is probably something small that can be picked up and carried by a
STEP 2A: MISSION DESIGN Very few military actions are of the "kill them all" sort. When forces are engaged in an operation, it is always for very specific reasons, which mayor may not be related to ac tual body count. The Mission Desig n table above is divided into three c olumns. A die roll on the first column defines the type of mission; another
Defend: The enemy wants something you have . It might be a phy sical object,
Terrain : Headquarters considers a ter-
like a vehicle or a terrain feature, or it
rain feature (a bridge , hill, building , river
might be a more abstract condition (con-
ford) vital. It must be captured or held.
trol of the communication airwaves, for example) . It must be held (i.e. only friendly vehicle within 4 MUs) for at least three turns or until the end of the game , if a time limit is present.
die is then rolled to indicate the specific
Destroy: the objective , whatever its ac-
objective. Finally, a third roll determines
tual nature, must be denied to the en-
the time limit. The objec tives have been generalized for simplicity. If the mission type is an
walker vehicl e or an infantryman .
emy. It must be destroyed before the end of the game . Disable: the objective, whatever its ac -
offensive, then the Objective means the
tual nature, must be denied to the en-
enemy forces . If the mission type is more
emy. It must be disabled (no movement ,
Vehicle: headquarters considers one of the vehicles vital . It might be a prototype, or someone important pilots it. No Time Limits: th e game ends when the Players have no more time, or one of the forces
In
presence is completely
destroyed (or retire from the field) . Random: the game proceeds normally for five turns . A die is then rolled to know the number of turns remaining before the end of the game
defensive in nature, then it means the
no Action of any kind) before the end of
Random Increasing: the game proceeds
friend ly forces .
the game .
normally for five turns. A die is then rolled
Capture: The enemy has something you
Provide: the objective must be provided
want. It might be a physical object, like
to the rest of the armed forces of your side.
a vehicle or a terrain feature , or it might
It might be an actual item, in which case
be a more abstract condition (c ontrol of
it has to be delivered beyond the enemy
versus a Thresh old that starts at 1 but increases by one every turn. If the die roll does not exc eeds the Threshold, only one more turn is played before the scenario ends .
the communication airwaves , for ex-
line. Or it might be a condition, such as
ample). It must be held (i .e. only friendly
delaying the opposing force for a set num-
Until Objective Reached: once one side
vehicle within 4 MUs) for at least three
ber of turns. If the latter, it must be pro-
has completed its scenario objectives,
turns or until the end of the game, if a
vided for at least five turns or until the end
only one more turn is played before the
time limit is present.
of the game, if a time limit is present.
scenario ends .
57
CHAPTER FIVE: GAME RESOURCES
Mountain hCltlle>II",;lrl"
28:
fallowed the
r()""II.n",
nean Sea
Next, decide where place,
terrain is
made
the actual board set-up will depend on
terrain
Water terrain feature,
there are at least three
different elevation levels, Woodland: Forests and woodlands were
Urban: battles sometimes occur within the confines of more
of the war- Entire
of a con-
cities but are much
in
streets of
neighboring towns and
This
type of
at
number of pOSSible
nario, Due set~ups,
general look of the
battlefield
suggested here, For more
ttle battlefield can be divided sized
into several
sub~zones,
different ter~
each of which will rain type,
where
individual rocks can be
modeled It is
under normal
to avoid chok-
the battlefield with too much obn('l,,,,,,,,,,, - the troops
surface is made up of
terrain, A battlefield with
of
terrain as Water also counts as a
Dawn/Dusk: the battle occurs partway between treated as
it
Desert:
IS
constituted of a
than the
multitude of different terrain types, f\jorth Africa stili features
a lot of
flat deserts, Desert at least 50% of the
Theater
surface made up of Clear or
North African Ttleater Far Eastern Hleater
of
Broken between
mountainous reof terrain we Will refer Ground, Broken Ground
battlefields llave
surface made up of
hills
and Mountains:
1d6
50% of the
not the type of ter-
North African
Far East
Broken Ground
Desert
Ground
Mountains
Desert
Mountains Woodland
3
Woodland
Broken Ground
4
Rural
Mountains
5
Rural
Coastal
Urban
Urban
CHAPTER FIVE: GAME RESOURCES
Fog: The entire battlefield is covered
Rain : The battle takes place under a
with a rolling fog that makes visual iden-
light rain . For each full twenty MUs,
tification nearly impossible. Each full
counts one additional point of Obscure-
three MUs of fog count as one point of
ment over and above the normal penal-
Obscurement for detection purposes
ties of the underlying terrain .
(but not weapon fire).
STEP
3: ASSIGN PRIORITIES
Each Player has five pOints to secretly distribute between Scouting, Troops and Support. Scouting is used to determine the strength of the enemy, his pOSition
Sandstorm: The battle takes place dur-
and his intentions. Troops are the ac-
Heavy Rain: The battle takes place in
ing a violent storm, with all the associ-
tual fighting force: combat veh icles and
heavy rain . Each full ten MUs of terrain ,
ated rules being in effect.
infantry. Support represents the ele-
regardless of its type, count as one point of Obscurement.
Winds: Heavy winds blanket the battlefield, lifting dust clouds and making
Night: The battle takes place at night,
aerial travel very difficult. Neither Player
with all the associated night combat
can request air support.
ments that, although not present on the immediate battlefield , can affect it: air strikes, artillery and intelligence work. Scouting: The point(s) assigned to Scouting by each Player are revealed
rules in effect.
and compared. The Player with the highest total wins; the difference is noted as
External Condition Table
the Scouting Advantage Margin (see
Europe
North Africa
Far East
Daylight
Daylight
Daylight
2
Daylight
Daylight
Daylight
Troops: The point(s) assigned to Troops
3
Dawn/Dusk
Dawn/Dusk
Dawn/Dusk
by each Player are revealed and com-
1d6
4
Night
Night
5
Rain
Sandstorm
6
Winds
Winds
table next page for the exact effect)
Night
pared. The Player with the highest total
Fog
wins; the difference between Troop
Heavy Rain
Points is the Troop Advantage Margin. The opponents' total TV is reduced by an amount equal to the Troop Advan-
Example 01 Random Scenario Generation Gordon and Adrienne have decided to playa game of Gear Krieg. Not wanting to play too large a gallle, they have elected to playa simple Patrol/Recon scenario. This allows thelll500 IV per side. They decide to add imerest by bidding on the 7lI, each of them writing down a hid secretly on a piece ofpaper. Gordon bids hisforce down to 400 7lI, while Adrienne consen!atively hids herself down to 450.Gordon has won the bidding. While he doesn't feel inclined to further "Go for Glory," Gordon does elect to add a sillgle SlIbplot,further redllcing hisforce 's IV hy 40pts.
tage Margin, times 10% of the original TV. For example, if Player A assigns 2 points to Troops and Player B aSSigns 4 points, the Troop Advantage Margin is equal to 2. The forces of Player A are reduced by (2 x 10% =) 20%. He will be able to spend only 80% of the agreedupon Threat Value total. Support: Support are options that can be
Gordon rolls on the Mission Design tahle and rolls a 1,5 and 3. This generates a scenario in which Gordon '~'forces will have to caplllre ( I) a predetermined terrain feature (2) ill a random (3) IIl1mber of turns. He then rolls once on the military suhplot table, rolling a 2. This reslllt, Corrupted Supplies, indicates that one of Adrienne '.\' units will start the game with a randomly determined Light Damage hit.
bought just before the scenario to help the Player. They are normally written down and concealed from the opponent, unless they manage to learn about them (see Intell(gence, next page). The pOints
Next Gordon rolls for the location of the hattie. He rolls a 3 and then a 2, thus determining that they will be fighting in North Africa, in the desert. A roll of5 on the External Conditions chart indicates that the battle will take place in a howling sandstorm! At this point, Gordon and Adrien/l(~ can move on to purchase their forces with their Threat Vallie points. Adrienne, grumhling, announces that Gordon is never going to be allowed to roll for external conditions again ...
assigned to Support by each Player are revealed. Each side may buy support up to an amount equal to the Support Points times 10% of the original TV For example, if Player A assigns 2 points to Support, he will be able to assign (2 x 10% =) 20% of the agreed-upon Threat Value total on support material.
59
CHAPTER FIVE: GAME RESOURCES
Air Strikes: aircraft can be called to pro-
termine the range from a ground unit,
Intelligence resources can be used to buy
vide ground support for beleaguered
double the shortest distance in MU be-
dice rerolls, representing the increased
combat un its . Air strikes are purchased
tween the attacker and the aircraft's line
level of preparation of the friendly forces,
like artillery barrages; the controlling
of attack . If the attack is successful ,
Die rerolls can be used at any time, and
Player must designate tile unit calling
compare it to the Armor listed . If the
cost the equivalent of 1% of the Threat
for them (it must have a rad io)
damage result is Heavy, halve the num-
Value total each, When dice are rerolled,
ber of remaining attack runs available.
however, the second result stands, even
If the damage result is Overkill, all fur-
if it was worse than the first one,
An air strike usually includes strafing runs with cannons and rockets. The
ther air strikes are cancelled .
strafing run starts on one side of the battlefield and continues in a straight
Intelligence assets can force the other
Artillery Barrages: These are massive
Players to reveal either his mission type,
line to the other side . Any unit within 1
bombardments made by off-board ar-
mission objective or time limit. They may
MU of this pa th is a valid target. The at-
tillery pieces . Artillery barrag es are
also be used to reveal the type of sup-
tack is considered to be direct fire at
bought as per page 30 and cannot ac-
port bought for the game. Every 5% of
Short range and at Combat speed. Ap-
count for more than a quarter of the
the total Threat Value assigned to this
ply the Obscurement for the target's MU
available Threat Value.
purpose forces the opponent to reveal
only to the To-Hit roll All attack rolls are
Intelligence: Information gathering is a
made using 2d6. Due to fuel and ammo
one of the above.
major part of warfare . It is assumed that
limitations, each typ e of aircraft has limit
both sides have access to fairly com-
to the number of times it can attack.
plete intelligence reports before the
Anti-aircraft attacks versus the aircraft
start of the scenario. Sometimes,
are possible. The ai rcraft is traveling
though, the system does not come
faster than 20 MUs per turn , using 2d6
through and there are differences in the
for all Defensive rolls . Units may use Re-
preparedness level of the forces in
action Fire to engage the aircraft. To de-
presence
STEP
4:
SUBPLOTS
Subplots make a scenario more interesting. They are complications that have to be taken into account when formulating battle plans. Subplots are always applied to the side spending TV points to buy them . Coordinated: Link two units, When they
o Air Strike Table
attack the same target, they each get a
+ 1 on their Attack roll.
Type
Acc
OM
ROF
TV/Mission
Priority
Armor
Fighter
0
x6
2
3
+1
5
# Attacks
10
Combat Fatigue: A random unit has seen too much . Upon being hit for the
Fighter-Bom ber
0
x8
2
5
0
6
6
Light Bomber
0
x8
4
10
-1
7
3
first time, the unit must make a Morale test to remain in combat and then con-
o Scouting Advantage Table Scouting Advantage
o
tinue to test each turn. A failure result means that the unit must retreat, but may Effect
Coward: A random unit on the other side
Minor Advantage: the Player may choose between setting up the playing field OR choosing his home edge.
someone with the Leadership Skill is
2
Major Advantage: the Player sets up the playing field and chooses hi s home edge.
3
Ambush: in addition to the major advantage above, the Player automatically wins the initiative for the first turn.
4
Total Ambush: in addition to the major advantage above, the Player may hide his unit s anywhere on hi s half of the board , noting their pOSitions on a sheet of paper. See the Hidden Set-Up rul es on page 44.
5
try to pass another test the next turn.
No effect. Randomly determine which Player sets up th e playing field first; the other may choose his home edg e.
Perfect Intelli gence: in addition to the total ambush advantage above, the Player knows the e'lemy's mission type , objective and time limit.
falls back as soon as it is damaged . If within Comm range, he may attempt to rally the fleeing unit: the Threshold is 4. The Hero; A random friendly unit is piloted by a young hero. This Hero does not count toward the limit on the number of Heroes and is bought with the points spent on the Subplot. See the rules on page 41 .
60
CHAPTER FIVE : GAME R ESOURCES
Traitor: One of the enemy works for your side. At any point during the game, the
1
Intelligence Options
weakest unit (in TV points) is transferred
Dice Reroll:
to your control and remains thus for the
Intelligence Asset:
1% of the Threat Value total each 5% of the Threat Value total per item revealed
remainder of the game. Vendetta: A random unit on the other side hates a random unit on your side.
Subplot Generator Table
The enemy must match speeds (Com-
1d6
bat or Top) and attack continuously un-
1-2 Cinematic
3-4 Military
Coordinated
Bad Intelligence
til one of the two is destroyed,
2
Combat Fatigue
Corrupted Supplies
Bad Intelligence: Once setup is finished,
3
Coward
Left-over Ammo
you may relocate up to a quarter of your forces on the playing surface.
4
The Hero
Low Priority
5
Traitor
Malfunctions
6
Vendetta
Minefield
5-6 Unforeseen Events Bystanders Blizzard/Storm Communications Out Friendly Fire Sabotage I SNAFU
Corrupted Supplies: One enemy vehicle starts the game with a random Light Damage result from bad maintenance
Blizzard/Storm: An unforeseen weather
Sabotage!: One successful enemy at-
(disregard Crew hit results),
system has moved in. All targeted units
tack is cancelled out. In addition, roll one
get a +2 modifier to their Obscurement
die for the attacking unit. On 1-2, it is
Left-Over Ammo: One random unit has
value due to the poor visibility caused
simply jammed and put out of commis-
been supplied with left-over ammunition.
by the bad weather.
sion for the rest of the game. On 3-4,
One die is rolled every turn, immediately after the unit's first attack: on a 4 or more,
Communications Out: There is a prob-
all attacks that turn are duds, including
lem of some kind with the radios, either
the one Just rolled.
because
of
the
weather
or
a
supersclence experiment. No commuLow Priority: The mission objectives are not that important to the enemy com-
5-6 the weapon explodes, causing a Heavy Damage hit on the vehicle
nication rolls are allowed for the dura-
Situation Normal All Fouled Up: Orders
tion of the battle,
have come down from HQ, supersed-
mander, and his troopers know it. The opponent applies a -2 penalty to all
Friendly Fire: A plane, back from a mis-
Leadership rolls.
sion with spare ammunition, is looking to dump it on anything resembling a tar-
MaJfunctions: One random enemy ve-
the weapon explodes, doing a Light Damage hit on the walker/vehicle. On a
get. A fighter-bomber makes a Single at-
hicle is experienCing weapon malfunc-
tack run centered on a random enemy
tions. One Action is required to clear the
unit. Any target within the attack corri-
weapon after each Fumble.
dor, friend or foe, is at risk.
ing current operational directives. Unfortunately, not everybody gets the messages on timel At the beginning of the game, before either side takes a turn, roll one die for each unit in the enemy force. On a roll of 1, the unit is confused and may do nothing for the first turn.
Minefield: An old forgotten minefield is located somewhere on the board. The Player gets a standard minefield (see page 38) and may place it anywhere. Bystanders: A group of civilians have unwittingly wandered into the battle zone. They can be impoverished refugees, or perhaps even local residents. They are treated as an unarmed, unqualified infantry unit, moving in a random direction every turn. A penalty of one VP is deducted for every civilian killed
61
CHAPTER FIVE: GAME RESOURCES
MORALE
HIT AND FADE TO BLACK '
All German units are Elite and the Americans are Veterans. This is a Me-
Battlelield
dium Mission Priority for the Germans Northern France, June 6, 1944
Location :
Clear
Weather: Time of Day:
and a High Mission Priority for the Americans.
Morning
Order 01 Battle
TERRAIN AND SETUP
GERMAN UNITS
The map is comprised of open coun-
1x
SS Rockettruppen Command Section
2x
SS Rockettruppen Raider Section
AMERICAN FORCES
tryside. There are some scattered woods and roads, but most of the open area is farmland and meadow. The
2x
Airborne Command (Officer w/SMG, NCO w/SMG & Type II Radio, parachutes)
6x
Airbornes (NCO w/SMG x 2, Rifleman w/Rifle x 9, Rifleman w/BAR , parachutes)
American troops deploy as per the Parachute rules on page 53. The Ameri can Player picks the target drop zones
MIssioN BRIEFING
MISSION OBJECTIVES
and rolls to see the results. Once the airborne troops are placed on the map,
As part of the Normandy invasion, hun-
The Germans must eliminate as many
dreds of troops of the 101st Airborne
American troops as they can within 10
parachuted behind enemy defenses to
turns (5 minutes). At that point they will
On the first turn the Rockettruppen may
cut off retreats and to trap the Germans
be summoned to fight elsewhere, con-
enter from the eastern side of the map.
the clock starts.
between them and the invading forces
tinuing their mission of harassment. The
They enter in flight mode and may land
in the beach landing sectors. Part of the
American paratroopers must weather
as the German Player wishes. The
101st, the506th Brigade, landed around
the assault as intact as possible, and
game lasts for 10 turns . On the tenth
Carentan, hoping to hook up with the
eliminating some of the despised SS can
turn, the German Player must return to
forces landing at Utah Beach . During the
only help the next poor guy they will be
flight mode with each unit as it activates
early morning of June 6th they para-
attacking.
and moves off the west side of the map
chuted into Normandy. They endured anti-aircraft fire and ground forces but managed to organize into platoons and companies and start to form up with the invading forces.
as quickly as possible . The American The German win a major victory (2 VP) if they can eliminate all of the American forces. They win a minor victory (1 VP)
map.
if they can eliminate at least half of the than half casualties themselves . They
ing behind the lines, the Germans de-
must conserve troop strength to be able
cided to send the troops that could re-
to carry the fight to their next target.
act the fastest to counter the 101 sl. troops
as the German troops rocket off the
American troops while sustaining fewer
Learning of the airborne troops maraud-
Those
Player may take any last shots he can
were
the
mighty
Rockettruppen . The Rockettruppen could cover the great distance and fight fire with fire. The Americans will have to survive the attack to keep the promise of providing relief to the rest of the in-
The Americans achieve a major victory
COMPLICATIONS AND VARIATIONS 1) Add a Hero to the American Troops. Germans get a bonus VP if they can
(2 VPs) if they can eliminate all of the
eliminate or incapacitate the hero.
Rockettruppen. They get a minor victory
2) Add four glider-deployed Veteran
(1 VP) if they can eliminate at least half
M11A3 Early Walkers to the American
of the SS.
forces. Add one Rockettruppen Support Group '43 to Germans forces.
vading troops. But can they survive a
3) The Americans are Oualified instead
hit-and-fade SS rocket pack-equipped
of Veteran. Remove one of the SS
platoon?
Raider Groups.
CHAPTER FIVE: GAME RESOURCES
TERRAIN AND SETUP
HARD LANDING
One long side of the table (and about one-third of the width) is the beach that
BatUeljeld
the American forces must take. The
Location:
Tulagi, August 17th, 1942
Japanese get two bunkers to set up on
Clear
the beach; each can take 40 points of
Weather:
Morning
Time of Day:
damage. Infantry may set up in the bunkers; the AT gun and any infantry not in
Order 01 Battle
the bunkers are considered dug in . All
JAPANESE UNITS
other vehicles are considered hull down .
x
47mm ATG Type 1
2x
Shiki 41
1x
Command Squad
The remainder of the table is shallow
4 x
Rifle Squad
water. The American start there and
2x
Hvy Weapons Squad (LMG or AT Rifle)
must trudge through it to make it to the
1
The beach itself is Sand terrain.
beach. Scatter 30 markers in the water,
AMERICAN UNITS 2x
Command Squad
equally divided into Clear, Mine or Cra-
4 x
Rifle Squad
ter. When a unit moves within 1 MU of a
6x
M4A3 Sherman
marker, it is flipped over. Clear markers
4x
M12A 1 Longstreet
have no effect. Mine markers represent 2 MU radius anti-vehicle minefields. Crater markers represent the craters left be-
MISSION BRIEFING
MISSION OBJECTIVES
It was supposed to be an easy landing.
The Americans must land on the beach
of the 16" battleship guns. If an infantry
hind by the pre-landing bombardment
The American naval forces had just
and rout the Japanese forces. The
unit uncovers a crater, it loses a turn
completed their shore bombardment
beach must be taken . Only by defeat-
swimming back to the surface. Tanks
with their 16" guns. The barrage cleared
ing the Japanese forces can the Ameri-
that uncover a crater sink and are de-
the beach of any Japanese defenders;
can forces achieve a major victory (2
stroyed. The crew must make a Morale
the ones that weren't dead should have
VP) . A minor victory is not possible -
test to see of they escape with their lives.
run off from such an onslaught. Any re-
it's do or die. If the Americans try to re-
Walkers uncovering a crater must make
maining defenders should have put up
treat, they will be sitting ducks for the
a Piloting test versus a Threshold of 6 to
token resistance before the American
waiting Japanese, and this option is
escape the muck. If the roll is failed , the
forces cleared them out and established
thus not available.
crew must pass a Morale test to escape
the beachhead.
The Japanese can win a major victory
However, the bombardment seems to
by destroying all of the American forces
have landed a little short of the shore.
(2 VP). If the Japanese hold the beach
As a result the Japanese forces remain-
(i.e, only Japanese units are on it) at
ing are larger and more dug in than an-
the end of the scenario, they have at
ticipated. They are more than ready to
least achieved a minor victory (1 VP).
put up a fight and repel the Marine landing force. Additionally, the 16' guns have left several craters in the shallow water,
the mired walker.
COMPL ICATIONS AND VARIATIONS 1) Increase the American forces to Veteran Quality and Morale. Add 150TV of barbed wire to the Japanese setup .
MORALE
2) Increase the Japanese force to Vet-
making it difficult for the American forces
All forces are Qualified. This is a High
eran Quality and Morale. Add 2 Veteran
to land. The Americans will have to pay
Mission Priority for the Americans, but
engineer squads with satchel charges
dearly to take foot on this island. It was
only a Medium Mission Priority for the
to the American forces .
supposed to be a easy mission .. .
Japanese.
3) Add Heroes to both sides, of comparable value.
CH APTER FIVE: GAME RESOURCES
MORALE The Zombies have special Morale, as described on page 55. The Japanese
Battlefield
command squads are Qualified. The
Location
Guadalcanal, October 31st, 1942
Weather:
Clear
Puller) is Veteran Skill level, but Elite
Time of Day:
Night
Morale. The rifle squads are Veteran.
Marine command squad (including
This is a High MiSSion Priority for the
Order of Battle
Americans, but a Medium Mission Pri-
JAPANESE UNITS
ority for the Japanese. The American
2x
Command Squad
8x
Zombie mob (14 Zombies each)
forces are considered Exh austed .
AMERICAN UNITS 1x
Command Squad - Lt. Col. "Chesty" Puller (Hero: Inspirational, Tough As Nails, Unpinnable, Untiring) and Gunnery Sg!. "Manila John" Basilone.
2x
Rifle Squad
TERRAIN AND SETUP The entire map is Jungle terrain. A river, 2 MUs wide, runs the length of the map ; numerous trails and clearings are scat-
MISSION BRIEFING
MISSION OBJECTIVES
The American Marines are bogged
The Japanese command is testing out
down on Guadalcanal, fighting heavily
their new weapon and hoping to get rid
around th e village of Matanikau and the
of Puller at the same time . The two com-
Henderson airfield . The Marines made
mand squads are handlers for the zom-
advances in the late summer, but the
bies as well as observers tasked with
Japanese have counter-attacked and
reporting their results .
have beg un to gain ground. October has been a nightmare for the Americans, and it is about to get worse .
The Japanese achieve a major victory (2 VP) if all of the Marines are eliminated, including Puller. They get a minor vic-
Lieutenant Colonel "Chesty" Puller, with
tory (1 VP) if at least one of the Marine
elements of the 1/7 Marines, has been
squads is eliminated and one 01 the two
isolated in the jungle infested valleys
command squads successfully retreats
south and east of Matanikau. They have
after personally witnessing the zombies'
tered in the trees. The Americans start in the center of the map: they are crossing the river when the attack begins . One squad and Puller are on one side of the river, and the other squad along with Manila John are on the other side . The Japanese forces enter along any side of the map, and may enter along multiple sides if desired. Because of the size of the scenario, it is recommended that this scenario be played out in Skirmish scale, but it need not be.
COMPLICATIONS AND VARIATIONS
been fighting tirelessly for days. Unfor-
performance. In order to do the latter,
tunately, they have also been chosen as
the squads must have LOS to a zombie
1) Add another Rifle Squad to the Ameri-
the target of a new Japan ese secret
attack and successfully detect the
can forces . They start on the side of the
weapon -
squad being attacked.
river with Manila John. The Japanese
Th e Americans must face their own
The Americans are fighting for their lives
get a Veteran Rifle Squad sent in to en-
former friends and comrades who have
against unthinkable foes. They win a
sure that "Chesty" Puller is dealt with .
zombies I
been put under a spell (or worse, are
major victory (2 VP) if they can defeat
2) Add two more Zombie Squads to the
undead l ) and must now kill them in or-
all of the zombies as well as the observ-
Japanese forces. Puller will decide that
der to make it back to friendly lines .
ers. They win a minor victory if the zom-
the threat is too horrible and call in artil-
Those who live through the night shall
bies are defeated, the observers are
lery fire on her own position if it looks
not soon forget what th ey have seen on
eliminated or the Marine command
like she will be defeated. The American
Guadalcanal.
squad survives.
receives two 105mm Howitzer HE fire missions which will fire over two turns as one barrage (one mission that will last two turns) once Puller calls it in.
CHAPTER FIVE: GAME RESOURCES
TERRAIN AND SETUP
PLANE SMASH
A runway cuts through the center of the battlefield. The area around the runway
Battlefield
and buildings has been leveled and
Location:
North Africa, January 17th, 1942
cleared, but outside of that area, it is
Weather:
Clear
rough and very broken terrain . There are
Time of Day:
Night
four foxholes, two of which are on the far side of the runway; each foxhole has
Order of Battle
a light MG team in it.
GERMAN UNITS
The Germans set up with the MG teams
4x
light MG team
2x
squad of infantry
in the four foxholes . The infantry squads
5x
Aircraft (see Air Strike, p.60, for stats)
are in the barracks and deploy 1 turn
2x
Valkurie Ausf B
after either a German unit spots a Brit-
2x
Sdkfz 251b
ish unit or shooting begins . The 251 s are by the barracks and their crew is inside.
BRITISH UNITS 4x
Pink Panther truck
2x
Pink Panther jeep
2x
MV12B Roundhead
It will take them an extra 2 turns before they are combat ready. The German walkers start hidden in the hangars. Stirling's units may enter the board on
MISSION BRIEFING
MISSION OBJECTIVES
Lt. Colonel Stirling, father of the Spe-
The British objective is to damage or
cial Air Service (SAS), worked the night
destroy all of the planes; dOing so earns
extensively in the North African theater.
them a major victory (2 VP). If they man-
He and his men patrolled behind en-
age to only damage or destroy three of
emy lines under the cover of darkness,
the planes that is a minor victory (1 VP).
reporting on troop positions and harassing the enemy when possible. They excelled at blowing up supply dumps and vanishing again into the dark desert night.
anyone edge . This is to be a quick raid, intending to damage the planes as fast as possible and then retreat to the desert.
COMPLICATIONS AND VARIATIONS
The Germans will get a major victory (2
1) The Germans just finished a night drill.
VP) if none of the planes are damaged.
All units are active and in position.
If only two are damaged or destroyed,
2) The airfield seems very quiet. A Skill
it will be only a minor victory (1 VP) .
roll vs. Threshold 6 when within 1 MU (or an attack on any of the
On this night, Stirling and his group has uncovered a little out-of-the-way Luftwaffe airstrip , seemingly ripe for the
MORALE All German units are Qualified and all
picking. There seems to be few guards,
British are Veterans, except for Stirling,
and several planes are grounded near
who is a Hero (Elite crew with the fol -
v~hicles)
re-
veals that they are mockups for Luftwaffe training I The German Player get five fighter runs and three bomber runs with which to 'practice.'
the makeshift airstrip. Something's go-
lowing Heroic abilities : Inspirational,
3) The Germans have laid a trap for
ing on ... The only way to find out for
Untiring, Driving On Fumes, Patton's
Stirling. There are a total of six squads
sure is to attack, which is just what
Notebook).
of infantry in the barracks. There are also
Stirling has decided to do. The unsus-
This is a High Mission Priority for the
pecting Germans must deal with a dar-
Germans and Medium Mission Priority
ing night raid by one of Britain's most
for the British SAS (they can always slip
capable soldiers!
away if things go badly and go blow up another airstrip).
four Loki and two Valkuries hiding in the hangars. The planes are mockups (as above) and the area around them is mined (4 x 1 MU minefields). The Victory Conditions change: if Stirling exits the board undamaged with all units, it's a major victory (2 VP) . If only Stirling gets away, it's a minor victory (1 VP).
CHAPTER FIVE: GAME RESOURCES
TERRAIN AND SETUP
DOSE OF LEAD
A central road is covered in pieces of stone from the facing of buildings and
BatUelield Location :
the road. Some structures have colStalingrad, October 29th, 1942
lapsed, blocking several side streets . All
Snowing
that remains of many of the buildings
Weather:
Mid-Morning
Time of Day:
are craters from artillery shelling and Luftwaffe bomb ing. Any amount of
Order 01 Battle
Rough terrain with mounds of rubble, an
GERMAN UNITS
occas ional wall , bu ilding or crater hole
2x
Light MG team
4x
Infantry Squad
2x
SdKfz 314 "Spinner Zwei "
The Germans start out where the road
2x
Sniper Team (w/AT Rifles )
Soviet units start out hidden ; if using the
2x
Infantry Squad (w/Molotov Cocktails)
chit rules (page 44) , several dummy
1x
Light MG Team
counters should be placed . The snip-
would do well for this scenario.
enters the map on the German side. The
SOVIET UNITS
ers can be placed anywhere on the
MISSION BRIEFING The Germans have advanced through the workers' suburbs. Artillery, tank
board ; the Soviet infantry set up on opthey drive off the Soviets. If they eliminate all the Soviet units, it is a major victory (2 VP).
posite sides of the main road, in cellars and basements, to ambush any vehicles (they are considered hidden and dug
The Soviets are waiting for the vehicles
in) . The Soviet MG team is set up any-
suburbs, with their light stone and
to advance down the road until they can
where they can cover the road and keep
wooden structures . The c ommerc ial
ambush it with Molotov Cocktails . The
infantry from coming down the road with
and industrial buildings were little af-
snipers and MG team are there to keep
the veh ic les .
guns and bombs easily decimated the
fected by light and medium artillery and
the infantry well back so that the Ger-
stood up to tank gun fire. The artillery
man vehicles are unsupported when the
and bombing covered the streets with
Soviet infantry attacks from hiding.
the rema ins of the lesser buildings, leaving corridors of rubble between the stouter constructions.
COMPLICATIONS AND VARIATIONS
If the Soviets destroy or disable (that is,
1) Make one of the Soviet Sniper teams
make them unable to move) all the Ger-
a Hero. Make one of the Spinner crew a
man vehicles, it is a major victory (2 VP)
Hero of similar point cost.
In thi s urban wasteland of rubble, the
If they destroy or disable half (round up),
Germans started to pay heavily for their
it is a minor victory (1 VP).
2) Add one PzKpfw II Ausf E 'Flamingo '
advances. The Soviets are defending
to the German defenders. Add two more
yet another block of the city when the
LMG Teams to the Soviets.
temperature drops and the snow starts falling .
MORALE 3) Increase the Sdkfz 314 crews to VetAll German units are Qualified , and all Soviet units are Veteran, except the snip-
MISSION OBJECTIVES The Germans are here to sweep and clear the area . Lucky enough, they are supported by walking armored cars, which fa ired much better in the rubble than did conventional vehicles. Germans obtain a minor victory (1 VP) if
66
erans. Add a Soviet Command Squad (see Gear Krieg Rulebook, page 85) .
ers, who are Elite. 4) Increase German Lt. MG Teams and This scenario is a Medium Mi ssion Priority for the Germans , but a High Mis-
Infantry to Veterans. Add two more sniper teams for the Soviets.
sion Priority for the Soviets, who are desperate to stop the progress of the
5) The snowstorm turn s to a blizzard I
Fascists in the Motherland.
Swap the Snipers for two-men teams with SMGs and grenades.
CHAPTER FIVE: GAME RESOURCES
TERRAIN AND SETUP
V ELIKAN-LYUDOED
The battlefield is a wasteland of scorched earth and devastation. The
BatUelield
battles of the previous weeks have Outskirts of Stallngrad, October 13th, 1942
Location:
Clear
Weather: Time of Day:
churned the soil which is slowly turning to mud under the October rain,
Afternoon
The tabletop is liberally covered with
Order 01 Battle
patches of Rough and Woodland terrain.
GERMAN UNITS
The scenario is played along the long Infantry Squad, one Rifleman w/Panzerfausts each
axis of the table, which is divided in half.
4x
PzKpf V Ausf B "Valkurie"
The Germans may set up anywhere on
x
SdKfz 251/12 w/Artillery Spotter
4x
10.5cm Howitzer fire missions
4x
1
SOVIET U NITS 1
x
MISSION BRIEFING
T-45 Velikan-Lyudoed Tesla Tank (Elite)
MISSION OBJECTIVES
their half of the table, The fire missions, if used, must be called for normally, The Soviet unit enters on the edge of its half of the table on the first turn,
The Germans have been advancing
The Soviet tank must destroy the SdKfz
COMPLICATIONS AND VARIATIONS
through Russian territory like lightning.
251/12 to win a major victory (2 VP). De-
1) Add a Hero to the T-45 crew. The Ger-
The Soviets have been pushed back at
stroying the other defenders will win the
mans may setup up hidden minefields
every turn .. except for one or two units,
Soviets a minor victory (1 VP), but the
of equivalent Threat Value,
who are steadfastly resisting the ad-
real prize is the artillery spotter,
vance of the Fascist invader. A sole T-45 is one such unit, marauding
2) Add a second T-45 (also Elite) Add The Germans win a minor victory (1 VP)
three 7,5cm Pak 40 AT Guns to the Ger-
if the SdKzf 251/12 survives, and a ma-
man side, The Pak 40s may use AP ammo (see page 101).
around behind enemy lines, always
jor victory ( 2 VP) if the T-45 is eliminated,
staying one step ahead of its pursuers.
Thanks to the Fuhrer'S "no retreat!" poli-
Through sheer force of will (and not a
cies, the SdKfz 251/12 cannot leave the
little luck), the crew has managed to find
table during the scenario. Doing so is
fuel and supplies to keep their ponder-
functionally the same as losing the ve-
ous beast on a combat footing.
hicle in battle,
Today this tank, the Velikan-Lyudoed, has found an artillery spotting vehicle getting into position on the outskirts of a worker's city. If the Fascists are allowed
MORALE All German units are Qualified, and the T-45 crew is Elite.
to survive, they will rain steel death on the hapless Red proletarians holed up
This is a High Mission Priority for the
in their houses and cellars, The defense
Germans and a High Mission Priority for
of the Rodinya is at stake, and this lone
the Soviets as well. The Ve/ikan-Lyudoed
tank must destroy that spotter vehicle
is desperate to prevent the shelling of
and the forces defending it at any cost.
the city, while the Germans are eager to kill what many have come to see as a
Can one brave tank beat all arrayed against it?
malevolent mechanical beast ready to devour them all. Much ride on the outcome of this battle,
CHAPTER FIVE : GAME RESOURCES
CAMPAIGN RULES
repair a light criti c al and two points to
A campaign is a series of scenarios linked together thematically, following the ex-
Recruitment Roll: This roll is used to ob-
repair a heavy critical.
ploits of specific units . This section contains the rules and stats for playing a cam-
tain replacement troops. It is modified
paign in Gear Krieg. If the reader is not familiar with the Gear Krieg Scenario Gen-
by the force, year and theater. All units
erator (page 56), that section should be read first.
gained this way are Rookie quality.
Campaigns can take several forms. Teams of Players may fight alongside each
Reinforcement Roll: A roll to get rein-
other against other Players, or a group of Players can take turns playing each other.
forc ed from ano ther Command . This al-
It c ould always be just one Player against another. Regardless of the format se-
lows experienced personnel to be ob-
lected, the important thing to remember is that the battles are now thematically and
tain ed .
dynamically linked: what happen in one sc enario will affect the outcome of subseRedeployment Roll: If a Player wants to
quent ones l
remove his Command from the game The rules below explain not only how to determine who won the campaign , but the
prematurely, a Redeployment roll is
repair of units, the resupply of ammunition and fuel, the replacement of lost troops
made.
and how quickly the unit was redeployed . Redeployment: There are two different aspects of Redeployment, one is the Reinforcement Roll and the other is the Redeployment Roll. Only two roll s are allowed , per campaign, from Redeployment. It is up to the Player to decide how to use them . Supply Value: This is the Threshold that a Supply Roll is made against to obtain a particular piece of equipment or veh ic le . Supply Roll: There are two types of supply roll. The first roll determines if a Command can get food , ammunition , fuel and other consumables, either from the supply chain or local resources . It is modified by which force a Player is play-
CAMPAIGN TERMS There are several stats and terms used for campaigns that have no bearing on the individual scenario .
and represents how difficult it is to re-
ing and in which theatre the campaign
pair and maintain a vehicle. This is fur-
takes place . Every five trucks or
ther modified by the Theater chart and
half tracks (i. e. cargo c arrying vehicles)
outcome of some scenarios. This also
act as a + 1 modifier to the Supply Roll ,
includes how common or available parts
with a maximum of +2.
Command, the: The combination of units
are . This stat's usual range is 1 through
The sec ond type of Supply Roll is to
and support is the Command that a
6. See chart on page 104.
obtain new equipment through the sup-
Player controls . Repair Value: This value is the Thresh-
ply chain . The Supply Value for a par-
Salvage Roll : A roll made to scavenge
old for a Repair Roll and is found on the
ticular vehicle or piece of equipment is
resources from the battlefield.
Campaign Vehicle Chart on page 104.
the Threshold for this roll.
Repair Roll: A Repair roll is for fixing
Repair Pool: A pool of resources to re-
Victory Points: Points awarded for ac-
damaged veh icles or equipment. The
pair a vehicles damage between sce-
complishing the set criteria in a sce-
Threshold is the Repair Value vehicle
narios. It takes one point of the pool to
nario.
68
SelTY
00
played and any special
are to
from one
to another
will also be determined. Once the sceTV
are mado, then recruitment are made, vic-
and reinforcement
keep track will have his own Record Sheet and
Scenario
Record Sheet
Record to record information
Battle 1000 3000
about the unit and to for the
The
10000
track of the outcome of ead) sce·
Jet, record it at the lOp
and
No more than
• It is lip 10 the Playen' /0 agree upon which Write .'lour in the Rilles box Oil the All
will start out with the same
want to participate in.
above.
palgns.
F'lVE: GAME RESOURCES
allows the outcome to determine which of nA,cc-,lhlu more) scenarios will
two as
want to
make it
will dis-
cuss all
for
pool of resources that are be in
the
to Record Sheet.
volved in combat, dumped at an abstract
to be picked
later, The be de-
Bob's unit
In a scenario, If she
for five
Put
a trucks or, If the trucks are in-
the has to
TV
sucthe Hero is
cessful, Annie gets to go to a new scea raid on Bob's Extra
nario, which
plies with whatever forces were
with a
not in-
there are two other ways
scenario, If be used, Once all the scenarios are set, the or-
placing 'H' or 'Hero' in the Qual-
onto the
Record
Record
Scenario page
+4, For Rules have been
Once the
if a Player has ten trucks
or cargo capable halftracks, he would get a
from the trucks,
he
means if (a
limited by the
conditions, able the time it is up to the of the results of a
that choice, scenario in a
use the Cam-
Scenario Results Record Sheet by
109), Be sure to track which units
or lower unit has
its
Between scenarios,
see the Morale
or days may
have passed, The passage of time be-
Modification Table on page 43,
tween the various battles is usually abnrr'l"n'mn
does not
infantry Extra and Heroes,
70
Record Sheet.
Clock, and thus the time between
CHAPTER
bRttles is usually
Some-
In addition to
get to
tomes there may not
in war, How a force
Recruitment and Reinforcement rolls
is abstracted
be
me,the\rl" One method, ttle Re-
Once a scenario is finished, the Victory POints are awarded,
trying to keep from
scenario will and how awarded
a modified
valuable re-
"'<'''AFrii""
Modifier
to purcrlase
of the roll
Trley
four to obtain the total
amount of TV of Rookie crew or
also determine who won the campaign,
The amount of men lost is the awarded from ''''rr'n~'~n
that can
Scenano
rl~,,~,,~;r,~
•
AND
It IS very common for the force that was
the modifier. As
roll exceeds the Threshold, vehicle ,o,,,,,,'Qrt in some way,
the Recruitment Modifier
left with control of the battlefield to scavenge the remains
The other
may
one Re-
roll is multiplied by 4
and troop-
amount of TV that
If neither but were several disabled vehicles left behind, both sides tried to of the area to
remains, AI-
not, "",,-,,,,,,u to do to play
control Players may
two full spent from the moves one
Pool rehit. Over-
may
enced to recruit rookies,
killed vehicles cannot be
follow-on scenario to
for control of an area if neither ends
but the
no limit to the number
Re-
To determine the Quality level of the reInforcements in the personnel
with control of the salvage the ,,"lt1iAt'AII'1 simply rolls hrc:,,,h,-,Irlof If the
two dice
Player has
control of trle
battlefield, he receives The
of
roll
Results of 1-2
next attempts are
+1 modifier of
added to the
must still be paid for, See the
If the cam-
Crew Skills chart in the Gear Rulebook number of make before the next modifications from
may with no Theater crlart.
46 for
cost number of ceedthe
number of men lost.
71
CHAPTER FIVE: GAME RESOURCES
In addition to the troops that are pur-
as well. The number of scenarios sur-
chased through a Reinforcement roll ,
vived that a unit needs to be eligible for
Heroes may be purchased as part of
a Quality increase as well as the Thresh-
that reinforcement. The amount of TV
olds to beat are listed on the table found
gained from the roll is still used to pur-
at the bottom of this page .
chase the reinforcements . Victory points must be spent to obtain the Hero. Each Victory Point spent will allow up to 20 TV to be spent on the Hero. Heroes are counted in the limit to the number of men that are replaced through reinforcement. That is , the total number of men rein-
• SUPPLY ROLL In World War II, supply chains could get long, get strained and be unable to adequately supply the front line units. The situation was made worse as the forces
For example : a Player has a standard
involved sought to destroy, steal or cut
Qualified German Rifle squad . After
off their opponent from their supplies.
completing two scenarios, the Player may roll to see if this unit's quality goes up. The Player rolls a 5 and his German Rifle Squad is now a Veteran unit.
This situation is simulated by the Supply roll. The Supply roll shows the very chancy nature of supply lines and the result of not receiving fuel, ammo , food and other consumables. Scenarios that
forced plus the Hero must not exceed
The same Player has another standard
the number of men lost.
Veteran German Rifle Squad ; it has com-
do not allow for a Repair roll do not al-
pleted seven scenarios and has in-
low for a Supply roll either. There are two
Using a Reinforcement roll must be considered very carefully. A Player may only make two Reinforcement and/or Redeployment rolls (see When to End the Campaign, page 73) for the entire campaign .
creased in Quality The squad's Thresh-
different types of Supply roll that can be
old is lowered by 4 since the unit has
made, one is for replacement of con-
survived four more scenarios than the
sumable supplies and the other is spe-
minimum required to qualify for a roll.
cial request. These special requests are
The squad's Threshold is now a 5.
for vehicles and other equipment to be
Another aspect of experience is gain-
• EXPERIENCE A unit gains experience from surviving
replaced or added to the Command.
ing Heroes. If a unit has never failed a
The Player rolls two dice, modified by
Morale roll during a scenario (it has to
the truck bonus (see Buying Extra Sup-
have had rolled at least one Morale roll
plies, page 70), Extra Supplies bonus
a scen ario. As a result of combat expe-
and not failed it) or if there is only one
and the Theater modifier (see Theater
rience, a unit can increase in Quality and
surviving member of a unit, this is called
Supply/Repair Modifier Chart on page
may even gain a Hero within its ranks.
a Heroic Endeavor. Another Morale roll
106). The Threshold is 5, and a MoS of
is made against a Threshold of 10. This
at least 0 is required . If the roll is suc-
Threshold is lowered by one for each
cessful , all veh icles are refueled , ammu-
The method by which troops gain Quality is based on the number of scenarios a unit has been through . After a unit has gone through a number of scenarios equal to its Skill level, a roll is made with two dice against a Threshold, which is the unit's Skill level squared . Thus, more seasoned troops are not likely to advance, but rookies are usually only rookies for their first battle. The unit's roll must exceed the Threshold to increase one level in Quality. This Threshold is low-
scenario that the qualifying unit survives
nition is replenished and food stores are
with 50% or more original personnel. If
restocked .
the unit passes, the owning Player may then spend Victory points to turn one member into a Hero, spending one Victory Point per 20 TV he wishes to spend on the Hero. See the Hero rules (page 41) for details on creating the Hero. Record the changes in quality of units on the Campaign Record Sheet.
If the roll fails, the unit has not received the required supplies. The first time this happens, there are no effects. The second time, 50% (pick randomly) of the vehicles are out of fuel, and all vehicles only carry whatever ammunition is left from the previous scenario. All infantry
ered by one for each scenario a unit survives beyond the minimum number of scenarios that must be survived to be eligible for the Quality increase. Once a unit increases one level in Quality, the Threshold is set to the new value indicated by the new level and the minimum number of scenarios survived is reset
72
EXPBIINCE THRESHOlD TABLE Level
Min # of Scenarios
Threshold
Rookie Qualified
2
4
Veteran
3
9
Elite
4
16
CHAPTER FrVE: GAME RESOURCES
are considered Exhausted (see Gear
A Player may also make a Supply roll to
Any units that were lost In the previous
Krieg Rulebook, page 71) , except for
possibly get a vehicle or equipment The
scenario and not replaced during the
Elite and Heroes. A Player who failed
vehicle or equipment is first purchased
Repair, Recruitment/Reinforcement or
two Supply Rolls may 'burn' two Extra
with Victory Points (1 VP = 20 TV) and
the Supply steps are no longer eligible
Supplies to negate this effect either for
the cost cannot cause the Command to
to be replac ed . The Command must
vehicles or for Infantry (but not both)
exceed the starting TV
move forward to the next scenario (or
The Player must have enough trucks to do this. The third consecutive failed Supply roll
The Player rolls two dice, which is then modified by th e standard Supply modifiers (trucks, Extra Supplies, Theater
has dire consequences, 75% of all ve-
modifiers). The item's Supply Value is the
hicles are without fuel and again, no
Threshold. A MoS of 0 means it will ap-
end the Campaign) with the forces it has, Now is the time to remove units lost in battle from the Campaign Record Sheet.
WHEN TO END THE CAMPAIGN
ammunition is replenished. Each infan-
pear at the next Supply Roll Step (i.e,
try unit needs to make a Skill test against
after the next scenario). A MoS of 1 or
If a Player's Command is getting badly
a Threshold of 5. If failed, the infantry
more means the item has arrived and
beat en, and he has ex hausted the
unit takes the MoF in damage pOints to
will be combat ready for the next (up-
means to bolster his troops, the Player
each infantryman as they are starving
coming) scenario, A MoF of 1 or more
can make a Redeployment roll to have
and sick . This damage cannot kill an in-
means the item cannot be acquired at
his unit removed from the campaign. A
fantry unit: if any trooper reach zero
this time (no VP or TV will be spent) If
Player may want to do this is if there are
damage point, the infantry unit is immo-
the roll is a Fumble, th e Victory Points
not enough Victory Points left in the re-
bilized and cannot fight. Elite troops and
are lost and the vehicle or equipment is
maining scenarios for his opponent to
Heroes do not have to make this test,
not received.
surpass him, but his own army might not
but do become Exhausted (unless the Hero has the Untiring/Fanatic Heroic Ability, see page 42). A Player can burn two more Extra Supply points to lessen the effects for Infantry or vehicles as if it was only the second failed roll. If a fourth Supply roll is failed, only 10%
For specific Supply and Repair roll modi-
survive. The army would then want to
fiers, see the Theater Repair and Sup-
be redeployed out of this campaign, as
ply Chart on page 106. For the Supply
dead Commands do not win wars. The
Values for vehicles and equipment, see
opponent automatically gain the Victory
the Campaign Vehicles Chart , page
Points from the remaining scenarios,
108, or the infantry equipment lists in
then the Players would consult the Oe-
Appendix 2, page 78.
termining the Victor section.
of the vehicles have fuel and all are left with whatever ammo they have left, if any Infantry units that were immobilized in the previous failed Supply Roll die. All remaining infantry units (except Heroes) make a Skill test versus a Thresh-
Healing Infantry that i,I' hurt but llOt killed alllomatically recovers 0111' Damage poillt before the lIext scellario. If the ullit is 1I0t ilZvolved in the next scenario. it is completely healed.
old of 6, The un it takes the MoF in damage. Heroes are not affected any worse than exhaustion. The fifth failed roll results are abstracted; the Command no longer exists. It is left up to the Players as to the specific out-
The exception to the above is the Player failin!? the Supply roll. The Command does not have the 1I0rmai amount of medical supplies and the injl/red personnel do 1I0t heal. On the third failed Supply roll, each illjured trooper makes a Skill test versus a Threshold of 5. A MoF of I or II/ore meall.r the trooper dies due to lack of adequate medical supplies.
come, such as the unit killing the officers for letting them starve or just surren-
On the fourth failed Supply roll, all injured personnel die.
dering to the enemy when no fuel, food
Heroes normally gaill back two Damage Poillts between scenarios, and gaill back one even after a failed Supply roll. Heroes with the Tough As Nails special ability heal all Damage Points betweell scenarios. Heroes never die due to lack of medical supplies.
or ammunition is left. At this point, read When to End the Campaign and Oetermining the Victor.
73
CHAPTER FIVE: GAME RESOURCES
• MOVING A CAMPAIGN TO A DIFFERENT THEATER It can be part of the campaign's theme, or it could just be that the Players are tired of looking at the same terrain and want a change of scenery. If all the participants agree, just move the units to a new theater and complete the campaign . Many units moved from Africa to Italy or to the Eastern Front. Obviously, some forces were not present in all theaters, so sometimes moving theaters will
Players should then total how much of their original Commands they still have, by comparing Threat Values. For each 10% of the remaining TV, a Player will get 1 Victory Point. That value is added to the Player's total of Victory Points that were earned from the scenarios; place it in the 'Total Earned Victory Points' box on the Campaign Record Sheet. Then she would total the amount of Victory Points spent and place that value on the 'Victory Points Spent' box in the Campaign Record Sheet. Simply subtract the
not be possible for all armies.
Spent value from the Total Earned value to get the value to be placed in the 'Re-
• DETERMINING THE VICTOR
maining Victory Points' box.
If one of the Commands was destroyed,
The Player with the largest Remaining
then the surviving army is the victor. If,
Victory Points wins the campaign. In the
once the last scenario is completed (or
case of a tie, compare the Spent value.
the campaign is halted), neither Com-
The Player with the least spent Victory
mand was completely destroyed, each
Points then become the winner. If there
Player should total the number of sce-
is still a tie, compare the # Won. If a tie
narios they won and place that value on
situation still remains at this point, the
the Campaign Record Sheet in the '#
campaign is a stalemate.
Won' box.
Revised Infantry TOlE Costs GERMANY Unit
Men and Equipment
TV
Command Squad
Officer w/SMG , NCO w/SMG, Rifleman w/Rifle x 4, Type II Radio, Binoculars
16
Rifle Squad
Squad Leader w.SMG, Rifleman w/Rifle x 7, Rifleman w/LMG
19
Anti-Tank Team
AT Gunner w/AT Rifle, Loader w/SMG, Bincoluars
6
Machinegun Team
Gunner w/LMG, Ass!. Gunner w/SMG
5
8cm Mortar Team
8cm Mortar, 3 crew, Binoculars
14
Pioneer Squad
Squad Leader w.SMG, Rifleman w/Rifle x 7, Rifleman w/LMG, Engineers
29
Brigade Ramke Company HO
Officer w/SMG x 2, NCO w/SMG x 2, Rifleman w/Rifle x 5, Type II Radio, Elite Morale
84
Brigade Ramke Platoon HO
Command Squad, Elite Morale and Skill
60
Brigade Ramke Rifle Squad
Rifle Squad , Elite Morale and Skill
SS Rockettruppen Command Section
Officer w/MP42, NCO w/MP42, Trooper w/MP42 x 4, Type III Radio, Rocket Packs, Elite Morale and Skill
336
SS Rockettruppen Raider Group
NCO w/MP42, Trooper w/MP42 x 9, Type III Radio, Rocket Packs, Elite Morale and Skill
528
SS Rockettruppen Support Group
NCO w/MP42, Trooper w/MP42 x 3, Troo per w/AT Rifle x 3, Type III Radio, Rocket Packs, Elite Morale and Skill
396
SS Rockettruppen Support Group '43
NCO w/MP42, Trooper w/MP42 x 3, Trooper w!Panzerfausts x 3, Type III Radio , Rocket Packs, Elite Morale and Skill
720
74
76
CHAPTER FIVE: GAME RESOURCES
GREAT BRITAIN AND COMMONWEALTH
TV
Unit wlAT Rifle Mortar Man w12" Mortar,
Command
8, Rifleman w/LMG
21 32
Unit
TV
Men and
417 29
Morlar Team
ITALIAN ARMY
TV
Unit II Radio
24
21
SOVIET RUSSIA
TV
Unit Command
21/24 21
7 UNITED STATES
TV
Unit
8 26
45 36 Team
Gunner w/LMG, Ass!. Gunner w/SMG
7
2
VICHY FRANCE Unit
TV
Men and Rifleman wlRlfle x
This table summarizes the outlined in the Gear Rulebook and the North Theater Book. Their costs have been recalculated m'I,£"II;I1'O to the equipment described in 4. All their equipment is listed, and any restrictions on such as radios, is also indicated.
75
}\PPENDlX
J:
For ex-
or described in Gear
As usual, Perks (AUX) are defined for
and
Perks with
des-
have a numeric
Ammo <':Ic,,,:,,,,o' The vehicle stores some or all 01 its spare ammunition in to no
arIt
Arm
ammo-
Tool Arm mounted on the vereload
weapon
one
Ac-
at a rate tion.
clips
not counted as an
AUX systems and can
are described in terms of their uselul span and
load
mum width of a chasm the cross and still be stable, The
can of the
for the
"~I"nll~'~armor
Mat
and counts as
the Auxil-
Control hits neither al-
hicle with a Battle, of
per-
cover the be rlAn'C\""'rl
environment for which the
ApPENDIX
RamPlale:
PERKS
& FLAWS
with any
of
in
turn be-
The vehic\e takes in
half the normal damage In
n~"llrIAnthe
the
process. On the first Action, the
the Ram Plate.
MG
IS
Burst Fired, with
the
If the MG
a on the but may take
second turn to calculate
round, When
2 on the third and MaS 1 on
the main gun may be fired Without tak-
and final turn, These eHects are irl addi-
weapon, the vehicle cannot move. As
an Action to switch weapon
tion to the
the vehicle is not able
Decreased Maneuver one
effects of the
weapon.
caus-
When
Wide Angle
simulta-
of movement, the vehicle loses natural
MoS fourth
In tactical terms, the weapon
This Flaw
made, [Jut any unit within the affected area and within range must defend it, friend and
alike,
lerwill
Gear normal attack is rolled if successful at least
the target
blinded for a number of rounds equal to the
of Success, but may still use
Active Sensors, If the weapon has an Effect or a Wide
fire ones. An
aeqrE!eswili cover a path wide of the beam
the not entirely
iIIumi-
The weapon to the HFH
an Inordinate amount of power mounted next to gun, These were
The ve-
and HT" fire arcs,
used to
aim the main gun by walking the fire into the target, the tank gun could be fired with
olamore
77
ApPENDIX 2: INFANTRY WEAPONS
& EQUIPMENT
INFANTRY WEAPONS
'& EQUIPMENT SUMMARY
The following table compiles all the equipment options available for infantrymen (with some national restrictions) Where applicable, these rules and game stats supersede those found in previous Gear Krieg books , The "Year" entry indicates when a given weapon or equipment is first introduced; a dash means it is available for the entire duration of the conflict.
PersonalVUlapons Weapon
Force
ACC
DM
Range
ROF
Special
Pistol
All
0
x1
0/0/0/0
o o
AI
Year
TV
Supply
Rifle
All
0
x2
1/2/4/8
AI
2
SMG
All
0
x1
0/0/1/2
AI
2
2
MP42 or BAR
GerJAllied
0
x2
1/2/4/8
AI
4
3
1942/-
light MG
All
0
x2
1/2/4/8
2
AI
3
2
Medium MG
All
0
x3
1/2/4/8
2
AI
5
3
Heavy MG"
All
0
x4
1/2/4/8
Panzershrek"
Germany
0
x12
0/1/2/4
Panzerfau st
Germany
-1
x14
0/0/1/2
PlAT
Cwealth
0
x 10
0/0/1/2
RPG 43
Russian
-1
x7
0/0/0/0
RPG-6
Russian
-1
x7
0/0/0/0
Anti-Tank Rifle'
Allied
0
x5
1/2/4/8
M-1 Bazooka"
Allied
0
x11
1/2/4/8
Molotov Cocktail
All
-1
x2
0/0/0/1
Grenade
All
-1
x4
0/0/0/1
Rifle Grenade
All
-1
x8
0/1/2/4
Flamethrowers
All
+1
x7
0/0/0/1
* Heavy Weapon ; 1 Action to set up before use / ** 1941 (Russian),
AI
o o o o o o o o o o
HEAT
1943
6
3
5
4/3
HEAT
1943
12
3/2
HEAT
1941
7
4/3
HEAT
1943
10
AI. HEAT
1944
3
HEAT
1942
11
2
2
HEAT
1940
3
4/3
SB
1941
15
4/3
TV
Supply
3
3 4/3 4 4/3
SB,AI AI
1940 (Japan), - (German, Commonwealth)
Mortars Weapon
Force
ACC
DM
Range
ROF
Special
50mm
Russian
-1
x4
1/2/4/8
0
IF, AI, AEO, MR1
82mm
Russian
-1
x6
4/8/16/32
0
IF, AI. AEO, MR4
107mm
Russian
-1
x8
8/16/32/64
0
IF, AI, AEO, MR8
Year
7
2 42
3
23
120mm
Russian
-1
x10
16/32/64/128
0
IF, AI , AEO, MR16
72
3
2"
Cwealth
-1
x4
1/2/4/8
0
IF, AI. AEO, MR1
7
2
3"
Cwealth
-1
x7
3/6/12/24
0
IF, AI, AEO , MR3
15
2
4,2"
Cwealth
-1
x9
5/10/20/40
0
IF, AI, AEO, MR5
25
3
5cm
Germany
-1
x4
1/2/4/8
0
IF, AI, AEO , MR1
7
2
8cm
Germany
-1
x6
3/6/12/24
0
IF, AI, AEO , MR3
13
3
60mm
US
-1
x5
2/4/8/16
0
IF, AI, AEO, MR2
10
3
80mm
US
-1
x6
4/8/16/32
US
-1
x 10
5/10/20/40
50mm
Japanese
-1
x4
1/2/4/8
81mm, light
French
-1
x6
3/6/12/24
81mm, heavy
French
-1
x8
1/2/4/8
o o o o o
3
107mm
1942
IF, AI, AEO , MR4
14
IF, AI, AEO, MR5
28
4
IF, AI, AEO , MR1
7
3
IF, AI , AEO, MR3
13
3
IF, AI, AEO, MR1
16
4
Note: All of the Mortars lIlay fire Ollt to Artillery Runge, All Mortars are Heavy Weapolls,
ApPENDIX 2: INFANTRY WEAPONS
& EQUlPMENT
Explosives Weapon
Force
ACC
DM
BR
ROF
Special
Magnetic Limpet Mines
Germany
0
x8
0/0/0/0
0
HEAT
Sticky Bombs
US
0
x7
0/0/0/0
0
Dynamite
All
0
x3
0/0/0/0
0
Satchel Charge
All
0
x10
0/0/0/0
0
Composition B
Allied
0
x5
0/0/0/0
0
Name
Force
WI.
Additional Info
F 'Fritz' Armor (light)
Germany
7.5kg
Gepanzerte Infanterie, + 1 Stamina
w/Bakelite inserts (heavy) Germany
14kg
'Leibstandarte,' +2 Stamina
Year
TV 3
1942
Supply 3
3
2 3
Encumbr.
1941
4
3
1940
2
2
Personal Armor Year
Ene.
Supply Value
TV
1942
4/3
1942
2
2
4/3
Portable Radios Name
Force
WI.
Additional Info
Communications
Year
TV
Type I
All
25kg
SMG or Pistol only
-3/2km
Ene.
1941
2
Supply Value 3/1
Type II
All
16kg
No Hvy Weapons or Explosive
-2/2km
1942
3
3/2
Type III
All
16kg
No Hvy Weapons or Explosive
-2/5km
1943
4
3/2
Type IV
All
12kg
No Explosives
-2/10km
1944
3
3/2
Scrambler
All
10kg
No Hvy Wpns or Expl
Protected
1944
4
5/4
Infantry Mobility Equipment Name
Force
WI.
Additional Info
Special
Rocket Pack
Germany
30kg
SturmNebel/SturmWurfJager
BMW R75
Germany
672kg
Sidecar (Crew: 2)
WLAHD
Allied
Parachute P14 PPG
Ene
Year
TV Mod.
see Rocket Packs, p.53
1942
x3·
5/4
6 Ground MPs
1941
x2·
2
300kg
6 Ground MPs
1940
x2·
2
All
15kg
See Parachutes. p.53
1{frooper
3
US
48kg
See Paragliders. p.53
4{frooper
5/4
2
1943
Supply
* Multiply TV once cost of infantry is calculated.
MisceUaneous Infantry Equipment Name
Force
WI.
Special Rules
Binoculars
All
1kg
Doubles Detection Rating
Scope
All
.5kg
+ 1 at Long & Extreme Ranges
Infrared , Passive
German/US
5kg
See Active IR, p.49
1943
2
Light Amplification
German/US
5kg
See Low Light, p.49
1943
2
5/4
Infrared , Active
German/US
5kg
Emits and sees IR Light
1942
4
4/3
Combat Drugs
Jp/Gr
See Combat Drugs. p.50
1942
1.5x
5/4
Mine Detectors
All
20kg
See Mine Detectors, p.49
1940
10
4/3
Diving Equipment
All
45kg
Allow Infantry to operate Underwater
1941
2
5/4
Gas Masks
All
1kg
Protects vs. air Chem and Bio attacks
2
4/3
Chemical Warfare suits All
lOkg
Protects vs. Chem and Bio attacks
Walking Bombs/Mines German
65kg
See Walker Bombs/Mines, p.55
Ene.
Year
TV
Supply
2 2
2
2
5/4
1941
x105
5/4
1943
10/15
5/4
79
ApPENDIX
3:
VEHICLES AND AT GUNS
VEHICLE DATACARDS Each vehicle has an appropriate datacard that details the necessary statistics for game play. These sheets allow clear tally of damage and other important information in a compact format that also include additional variants for the chassis.
• General Data Th e datac a rd always list s the vehicle's narne. its nationality and the year i t was first ma de available.
• Threat Value ___
• Maneuver
• rlre Control
Maneuver indicates a vehicle's ease of control. The value is used as a modifier to all Piloting Skill rolls . includ ing Defense rolls .
Fire Control is a catch-all category for targeting devices and stabilizers. This rating is used as a modifier to all Attack rolls .
A vehicle's speed is translated directly into Movement Points (MP) . The first number is the Combat Speed , while the number after the slash is the Top Speed. Some vehicles can use more than one movement type.
• Size _____.__,
. • Deploy. Range
Every vehicle is assigned a Size value based upon Its mass and volume . Size is primarily used to determine the outcome of physical attacks. such as ramming attempts. The following table lists the mass range (in metric tons) that each Size value represents '
How far a vehic le can move on a single fu el load . This value is primarily used for campaign games .
• Perks and Haws The Perks and Flaws section lists any special characteristics the vehicle has that affect its performances on the battfefield. See page 76 for Ihe full descriptions and effects .
Size to Mass Chart Tons
I
0-0.08
Size
Tons
6
4 .5-7.3 7.4- 10
2
0.09-0 3
7
3
0.4- I I
8
11-16
4
1.2-2.4
9
17-22
5
2.5-4.4
10
23-30
' - - ---
_ .
• Crew ___-.-I This is the numbe r of crewmen aboard . from which the number of Actions a vehicle can perform during a combat turn is derived .
• Fire Arcs _ Fire Arcs determine whether or not a given weapon can be aimed at a target
• V..lants Some datacards also list varian ts. To save val uable space . only the modific ations to the game stats are listed. If It'S not expressively mentioned here. a given statistic remains the same .
80
Armor represents the toughness of the vehicle's protective hide and general structure . The Light Damage , Heavy Damage and Overkill Thresholds are li sted here.
• Movement
Everything on the battlefield has a Threat Value. The TV reflects a unit's combat abilities the hig her the number. the more power ful the vehicle . Games can be easily balanced by allocating an equal amount of TV POints to each side .
Size
.• Armor
• Special Sensors rates the quality of a vehic le's detection systems . if any ar e pr es ent. It covers all systems. regardless of their actu al nature (IR sights. radar, etc.) .
Communication systems combine ra d ios and Signal devi ces. They let units talk to each other and transmit coordinates to artillery batteries or air support.
• Range .__
• Accuracy
Each weapon has four Range Bands: Short (S), Medium (M) , Long (L) and Extreme (Ex) . The Short Ra nge is a lso cal led the Base Range . Some weapons can use th e Artillery range . wh ich is twic e the Extreme range.
The Accuracy (Acc) of each weapon affects the odds of hitting and damaging opponents. It is applied as a modifier to each Attack roll made with the weapon Accuracy c an dro p because of damage .
This section lists all th e speCial characte ristic s of the weapon, such as Anti-Infantry. Coax or Rate of Fire (R OF)
• Number weapons The # of weapon lists how many weapons of that type are carried by the vehicle
• Damage Multiplier Th e Damage Multiplier (OM) of a weapon is a rating of how destru c li ve it is . Damage Multipliers work on an exponential sca le. not a li near one: a Damage Multiplier of x tO is four times as effective as a Damage Multipf ier of xS '
3:
ApPENDIX
Ye:uln$erv;ce: n\f~~t
1914
Vllue:
Sirt: (~ ..... :
"-rmtH;
-J
I'-IM'UWr:
-,
Fu,,(ontrol:
"
No",
~nsors:
(ommumutions:
7/14/21
Movt~nt:
Ground ll'S
Deployment Ib~:
1701cm
'l/3km
PERKS & fLAW'S BunoM
I~nl
193\1
Yel r In Service: Thneat V.IiH':
-J
IiUntuvtt:
J8
-,
fire Conlroi:
Silt:
~nsors:
C"" ,nICS & flAWS
(ommuniutions:
Buttoned Up. Jl'If:fficit'nt Controls. 1.1Ige Sensor
Controls. l uge- Sensor Profile (RI). WtlpOIllmk (l MG,,)
VEHICLES AN D AT GUNS
No ...
PtOfi~
Armor: ~vtl'Mnt :
Oepto~ntR.~:
Ground 3/6 ZSOkm
-i/Skm
(R I). Reinforctd Armor (RI. front)
WUPONS
WEAPONS
H,,,,,
AI'{
7.92mm U4G
S
M
1
,
Ex
Ace
OM
Am"",
"
uso
H."" ROf2. Ai
Arc S
Skod.ll.1cm
b 16
I;
lZ
A« 0
7.92mm lJolG
1
Z
Arc
S
M
rf
a
0
7.92mm lM G
Ff
Name Smoke L..tuncl'l'!r
Ex
Ace
Am"", S"" _-'0::."'----'--_----'==----_ _ _----"= 1(8
72
.,
1200
ROf2, AI. (0.)(
1200
ROF2. AI
OM
Am"",
Sp" Obsc:Z
0
Rtmovt 1 )( 3.7(m Ch.ll'l9t: Communiotions -1/8km
PZKPfW U VARIANTS kisf
[ ~Fbmingo·.
TV: 11
YUf
in $eMct: 1941
Remove: I x KwIC ]0/38: Amphibious
Add: 2 .. flamf:throWfl; H.,ul\1ous Ammo/fuel SIOl'Jgt NJrne f1amtthrower Ch~nge:
Arc
S
o o
'" 0
Ex
0 Reinforced Armo r to R2 Aus f F. TV: 29
R~vt:
L
N;C
0"
Ammo
.1
.7
80
.1
,7
80
OM
Ammo
Raft. S9 ROF !. S8
Yur 10 Service: 1941
1 )r. KwIC 30/38; Amphibious.
Add: l .. KwlC l 46.S
3. 7tm KwkL46.S
Arc
S
M
T
3
6
12
h
Ace
24
0
.,
180
Cholnge: Reinforced Armor to R2
Veolr In Sotrvice:
""" neuver;
1940
ThrutV,lue:
-J
-,
FireCon{rol:
"
Silt:
Stn1.OI'1.:
C~:
Armor:
COnImuniation1:
{jroond3/5
Movement:
H'nt
OepiOymt'nl Rolnge:
'I1OI
· 1/Sklll
PERKS & FLAWS
Amphibious.
Bult~
Up, Intfficient Controls, lolrgt Sensor Profile (11:1),
lI:elO 'orc~
Armor (11: 1. Front)
WEAPONS
H,,,,,
Ale
2cm I(wKJO/18
S
M
3
6
["
12
Ace
2' -8
7.9Zmm LM{j .4usfC. TV:Z6
VAIllANT'S
OM
Am"",
.,
HID 141':i
YurlnSer.i(r: 1941
lI:etaOYe: AmphIbious
VUll n SotlVlCe: 1941
AIls.I D. TV: 29
Remove: 1 x Kwl( 30/38: Amphibio\l1. Add: t" KwIC l '6.S NolI1'1e
Hem
K..!(
L46.5
Alc
SM
,
1
6
12
[,r
Ace
D'"
Am""
2'
0
.. 6
180
81
ApPENDIX
3: VEHI CLES
AND AT
GUNs
PZkPFW
II[
VARIANTS Aus f r, TV: 45
'ft., in SeMce: 194 1
R~:1 .I(wt:l46.'j
Add: lit Kwl( 181../42
N..me
Scm
I(wl(
Atc
S
M
,
4
8
16
"
e
16
38l/42
Ex
Ace
OM
Ammo
12
0
.7
"
"
An
32
0
.,
Ch.ange: MG Ammo 2700
''''
Remow : 1.:l(wKl46.S
Add: 1 ~ K....1:: 19l/60
Scmb-I( ]9l/60 r
D.
Ammo
"
(,""mgt: Deployment Range 155km: MG }"lI'1I1'IO 2700
YUIIn~rviu:
StuGC, TV: lZ
1941
Remove: All Weapons
'1'urlnSelVlct:
1940
4"
Th,tUV.lue:
-J
M
-,
Control:
Sue"
Sensors:
(~:
(ommunKlo l ions:
Armol:
121Z4/)6
Ground 3/5
MoV'tl'N!nt:
Otptoymrnt R.IIngt:
16';km
Add: I,: i< wi( 37 LIZ4 N....
A.rc
S
H 10
1.5em Kwl( 37l/24T
20
U:
Ace
OM
40
0
"
-\ j'jltm
Ammo
PERKS & fLAWS Buttoned Up, Ineffiocl'lt (ontfoo, L'If~ Se-n'lOr Prohle (IB), RtlnrolCe-d Armor (Rl, f ront )
WEAPONS
N",..
10.,(
3. 1cmKwKl46.S
I
7.92mm l MG
T
7.92mm LHG
FF
5 12 1
E:o:
Ace
24
0
,
ComlrYnd. TV: 24
Ytar
In ~l'VIu:
'P«
Ammo
., .,
III
ROf2. AI.
(O~ ~
ROFZ. AI
"
Me. Ammo 8m
VARIANTS:
OM
4500
1940
(h.anqt: COlnmUniutlons -1/8k.m
Y~;u
In
Thr~at
SefVl(~
-J
M.Jfltu"~1:
19101
VatuI':
SUt':
42
ful' Control:
10
Sf'nso.s:
-, ,.".
Mo~rnent :
~toyrnent
YU1InSf'rviel':
Ground lIS 2'5010:m R.angt':
-1j3k.m
Communlcatlons:
CrI' N:
Armol:
No ...
Sf'nsors: Communluoons:
Anno. : Ho~l'!If'nt:
I>f' ptOymt1tt R.IIngt':
Ground lIS 177km
- l /lkm
PERKS & fLAWS
A"
1.5cmbl<)1l/Z41 1.9Zmm lMG
T
7.92m," lMG
ff
M.G Ammo 81n
-J
-,
fileContlot:
82 12
Crew:
PERKS & flAWS 8uttootd, Up. II'M!ff-roent Controls. l.lll91' N. . .
M.IIllI!u~':
1943
Th~ .. t Val,,~:
Silt:
~SOf
, " ,. 4." , S
l
10
Profitt' (RI). Rt'lOrorcf'd A.fmoc (Rl. Front) A"
0
D.
Amoo
., .,
eo
.,
Buttoned Up. Jndhcif'n t Contron. L.II'9f' R.emfOl
S,.,
H.!nf'
ROFZ. AL (n." ROfZ. AI JOOO
Sf'n~1
Profitt' (Rl). Pintle Mount (r), R.ndom Shutdown (RI).
WEAPONS AIC
1.Scm i(wK 42' L/10T
S
M
6
1Z
7. 9Zmm lJoIG 7.92'm," U4G
Z4
[..-
Ace
OM
48
0
.ll
2'
" "
H
MG Ammo 8m VARrANTS: AusfG. TV: 85
YUt In SelVlce: 1944
Remo..,.: RJndom Shutdown Ch.nqt: Armor 16/1Z!48; KwK 4Z Ammo 81, MG AmInO 4300
79
ROf Z. AI. (0.11)( ROfZ. AI
"00
ApPE NDIX
YurIn Serviceo:
1943
ThrutV",lul!:
97
SIU:
13
~oeuvtl:
.J
""TlOI:
rH~(ontrot:
·2
Movement:
No".
~n1ort:
(rtw:
18/36/S-4 Ground Z/I,
Ot'pjoymenl Ral'lgt:
lioOicrn
-1/5I1:m
CommumCdtions:
PERJ(S& fLAWS
Ye,1 111 SelVi
1942
111
Thrtd! Value:
Si,t: Crr ....:
3: VEHICL ES
M.. ~uver :
.J
Armor:
FutCOnlrol:
·2
Mo'o'tmtnt:
No". No".
SeMon:
)
CommurnutlOns:
Rt1nfof(~
(RZ,front)
bP01ed Cr~. Il1ffflotnt Cantrall;, Llrqe Sensor Profile (RI), Mount (I O.Scm)
WEArO HS
SuttOnM Up, Illfffioent (ontroU., lArge S4!0m.or Profile (RI ). Random Shutdown (Ri ).
."
S
M
8.8cm 1( ..... K16 Lj56T
12 2
T
7.9Zmm lMG
1.92mm lMG
"
."
,,<
OM
Ammo
,11
"
.2 .2
TF
St-nso~ -2/Z~m;
H.IIIM R-92 Mis-slie ChA~:
ZlOi(J1I
Armor
IUmt
Arc
10.5(:m Ho.....,tzt, · ff
ROfZ. AI, (oax
S
H
15)0
60
120
-3
R~nforced
Armer (RI. Front). S14blhztr
OM
Am~
,12
3l
MRII. A[O. IF
• NOT£: This welPOO lNy File ou l to Artillery RInge.
4500
ALlsf US, TV: \.; 3
Add: IJ( R-92;
Oepto~ntR.angt' :
ROf2 . AI
MG Ammo Bin
VARJANTS:
9/18/27 Ground 2/4
PERKS & f LAWS
WEAPONS N....
AN D AT GUNS
Arc
S
Vu, i n StMCt-: 1943 OtfWIVt- rift Contlol (RI)
/II
l
EJc
Ace
OM
10
20
40
+1
."
HrtControl-l
Ye ,rln ~fVI(O! :
194)
Th~atV.llIUt-:
.J
lotInt\JvtT:
..""
rift Control:
"
Si,t:
·2
Stnsors:
10
(~W:
Ammo
Cornmuniuliof'lS:
.J
Armol:
Yt.llt
Movel1W:nt: Ground 2/4 Dtployment R,Hlgt: 21 0lc11l
Si,t:
Stns.ors:
C'I/:W; PERKS & fLAWS
(oll'lmuniutiofls:
- 1/3km
PERKS & fLAWS Buttontd Up, InrH'icient (ontlO~, ulgt ~I Profite (RI), Plntlt Mount rront)
(fl. RtlnlOfctd Anno! (R),
WEAPONS
III Servkt:
ThrutV.IIlue:
M,I ntu~ r:
19'2 15
Fi~Control;
·2 NO',.
AIR)Ot:
Movement: ~ploymt-ntRa~:
Ground 2/4
IJO\cm
·1/5kl1l
Ammo Sto~~ ( t ..
Rockets Rdo.llds. S t urns 10 rttO.lld). But10ntd Up. I"tfficient Controls. l.llfiJt'Sf:f'lSOI Pronle (R I). Plntle Mount (F), SUbl1il~ Mounl (R.ockets)
WEAPONS
H, IM
Arc
S
15cms[Gl/11
H
2
M
[..;
Ace
OM
Ammo
Ammo
Wurfg,u\at t 'I' • t+Or[: ThiS
WC.IIp
18 h~ ou t to
36
7'Z
-3
Artdltry R,Inqe.
.9
Sp« MR9. AEO. [f
3:
A pPEN DIX
VEHICLES AND AT GUNS
"38
Yur In SfM(e: Thrul
v~tlle :
"
Silt: (~w:
M.ltWU~f:
-I
Annor:
fi~Control:
-I
Mo~nt :
N,""
SeMOn: (ommuniutions;
7/ 14/2 1 W..u.: 2/4. Gr. l iS
DeptoyTMnt lUnge:
65km
.2/Z.m
,tlues & fLAWS
Yt.llf ln ~rv1(e:
rf
1
2
l neffi~t
lJoIG:
U ns t~tMe. R~ndom
+1 OM to
~ fne'
xZ
Al(
l.lkm KwK77
Shutdown. Exposed
~ tI gren~es;
S
M
2
4
,\usf C TV: 12
Th~.t
1942
V.lut:
!lOrZ, AI
Am mo _____-""'0«:0-
8
16
0
xS
20
Rtmo~:
(~;
2)(
~ute
-I
Armor;
-I
I4ovement;
No",
ComlT'H./niutions:
Arms; rut{
Ex
/II
Ace
Yeti In
~NI(e:
DM
.,
2S0t.lch
J«)fZ.Al
" 1940
x
"bnipul.ltor Arms (RS, PurKh); Glider
2
"
8
16
0
C~~tMt
I
IS
Ron
10
,\us!C, rv'42 Yur In SeMce: 1941 1 )( LMG; 2 ... B.ttle Alms. Urnubte. R4ndt1n1 Shutdown
I ntffiCl~l
9/18/27
W"lk l iS. (jr. ]/6
Deployment lUnge:
7Skm
.2/1km
P[RKS I FLAWS
YeolrIn Servict : Th~~1
1943
V.lue:
IS.
MolrMWV'tI:
-I
rut Control:
Armor: Mo""~nl:
Silt:
~n~r5:
·2/ 1km
Crew-:
CommuntutlOtTS:
·1/4I1:m
W.1.k 2/4. (ir. 3/6 110km
Deployment A.nqe:
PERKS & fLAWS
IMfficM!nt Controo. 2 )( M~ni puwtD r Arms (R5. Punch), OV'tri'le.ting, Armor (Rl. front). Wuk Point (R I. HoV'tment j
R~ndom
Shutdown (R l ), Reinfor(ed
A.,
1. 2cm KwlC9O( 7.92mm lJoIG
, ,• , 5 I
U
A<,
DM
16
D
.,""
8
Glt~H
-I ff
Smoke
S!><' 250
,10
Ausr F, TV : 62
Ror2, AI Al
0
0
Dtftct1V't fC (A I ). I~fficM!nt Cootrols. 2)( M.nlpulato, Alms (R6. Pul"lCh). Ovtrl'lt.ting. Reinforced Armor (R 1. front ). RelnfOlctd ( rt"': Urnu!Me. Wuk POInt (Rl. fo\oV'tment) WEAPONS
W[AMINS
N....
Obc.s:2 Ye. r in St-r'YKe: 1942
RtlflOV't: R"ndom Shutdown
N. ". GrPLShlek
A"
A" Commufll(~non s
5 I
,•
"
A<,
O.
-I
,16
· 2/4Ir.m. Deptoyment R.lnge 95km
Ammo
50«
HfAI
5
,•
, , 2
I. lkmK .... :< 70 7.9ZmmlJolG
" "', " 0
16
8
Glt'n~
0
ff
-1
t:uh. - TV.113
VUf In ~ce:
1943
'''''
HfAI 20
.2
250
.,
ff
Ammo
.5 .10
F,ol9·0.tch.rgc-rs
RtmoV't: 1 ~ (jrPlShrtk
D. .IS
-I
Smolo::e
YARIAHTS - H~tJltndt
GrPlf.u~U
GrPtflusU
Ch".:
f
l.lkm KwKl1
ROn
Ye,1! in Service: 194 1
""'neuV'tJ;
S
.\tnf B. TV: 39
Add: 1 ( 1. 8(f11 K",K17; 'l
1»4
(~W:
N.""
W.. Ucl!4,G,.3!5 604
RU"lgt:
Arms Arms (R4. Punch)
/1,£(
rire Control:
51
AIC
VAJtIAHT'S B~ttle
2I
M~nipuutor
I
u.
s.nsors:
Add : 3 ~
~plOyrMn l
-lllkm
2 x a"ltlt Aflns. (R4). 1~ff1C1tnt Control!., Pool rOWIng. II.II\OOm Sl'Iutdown (Il l ). IItlnto'(M AlTOOI (R2. r'ont). UnstAble, We .... Point (Ill. !o4owment)
l
Site:
VARIANTS
No",
AI
( ~;
Glider Cip..tMe "; 2
RemoV't: I )( lMG; UrnUtMt, R.ndom Shutdown. Ex posed
Yeolr lnService:
2S0 tolch
-I lI8 Yt'., in xrviao: 1940
Aus' 8. TV: l2 ~
Movement:
Sen$Ol1:
1.92r'J1m LMG
1
Armor;
-I
(omlDl./nlUllOfl1;
7.92mm LHG
K~ 17;
-I
FlritContr~:
(I~
:~HS~---A~K~'~~"--~-U~-Acr ~--~D"~~----A~m~~~------~~~
Remo~ :
M.MuWf:
Sin:
WEAPONS
Add: 1 1
27
PERIC5& flAWS
2 II a.tttt Arms (R4), DKreutod I'Uneuwr (R1. Grou nd). £.x posed C~W. Futllntfflcit nl, Controls., Poer Towi09. R.. ndo m Shutdown (RI ), Unsubtt. Wu k Point (A1 , I4owmcnt)
Grerwdn YAJUANTS
IQ40
Thfu tV"{Ut:
Ref! ROf2. AI Al
Obcs:2 AI. A[O
3:
ApPENDIX
Yt,. In St rh~at
V.lut':
'94',.
"
.,
)YN'uwo,; fl~
Control-
A,mo' ;
~nsors:
(rtw:
(omll'llJnlCatlOn\ ,
""'"
Dtplo~nl
1940
JhrtatVal~:
R.lngt:
l.r:Okm
\nk m
.,
.,
M.lneu~r:
fifteal'ltrol:
Sue:
Sensors:
No""
(rtw:
(omlT\lJniu tWlI11:
""'"
PERKS I FLAWS
PERKS & FLAWS (.o.po~ed (,_. bp
..""
,
Year In SelVi
Mo~~n( :
Sll~:
VEHICLES AND AT GUNS
re
Impro~
Off-Road, Irw'ffu:le'nl Controls. Pool rowing, Rtonlorctd A.mol (RI.
Armor: Moyt~nt:
Ground S/9
OeploylMnt R.IIl9":
200'"''
£xpo~CI~. lntfficitn t Controls.
WEAPONS
WEAPONS
Holme Arc
S
f~
M
DM
A,((
Arc
S
Ex
M
Ace
014
Am~
11 00
1.9ZmmU4G
ROfZ. AI
VARIAN T
Add: ButtoMd Up
(h.lflCjr: "rmol: S/ IO!l')
YUI!nSf'M
~"' MuVtl:
1916
Thrt.!lt Value: SUt:
.,
.
FIfl: (ontrol
"
(~:
~n~on.:
.,,,
(ommunic.atlOM:
No""
AnnO J: C.round!J[9
OtplOYTTW:nl.RJ~:
,oo;m
[Jq)osed F<.
E.xpo~f'(\ (!'tw.
Intff'lClfnt (ontrob. Ulge
~O\.OI
Prohle (R I)
fU~uvtr.
·2 ·2
Filt(onlr~:
28
.,""
SiIe:
SenSOf1:
(rtw:
Communiutions:
Buttoned Up, WUPOHS
WEAPONS Arc
2cm K... k:JOjJB
S
M
3
0.
12
Lc
Au
14
0
a
7.91ml1llMG
VARIANTS
ThrtatValut:
Armor:
Movtment..:
G.round SIlO
Dep40yment IUngt:
,oo;m
· I/Skm
PERkS I fLAWS
PERkS & fL AWS
Na me
19 ]7
Ytarl n St-lVict:
MoW-lI'Itnl:
scrl
OM
Ammo
~S
18.
Il
,os.
I nt~nt
Na me
ROF1. "I. (0"'"
Arc
( ont roll.. Ulge St-nSOf Profile (RI ) S
M
2cm i( wOO/l8
1
6
7.92mm lMG
1
2
12
E.x
A4. c
24
0
8
Ofol
Ammo
IS
180
x2
lloo
s," ROf2. AI. (0.1'"
Ye"lln St.....,c .. ; 1916
Remove: 1 .. 1(.".100(38
A.dd: (ommumU{loM: · lj5km
85
ApPEN DI X
3:
VE HICLES AND AT GUNS · .
SOt
Remove: Z II U4G
Add: I
If.
8C1n !o4ort.u
N....
AIC
S
M
8<:., MoTU"
Ff
]
6
SdK" Remo~:
2 • lMG
Add : 1 If
I(wl(
N,,,,,,
2~0/8.
12
TV: 16
."" "
1.9Z"un U4(j
1940
,
IS
SIU
., .,
Iqneuvtf F\I~(onLJ~
No",
SenSOfl
7/14./11 Ground ]/6
MoV'tment Ot'ploy~ntR .. ~
lootm
1
,"
1
Yelrln~fviu:
b:posed Fe, Expo~ (rtw. lneffi~l Controo.. urlje' :senwr P,on!t (III)
Ale
S 1
H ,
IIr
1
2
7.92mmLMG ].92mm lMG
VARIAHT'S$dKh 250/3. TV: 15 SdKfl 2SO/6. N: 9 Remo~: Add~
70
2
It
[,.
. .,., Ace
Ye~llnSeMCf::
Y
OM
s•
MIIJ, AEO, AI , IF
,.
Ammo
1200
ROFZ. AI
1942
LHG
N "" Zcm A.. k]8
A"
, S
M
1
" "
.. [.
D.
• ., Ace
,.
Am ...
Yurln~l':19'2
SdKflZ50/1?.TV:16
WEAPONS
OM
Add: 1 " fI.k )8; h2eftl 20 shot .. mmo (hps
P [ItKS&f'LA~
N.""
A
.,
• ,. " A<, D• " • .,"
S
-l/3Itm
Commurnutio,"
(ft llo
RtlT'lO'<"t; 2
A,,,,,,,
-I
Ye,1I In Sel'Y'(:e: 194]
SdKfl 2SO/9. TV: 35
itlll'HV,,1ut
Ate
lIZ"'; We.lpon SUbdllUion (KwK lIZ')
1.5cm KwIC l/lJ,
Ytuln~M
U:: 24
Add: fOf'W'rd Observer Ch.!!r.qe: Sensors -l/Zk m; CommurllUIIOns -1/8klfl • HOH: It,,~ wupon m..Iy f)lt o u l 10 jIol11Utry R.. ~
Ammo
1200
Rorz. AI
1200
ROf Z. Al
1940
In SelVice: 1941
lHG
lhot~
of 7.Scm ~ ...1: 17lj24
~INIIO
scm 251 VAlIANT'S Ye~r III
SdKfI251/3. TV: 14
SeMel!: 1940
CtwMJe: (ommunk.llions -1/8km, Cll'w 7 SdKfl 25 1(7, TV: 20
Yoe", III SeMet: 1940
Add: 9ridging Equipment: U~flJt S~n 8m, Silt (oIpolC1l~ 1. Sllf: 4, Anno l 4/8/ 12 Chu.qe: UtG Ammo to 4800
R~:
SdKfl2SI/IO. TV: 19 1 )C lHG (f). Pu~.,.
Ytaf l n SeMet: 1940 (~~elty
Add: 1.( P~K 15/36
N.""
Ale
S
lot
1.7cm PIK15n6
ff
1
6
12
£.<
Ace
OM
A....
24
-1
,)
163
A<,
D.
Am~
.1
.)
.1
. )
Ctwnq
rH~(ontrol
\4
YurlnS
Add: forw.ud ObW'rvef (holnqe: SenSOlsl/21u'n; (ommumCoIllons -l/8km , (r~ 6
Slle
c, ..
'l/]km SdKh 2S1/16, TV: 66
'UKS & fLAWS
YeolJ In Servi
&posed Fe. upo\td (Itw. lraefficienl (ontlob. lolrge StnSOI PlOfilt (Rl). Pust'fl9
WEA,OHS N. . .
S
A"
"
1,9lmmU«;
7.9Zcnm lMG
A"
R,
OM
., .,
MGAI111T1091n
Am~
S""
]2em ..... \Jrf!,;orpltl -
FUme Fuel
2010
rr
,
6
SdKh 251/2. TV:]O
RecnoY
86
fF
12
"
.,
. IS
MRl AE1, IF
•
SdKll25l/l0-tJHU-. TV; 7 Re~:
Yeal In SeMce: 1940
12
S 0
2 x lHG; P'SW'ogel
"
.,
(lwngt: (rtw 4
"
MR ], A[a, AI. If
YUllnSeMce: 194]
Spoc
ROFI. S8 ROFI. S8
'"
(oI~Clty
Add: IR Se,uChhghL I,oam SWIvel
·1
"
• " •• 1
(hoi,,: (Itw S
Pn~ngtI' u~oty
, ,
A"
nolmelhroo'itr ftamtlhrowtr
VARIANTS ""Sluk.-llJ-fuss,- TV:42 Yt.r!nSeMce:1940 Add 1'( ]2em WurlltOlpltr
",,,,,
ROF2. AI !«}fl, AI
ApPENDIX 3: VE HICLES AND AT GUNS
'jur
JnS4!rvic~ :
Thr~at
1941
Value :
Mallf:uvtc F;~Control:
"
Size:
(ommumutions :
(rtw;
-2
Ar mor:
-1
~~rnenl:
No",
~nsor<> :
7/It,j Zl
Yuri n Sotrvict:
2SD':m
(ommunlca\lons:
Crt'w:
- l /3k m
PERKS & FLAWS
PER KS & FLAWS [xpo~
WEAPONS
WEAf>'QNS
AIC
S
T
J
7.92mm LMG
FF
Year In Service:
M ,
12
[.
Ace
Zio
0
•
J5
-J
-,
firt'Control:
No",
~nSO r\ :
Sill!!:
l-pelr
6
12
7. 92ml'll LMG VARIANT Mk IV (A13 MidI), TV:35 Year
Armor:
Yur In S!lVI(t :
GTOund 3/6 H 5km Inoployrntnt R,lIlIJe :
Jhre.atValue:
folo~lT\Itnt:
In
19]9
Sile:
"
(rew;
J
OM
Ammo
"
500
Ace
Ma llf:u~t:
-J
-,
Fue Cont rol:
10
~unt
N,,,,,
SotnsOll.:
Communicanons:
(opL)
ROf2. Al
Al mar: Ho~~nt;
~ployment
Ground 1/2
R,II1lge:
i45km
- l /3km
8ult00E'd Up. ir-..ttlCltnt (ontroo.. Largt Stn1-()l Profile (R I ). Rtl!;(orced Ar11'lOf [R2. Front)
0
:<8
87
8
0
x2
3750
StMCt: 19 39
b:
S
(6), Plntle
PERKS & FLAWS
24
Add: Rtinforctd Armor (R 4. Front) ; Brinle ... noor
Arc
Pas~ll9t'r ~.ting
7.92mm lMG
S-M---l--"-~.-O"'M~---=------,Ac::m-=""'-:-------;-:S".-:-:-, 3
Fe. l roefficif:nt (()l1lIol5..
ROFZ. AI
Communications: ·Ij)km Crew: PERKS & fLAWS Bunor'll!dUp. lneffioe:n tControts. Largl!Senwl Profile (RI) :_," _':_0_05_ _ _ ,,_(
&po~
CrtW,
N",,,
Am"",
500
"
Jo\arotwer:
1939
ThreiltY.llue:
..
OM
.,
M.a~uvtr :
FIft, Control.: ~nsors :
SIII!:
Amphibious, Buttone
3.7cm KwK l46 .5
1940
Groulld '/7
Dl!ploy~ntRallCJl! :
WEAPONS
N"",
A"
2·pdr
ROF2. AI. (ooa "
5 J
,
M
7.92mm lMG VAflIAHTrMatild.f
CDL.~
TV:BO
11
" "',
•"
0
Yta, In Service: 1940
,. OM
Ammo
So«
OJ
"
29Z5
OM
"'nrmo
"
JO
Ror2 .... 1. (0,1)[
Rtmovt: ... 11 Wtapons .todd: I
~ C.J/'I~l
Dtltnst light
N"",
A"
CDl
2 - M ~tllda
Add:
5
s.c.orpton-. TV: 57
~ 1Tles~prng
Equipment
M
,
[,
l'
"', .1
Yt,j[C in StTYl(t: 1942
"",
ILl, WAIO
ApPENDIX 3: VEHICLES AND AT G UNS
1939
YurlnSeMC~:
ThrutV.lut::
"
Silt::
.J
""neuw.r: rll~
.,
Control:
Sensors:
PUkS & FLAWS Bnttle Arl1Klf, Buttoned Up . Inttf. Controts.
""""
10/20/30
Mov.emfnt:
Ground 3/S Z05ltm
- t/l~m
(omlnLlniutlOns:
( rtW:
Armoc
Df'ptOYn'lfntR.. ~:
.J
~~uvtr:
1944
Thrt.tV.ll~:
.,
HneControt: Stnson:
"
No",
-vnm
Communiu.tion~;
(re-",-;
PUKS & FLAWS LIIf~
SenSOr Profilt (It I), R.. ndorn Shutdown (Itt). Rtinf.
A,mor (Itt. F)
Buttoned Up.
~tflcitnl
.".,
(ontlol1. l,rqt' Sensor Profilt (ltl)
WEAPONS
WEAPONS !'b mt
Yur In Servict : SIlt:
,•. ,
S
A"
Z-pdr
J
7,9211'111'1 LMG
1
7.9ZmmlHG
1
'-'
A" 0
"
12
,
8
11.- TV:.li4
Ammo
,8
110
\1 . pdr
Arc
S
M
L
Lx
Ac e
OM
Ammo
Fill
5
10
20
40
0
..:11
19
ROr2.AI.(~
" "
MG Ammo 81n VARIAN~ -(ru~tr
OM
ROF2. AI
" 00
Ye.. r in SeMet: 1940
Rtfl'lOvt: 1 x lMG(f)
VAl[NTIH[ VARIAHT5 \folltntine
in-. TV:
57
Ye,1II in SelVict: 1943
Rtmow: I xz-pclf Add:
1 ). 6-p(:lf.Rt;nfol[~Am.mo/FuriStorigt'
Namt
Ale
6-pdr
S
M
l
E..
Ace
OM
Ammo
"
8
16
32
0
x9
53
(lunge: Deployt1lf:nt bnge 19Okm. VIC:; Ammo 1516
YurIn ServiCf;
1940
Threlt V.tue:
M.llaIw,;
.J
.,
fire (ontro{:
57
No",
SIlt:
Senson:
(rew:
Communiutlons:
Armor: Mowment:
Ground 1/2
Oeploymtnt Rimge:
IJ,5km
- l /J km
PEJkS & fLAWS
lIuttontd Up. I~~nt Controls. L4rl}e Sensor ~I~ (R l)
..""
WEAPONS l -pdl
A.,
S J
7.92mmlMG
, H
l
,
12
" "
Ac,
"
VARIANTS
-Vd[entll\t" W. TV: 57
88
Yur in
SeI"V1C~ :
".
,8
0
191,0
AmInO
"
J l '.iO
Spec
ROf2. AI. C04.x
R~movt';
AU Wupons
Add: Snd4)lflIj EqUIpment: Uuful Sp.n 10m. Sll~ (.1IP.(lty 10. Sil~ 5. Armor 5/ 10/0;; Tool Arm R5
ApPENDIX
ApPEN DIX
J:
VEHIC LES AN D AT GUNS
~OU"'DHEA D
VARIANT'S
~oulldhe.td
",VIZ(
Hr, TV: 76
Yt.ar;n SeMce: 194 1
Removt: 1 II HMG
Add: 1 II ftlmtthrOMf; Name
Haun:kKJ!~
Arc
S
Ammo/fud Stor.agt
H
L
U:;
Ace
OM
Chanqe:
Communiution~
___-:-:-::-:__-:-:: : -___
Add: 1 II NAT; I 11"48; . 1 OM to .U
grtrwd~;
N.Jme
L
PVAT
" 'Buonon
S
H
0 2
1 ,
Ex 16
H.u.ardous Ammo/Futl Sto~ge; !HIlle Arms x2 R5 Ace OM Ammo -1
xl 3
0
"
Change: Communiutions -Z/lkm
"VIZ[ YurlnStrYKt:
1941
ThrutV.llue:
"
Sll~ :
MJ~V'tr:
-I
IUn'lOl:
Fife Control:
-I
Movt'mtnt;
.,,"
$tnwn:
Crt....-:
9/ 18/21
~p'oyrnent
-"" .Ilk 3/5. Gr. ]/6
80'.
R'II19t:
-2j2 km
CommuniC,1hoM:
PERKS & FLAWS Jntffi~nt (on(rob. 2 ~ /'IanlpuUlor AfIM (R4. Punch). Owlne.tl"9. R~IOfolCed
Armor (Rl. Fronl).
W~. ~
-Round~.d
't. rv: 65
1 .. HMG: 2
PVAT; 1 x M48; .1 OM to .Ill 9ftnldes:
k
~(
HEAT
Ref!
40
Yea, in Service: 1943
RtI1lOW~
Add: 1
Ie
~R~O~f!~_S~ .
Year in Servict: 19 .. 2
Rtmovt: 1 x HMG; Z )( "'... niput"tol Arms
Arc
______
-2j]km; 2 x M4nipuLlitor Arms (R5. Punch)
1'1'. TV: 65
Io\V120 ·Roundtw.d
SpK
Ammo
_~_~_h_"_~_'__ ~~~0~O~~~~~__~'~7~~__~I~'
/'Wmpulalor 1.,nts Senso~
-2 / 1Irm;
Ace
OM
-1
..:13
Arm s;\'2 115. Oeh!ctiw f(
.... .
[x
o
"'AI
1
H;u~rdous
..
Ammo/fud $(Or;llqe:
""
40
8attl~
sO', HEAT
Ron
PoIOt (RI. MtwPmrnt)
WEAPONS
N,,,,
.50 HM(j
."
[,
S
.]03 LMu
1
G~lUdn
0
", .,O. -I
0
VARIANTS 1'4.\'128 -aoundnead W. TV:!"7
V~~r
Ammo
$pt'(
150
ROFI. AI ROf2. Al
,2
2S0
"
I
O.
Ammo
AI
In Se"o1Ce: 19' I
Rerna-n-: 1 J( HMG
." , ,•
Add: 1 ~ 1.2-pdr Clnno n
H",,, 1.2·pdr
[,
2
(hal'll}t: (omtnuOIutions ·2/3lo:1n: 2
~
",
Spe<
, / 0 K.JmpulllOl AI"" (R5. Punch)
"
WAGSWORTH VARIANTS Mkll
·B~r1rlng
R~movt:
8ulldog.· TV: S9
Vur 10 Service: 1943 (li te)
Welk PoInt; Buttooeil Up , 6-pdr
Add: 1 ~ 17-pdr;
lI~inforced
Armo r (11 1. FlOI'll)
(hJl"Ige: Deployment IIlnge 65km
8uUdocJAWR E, TV: 76 Remove: 1
l(
YurinService: 194 3
6-pdr; Wuk Ptlint; 8ult oM
Add: Reinforced Armor (It 1. Front ): light Mining Equipment (front-Iolding Scoop)
N.me
YurlnStlVlce Thre~t
1941
-I
..... nt'\lVer:
'"
V.tLue-:
SIze'
-I
FI/'f (onlrol:
9
Stnw,,:
PER KS & FLAWS
.....
WJtlk 'lIt Gr.
2/10
55km
· 1/5~m
(ommumutlOn\:
(re ...·:
ArlnOr: Miovtment :
Oeploymrnt R.I'lIJI!:
WEAPONS Arc
6-pdr
7.92mm lMG
FF
S
/0\
l,
8
I
2
VARlANT Mk II -BuUdog.· TV. 13
Add: Reinforced Armor (R\. front)
lIO
Ammo
16
12
0
" "
Ye,J' In $elYl(e: 1942 (u te)
30 250
ROF2. AI
Arc
S
M
l
Ex
Ace
OM
Ammo
sO"
Ap PENDIX
Y~~r
1940
In Servxe:
Thre.. t
VII~ :
17
Sllr:
6
C,...,
., .,
I'Uneu~l:
....
file (ontml.: ~nson.:
Communl("hons:
Armel; Mo~~I\t:
Deptoyment R..nge:
6/12/18 Ground 4f8 40Skm
·1/Skm
Buttoned Up, IIM:fficW.nt (ontrots,
."
",," lSmm HMG 7.92mm l.MG
Yt.JI' In
,• ,
S 1
I
~rvKr:
1941
Th~iltValur:
l.r~ ~nsor
,. " "', ..:', .,
.,
.,
M"lIleu~f:
fireContfot:
Sur:
SensOI'~:
(re N;
(ommumutl(lfl1 :
N o~
"rmor: Ko~ lMnt;
OtpIOyrnefltlll~:
Glourld 5/9 32Zk.m
11/5km
Crt.... ·
(ommunIC.Jihoos;
S".,
"..,
A.,
I SO
Ron, AI
13.97mmATR
'50
~OFZ,
7.92mm lMG
.,
Fut Control:
.
Il1Cffx~nt
Controts.
l.r~ ~nsor
Prohle (AI)
W[APOHS
Ammo
.,
M.!Io.uvl!'r:
17
Se~;
AI
No""
"', 'M .s
, 7
,,.,
.J
.,
Fur Control:
No ...
$t"Sors:
CommunicAIIOOS:
Cftw:
Ammo
.,
MilneuV'tr:
1940
Th~ .. tV .. lue :
[.
,
I
Yur In Servkr:
·ljSkm
,•
S
SIlt:
PERKS & f LAWS
S"., ROF2. AI
Annor:
l>IoV'tmenl: ~pto~nIRa~:
(i roul'ld 4j8
,OO«m
-Ijakm
PERKS & fLAWS
I~fficlent
Coot rots, Ufl}l!' Se-1"t10f Profitt (RI)
AIC
S
M
£X
Acc
0/11
rc.
Bay I 12mJ , O~n Topped). (.xpo1fd (Itw. UP01ed HWHdou~ "mmo !T~1 SYpply. Iflf"fficlent Control!. u rge ~ns.or Prohl~ (Rl ). Pintl~ Mounl (f), RoIImp~tt. W~oIIpon lInk Il H(.~)
(,ul)O
WEAPONS H....
1\
Ammo Stollgt (29 " S·shot U.97mm dipS), Bultoned Up.
Profile (RI)
Slle:
BultilOed Up.
19100
Thtut V.. lut:
AND AT GUNS
PERKS & f'lAWS
PERKS & fLA~ WEAPONS
YIe.)1In St-l'o1Ce:
3: VEHIC L ES
Ammo
WEAPONS AIC
S
M
Vickel1 HMG
H
I
2
S"""
ff
2
( .]0
E..
Ace
O~
.,
Am ...
ISO
s"., Ron. AI Olne: 2
lMG (olidd 0-6 TV)
I ,..8AlOOY (MId . 11 TV)
91
ApPE·N DIX
3: VEHICL ES AN D AT GUNS
'iur !n SeMCt:
fHtCOn\rol.:
Thrl!'"tV,lIlue:
Sin:
,..-.,
· 1/81.;",
PERKS' fLAWS (.Jrgo Bay (2m ', Open Topped). f}Cpo\ed Controb. Plntie Hovnt (f), IYmpUtl!'
.,
Flrt(onlJo!..:
t9
SIlt:
Sensors:
(trw:
(ommlJnl(~hons:
H....
Armor; /'W)WlMnl: ~p{o~tR.I1'19t:
JOOkm
·Zj]km
PERKS & fLAWS C~,
Exposed Fe.
H~l .. rdou ~
Aml1'lO/fufi Stipply. Il'lfffl tlt'nt
urge
~n\Or
~.lI l iog
PlofHI!' (III). Passenger
(6). Unst..b!t. Wu pon Link (. ]0 TllJo\(is)
Arc
S
M
Am...
WU PQ,~ .~ s ____~~~~~~__~__~__~__~__________~_ M Au O. Ammo S A" So« IIOfZ, AI .30 l MG 2\0
FF
I
2
ISO
.]0 I t LMG
WEA'ONS
H....
H. me
.,
loI.~nelNtr:
""
Ih,'ut V,lue:
IT
"
VAAlANT
3
6
Tuder .SO, TV 43
.1 12 YNf In SeNiet: 1941
"
" "
500 tach
O.
Am mo
IIOfZ, AI
RtmOvC' Z 1. .30 TllMG TypK..lI Pintle Wtapons: 1 x Wattr
(001~
Add: 2 1. .SO it HMG
N",,,
.]0 lMG (ROf J, add t-4 TV)
1 xVickm HMG (,add f'6 TV)
" ",
5
A"
.1
.50 Tl HMG
51>" ROft . A
lSO tach
1 ~ B"lOO!Q (add .11 TV)
Yta, In SeNl(I!':
·3
/lWMU~r:
1941
ThrutValut:
SO
.,
fHI!'(on!lO[:
StonSOrs: (omlllunicdhOns:
Sile: (rl'W:
No.,.
AlTno":
Mowment.
Ground 3/6
Drployrntnt R.lI1l]t::
11S~ 11I
-I/slcm
WEAPONS
,
HmmM6
S 3
.10 lMG
1
,
11
l
6
11
MG Ammo Bin
,
10
A"
"
M
'" ", "0." " ., ., "
l.l'~ SPnS(lI
Profile (RI). Relnlo.ctd
$enwrs:
No ...
CommunKitlOl\S:
Annol:
Ground 1/5
/o!ovotmt:nt: Oe-ployn'lent IQnge:
19lkm
:1/5Ic m
,_
So« ROfl. AI. Cou
ROFZ. AI
0
1220
H."" 75mm )o\]
116
8
Bultoned Up. Haurdous Ammoj'fuet Supply. IIlt:fficif:nt Controls. urge Sensor Profile (RI). Re1nforced A.mor (R I. Front) WEAPONS
17mmM6 .30 lMG
.30 l MG Me. Ammo BIn Remo~:
N.lme COL
92
·3
PERKS & fLAWS
Buttoned Up. Haumou\ A",moj'fu('i Supply. Int:ffi<"lent CootroLs. AAnor(Rl.frotlt)
.10 l MG
72
Silt::
.,
f'oW r-.eUVt"r: firp(onlrol:
11141
(.p.w :
ptRKS & FLAWS
.,,'"
Yur \n SeMce: ThrutY,lur:
I.
A"
S
M
," ,
3
6
12
"
)
6
12
20
OM
Ammo
0
". 1
"
0
.,"
A" 0
8
Turreted Wupons, Add: 1 x ~n.l l Arc
" " " "
S
."I
Z'
l
ROf2, AJ. ( ou
ROFZ. AI
'600
~fense
Sl>"
"8
light
U:
Ace
01'1
Ammo
16
.. 1
d
50
T VEHICLES AN D AT GUNS
ApPE N OIX
SH£IIMAH VARIANTS Ye.'ln$t-M(t: 1942
M.t;A6. TV: 71.,
Arc
S
M
l
Ex
Ace
OM
Ammo
10
20
40
0
ttl
76
TI D Mine b:pl.odtr ' . TV: 66
'(til' In
$eMCt: 1943
Add; HHlt~~p1l1g EqUIpment (~rgt metal .....ntels). RtinfOfCtd (h,Jf1ge: ~Ylement
S,.,
louhon . 2
Mo~~nt
Ground 2/3; urge St-nsor Profiit -2
• HOTE: This vehIcle I1MJsl h...... t .. controUill9 ~hicle .u ~U. Dot V'l!hicle must Iff: purch.se-d "l(! the (ontroUtr. .4ctW.lItll'"Ig t ~ 11 0 cosu lNt ,{tl'llClt In Actton in addItion to any ot ~T "'(tlOrn ptrformed by tnt cOn!rOlllJ'1g ythic~ (JI the TID.
dc~ilJlU led
Sher.... n CfJb. TV:66
Ytil( in SeMel': 1901i4
A.dd : Milltswttp;ng Equipment
MI, w/Ml BuUdou'l kit. TV:66
Yur In Servke:
., """"
Fire Control:
"
Sile:
C"'" PIRKS
.)
"'-a ntU'/er:
19"1
Th~uV .. lue:
Sotnsof5"
11
~pl.oyrM,.,t
Yed'
1!'l
Scrv'lCr: 1942
1'/28/1.2 Ground 3/S RJf"I9lt:
,60«.
. l j5km
(oltllOUnlut'ions; &
Almor: Mortmtnt:
f LAWS
OM
Buttont-d Up. H,Jurdous Ammo/Fuel Su~y. Il"Ifffioent Controls. Ufge SenSOI Profile (Rl). Plnttt Mount (f). "'tin/oreN Armor (R l. _Front) WEAPONS
N,_
,,,
1Smm 143
ff
MG Ammo Bin
'" "',
M
,, •
10
.30 l)oIG .] 0 L.MG
S
)
40
'0
0
8
"
1l
0
OM
Ammo
.,
91
"
.,
S"" ~RS.
"
A[Z. If
s,., RDf2. AI. (o.u: RDfZ. AI
47S0
WAR rA NTS Ch..ngt': Mow G 3/6:
~ptoymt'nt RI~
Iol4Al. TV; 66
Yt .ul nSeMet:
Yur
I1Okm; Rtlnlofttd Armor . 3 front Armor 10
$eMU: 1942
.)
.lY oeu~ r:
1942 (I.3tt)
Threlt Valut:
4S
fht(ontlo l;
Silt:
'0
StllSOrs:
.,
N,,,,.
(ommunluoom:
( rtw:
'(e~lln~l'VI(t :
Almol: Hovtmtnt : Dtployment IbAge:
Ground ]/5 32~m
· l/Skm
1939 )0
Thrt.t V;tlue:
M.lnc:uytr;
.,
Annor:
fut (ontlol:
·1
~vtmtnt:
Silt:
~nsors '
(rtw:
(omrnunlutlOns:
NOM
~ployment
W~U:
2/4. Gr. l/S
R... ~:
15km
-Z/Zkm
P£IIKS & FLAWS
PERKS & fLAW S
&pos~ (rtw. Hl.z.-.rdou~ Ammo/fud Supply. loefficitnt ( on uots. Lltqt Sensor Profilt (RI), Prnltt Moun t (Rr). Rtinforctd Armor (R3. froot)
x a.ttlt Alms (R4). DKreastd M.lllWVtr (Rl. Ground), hpo\td (rtw , futl l neffim:nt, l neffidtnt (ontrols. Ov-trhutu19, Poor 10Wl"9. UnsUblt. We,, ~ Pomt (RI. 140Ytmtnt)
WEAP()NS
N ._
N,,,,,
]" 147 Gun
z
WEAPONS
Arc
S
M
Ex
Ace
OM
Ammo
S""
.50
A"
H~G
E,
S
A"
Mk3W
Grtrudt~
VARIANTS
Add:
Rtinfor(~
·1
MIIAZ.
rv:
31
.l
Am~
Yur In ScofVl(.t; 1940
"
s,.,
ISO
ROn. AI
'00
ROFZ. AI A1
"
Armor .1 Fn)nl;FlIe .r( of .SO HHG to r MIIA3. TVSZ
Add: I
OM
ff
.30 lHG
Yt.r In $eM«'
1448; .1014 to In GftNdt"s-:
II:tlnlof(~
19.(,]
Af lSOl (AI. Front): 2 •
M~nrpul .. tor
Aftn1 (R.I, . Punch):
Ghdtr C",p...b4t
93
A pPE N DI X
3:
VEH ICLES AN D A T
GUNs
LOHGST1IfET VARIANT'S MIZA \ wjT12EZl.llunctW:l. TV: 67
Yur In SeM(I!: 194 1
Add: I • 1'4 8 Rockeu N.IIIM
Arc
M84.S0Rockeu '
FF
SHu 10 20 "'0
Ace
OM
·3
x8
Ammo
MRS, AU. IF
• NOTf; This weapon nwy file out to "rtill!!)' R.lngt. LongSlrH:\ Artiltel)' Hate. TV: 42 Rtmo~:
47
Fifl!(()fltro{:
·1
AllnOI:
-1
Move-menl:
Yur In Service: 1941
t x MaS (,)nnon
9/18/1.7 WaLk 3/5. Gr. 3/6 8Skm
CommunlCol.tion~:
-Z/3 krn
PU KS & FLAWS lneftl~nt Controls. 7. ~ M.nlptil.uor Arnn (IK Punchj. ~Ihutlllqlighl Oam. If RelnfOlct'd Armor (RI. front). WeOlk Po,nt (Itt. Mo~menl)
WEAPONS N.""
,,,
1488 (.IInoon
F
,
FF
1
.30 lHG
S
"
M
,
,
16
MUW
10«
a ·1
VARIANTS
1'112"2. TV: 7 /,
mo\"I'~
D.
Ammo
" "< ,
700
lurn~ .
& firtio 3.
SO', ROF! IIOF2. Al
J
A'
YurJ n$efVIce:19 41
Remow: 1 .. M4Sunl1On
Add:
lxn.a~thro"'"i!'r
N. . .
A"
S
."
E,
a a
Fb~lhroW\"1
194]
'fur In ServKe:
16_
Thrt.tValue:
10«
a
FI~COfltlol:
Silt
~n\.O/s.:
·2/lkm
Crt·... :
CommumC.ltions:
·Z/lkm
PER KS
&
ROfl. $8
20
.,
K.irwuver:
SO',
Am mo
OM
., .,
14O~l'Mn l:
Oeploy~nt
W.IILkJ/S.W3/6 R"l"II}t:
,OO
A.,
WaLktr B.loolo::a M80(lnnon
, ,• , ,
S
HSO
Ac,
16
a a
16
Glerw(k~
·1 H
M14A2. PI 180
RemoVt' I • 10180. I < HMG .Add: 2 . HMG 300 \hol.S f: WNPOIlS
D.
,.
",
,"
Ammo 20 ]00
5",
.SO HMG
H[AT
.30 LMG
!lOfl. AI
"
Obcs:/?
Yt.rms.eMclt:l~]
ltn~ (HMG~)
(h'l1I}I!: Mow W.tk 2/1,. Ground 3/S: Oeploymrnt R"nqlt 8Slcm; R;o-.nforc,ffl Armor (H2. front): Wdtker B"IOOk..! .ammo 10. Sma!:e Ammo) 4
94
N,,,,
Commun1utions:
Armoc Move~n l :
Ground 1.(7
D.ployment Rlngt:
282lo::m
&poU'd (rtw. upoud fC I ndfi~nt (ootrots. Utr9\! Sen:s.or Profile (RI). PI5~~1 ~.tlng (10) N.m<
E,
.SO HMG
Smolo::t
.J
No""
WEAPO NS
WEAPO NS
VARIA NTS
.,
M.lnl!IIV!C
flft(ontfl>i : Sen\Ort:
PERiCS & fL AWS
(RI). Intffiotnt (ont/ob. 2 " M
W~"I: Point (R I . McmfTll!nt)
N....
"
Thrt
-(rtw:_._ -
fLAWS
OtfKtlV~ f(
19.t;l
Yur ln Sl!MCt:
A/mot:
Arc
R,
S
u
Ace
OM
"
Ammo
2000
ROFI. AI
2000
ROf/? AI
ApPEN DIX
Ye~r
In Service:
13.
,
Sin:
11
(~;
.,
/o!.inf'Uvt,:
1941
Thrul V.ilue:
·3
Fire Control: Senson:
No",
Armor:
13126/39
Ground 3/S
Movtment:
O
ZO t ltrn
• l/Skm
( olflmunkdllons:
PERKS & flAWS £-posed Crew, Hu.lrdous Am..o/Fuel Suppl:,L Inefficient (antlQu" urge Sensor Profite{Rl) WEAPONS
•
A"
5
105mm HoWllIe,'
ff
.50 HMG
T
" "
N.~
'l'e~r
In SefVl(t:
194]
Ttn.lllV.tut:
Z.
J:
VEHICL ES AND AT GUNS
"""neuvtr:
·Z
Armor:
rutConlrol'
·Z
"'-ovtl'lWnt '
Sill!:
Sensors:
(~W·
(omllll,lnIC4!lOn<;:
No ...
Ground 5/10
~pto~ntR. . .:
S63~m
·l/Skm
PERKS & flAWS f.otpos~
(rtw.
l M'ffic~nt
Control!..
u~
Senwr Profite (HI). PlOtle Mount (HI), Rtlnkllctd ,4.IInOI (R I .
front). We .. k AII'IMlI hCH'l9 (Boltorn)
l
,.
A"
56
lIZ
·3
• NOTE: ThiS wt..pon ""y fire ou t t o ArtIllery R.I • .
D.
Ammo
..
:dZ
"
100
51><' ",R IO. MO, If RQFL AI
WEAPONS Arc
11mm 1016
S
M
3
6
[x
12
J.t.c
Z.t.
.30 U4G
OM
Ammo
.7
80
.Z
1500
Horz. AI. Coa ~
VAIIIA~
H20,TV:9
YUlln~MCt:1943
Remove: AU Wupons
191,2
Yf.l,ln$erYICe·
Sue: (~w:
N....
·3
H.lneuYe/:
IhrutV,atut':
flrt' (ontrol:
Sue:
Senscm:
·Z No ...
('!fW:
(ommunlCoI(ions:
No..
Armor: Mo..... mc!nt:
Ground 5/9
Ot'ployment R,angt:
'004m
PERKS & rLAWS Amph\blOtI~. (","go BJ~
WEAPONS
(R1)
N.~
WEAPONS
AIC
S
M
u.
Ace
OM
. mmo
Arc
N....
(2Orn'. Opton Topped). u.posed (ItW.
5
M
EJ;
Ace
Int'ffic~nt
Controls..
l.H"9~
Sensor Prohle:
OM
:;:No,,"''-_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __
VARIANT M29{. TV: 3
Yeol/ in Semel': 1943
ApPENDIX }: VEHICLES AND AT GUNS
Year In Servkf!:
1940 (Lltt)
·1 ·1
"""meuW'r:
Fire Control: Sensors:
'"
ThrutValwl!:
Size: Crew:
No",
( oft\F'l\Uniuhons:
Armor: Movt'ment:
8/16/H WJUo: 2/4, Gr. ]/5
Oepklyment Range:
""'m
Arc
S
'"
B~M]52OmI1l
r
1
6
D" 12
24
0
8mm l "'G
Yea' In SelVke:
1\111
"
O1re.itValut:
Size:
u:po~
Anno!: Mowll\tnl;
( ommunk.. tions:
9/18/27
Walk 3/S. Gr. 3/6 Deployment RAngt: 9Skm
-2/4km
Crt'W. upowd Fe, Inefficient Control\. Ovethe"ting, Wuk Point (RZ. /I4ove .... nt )
".1
.. me
JO
47mm ~nnon
.J
Armor:
F;rt Control..:
·1
Mow-men!:
No",
( omlll,lnk,tions.:
WEAPONS N, . .
A~
_l mm(.nnc n
1
"
S J 4
1
" "',
,"
• " "" 16
0
Yt Jll n Stmct:
Ground 2/1
Deployment R.. ngt:
180Im
0
I
D"
. .1
Am"" 10
So«
14 " 00
ROr2. AI. (o.x
.. me
Yu r in Service: 194 1
•
0
l
0
'" -,Me
D" ,1
Am"" 100
Me
D"
Ammo
0
.1
"
1939
"', !9
M.I~uvtr:
.J
AnnOf:
firt ( ont n:M:
·1
MoWlI\tnl:
No",
Sensorl: Communkuion,:
47mm ( .. nnon 7.Smm LMG
0,
7.5mmlMG
S
U 24
, " , U , " "0, J "
_7mm unnon
Add: III Ftlmtthrowrr; H.lufdous Ammo/Fuel StOI'1gt' 0
12
25/50/75 Ground 2/4
Deployment lUnge:
l OOl
-1/5k.m
WUPONS
ME TrsliGun
Rtmow: I • 75mm (.nnon ,~
6
nUelt Value: Size:
1.5mm lJoIG
"
,11\
J
PU KS I fLAWS Buttoned Up . Hlmrdous A mmo/F1J~ Suppty. Inefficient (ontrols. Large Sensor Profilr (Rl). Rnoom Shutdown (RI). Rrinfuru:d Armor (Rl. Front). We.k flt"nt (R2. Movemtnt)
VARIANT Plnlrr BZ(F). TV: 78
S
(new:
· l /lkm
.1
Art
RO FZ, AI
110
""newer: Sensors.:
II
( ~:
Ammo
PUKS I FlAWS ButtOMd Up. lllefficitnt ( ontrols. Large-SelUOr Profile (111). Ibndom Shutdown (Rl )
Fumtthrowtr
·1
-I
No",
~"';
WtANKS
"'me
....
Fire Control:
48
PUKS& FLAWS MO~lMnt)
WU I'OHS
7.5mmlMG
Mllleuvtr.
1942
ThrutV.llue:
Crew;
.Z/Zkm
' fIllS & flAWS &po~ (!"tW. hwfficient Controls.. Random Shutdown (ltl). Wull: Point (Rl.
7Smm (.nnon
Yu rl n Servict: Sizt:
S"" ROfl. S8
7. 5mm lJoIG fr ..g(h.rgu
A"
S
N.e
I
J
6
" ro,
1
I
1
I
1
I
" •"
0 0
0
.1 .1
• ·1
Ammo 3D
Spe, H'yw'lfe. AO I. PH]
.1
""
1000
ROFZ, AI
.1
1000
ROFZ, AI
.1
1000
ROFZ, AI
.J
"
.,
1 D
D.
,"
1000
ROf2, AI
AI
97
ApPEN DI X
3:
VEHIc'L ES AND AT GUNS
Y~~r Tn SefVKlt:
19)';
Th,e,ll \I,due:
18
M.lNt!w,:
.)
Arn'IOf:
Firf:(ontro{:
·2
Mow men l :
Silt:
SfnSOli:
No""
(~ w:
(ommuniutlOn1:
No~
1/14/2 1 Ground 5/1 0
Deployment Range:
2S0~m
ButtoMd Up, HEP: (otd Weather, illttficienl ConlJols, ljlge Sensor Profile (Rl)
Holme
,,,
, S
:' Smm L/46
7.62mm LMG
I
...
M
"
8
,
"
12
O.
Ammo
.8
188
d
N",,,
8T-7 (omm.lOO. TV: 55
Y~af 1n ~rYI(~:
A"
~~
"
1.62mmLMG
No",
MG Ammo 81n
(omm.. nd, TV: 55
I~ffiden t (Olltrols,
Ground 3/6 ' OO«m
Laf11e Stns.or Profile (Rl)
... ,,,
O•
'mmo
12
.8
"
.2 .2
Service: 193 9
YUI 10
Armor: Hovtmtnt: OeploytMnt R.illlqe:
N.",
"
1.62mm l)4G
VARIANT'S
·2
imptovtd Off· RoOid.
S
16.2mm L/lO .S ~
==:="----------------..:';:.":..:'-----VARIANT Add: Communications
Weat~r,
WEAPONS
A" 0
7.62mm LMG 2 '7=-=::='----'--'--'--:-....:..'---'-----.' --' __ _ _ _ _ _ RO_"_,A.!... MG Ammo 8m
Fire-Contro{;
Senson;: (ommunlutlonl:
10
PERKS & flAWS 8lJ1.to~d Up, H[P: Cold
.)
""newtr:
"
(rtw:
PERKS & f LAWS WEAPONS
19)9
Yeojl In 5t'rYKt: Ihru t Voltoe: Sizt:
~~_
ROf2. AT
1,725
Add: (ommuniuhoru. - I/lkm. Cn.lngt: U4G Ammo 2898
19)5
-l/nm
13t;(768, TV: 65
YUI
in ~rvkt: 194 1
Rt~ 1 x7 6 .2 m"'l/10.5
Change: 4Smm Ammo 172
Add: 1 /( 16.2mm l/41.2 cannon; Reinforced Armor (R I. r'Gn I)
16.ZIM1 l/41.2
T
5
10
20
0
40
x9
77
.IS
J.
ICY- I VARIANTS )(v-ILA, TV: 20 1
Year in
~rvice-:
1940
Rtmove: l urn ltd We" pons
Add: I II 15Zmm HowiUt l 152mm Howi tze r- T 16
3Z
64
128
-3
MRI 2. AEO, If
(hangt': Movement Ground 2/3; IJ4G Ammo 3037 • IfOT£: This
~apon
Ny tirt 001 to
ArtiU~ry
Range
YUI i n ~rvkt: 194 t
ICY-IIC, TV: 83
Add: t x £U£A Testa Model 40 Ammo lest" Model 40
Change:
1940
YUIi n StIVl(e: ThreatY",lue:
86
Silt:
12
fire Con trol:
,
(rtw:
.J
.,
M.li'1e'UWI :
No", No",
~nson:
Com rnunlC,Jt)OflS :
AflnOf:
19/18/57
Mo~ rnent:
Ground
Deployment Range:
Z/4
2SOkm
PER KS I fl AWS Buttoned Up, HEP: Cold Weat/wr, Improved Off-Ro,ld. l/'1tffidtnt Controls. lAIge ~rrsol Profile (112 ). R~\nfofctd Annen (R 1. front)
WEAPONS N, . .
76.Zmm l /
7.621nm LJoIG 1.62mm LMG
MG Am mo 8m
A"
S
•
10
, , "R, , ,
l
'0
... ,,, '0 8
0
. O•
' m"",
., ., .,
'"
So« ROfZ , Ai, Cou ROfZ. Al
RorZ, A'
3024
"'o~
T
t
2
Gloond 2/); lHG Ammo 3087
."
)0
SpK Haywirt. AOl, PH2
3:
ApPE NDIX
VEHICLES AND AT G UNS
T-44 SUrEAHEAVY TANK VAIUANT
T·"" (omlNnd. TV: 90 Vur 10 ~rvKe : 1940 Add: (ommuniurions -Ijlkm: (ttl,.: LMG Ammo 2000 Ye.r in Striice: 194 1
J-45 -Hikolli Tfilil- , TV: 78
Remow: 1.( 16.21ftm l / 40.2: 1 If 41mm Modd 40 Add: 1 J( EUEA lesu ~ 39: H.lurdous Ammo/fuel Supply Nitrrle Ale S M [x Ace OM THI .. ~13 9
T-JiS ComlNnd. Remo~:
Ammo
Spec
----'-FF'--'-/_<'--=------'1"6 ----'O'--'."-1S=-------'-_----'/"-O_--" H':!ywo=~,"'A=D"L.:; 'H~ '
rv:
13
III 76.2mm l/40.Z: I
YUf in SeMee: 1\141 It
IUme
Ale
S
M
Tesl.1 Motkl)?
f-F
2
4
47mm Model 40 l
Ex
Ace
OM
•
Ammo
16
0
)lIS
1
20
-1
AIIOOf:
-1
Hovtrntnt;
Spec H.JYWlft, AO l, PH 3
Change: lMG Ammo 2000
Yeill In Service:
f'oYneuwr:
1"'0
ThrulV.. lue: Silt : -- - - (re"''';
11
20/40/60
AtntOl:
FneContf"Ol:
" ---
-/
Sensors:
"-
(ommyn1c.J,llOns :
No",
Mow-ment:
Ground 2/4
"".
Dt-pWyntent R.. ~ :
P(III(5& FLAWS Bultooed Up, HEP: Cold We"t~l. ImPf(lV'td Off-ROAd. IMffident ( ontrru, l arge ~nwr Profile ($12) , DV'tli'ltittlAg. Random Shutdown (RI). Reinforc~ Ar mor ($12. Front), Weak Armo r Flcing (R.I!~I) WEAPONS
N",,, 76.2mml/.riO,2 76 .2mm L/40.2
M,
"rr
t;7mm Modtl 40
S
'"
"10
ID
<0
5
10
ID
J
6
11
" •
1.6Zmm lMG
/
1
Ac,
0
.,D.
Ammo
55
", 7
/,
50 ROF2, AI.
./
•
S..'
55
Co ~:r.
./
ROFZ. A'
,/
ROfZ. Al
7.6Zmm l MG
ff
1. 62mm LMG
Rt
7. 62mm LMG
L
./
ROfZ. Al
7.62mm LMG
R,
,/
ROf2. A'
/
MG AmIOO Bin
<000
YurIn StMU:
194Z
ThrutV~lue:
M" neuvl!!; Fi~
61
Sill!:
"
Controt;
-/
No", No",
SenU>t1: (ommuniut rol'l$:
C,.,.,
Anoo r:
YI!II In Serv1(I! :
HoYeftll!nl:
Ground 3/5
~plOYlTII!nt R~nge:
450km
1942
ThrutV,!ul!:
H.lnewec firl! (onllQ(:
17
Siu:
7
(rew:
PERI(S & fLAWS
No", No",
Senson:
(ommunlutions.:
Depl.oyment
Ground 3/6 R~nge :
lDOI
PERKS & FLAWS
E.x:posed (re-w, il'llpn)vM ()(f-Ro~d. Inefficient (ontroh-. l " ge Stn10r Profile (Rl), front). SUbllileO Mount (76.2rnm M194Z)
Rl!lnforc~
Armo r (RZ,
Buttoned Up. Huardous. Ammo/Fuel >Upply. HEP: Cotd Wu ther. Inefficient Cont rols. Z • M.ampuiJtor (RS. P1.Ir.ch), Ovtrhelti"9. Reinforced Armo r (R l. Front) . Wu k Point (Rl. Engme)
Arm~
WEAPONS
WEAPONS
N,,,,,
Arc
S
M
field Gun 1'11 942 '
FF
17
34
Ex 68
Acc
136-J
OM .. 0
N. me
Ammo
MRI2. 1.[0, IF
Alc
IS.2mm Mo
FF
5
"
F
/
1
/
E,
"',
Ammo
.5
., ./
-1
Gren.ldes
O ~,
16
/ 5<1
J
,
5..,
ROf2. AI AI
VA RIANT G27 -6S. TV; 37
Yl!ar in Servic:I!: 1942 (IIII!)
Rernovt: Ovefileatlf19 (hlnqe: Deployment R.mge 120i:: m
99
ApPE NDIX
3: VEHICLES
1937
Yu r In Service:
ThrutV.. lut:
"•
Sile: (~:
AND
AT GUNS
-,
~ ~I:
Armor: 6/12/18 Mo-.otment: Ground 5/ 10 Dtptoyment lUnge: l ZOkm
-,
fil'f Cootrol: ~SO I'1:
No..
( ommuniutions;
No",
47mm I40dri 40
""
7.6Zmm LMG
Ff
1
Year In Service:
•
,•
3
1941
ThrutV,wt:
3'
12
"
"
A" 0
D.
Buttoned Up, Inefficlent Controls,
.,
Ammo
.1
1\00
Crew:
50
-3
"'rvuvtr.
-,
Fl('fControl:
Sensors: CommuniUhons:
Size:
No",
...' RorZ, Al
Armor: /I',overneot:
Deployment RAnge:
Grour.d 2/ 4 Zl()4.:m
No",
n liUcs& fL.AWS
A"
S 4
1.7 mm LJoIG
I
1.7mll'l U4G
Ammo Bin
No ..
Stow",:
N,,,,,,
L~'g.t
"',
17mm Type 91,
, ,•
7.7mm lMG
Ff
I
7.7mm lMG MG Ammo Bin
R,
I
Yea, In StMce: Thren V.lue:
,"
, ,
1938
•
""',
16
A" 0
Ground liS
Oeploymtflt R.. ~:
8
,.
D.
'5OI
".
"
ROFZ, AI HOfZ. Al
29 70
-I
JoYneuwr:
...'
Ammo
.,
Fire Control:
31
Size:
7/ 14/2 1
Armor: Mo~ment:
Sens.ol Profile (R l)
S
-I
Sensors:
N,,,,
( ommumahons:
No '"
Armol: MovelMflt:
W.lk 2/t.. Gr. l/S
Dtployment lb.:
95km
8ultoned Up, H.l Uldous Ammo/rufl S1.IpplY. Inefficient Controls. Z (
"R,
,•
,
l
16
" 11
A" 0
DO
Ammo
"
10
"
""
S""
N.lme
ROFl, AI ROfl. AI 214S
H~mpul..Jto l
AnM (Rio. Punch). Poor
Mo~ment)
Wo"ONS
A"
S
TeppoYlri
•
'" "',
1.1mm LMG 7.7mmlMG
R, -1
[,W141dt'S
VAllIA NT Stllid 4 1. IV: 37
YurinSeMce: 19J8
Remow: UI11~ble Add: Am ptllbiou\; RtinfOlced ArmOI (RI. Front )
100
...'"
(ommumUhons:
WEAPONS
Towing. Unsubte, Wuk POint (R l.
4 7mm Type 1
I4(j
-3
-,
PERKS & f1..AWS
Buttoned Up. Inefficien t ContJoo. l.Irge Sensor Profile (R l ). Reinforced Armor (RI. f ront ) WEAPONS
N""
•
Silt:
"". ~t/Vt' :
Fire Cootrol:
PERKS & flAWS
WEAPO NS S
27
ThrutV.lue: ("'"
PfRKS & fl.AWS Buttoned Up. HE?: ( oM Weattwl, Improved Off-Ro.d, lnefficitnt Controo. N,,,..
1935
YtarlnStfV1(t:
OM
Ammo
SO<'
,12
" "
..
100
ROf2 . AI
100
ROfl. A1
3
AI
ApPENDIX
YUI In Servkt:
19)9
Th~.It V~lut:
Maflt'YVtr.
-J
Ar mor:
fi~(ontrtll:
-J
~~~nl;
SlZt:
~SOI'1 :
Crew:
(oll'\lYIUntc.ltIOM:
No.. No...
5/ 10/15
~ploymotnt
Ground 4/8
Range:
' ' 'm
8<1Y (1 6m '. Qpt"n
rop~),
Exposed CltW. Into ltiClt'Il!. [0111100. Pool Off-Ro..d
-.
I4.ll1ttJwr:
rireConttOt:
-J
SIl.t :
Stnsort:
("'"
(ommuniutions:
Exposed ( ,ew,
[J:po~ed
,,,...
WEAPONS
'0'"
T h~.Il V.lut:
VEHICLES AND AT GUNS
No... No...
Aflnor:
Movement: DeptoytTM!nt
R.,.:
Ground 4/8
1106tm
PERKS I flAWS
PUKS & flAWS (.Argo
1940
Yt.uIn Servict:
3:
WEAPONS AI1:
S
M
1
,
h
Ac.(
OM
Am...,
o
.,
'00
ROf2, A!.
""G
,,,
Fe. I'JSSoel1lJf'f Se.lling (3) S
•
,"
h
,,,
0"
"
'mmo lOO
51>" ROFl. AI
Tank Gun AP Ammo The following guns may buy Armor-Piercing ammo, which uses the DM indicated. The gun's Base Range is one point lower than usual when AP ammo is fired. AP ammo costs 2 additional TV points and coverts 20% of the ammo the tank carries into AP shots _It is available in 1941 or the year the tank Yt.ir!n$ervict:
1940
M..Ineuvtl:
-,
Armor:
-J
Movtmtnt:
Thrut V.lut:
Firt(onl rol.:
SUt:
~sors:
No ...
C~W:
( OOImuniUt'MJIlS'
No ...
is introduced, which ever is later.
Dtploymotnt!.l rogt:
' ' ' 'm
PERKS & FlAWS
(.1'90 Solly (l6m'. Opt"n Toppt'd).
£.xpo~ c~.
Inefficient Controls.
l..t~ ~n:.Of
Profile CR I)
WEAPONS Arc
S
M
•
I
&
Ac e
YAIUAHTS Ht.lvy Vel\\On. TV: 7
Add; Double TOWIng uj)4ci ty
Y~.)r
in Servl(e: 19,,0
OM
Ammo
"
100
51>'< ROF;?, Al
Weapon
OM
2cm KwK 30/38 AP40
x6
3.7cm KwK L46.5 AP40
x8
5cm KwK 38 L/42 AP40
xl0
5cm KwK 39 L/60 AP40
xll
7_5cm KwK 42 L/70
x 14
8.8cm KwK 36 L/56
x 13
17-pdr APDS
x14
76mm M 1 HVAP
x12
101
A p PEN DIX
3:
VEHICLES AND AT G UNS
YurlnServtCe:
Yea r In SerYKt :
fi rl' COnlrol:
Th~dtV .. lut :
Sil l' : (ommunic,tioJl\:
(rtw:
Thrtat Valul' :
FirI'ConLro(:
Sill' :
SenSOIl:
Deployment R,U19I':
(rtw:
PERkS & FLAW'S
PUl
WEAPONS
WEAPONS Arc
S
M
&
Ace
OM
Ammo
- -- - - - - -- - - - - - - - - - - --- - - -
Yur In SeMel':
Ma~uvl'r:
Armor:
Thrl'
flft'Con trol:
Mo~l1Iotnt:
Sia:
Sensor;:
Deplo~ntR llngl' :
(rl'w:
CommunicatIons:
PERKS I f LAWS
WEAPO NS No"",
102
"',
S
•
'" "',
D.
Ammo
Sp."
103
ApPEN DIX
4:
REFERENCE CHARTS AND GAME SHEETS
VEHIC LES CAMPAIGN REPAIR AND SUPPLY THRESHOLDS ' NAME
TANK GUNS Name
'39
'40
3 7mm ATG
'41 6/4
3in ATG Ordinance, OF, 2-pdr
6/4
6/4
Ordinance, OF, 6-pdr
6/4 6/4
Ordi nance, OF, 17-pdr 76.2mm AT Gun
6/4
3.7 cm Pak 35/3 6
6/4
6/4
6/4
'42
'43
'44
PzK V Ausf A "Valkurie"
'39
'41
'42
'43
'44
5/6
6/7
6/7
7/8
6/4
6/4
6/4
PzK V Ausf B
6/6
6/6
6/7
7/8
8/6
6/4
6/4
PzK V Ausf C
6/6
6/6
617
7/8
6/4
7/3
7/3
PzK VI Ausf E "Donner"
6/7
6/7
6/7
6/7
6/7
6/7
6/4
6/4
7/3
PzK VI Ausf F
7/5
6/4
6/4
PzK VII Ausf A "Ulle('
7/7
7/7
6/4
6/4
6/4
PzK VII Uller "heulende Kuh"
7/8
7/8
6/4
7/3
7/3
7/3
7/3
Schwimmwagen
5cm Pak 38
7/5
715
6/4
6/4
6/4
SdKfz 2 klelnes Kettenrad
7.5cm Pak 40
8/6
7/5
6/4
6/4
6/4
SdKfz 222 Armored Car
6/4
6/4
SdKfz 223 Armored Car SdKfz 231 (8-Rad)
5/7
8.8cm Pak 43 2.8cm sPzB41
'40 5/6
5/4
5/4
5/4
5/4
5/4
5/4
6/5
5/5
6/5
7/5
8/6
6/5
6/5
6/5
5/5
5/5
6/5
6/6
6/6
6/6
6/5
6/5
6/5
5/6
5/6
5/7
6/7
6/8
8/6
8/6
8/6
816
4.2cm lePak 41
8/6
8/6
8/6
8/6
SdKfz 250/1
4/5
4/5
4/5
5/5
5/5
7.5cm Pak 41
8/6
8/6
8/6
8/6
SdKfz 250/3
5/5
5/5
5/5
6/5
6/6
7/5
7/5
7/7
7/7
SdKfz 250/6
5/5
5/5
5/5
5/5
4/5
5/5
Skoda 47mm vz36
7/5
7/5
Bohler 4.7cm
7/5
7/5
47mm ATG Type 1 47mm Cannon
6/4
6/4
7/5
7/5
7/7
7/7
SdKfz 250/7
4/5
5/5
6/4
6/4
6/4
6/4
SdKfz 250/8
6/7
7/7
7/7
6/4
7/3
7/3
7/3
SdKfz 250/9
8/7
6/5
6/5
SdKfz 250/12
VEHICLES
NAME
'39
'40
PzKpfw I Ausf B
4/4
4/5 4/5
PzKpfw II Ausf B1
'41
'44
6/5
6/5
7/6
SdKfz 251/1
4/4
4/4
4/5
4/5
4/5
SdKfz 251/1 "Stuka-zu-Fuss"
7/7
7/7
6/7
6/7
6/7
'42
'43
5/3
5/3
6/6
7/7
SdKfz 251/2
5/5
5/5
5/5
5/6
5/6
5/5
5/6
5/7
6/8
SdKfz 251/3
5/5
5/5
5/5
5/5
5/5
PzKpfw II Ausf C
4/5
5/6
5/7
5/8
6/8
SdKfz 251/7
6/5
6/5
6/5. 6/5
6/5
PzKpfw II Ausf 0
4/5
5/6
5/7
5/8
6/8
SdKfz 251/10
6/5
6/5
7/6
7/6
7/6
PzKpfw II Ausf E "Flamingo"
7/7
7/7
7/8
7/8
8/8
SdKfz 251/12
7/6
8/6
9/6
PzKpfw II Ausf F
4/6
5/6
5/7
5/7
5/8
SdKfz 251/16
8/8
8/7
PzKpfw 38(t) Ausf A
6/7
5/6
5/6
5/7
6/7
7/8
Sd Kfz 251/20 "UHU"
8/7
8/7
PzKpfw 38(t) Ausf 0
6/7
5/6
5/6
5/6
6/7
6/8
SdKfz 312 "Spinner"
5/7
5/8
6/8
7/8
Befehswagon
6/7
5/6
5/6
5/6
6/7
6/8
SdKfz 314 "Spinner Zwei"
5/7
5/7
5/8
6/8
PzKpfw III Ausf E
6/7
6/7
6/7
7/8
7/8
SdKfz 330 Ausf A
PzKpfw III Command
7/7
7/7
7/7
7/8
7/8
Inf. Tank Mk II "Matilda (Ii)"
PzKpfw iii Ausf F
5/6
PzKpfw III Ausf J
6/7
6/7
7/8
Inl. Tank Mk II "Matilda COL"
5/6
5/7
5/7
Inl. Tank Mk II "Matilda Scorpion"
4/4
6/7
6/6
7/6
7/6
4/4
4/4
4/4
5/3
5/3
8/7
6/5
7/6
8/7
8/7
7/7
6/6
5/6
StuG C
5/6
4/6
5/6
6/7
Inl. Tank Mk III "Valentine I"
4/4
4/4
5/4
6/5
6/5
PzKpfw IV Ausf F
6/6
4/6
6/6
7/7
Inf. Tank Mk III "Valentine II"
4/4
4/4
5/4
6/5
6/5
4/6
5/6
Inf. Tank Mk III "Valentine III"
5/5
5/5
4/6
Inf. Tank Mk III "Valentine VII"
5/5
5/5
"PzKpfw V Ausf 0 "Panther" PzKpfw V Ausf G PzKpfw VI Ausf E "Tiger"
6/7
6/7
Inf. Tank Mk III "Valentine IX"
6/5
6/5
PzKpfw VI Ausf EXS
8/8
8/8
Inl. Tank Mk III "Valentine B-Iayer"
8/7
8/7
4/6
4/6
Archer SP Gun
5/7
5/7
InL Tank Mk IV "Churchill I"
6/8
6/7
6/7
InL Tank Mk IV "Chruchill IV"
Wespe
6/7
Brumrnbar SP (Gr) 15cm Panzerwerfer 42 (SdKfz 4/1) PzK IV Ausf A "Loki" PzK IV Ausf B PzK IV Ausf C
5/6
6/6 6/5
5/6
6/7
7/7
5/5
4/5
5/6
5/6
5/7
6/7
6/8
7/8
InL Tank Mk IV "Churchill VII"
5/5
6/6
6/6
6/7
6/7
6/8
InL Tank Mk IV "Churchill AVRE"
6/7
6/6
6/6
6/7
6/7
InL Tank Mk IV "Crocodile"
7/8
7/8
ApPENDIX
'39
'40
'41
'42
6/7
6/7
fi/8
617
7/7
4/4
4/4
5/5 6/6
6/7
7/7
6/7
8/8
1;7
618
4/4
4/4
ApPENDIX
4:
REFERENCE CHARTS AND GAME SHEETS
SUpply, Repair a Racruibnant Chart Africa
Year 1939
0
1940
1
1/2
2/1
1/2
0
1/2
-1/0
1941
~wealiti
~SA
1942
0
1943
-1
Atlantic
E. Europe
Force :G ermany
Middle East
N, Med
Pacific
Scandinavia
W. Europe
2!
I
2 0 0
1/2 1/2
, -1 '
0
1
1944
0
0
1939
1
0/1
0/1 1
0/1
0/1
1940
-1/0
0
1941
-1/0
-1/0
0
1942
0
-1/0
0
-2/-1
0
0
1/2
-1
0/2
-1/0 0
0/1
1943
0
0
0
1944
0
0
0
1943
2
0/-1
0/1
2
0
1944
2
0
1/2
2
2
1939 1940 1941 1942
~SSR
~ apan
2
1
1939
0/1
0
0/1
0/1
1940
0/1
0
0/1
0/1 0/1
1941
0/1
0/1
0
0/1
1942
1/2
-1/0
0
0/1
-1/0
1943
1/2
-1/0
0
0/1
0/1
1944
1/2
0/1
0
0/1
0/1
1939
2/3
1940
iltaly
2/3
1941
0/1
1942
0/1
1/2
1943
0/1
0/1
1944
-1/0
0/ 1
1939
0
1940 1941
1/2
0 0
-1
1942
-1
1943
-2
0/1 0
0/1
-1
-1/0
-1/0
-2/-1
-2/-1
-2/-1
1944 :Free French 1939
1
0
-/1
-1/11
1940
0
0
0
- 1/0
1941
0
-1
0/-
1942
0
-1/-2
-1/-2
1943
1
-2/-1
-2/-1
-/-1
1944
0/1
-/0
-/0
-/-1
Vichy French 1939 1940
0
-/0
0
-/0
1941
0
-1
0
- 1/1 0/1
1942
-1
-1
-1/0
1943
-2
-2
-1 /0
0
-1 /0
-1 /0
1944
[06
,
1
THE CO.AT TURN Slep Zero '
Sel-up Phase
Slep One:
Dec laration Phase Initiative Phase
Slep Two
Activation Phase
Slep Three
Miscellaneous Events Phase
Step Four"
Re peal Sleps One to Four unl il each Combat Group has had the opportun ity to move and act. A Combat Group may only move and act once per combat turn . If one Player no longer has any Combat Groups left 10 use , he skips his phases until tr,e end of the combat turn .
mACKROU
SYSTEMS DAMAGE
Roll Gunnery Skill/Attribute plus these modifiers :
Die System
Light Damage Heavy Damage
• Fire Control
1 Fire Control
SubTableA
Roll on SubTable A; add + 1
The Fire Control Rating of the vehicle
2 Stn£ture
SubTabie B
Roll on SubTable B; add + 1
• Weapon Accuracy
3 Crew
Crew stunned" 10% Casualties, min 1
The Accuracy Rating of the weapon
4 Movement
-1 MP
Point Blank Short
+1
Long
-2
+0
E)!treme
-3
, • - ~ -1
Medium
1d6 Auxilliary systems 5 Aux illiary Syst. -I to ld6 Au)!. systems destroyed 6 Roll Twice on thIS table ·~ 1
• Allacker's Movement Stationary
Arr.ong possible combat Act ions (Tachcal SCale).
I
Combat Speed
+0 -3
Top Speed
• Minus the Obs curement Total
Fife one set of linked weapons once EmbarkJdlsembark one (1) crewman EmbarkJdisembark passengers equal to Size
DEFINSE ROLL
1
-1 to a Single Weapon
2
-2 to a Single Weapon
3
- 1 to all Weapons
4
Single Weapon destroyed
5
Fife Conl ro l system destroyed (-5 to attacks)
7
Terrain Type
• Maneuver
Ground
Walk
Clear
1
1
1
Rough/Rubble
1
1
2
Obsc_
Sand/Dust
2
20
20
a a a
Woods
1
10
20
1
Jungle
2
20
30
2
Swamp
10
30
40
MUs Moved
4-6 Chain Reactionl Ammo and. Fu~ Explodesl (Vehicle Destroyed and Cr_ Killed)
SUBTABLE B: STRUCTURAL DAMAGE
o
-3
7-9
+1 +2
1-2
-2
10-19
3-4
-1
20-99
5-6
+0
• Arc of Allack
Modifier
MUs Moved
Modifier
.::A.::tt.=ac.:.k.;,.:::is...:f:..;ro:.:.m:.:..:..F:..;ro:.:.n:.:.t_ _-.:.O
1
100-999
I
Atlack IS from Rear
-2
t
-1 MP
2
1/2 remaining MP (round down)
1
1
1
1 to Maneuver
3
~
4
-2 to Maneuver
5
Power transfer failure; No movement
6
Catastrophic crew compartment tailure. 75% casualties, minimum 1
7
Complete structural failure : vehicle is destroyed, but crew survives
Attack is from Rear Flank -I Urbant
roll 1 die:
1-3 Ammo Storage and Fuel Tank RupIIIed (vehicle camot mo
• Defender's Movement
Infantry
Ammunition/fuel Hit -
Roll Piloting Skill plus these modifiers :
The Maneuver Rating of the vehic le
T8IHA.. COSTS
Roll Twice on 1his table
6
Perform a phYSical attack (ramming, kicking, etc ... ) Activate an aUX iliary system (ECM, active sensors scanning . communication, etc.)
Action for 1 turn
SUBTABLE A: FIRE CONTROL DAMAGE +2
Half Combat Speed ~ less + 1 Fire one weapon once
1/2 remaining MP (round down) & -2 Maneuver
• Range
1
Dense Urbant
1
1
2
2
Water (Low)"
2
2
3
a
30' Slop..-"
+4
2
2
lIClEALSYSlBVI RMIf BftCl1
DAMAGE VS. ARMOR
" - Only Amphibious units may enter. Others will automatically be put out of action. Amphibious units cannot enter or exit this terrain while moving at Top Speed. "" - Slopes add to the cost of the surrounding terrain. Units hull down are assumed to be located behind th~ elevatio n.
o - Terrain Marked '0' requires a Dangerou s Terrain Test.
Damage
Outcome
What happens
Dam. < Armor
No Effect
Nothing: armor is merely scratched
Dam . ;:;
Of
> Armor
Dam. ~(J( > AIfTl(J(X 2 Dam. ~
~
> AIfTl(J(X 3
Light Dam,
-1 AIrrJO(; Roll on Syst Damage Table
Heavy Dam,
-2 AImor; Roll on Sysl. Damage Table
CNer\
Situation
Fumble Effect
Initiative
lose aulomatically; if both fumble, reroll
Allack
miss automatically
Defense
hit automatically unless attack also fumbles;
for damage purposes Ireat roll as 0 Active Sensors
fail to achieve LOS aulomalically
High Speed 180" lurn
crash; take Light (1-4) or Heavy (5-6) damage
Vehicle Desltoyed
tDamage Point Cap .: 80 for Urban, 100 for Dense Urban.
!I 'in
DETECTION MOIIIFHS
Die Roll
Attacker's Detect10n Threshold
1
1
Passive Sensor Value:
2
3
'E
RA.....G
INFANTRY HIT LOCmoN
cf
Crew Skill + Sensor Rating
or Visual Value 4
Short
«
Medium
or - Size x 2)
Up Up
Impact Speed
0
Up
1-2
Attacker Speed + Defender Speed
Side
(Attacker Speed + Defender Speed)/2 (round up)
Rear
Attacker Speed - Defender Speed
IMPACT SPEED MODIFIERS Damage Modifier -2
3-4
-1
-1
5-6
+0
-2
Extreme « or - Size x 8)
-3
(Walkers count as twice their Size when in Walk mode. )
If Concealment Threshold,. Detection Threshold,
Head On
a
Long « or - Size x 4)
the target is not detected.
6 8
6 or - Vehicle Size)
«
4
5
See Terrain Table
Impact Speed
Ramming Direction
5
3
Range Modifier:
Direction
Down Down Down
(day) / 2 (night)
Defender's Concealment Threshold Terrain Obscurement:
Slart at Trooper#
INFANTRY ROF Min. Number 01 Troopers wlWeapon 1
ROF bonus 0
2
+1
4
+2
8
+3
7-9
+1
10-19
+2
20-99
+3
100-999
+4
ApPENDIX
4:
REFERENCE CHARTS AND GAME SHEETS
Campaign Record Sheet Total Victory Points Awarded :
Player Name:
TV:
Force:
Year:
Theater :
Victory Points Spent:
Modifiers
Supply/Repair:
Extra Supplies:
00000000000000000000
I
Remaining Victory Points:
. Recruitment:
I
# of Scenario's in Campaign:
I
# Won :
Special Rules:
Type
Designation
Quality
TV
Command?
FO.?
# of Scenarios
Designation
Quality
TV
Command?
FO.?
# of Scenarios
Vehicles Type
:J
OJ C
0
V>
~
a.
.2
>a. 0
u 0
(5
.r:
a.
2 '0 ~
c
'"e;,
c 0 'u;
V>
E ~
CL
oi
SUpport
'0 0
CL
Type
#
Quality
TV
Type
#
Quality
TV
E
'i!?"
0
0
0
('J
@
1:
OJ
.~
a. 0
U
ro8
ApPENDrX
4: REFERENCE CHARTS AND GAME SHEETS
Scenario Results Record Sheet SCENARIOS Order
TV
Type
Objective
Time Limit
Ext. Condition
,
Scouting
Troops
Support
Win/Lose
VP
SupplyRoll
.
(ij C
o
E 0>-
a. o
.'
()
o
o
.c
a.
.9 D
Q)
C 0,
'"
c o '
E
0-
ai D
d: E
o'" Q)
o o
N
@
.cOJ
.~
a. o
U
109
ApPENDIX
4:
REFERENCE CHARTS AND GAME SHEETS
# 2.8cm SPZB41 3 .7cm Pak 35i36' 37mm ATG 3in ATG . 4.2cm lePak 41 . 45mm 47mm ATG Type I 47mm Canr.on 5cm Pak 38' 7.5cm Pak 40' . 7.5cm Pak 41 76 .2mm AT Gun' 8 .8cm Pak 43' ..
Creating Heroes
103 .. 103 ... .. 103 103 103 103 . 103 103 . 103 .. .. , 103 .... 103 103 .. , 103
A Actions. Skirmish Advanced Command & Conlrol Rules .. Advanced Delection . Advanced Initiative Air Support Airborne Operations. American Vehicles Anli' Tank Guns Anti·Vehicle Fortifications . APAmmo Archer SP Gun Armor, Personal Arlillery Allacks .. Arlillery Barrages Table Artillery Response Time Table Artillery Scalier Diagram Artillery Support . Artillery Tractor/Prime Mover Artillery Use AT Guns Autobllnda 40 Armored Car
24 .. .. .. 45 46 45 10 12 .. 92 103 37 101 88 50,79
..... . 33 32 .... .. 31 34
...... 30 101
9 .. , 103
96
B BA,IO Armored Car Bacteriologic al Agents
Barrages Tab le Balilefieid Ellquelle, North African Biological Deploymenls Blank Datacards Bocage , the Bohler 47cm Bren Carrier . Bridges, Skirmish British Vehicles ... Brummbar BT-7 . Building a Unll , Bunkers/Empfacements.
ICO 20 32
9 21 102
..... . 29 103 . 87 29 . 87 83
96 70 " 37
c 44 . ... . 69 108 68 73 16 97 97 20 21 Chemical Warfare 19 44 Chit Hidden Unit Rules Churchill AVRE , . . 18 Clearing Minef,elds 40 Cohesion , Squad 48 Combat Eng ineer Train in g and Equipment 48 Combat Englneeflng . ... 13 Combal Turn, Skirmish Scale 24 Communrcallons Devices ... .. .... .... 51 Construct ion material 36 COSI, Infantry 48 Camoullage Campaign Cycle Table Campaign Record Sheet Campaign Rules Campaign, Ending the COL Vehicles Char AMX-42A Grognard" Char BI -bis Chemical Agenls . Chemical Deployments
110
Cruiser Tank Mk III (A 13) . Cruiser Tank Mk VI 'Crusader "
42 87 88
Damage, Artillery , Dangerous Terrain . Landing in
Dalacard Summary Defensive Positions. . ............. .. DemolitIon . DeplOYing Minefields . Detecling Minefields Detection Equipment. DetectIon Value. Detection, Advanced Diamond, Sgl. Hank .. Dllches Diving Equipment . Dog Mines . Double-Blind Rufes Drugs, Combal DUKW ,
. . .. 9t ,.. 34 53 80 .. 37 ... .... 37 40 40 49 ....... ,. 47 46 ....... 43 ... 37 .. 52 . .... .. .. 40 ....... 44 .. . 50 . " . 95
E Encumbrance Ending the Campaign. Engineer Listening Company Engineering, Combat Experience Threshold Tab le Explosives Table, Infantry Explosives . External Conditions
49 73 14 13 72 79 .. ..... 52
58
F .. , 96 Fial L6/40. Fial M13/40 Medium Tank 96 Field Engineering , , .. 36 Fire Mission Attack Procedure 33 Fire Missions. Requesting 30 Fire Modifications, Skirmish 26 Flfestarting and Destroying Terrain, SkirmIsh . ....... 29 Flaws 77 FortIfications . II FortIfications, Anti-Vehic le 37 French Vehicles Friedendall, lloyd Friendly Fire Incidents . . 33
,.. 23 107 .. , 81
H Healing, Campaign Heroes in Action . Heroes Heroic Abilities . Hidden Set-Up Himmelman, Gunter . .. Humber Mklf .
73 .... , . 43 ... .. 41 ... 41-42 44 ...... ... ... .. 43 91
I fnfantry Ouadruped Mk I "Wagsworth" Infantry Tank Mk II "Matilda II" Infantry Tank Mk III "Valenline" Infanlry Tank Mk IV "Churchill' Infantry TO&E COSls, ReVised Infantry Walker Mk Vllf "Cavalier " Infanlry Walker MVI2 "Roundhead" Infanlry . Initiative, Advanced Initiative, SkIrmish lIallan Vehic les
Kettenrad KV-IC .. KV-IIC Tesla Tank.
85 ... , 98 .. 17
L Landing in Dangerous Terrain Landing Zon es LC 1/40 Light Walker . LC 42 47/32 Walker LDRG Truck , Leader Setup Locat!on Longstreel Artillery Male ,
. .. , 53 38 .. 97 , 97 ..... 91 45 " . , 58 18
M M 10 Ta nk DeSiroyer MilA General Ear ly M12A General Longslreet M 14A General Jackson. M29 Studebaker M3 Halftrack M3A I Sluar!lMk IV "Honey· M3A5Granili M4A 1 Sherman M7 kPriest"' Howitzer M8 Greyhound Maneuver War fare .. Marmon Herringlon Armoured Car Mkll MauUier Measures MinefIeld COSfS and Characteristics Minef ield Relerence Tables Minefields Miscellaneous Equlpmenl Tab le, Infantry Miscellaneous Rules. Artillery Mission DeSign Table Mobility Devices Mobilily Equipmenl Table, Infanlry . Mortars Table, Infanlry . Movement , Skirmish
,. 93 93 .,. 94
94 92
.. 92 93 " 95 95 ....... .. ..... . 7 91 83 22 39 39
38 .. 79 35 57 ,. 53 .... 79 78 ..... . . 24
N Nighlflghllng
IS
o
G G-27 Walker Galvin Manufacturin g Game Scale Table Game Tables, Tactical German Vehicles
100
K
D Daimler Armoured Car ..
J Japanese Vehicles .
,... 90 87 ., 88 89 ... .. 74 89 90 48 45 . 24 96
Objectives Obscurement, Additional Terrain Obscurement, Skirmish Ordinance, OF, 17-pdr Ordinance , 0 E, 2-pdr Ordinance, O.F., 6-pdr .
...... , 57
29 .. 28 103 ..... 103 . .. , 103
p Panzerwerfer 42 . Perks Pink Panther LDRG Truck Pink Panther SAS Jeep POint Black Diagram Priorit ies Protection, Personal PzK IV Loki PzK V -Valkurie' PzK VI "Donner PzK VII "Uller " PzKpfw 38(1) . PzKpfw I PzKpfw II PzKpfw III PzKpfw IV . PzKpfw V ·'Panlher" PzKpfw VI
83 , , 76 91
92 23 59 50 " 84
84 84 84 . ... 81 81 .. 81 82 .. 82 82 . , 83
4:
REFERENCE CHARTS AND GAME SHEETS
SdKfz 251 86 SdKfz 312 "Spinner" 85 87 SdKlz 330 Ausf A SdKlz 4/1 .................. .... 83 Semovente L40 . ..... ....................... .... .... ...... 96 Shiki 38 . .. . ...... 100 SighlS. .... .. .......................... 49 Skirmish Scale Combat Turn .. .. ..... 24 Skirmish Scale Combat . .. ........... 22 Skoda 47mm vz36 ....., ..~.. , .. . ... . 103 Small Scout Car (Jeep. etc .) 101 Snipers SluG C . SU-76 99 60 Subplots Suggested Point Total Table 57 104 Supply Thresholds Support Weapons 54
Terrain . Skirmish. ................ 28 -Training and Equipment. Combat Engineer ... ...... .. . 48 Truc k ........ lOt TruSCOII. Lucian. . ..... 10 Tucker APC . .. ...... 92 Type 95 Ha-Go" . 100 Type 97 "Chi-Ha" ........................................ .. ....... tOO
ApPENDIX
Q Quadruped Mk I Wagswonh"
16
R Radios Table . Infanlry . .............. ........ .. .. .. .. .. .. .. 79 Record Sheet. Campaign . . ...... .... .. 108 Record Sheet. Scenario . . ........ ............. 109 Reloading Vehicle Weapons .. . . 27 104 Repair Threshold s .. .......... ..... . .......... . Req uesting Fire Missions .. . ..... .. 30 Revised Inlanlry TO&E COSIS .74 Russian Veh icles . ... 98
s SAS Jeep . 92 Saturation Fire Diagram, Skirmish 27 . ... 22 Scale. Change 01 ... Scale s . 22 Scalier Diagram 34 Scenario Generator 56 Scenario Record Sheel 109 Scenarios . . .. ..... 62 Scol1. Frank L. . ...... ... ........ .... ..... .... 14 SdKlz 2 Kleines Kellenrad ... . .............. 85 SdKlz 222 Armored Car .. . ........ ...................... 85 SdKlz 234 (8-Rad) .. . . ....... .. ............ ......... 85 SdKlz 250 .. .... .. ..... .. ...... .. ..... 86
BIBLIOGRAPHY Acthung - Panzer!
T TlO Mine Exploder "Tricycle" 18 T34/76A . ' ......... 98 T-44 "Nikolai Len in" . ............................................. .. 99 T-45 Land Battleship "Nikolai Tesla" . ... 17 Taclical CPs . . ........................................... 45 Tactics . . .... ............................................ 7 Tank Gun AP Ammo .................... .. ................ .. ... 10 1 Tank Riders . . 54
u Urban Terrain , Tactical Utility Vehicles
101
v Vehicle Dalacards 80 Vehicle Repair and Supply Thresholds .. .......... 104 Vehicles ..... 15
w Walking BombslMlnes Weapons Table. Inlantry Weapons. Weapons. Support . Wespe ..
........ 55 ... ..... 78
. ........ .. 77 . ... 54 .. 83
z Zombies
The Luftwaffe
Russia's War
University Press of Kansas James S. Corum
TIl Books, Inc. Richard Overy ISBN: 1-57500-051-2
ISBN: 0-7006-0836-2
28 ... . 28
Urban Terrain . Sk irm ish
..... 55
Cassel Military Paperbacks Heinz Guderian
ISBN 0-J04-J5285-J The BiographicaL Dictionary of WorLd War II Presidio Press Mark M. Boatner III ISBN: 0-89141-548-J British and American Tanks of World War Two Arms & Armor Press Peter Chamberlain & Chris Ellis
The Marshalt Cavendish ILtustrated Encyclopedia of World War II, Votumes 1 through 25 Marshatl Cavendish Corp. Lt. Col. Eddy Bauer Library of Congress CataLog No.: 72-95429 Men-at-Arms Series 278: Flags of the Third Reich J: Party & Police Flags Osprey, an imprint of Reed Consumer Books ltd Brian l Davis & Malcolm McGregor
John Milson ISBN: 0-88J65-052-5 Siegfried: The Nazi's Last Stand A Jove Book Chartes Whiting ISBN : 0-515-07]9J-8
ISBN: 1-855J2-4598
ISBN: 0-J04-J5529-1
U.S. Military Tracked Vehides New Vanguard 15: Flammpanzer: German Flamethrowers
Combat Engineer American Literary Press. Inc.
1941-1945 Osprey Military
Jack L. Scott ISBN: 1-56167-517-2
ISBN: 1-855J2-547-0
Motorbooks International Publishers & Wholesalers Fred W. Crismon
ISBN: 0-87938-672-X
Tom Jentz, Hilary Doyle & Peter Sarson
Combat Leader's Field Guide Stackpole Books
New Vanguard 25 : SdKfz 251 Half-Track 19J9-1945 Osprey Military
CSM James J. Gallagher, USA (Ret.) ISBN: 0-8117-2425-5
Bruce Culver &Jim Laurier
Elite Series 34: Afrikakorps 1941-4J
New Vanguard 26: German Light Panzers 1932-1942 Osprey Military
Osprey Publishing Gordon Williamson & Ron Volstad
Russian Tanks 1900-1970 Galahad Books, a division of A & W Promotional Book Corporation
ISBN: 1-85532-846-1
USAAF Fighter Units MTO 1942-45 Osprey Pubtishing Ltd Christopher Shores ISBN: 0-85045-244-9 The Unknown Patton Crown Publishers, Inc/Hippocrene Books. Inc. Charles M. Provence
ISBN: 0-517-455951
Bryan Perrett. Peter Sarson & Terry Hadler
ISBN: 1-85532"130-0
ISBN: 1-85532 -844-5
The War Against Hitler Hippocrene 800ks, Inc.
Elite Series 59: U.S. Marine Corps 1941-45
Panzer Battles Ballantine Books Maj. Gen. F. W. von MeHenthin
Atbert A. Nofi, Ed. ISBN: 0-88254-631-7
Osprey Publishing
Gordon Rottman & Mike Chappell ISBN: 1-85532-497·0
ISBN: 0-345-32158-8
War As I Knew It Bantam Books
Encyclopedia of German Tanks of World War Two Arms & Armor Press Peter Chamberlain & Hilary L. Doyle
Panzer Colors II Squadron/Signal Publications. Inc. Bruce Culver
George S. Patton Jr.
ISBN: 1-85409-518-8
ISBN: 0-89747-069-9
German Combat Engineers in World War II Schiffer Military History Horst Riebenstahl
Warfare and the Third Reich Salamander Books Ltd. WI Barnes & NobLe Inc. Christopher Chant ISBN: 0-7607-1698-6
Carlos D'Este
Patton: A Genius For War
Harpereotlins Pubtishers
ISBN: 0-553-20491-2
ISBN: 0-7643-0574-3
ISBN: 0-06-016455-7
The World's Great Machine Guns From 1860 to the Present
German Tank and Antitank
Rommel As Military Commander Barnes & Noble Books Ronald Lewin
Day Brown Packaging Books Ltd. Roger Ford ISBN: 0-7607-1580-7
WE Inc. E.J. Hoffschmidt & W.H. lantum IV ISBN: N/A Kommando Arms and Armour Press James lucas
ISBN: 0-31245940-8
I Barnes
& NobLe Books
ISBN: 0-7607-0861-4 The Rommel Papers Harcourt, Brace, and Co.
B.H. Liddetl Hart, ed. LoCCN: 53-5656
I I I